TR Infantry Weapons
About this guide
This guide contains a list of every infantry weapon available to TR, along with what I consider to be their most standout features. Positive traits will be labeled with a "+", and drawbacks are labeled with a "-". I also label a few weapons as "Meta™" if they are considered to be among the best-in-class weapons based on community consensus and personal experience, although this can be subjective.
Any mention of bullets-to-kill or time-to-kill assumes the target is standard infantry unless stated otherwise.
"0.75x ADS" Means you move faster while aiming than you would with other weapons.
This list will not include weapon re-skins, such as gold or black variants, that are otherwise functionally identical to their base counterparts. I'm also not covering consumables, because you already know what a grenade does.
Last updated July 21, 2023
Sidearms (Pistols)
Note that the pistol meta is heavily centered on the NS-44 Commissioner, NS-357 Underboss, and NS-45 Pilot. Faction-specific pistols currently have a niche being used by stalker-cloak infiltrators, though they face competition in that niche from both the meta and other NS sidearms.
All TR-specific pistols have access to KCAP ammo.
All pistols besides the Showdown have 0.75x ADS speed.
- +Meta™
- +Faster fire rate than the Commissioner
- +Faster reload than the Commissioner
- -Less damage than the Commissioner
- +Accurate
- +Large Magazine
- +Fastest reload among common-pool sidearms
- -Somewhat lacking in raw damage output
- +Higher velocity than the Commissioner
- +More damage at range than the Commissioner
- +Better aimed accuracy than the Commissioner
- -Worse hip-fire accuracy than the Commissioner
- -Smaller magazine than the Commissioner
- +Access to a variety of unique ammo types that let it fill unusual roles
- +Very high damage per shot
- +Quieter than most weapons, will only reveal user to enemies 10 meters or less away.
- -Lower than normal head shot multiplier; can one-shot-kill infiltrators on headshot but lacks the followup of the commissioner
- -Very long equip time for a sidearm and low fire rate makes it a poor backup option
- -Very low muzzle velocity
- -Explosive bolts do very little damage to armor, detect bolts are less effective than recon darts, and incendiary bolts do less damage to single targets than regular bolts.
- +Greater hip accuracy compared to the Blackhand
- +Fires faster than the Blackhand while aimed
- -No optics, but aiming will still increase accuracy
- -Slower fire rate than the Blackhand while not aimed
- -Only sidearm with 0.5x ADS speed
- +Fires two rounds at once that can kill at point blank
- +Greater hip accuracy than the Underboss
- -Slower fire rate than the Underboss
- -Less damage per bullet than the Underboss
- -Very harsh damage drop off beyond point-blank
Shotguns
- Semi-Automatics which are more effective at range
- Fully-Automatics which focus on close-range damage per second
- Pump-Actions that can one-shot-kill but cycle rounds slowly
All shotguns have 0.75x ADS speed.
- +Fastest reload speed among magazine-fed shotguns
- +Higher minimum damage than other shotguns
- -Out-competed for effectiveness at range by the NS Baron G5
- -Out-competed for effectiveness in close quarters by just about everything else
- +Meta™
- +Tight pellet spread
- +Damage drops off slower than other shotguns
- +Higher velocity than other shotguns
- -Low damage
- -Tube-feeding can make reloading a lengthy process
SMGs (Submachine Guns)
Submachine guns are focused on fast-paced close-quarters engagements but can reach out farther than shotguns in emergencies. Carbines are usually as good or better than SMGs for most engagements, so SMGs are typically only used by infiltrators and ASP-enrolled light assaults.
All SMGs have 0.75x ADS speed.
- +Access to Hybrid Suppressor, BX Adapter, and KCAP ammo
- +Harder hitting, slower firing model makes having similar accuracy stats to the Armistice less noticeable
- -BX Adapter's spinup time is very punishing, and takes up an important attachment slot
- +Meta™
- +Higher RPM than other SMGs of its caliber
- +Unique adaptive class underbarrel launcher that doesn't sacrifice rail attachment access
- +Better damage at range with low fall off
- -Low muzzle velocity
- +Accurate with very forgiving recoil
- -Low damage, other SMGs can outperform it with practice
- +Integrated suppressor; very slightly better velocity than other suppressed SMGs
- +Slightly higher fire rate than the NS-7 PDW
- +Inherits good accuracy stats from the NS-7 PDW, but can't really make use of them because:
- -Harsh damage fall off (thanks to the built-in suppressor)
- -Low damage output in general
- -Integrated suppressor cannot be combined with another barrel attachment, nor can it be removed
- +Heavy damage at very close range when all pellets connect
- +If your aim is poor, you may still hit a few pellets
- -If your aim is good, you may still miss a few pellets
- -Bad at range, even by SMG standards
Carbines
- +Meta™
- +High damage per second with good trigger discipline
- -Demands good trigger discipline to maximize effectiveness
- -Lower magazine size than other Terran carbines, though its higher caliber rounds compensate for this.
- +Wide attachment selection, including underbarrel launchers and shotguns
- +Lower first-shot recoil
- -Lower fire rate and damage per second
- +Good velocity, accuracy, and reload speed
- +Wide attachment selection, including underbarrel launchers
- +Coveted 0.75x ADS speed
- -Low damage per second
- +Pinpoint-accurate first shot per burst
- +Low recoil and good velocity
- -Extremely low damage output
- -High cone of fire bloom
Assault Rifles
- +Very high fire rate; highest damage per second of any TR assault rifle
- -Inaccurate hipfire, strong recoil, and low muzzle velocity
- -Very long reload time
- -Damage falls off quickly at range
- +Better velocity and aimed moving accuracy, with low recoil
- +Fast reload
- +Wide attachment access including KCAP ammo, underbarrel launchers, and underbarrel shotguns
- -Not particularly good at any one job
- +Very high damage bursts, if you can hit them
- +Unique attachments, including the stabilizing rotor and an incendiary launcher
- -Heavy horizontal recoil and less velocity than the SABR
- -Lacking in attachment options, especially in the barrel slot. Stabilizing rotor cuts into its damage output unlike a compensator or heavy/short barrel would. The incendiary launcher is cute but won't kill most targets from full health.
- -Enforced delay between bursts hurts its close-quarters performance
- +Access to cure launcher, incendiary launcher, heavy magazine, and heavy barrel
- +Built-in forward grip that can be combined with another rail attachment, including a second forward grip to increase its bonus (don't ask me how that works)
- -Slightly longer equip time
- +Extremely high burst damage when hitting head shots
- +Good accuracy and very fast reload
- +Good attachment selection including underbarrel launchers
- -Pitiful damage per second when accounting for delays between bursts
Hybrid Rifles
- +Only needs to be charged once per magazine
- +Technically higher fire rate when accounting for the Yumi's charge delays
- -Lower fire rate while firing (750 v.s. the Yumi's 1000)
- -Lower damage per bullet, steeper damage falloff, and shorter minimum damage range
- -Slightly slower reload
LMGs (Light Machine Guns)
- +Very large magazine
- +High damage per second
- -Long reload
- -Lacking barrel attachments (no compensator or heavy barrel)
- +Meta™
- +High damage per second
- +Very fast reload (for an LMG)
- +Easier recoil and good hipfire accuracy
- -Very small magazine (for an LMG)
- -Less velocity
- +Potentially TR's fastest killing LMG in optimal conditions
- +Gigantic magazine
- +Good hipfire accuracy and low recoil
- +Decent attachment selection, including Impact Ammunition
- -Lower raw damage output
- -Damage falls off quickly without Impact Ammunition
- -Extremely slow reload
- +High damage per bullet
- +Low horizontal recoil
- +Slightly faster reload
- -Low rate of fire
- -Slightly smaller magazine
- -Strong vertical recoil
- -Middling damage output
- +Capped cone-of-fire while aiming
- +Very large magazine that can be doubled with extended mags
- +Low recoil and better velocity
- +Fast reload
- +Higher minimum damage, and maintains maximum damage for longer
- +Access to KCAP ammo
- -Low damage output
- -Missing soft point ammo
- +Best hip accuracy, low recoil, and better velocity
- +Extremely fast reload
- +Higher minimum damage
- +Access to KCAP ammo
- -Low damage output
- -Small magazine
- +Hilariously large magazine
- +Slightly faster rate of fire and higher damage per second
- +Access to KCAP ammo
- -Slightly longer equip time
- -Lower velocity
- -Lacking in attachments; only has access to heavy barrel in the barrel slot, and doesn't have access to forward grips.
- +Coveted 0.75x ADS speed
- +Fastest reloading LMG
- +Easy recoil and great hip accuracy
- +Wide attachment selection
- -Very low fire rate and damage per second
- -Small magazine
- +Capped cone of fire while stationary
- +Higher maximum damage than normal, and high minimum damage
- +Slightly better hip accuracy than average
- +Fast reload
- -Low rate of fire and damage per second
- -Inaccurate while moving
- -Very low velocity
Scout Rifles
Scout rifles come in two flavors:
- Semi-automatics which are designed for ranged effectiveness
- Fully-automatics which which function like low-damage, high-accuracy assault rifles (with the exception of the Dragoon)
- +Can kill in 2 headshots at any range; tied for the fastest killing scout rifle with the NS-30 Vandal
- +Fastest reload
- +Access to explosive ammo, heavy magazine, weighted receiver, and comfort grip
- -Missing high velocity ammo and soft point ammo
- -Out-competed for its role by the NS-30 Vandal
- +Fastest rate of fire among semi-auto scout rifles
- +Largest magazine among semi-auto scout rifles (other than the auraxium DMR-99)
- +Fastest velocity and best aimed-moving accuracy without a weighted receiver attachment
- +Access to underbarrel launchers, soft point ammo, high velocity ammo, weighted receiver, and comfort grip
- -Lowest damage-per-shot among semi-auto scout rifles; requires at least 3 shots to kill past 15 meters
- +No damage falloff. Can kill in 2 headshots at any range.
- +Full-auto, and can equip a unique single-fire barrel to become an accurate semi-auto
- +Perfect aimed accuracy in all stances
- +Access to explosive ammo, heavy magazine, forward grip, and comfort grip
- -Terrible hipfire, high vertical recoil without the single-fire barrel, and low velocity
- -Low fire rate (though still slightly faster than its cross-faction counterparts)
- -Smallest magazine, tied with the NS-30 Tranquility
- +Unbiased recoil with a low first-shot multiplier
- -Low damage per second
- -Very small magazine
- +Fastest rate of fire among semi-auto scout rifles (same as the AMR-66)
- +Largest magazine among semi-auto scout rifles
- +Fastest velocity and aimed moving accuracy without a weighted receiver
- +Built-in compensator and forward grip, and access to explosive ammunition
- -Lowest damage per shot among semi-auto scout rifles (same as the AMR-66)
- -Slower reload
- -Worse hipfire accuracy
- +Meta™
- +Coveted 0.75x ADS speed multiplier
- +Can 2-headshot kill at any range, tied for fastest killing scout rifle with the HSR-1
- +Best hipfire among semi-auto scout rifles
- +Access to forward grip and high-velocity ammo
- -Slightly worse recoil and velocity (can be compensated for with attachments)
- -Slowest reloading scout rifle
- -No access to weighted receiver or comfort grip
- +Higher than normal headshot multiplier; can kill in 4 headshots
- +High fire rate
- +Good accuracy while crouched
- -Abysmal base damage; body shots may as well be misses
- -Strong horizontal recoil that kicks in a random direction, and terrible hipfire
- -Extremely small magazine
- +Coveted 0.75x ADS speed multiplier
- +Slows targets on hit
- +Integrated suppressor that increases velocity instead of lowering it
- +Can 2-headshot kill at any range if target does not have auxiliary shield
- +Best hipfire among semi-auto scout rifles
- +Access to underbarrel launchers, comfort grip, and heavy magazine
- -Slower fire rate than Vandal
- -Smallest Magazine, tied with the Dragoon
- -Silencer is mandatory, and no access to forward grip or high velocity ammo
- +3-headshot kill at all ranges
- +Less hipfire bloom
- +Good crouched accuracy
- -Bodyshots are still worthless
- -Slower fire rate
- -Bad horizontal recoil and base hipfire accuracy
- -Longer reload
Sniper Rifles
Snipers come in 3 flavors:
- Bolt-actions, which can kill in a single headshot but chamber rounds slowly
- Semi-automatics, designed for rapid follow-up shots
- Burst-fire, unique to the TRAP-M1.
- +Meta™
- +Fastest chamber time of any bolt-action
- +Close range optics with no sway
- +Higher maximum damage
- -Tied for lowest velocity with the KSR-35
- +Rapid follow-up shots
- +Better aimed-moving accuracy
- +Access to ballistics computer and weighted receiver
- -Can only 1-headshot kill infiltrators before 50 meters
- -Tied for worst hipfire with the KSR-35
- +Close-range optics with no sway
- +Rapid follow-up shots
- +Better aimed-moving accuracy
- +Access to weighted receiver
- -Cannot 1-heashot kill any target
- -Lower velocity than most scout rifles
- -Worse aimed bloom per shot and tied for worst hipfire with the 99SV
- -Worse damage per shot and damage falloff than the 99SV
- -Worse than scout rifles in almost every way except damage per shot
- +The only sniper of its kind
- +Multiple firemodes for multiple effective ranges
- +Best hip accuracy and aimed bloom of all snipers
- +Generously low damage falloff
- +Access to close-range optics and a 6x scope with no sway, along with forward grip, laser sight, and compensator
- -Burst-fire nature makes both long-range precision and close-range spraying difficult
- -Competes with both other snipers and scout rifles for a niche
- +Built-in compensator and straight-pull bolt that can be combined with other attachments
- +Highest damage per shot of any sniper
- +Highest velocity of any TR sniper
- +Slightly larger magazine and more reserve ammunition
- +Access to extended magazine, weighted receiver, and flash suppressor
- -Built-in compensator worsens hipfire and reveals you up to 150 meters, for questionable benefit
- -Slowest chamber time of any sniper and tied for slowest reload with the RAMS
- +1-headshot kill potential in a semi-auto package
- +Access to a 4x scope with no sway, along with extended magazine, weighted receiver, and flash suppressor
- +High velocity
- -Abysmal base damage; requires at least 4 bodyshots to kill standard infantry
- -Very strong recoil for a semi-auto sniper
Anti-Material Rifles
- +Extra damage to MAXes and vehicles
- +Better velocity and less damage falloff
- +Better chamber time and reload speed
- +Larger magazine and more reserve ammunition
- +Access to extended magazine and comfort grip
- -Depressing damage per shot
- -Extremely small 1-headshot kill range for a sniper
- -Only has long range scopes with sway; no 4x scope available
- +Extra damage to MAXes and vehicles
- +Explosive payload
- +4x optic with no sway, can equip longer-range scopes if needed
- -Less damage and 1-headshot kill range than regular snipers
- +Faster chamber time and reload speed
- +Access to 1x, 1.35x, and 2x optics, as well as a comfort grip
- -Worse damage falloff and 1-headshot kill range
- -Smaller magazine
- -No explosive payload
- -No access to darklight flashlight or straight-pull bolt
Rocket Launchers
- +Can lock-on to any vehicle, acquires locks faster and from further away
- +Fires up to 3 missiles in sequence, high damage potential if all connect
- -Very low damage per missile
- -Missiles have poor tracking, and must have their speed manually set by the user
- -Long exposure time while launching missiles
- +Can harass groups of enemies from safety
- -Low damage
- -Useless against enemies under a roof
- -Requires precise timing and an appropriate angle of attack
- +Combines ranged accuracy with close-range burst damage
- -Lowest damage per rocket of all launchers
- -Long exposure time while aiming
- -Dumbfire blast can have unreliable accuracy
- +Most accurate hipfire of all launchers
- -Lowest damage per rocket of all launchers (same as Masamune)
- -Rockets must be individually fired with no guidance systems
Heavy Weapons
- +Sustained, high damage firepower
- +Access to the ballistic rapid refire toggle (BRRT) attachment to lower spinup time
- -Long spinup time without the BRRT attachment
- -BRRT comes with an opportunity cost, competing with extended magazine and laser sight
- +A healthy source of continuous area damage
- +Access to unique attachments, including disruptor ammunition and incendiary ammunition
- -Slows user by 10% while equipped unless using the lightweight materials attachment
- -Low damage output; requires at least 3 grenades to kill with only indirect damage
- +Ignites enemy infantry
- +Gigantic magazines
- +Multiple fire modes for gunfights and area suppression
- -Low fire rate
- -Low base damage
- -Flame-globes consume lots of ammo
- +Can damage heavily armored vehicles
- -Slows user by 10% while equipped, but cannot attach lightweight materials
- -Low damage output; some direct damage moved to indirect damage and given steeper damage falloff
- -No attachment access at all
Heavy Crossbows
- +A longer ranged option for light assaults
- +Perfect aimed accuracy in all stances
- +Access to several unique bolt types, including explosive, splitting, and aerolite bolts
- +Arms can be modified for more ammo, velocity, or hipfire accuracy
- -Must charge briefly before firing
- -Very low velocity
- -Slow fire rate and low damage output; requires multiple bolts to kill most targets
Amphibious Weapons
- +More damage per bullet
- +Higher velocity
- -Lower fire rate
- -Longer reload
- -Worse hipfire accuracy
- +Better hipfire accuracy
- +Faster fire rate
- +Slightly larger magazine
- -Lower velocity
- -Less damage per shot
- -Less reserve ammunition (why?)
- +Your only choice for an underwater sidearm
- +Technically has the fastest theoretical time to kill against an overshielded heavy assault of any suppressed sidearm within its maximum damage range of 4 meters (good luck with that).
- -Slightly worse stats than the Underboss
MAX Arms
- +Highest velocity and best accuracy of all anti-infantry options
- -Lowest damage per second of all anti-infantry options
- -Smallest magazines of all anti-infantry options
- -Slower reload
- +Highest-damaging anti-armor option
- +Explosive damage can be dangerous to infantry
- -Low velocity and heavy drop make it impractical past medium range
Melee Weapons
- +While activated, can 1-stab kill infiltrators, and 1-headstab kill any other non-MAX infantry, including overshielded heavy assaults (good luck with that).
- -Slower swing speed
- +Slightly higher damage and hit-detection radius
- -Slower swing speed
- -Artificially limited availability
- +Can damage heavy armor, construction objects, and deals extra damage to MAX suits (good luck with that)
- -Less base damage, will require an extra stab to kill most targets unless you land headstabs
- -Artificially limited availability
Joke/Gag and Event Weapons
- +Colorful fireworks!
- -Very low damage, cannot kill in a single magazine without headshots
- +Gives your enemies diabetes
- -Low damage output
- +Fires a continuous steam of large, explosive projectiles
- +Infinite heat-based ammo
- -Low damage output compared to regular sidearms
- -Lower than normal headshot multiplier
- +Deals no friendly fire damage
- +Large heat-ammo pool that doesn't (and cannot) reload
- -Low damage output
- -Must resupply or respawn to get more ammo
- +Deals no friendly fire damage
- +Source of consistent area damage
- +Can damage lightly-armored vehicles
- -Even lower damage output than the Thumper
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