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/PUBG/ Weapon Summaries V3

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Oct 23rd, 2017
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  1. Everything in the weapon summaries should be taken with the knowledge that attachments are hugely important, arguably moreso than the gun a lot of the time. Generally the guns within a category are mostly side-grades outside of crate drops.
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  3. ASSAULT RIFLES - Can do anything. Also, kings of mid-range combat. Keeping one on you is never a bad idea.
  4. >M16 - Ghetto sniper rifle, best AR at long range, burst fire is fast as fuck which means it can be okay up closer too.
  5. >SCAR - Middle of the road, generic AR. Useful in pretty much every situation.
  6. >M4 - Most people seem to prefer the SCAR but the differences are minor and the stock makes full auto firing a bit better in practice if you have it. It vs. the SCAR is 90% the same shit with minor differences like better recoil on the SCAR, better fire rate on the M4, the M4 having fuckall aim-punch. Really it's preference.
  7. >AK - High damage but awful recoil. The bullets are very slow compared to 5.56 rifle but you can get good performance at long range because you do a lot of damage per shot while tap-firing, and I'm pretty sure it's the best weapon in the game at point blank outside of shotguns if you get at least one headshot off. Generally considered worse than the other AR's though, for being worse at short-mid range.
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  9. SMGs - These aren't actually better than either AR's or Shotguns at point blank. They're better, or at least much easier to use at general "short range" though.
  10. >UMP - Low as fuck recoil when soft-aiming, turns into a laser gun with compensator. Generally average SMG.
  11. >Mini-Uzi - Sick point blank damage. Really it has pretty massive DPS and it can kill people stupidly fast, but personally I'd say a shotgun's just better at that.
  12. >Vector - Fires fast as fuck for sick dps, while still being vaguely useful past point blank unlike the mini-uzi. Probably the best SMG if you have an extended mag, but you NEED it.
  13. >Tommy Gun - It has great DPS and low recoil on paper but fuck me it just seems completely useless in practice. No optics options and unable to take compensator doesn't help. Everyone ignores it but feel free to try be the one to crack that.
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  15. SHOTGUNS - 1 hit kills abound, which makes them the king up close but useless past 20 meters. Their range is a bit more than you'd think though. Most people ditch these but they can be pretty useful as a trump card in real close engagements. They're all about the same tier. Getting a choke is mandatory
  16. >Overunder - The double tap is really useful sometimes, seems to be what most people prefer. But in practice a lot of the time the recoil makes you have take almost as long compensating as it takes to pump the pump action anyway.
  17. >Pump-Action - Slightly more range and damage than the over-under, but the pump can get you killed. Really these two last two are completely down to preference.
  18. >S12K - Less damage, rapid fire. Might lose to other shotguns but will kill everything else even better. Not having choke means it's even shorter range though. Takes AR attachments, not shotgun ones.
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  20. SNIPER RIFLES - The only shit REALLY viable for long range combat. General wisdom is to take one whenever you can, and for good reason. Compensators are completely useless on bolt-actions.
  21. >Mini-14 - Barely more damage than an AR but has crazy low recoil. Is also easier to hit shots than other SRs with because it has much faster bullet speed too. Probably worse than the other SRs but not by much. Generally a great gun for how common it drops.
  22. >SKS - It's high damage is great. Generally worth taking over the Mini-14. It's generally easier to use than the Kar98, as you don't NEED to pull off the headshot. Better at non-sniping, general long range use, but an AR can already fill that role to an extent. Extended mag doubles your ammo capacity, so very helpful.
  23. >Kar98 - 1 hit kills anybody without a Lvl 3 helmet with a headshot. If you have the aim and can calm your nerves enough to go for the headshot it's insane. Even if you can't, dealing so much damage with one shot is hugely useful for most long range engagements
  24. >VSS - Don't be fooled, it's an SMG in disguise. You CAN set it to full-auto, but most of the time if you spam-fire in semi-auto it is actually crazy low recoil. Bullets are retardedly slow and the bullet drop insane which makes hitting shit at long range hard as balls. Generally shit at actually killing people but not as much as you'd think upon first touching it. Also really damn quiet between it's silencer and sub-sonic ammo, and it actually has the range to make use of that, unlike the real SMGs.
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  26. PISTOLS - There's rarely any real reason to use these over anything else. Can finish enemies off if you run out of ammo and need to reload up close, so generally still worth picking up.
  27. >1911 - Best pistol. Only the glock can really compete. Take this whenever you can over the next two.
  28. >P92 - It exists and is better than nothing, and is fucking everywhere.
  29. >Revolver - In theory should be useful at outside of super close range unlike other pistols, but in practice it's so hard to land a shot with those shitty sights that it's not even worth bothering.
  30. >Glock - Full auto should make it a ghetto mini-uzi that fits in your pistol slot but fuck me the recoil is just TOO much to use without practice, and you'll rarely if ever get that practice. Extended mag is extremely important.
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  32. CROSSBOW - Meme weapon. Has a higher damage than any gun barring the AWP and it's silent as fuck but the ballistic trajectory is arcane in extremely hard to get a handle on, and the projectile travels too slow to hit anything moving. Headshots will kill level 3 helmets and body shots (not limb shots) will drop unarmoured enemies, but going for them only makes the aiming problem worse. Quiver helps a lot with the awful reload time.
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  34. MELEE - All are literally impossible to hit with. They're all also identical in stats barring the pan, which has higher damage as well as the bullet blocking shit it's known for.
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  36. CRATE WEAPONS - Take these whenever you can find them. If only for variety and not the fact that they're generally better.
  37. >Groza - Crazy fast firing AK. Basically the best weapon in the game for close range shit.
  38. >M249 - Gun down entire squads and blow up vehicles with ease. Crazy fun if not actually that effective.
  39. >Mk14 - Full auto SKS makes an all-round insanely good gun in pretty much every situation, even up close.
  40. >M24 - Slightly better Kar98.
  41. >AWP - Purely mythical. At best you might see one in the kill feed of have your head blown off by it. Can 1 hit people with lvl 3 helmets and uses it's own ammo.
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  45. ATTACHMENTS - Use these shits, seriously.
  46. >Muzzle - Compensators are REALLY good on anything that can use them. Silencer hides your flash completely, but flash hider only lessens it. Also the flash is minor at the best of times anyway. Silencer is generally useful but people who are close can usually hear you anyway, so a compensator is much better when you get down to the last couple of people. Also keep in
  47. mind that anything with super-sonic ammo (so anything other than a pistol, SMG, VSS or Crossbow) will still make a sonic boom and be loud, but your exact location won't be easily discernible, especially to the people you're shooting at.
  48. >Foregrip - Vertical grip lessens vertical recoil, horizontal grip lessens horizontal recoil. Because you have more vertical recoil and need to compensate for it anyway, the horizontal grip is better on almost anything that can take it. Tommy gun and Vector can only take verticals for some reason.
  49. >Magazine - Quickdraw < Extended < Extended Quickdraw. Not having to reload is better than reloading quickly most of the time.
  50. >Stock - There's almost always only one option, so there's not really any choice to be made here. All of them make quite a big difference. Of note is the Kar98 bullets DO reduce your pure RNG inaccuracy as well as reload speed, and the Kar's inaccuracy does kinda become a problem at extreme range. It vs. the cheek pad comes down too how much you care about sway.
  51. >Sights - Holo/Red dot is cosmetic and subjective, red dot has less visual obstruction but a lot of people find the holo's sights better. Also you can zoom to 2x with those two and iron sights by holding breath, but 2x sights still means you don't have to which is useful. Generally this category is pretty self-explanatory, just remember you can swap sights around quickly. Also, that you can soft-aim if your target is up close and you have long range sights.
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  55. OTHER ITEM RELATED SHIT WORTH KNOWING
  56. >Bandages make you heal a small amount for a small period of time. Don't spam them, use them, wait, then use another. The white bar shows you where it'll heal to.
  57. >Energy Drinks, Painkillers and Adreneline Syringes all fill up the same buff bar by different amounts. Each segment on the bar makes you heal faster, and the last two segments makes you run faster.
  58. >You can cook grenades with R.
  59. >Remember to fucking use flashbangs.
  60. >Frags are great when you're both lying down in grass, and you know vaguely where they are but not precisely enough to shoot them.
  61. >The grenade indicator is deliberately slightly off, and grenades like to bounce off glass. Be careful when grenading through a window.
  62. >Ammo takes up a lot of fucking space, dropping it is often the best way to free space.
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