Weapon Stats Summary
Weapon | Damage Related Stats | Accuracy Related Stats | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dmg | Bul. | RM | R | GR | PNL | PP | PMD | CPMD | CT | CS | CC | DPS | DPM | TD | VP | SPP | MS | SD | MDS | MSS | MIAS | MMS | (SG)PSP | (SG)PSY | ||
Uzi | 20 | 1 | 0.84 | 2500 | None | 2 | 30 | 0 | 0 | 0.0625 | 50 | 650 | 320 | 1000 | 10600 | 0.9 | 0.32 | 30 | 5 | 0.7 | 1 | 1.7 | 3 | |||
Mac-10 | 25 | 1 | 0.84 | 2200 | 900 | 2 | 30 | 0 | 0 | 0.0625 | 50 | 650 | 400 | 1250 | 17500 | 1 | 0.4 | 30 | 5 | 0.85 | 1.2 | 1.7 | 3 | |||
H&K MP5 | 26 | 1 | 0.84 | 2500 | None | 2 | 30 | 0 | 0 | 0.075 | 50 | 650 | 312 | 1300 | 18200 | 1 | 0.32 | 30 | 5 | 0.75 | 1.1 | 1.7 | 3 | |||
Pump Shotgun | 250 | 10 | 0.7 | 3000 | None | 2 | 30 | 500 | 300 | 0.5 | 8 | 72 | 500 | 2000 | 16000 | 4 | 1 | 5 | 5 | 0 | 0.8 | 2.5 | 1.5 | 5.0 | 7.5 | |
Chrome Shotgun | 248 | 8 | 0.7 | 3000 | None | 2 | 30 | 496 | 300 | 0.5 | 8 | 72 | 496 | 1984 | 15872 | 4 | 1 | 5 | 5 | 0 | 0.8 | 2.5 | 1.5 | 3.0 | 5.0 | |
Assault Rifle | 33 | 1 | 0.97 | 3000 | 1500 | 2 | 50 | 377 | 0 | 0.0875 | 50 | 360 | 377 | 1650 | 13530 | 1.2 | 0.75 | 30 | 5 | 0.05 | 0.4 | 1.5 | 5 | |||
Combat Rifle | 44 | 1 | 0.97 | 3000 | 1500 | 2 | 50 | 352 | 0 | 0.07 | 60 | 360 | 352 | 2640 | 18480 | 1 | 0.6 | 5 | 4 | 0.05 | 0.35 | 1.25 | 4 | |||
AKM | 58 | 1 | 0.97 | 3000 | 1500 | 2 | 50 | 446 | 0 | 0.13 | 40 | 360 | 446 | 2320 | 23200 | 2 | 1.6 | 35 | 7 | 0.5 | 1 | 3 | 6 | |||
SG552 | 33 | 1 | 0.97 | 3000 | 1500 | 2 | 50 | 363 | 0 | 0.0825 | 50 | 360 | 363 | 1650 | 13530 | 1.2 | 0.75 | 30 | 5 | 0.05 | 0.4 | 1.5 | 5 | |||
Tactical Shotgun | 253 | 11 | 0.7 | 3000 | None | 2 | 30 | 1687 | 0.15 | 10 | 90 | 2530 | 25300 | 3 | 20 | 5 | 5 | 0 | 0.8 | 2.5 | 1.5 | 4.0 | 8.5 | |||
Combat Shotgun | 252 | 9 | 0.7 | 3000 | None | 2 | 30 | 1680 | 0.15 | 10 | 90 | 2520 | 25200 | 3 | 22 | 5 | 6 | 0 | 0.75 | 2.5 | 1.5 | 3.5 | 8.0 | |||
Hunting Rifle | 90 | 1 | None | 8192 | None | 2 | 50 | 360 | 0.25 | 15 | 150 | 1350 | 14850 | 1.5 | 1 | 15 | 8 | 0 | 0.1 | 1.5 | 3 | |||||
Military Rifle | 90 | 1 | None | 8192 | None | 2 | 50 | 360 | 0.25 | 30 | 180 | 2700 | 18900 | 1.5 | 1 | 15 | 8 | 0.05 | 0.5 | 1.5 | 5 | |||||
Steyr Scout | 105 | 1 | None | 8192 | None | 2 | 50 | 105 | 0.9 | 15 | 180 | 1350 | 17550 | 1.5 | 1 | 15 | 8 | 0 | 0.1 | 1.5 | 3 | |||||
AWP | 115 | 1 | None | 8192 | None | 2 | 50 | 115 | 1.05 | 20 | 180 | 2300 | 23000 | 1.5 | 1 | 15 | 8 | 0 | 0.1 | 1.5 | 3 | |||||
Grenade Launcher | 400-1000 | 1 | 0.97 | 3000 | 1500 | 2 | 50 | 400-1000 | 0.5 | 1 | 30 | 12000-30000 | 1.2 | 0.75 | 30 | 5 | 0.05 | 0.4 | 1.5 | 5 | ||||||
M60 | 50 | 1 | 0.97 | 3000 | 1500 | 2 | 50 | 50 | 0.11 | 150 | None | 454.5 | 2 | 1.6 | 35 | 7 | 0.5 | 1 | 3 | 6 |
Tier 1 weapons
Uzi

The Uzi is the weakest of all weapons, however used with a laser sight it can become a very lethal bullet hose. Good at picking commons because of it's run and gun accuracy. Headhunting is the best thing this weapon can do at closer range, even against incoming hordes.
Damage Related
Damage:20
Bullets:1
RangeModifier:0.84
Range:2500
GainRange:None
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:0
CycleTime:0.0625
ClipSize:50
CarryCapacity:650
Damage per Second:320
Damage per Magazine:1000
Total Damage:10600
Accuracy Related
VerticalPunch:0.9
SpreadPerShot:0.32
MaxSpread:30
SpreadDecay:5
MinDuckingSpread:0.7
MinStandingSpread:1
MinInAirSpread:1.7
MaxMovementSpread:3
Mac-10 (Silenced SMG)

The Mac-10 is the third weakest weapon of all damage per shot, this proves the Mac-10 to be a lot more efficient at dealing damage overall, but the slight changes in power does bad to it's accuracy, weapon spread and kick, all upon player decision which ever they prefer best.
Damage Related
Damage:25
Bullets:1
RangeModifier:0.84
Range:2200
GainRange:900
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:0
CycleTime:0.0625
ClipSize:50
CarryCapacity:650
Damage per Second:400
Damage per Magazine:1250
Total Damage:17500
Accuracy Related
VerticalPunch:1
SpreadPerShot:0.4
MaxSpread:30
SpreadDecay:5
MinDuckingSpread:0.85
MinStandingSpread:1.2
MinInAirSpread:1.7
MaxMovementSpread:3
H&K MP5

As the second weakest weapon, the H&K MP5 holds itself in between damage and accuracy of both other SMGs however it's reload is extremely slow thus not making it a very reliable weapon unless the server you are on have it's reload changed to be as comparable as the other SMG's, the MP5 is just the worst of the 3.
Damage Related
Damage:26
Bullets:1
RangeModifier:0.84
Range:2500
GainRange:None
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:0
CycleTime:0.075
ClipSize:50
CarryCapacity:650
Damage per Second:312
Damage per Magazine:1300
Total Damage:18200
Accuracy Related
VerticalPunch:1
SpreadPerShot:0.32
MaxSpread:30
SpreadDecay:5
MinDuckingSpread:0.75
MinStandingSpread:1.1
MinInAirSpread:1.7
MaxMovementSpread:3
Remington 870 Police Magnum Riot (Pump Shotgun)

It's spread with added pellets can allow wider clearing compared the Chrome Shotgun, making it better at handling hordes.
Damage Related
Damage:250 (10 pellets * 25 damage each)
Bullets:10
RangeModifier:0.7
Range:3000
GainRange:None
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:500
CharacterPenetrationMaxDistance:300
CycleTime:0.5 (72/minute)
ClipSize:8
CarryCapacity:72
Damage per Second:500
Damage per Magazine:2000
Total Damage:16000
Accuracy Related
VerticalPunch:4
SpreadPerShot:1
MaxSpread:5
SpreadDecay:5
MinDuckingSpread:0
MinStandingSpread:0.8
MinInAirSpread:2.5
MaxMovementSpread:1.5
PelletScatterPitch:5.0
PelletScatterYaw:7.5
Remington 870 Marine Magnum (Chrome Shotgun)

Having a tighter spread, everything such as skeets or witch crowning becomes a lot easier if used right, however with the lower pellet count it's focused power makes it less efficient at horde control.
Damage Related
Damage:248 (8 pellets * 31 damage each)
Bullets:8
RangeModifier:0.7
Range:3000
GainRange:None
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:500
CharacterPenetrationMaxDistance:300
CycleTime:0.5 (72/minute)
ClipSize:8
CarryCapacity:72
Damage per Second:496
Damage per Magazine:1984
Total Damage:15872
Accuracy Related
VerticalPunch:4
SpreadPerShot:1
MaxSpread:5
SpreadDecay:5
MinDuckingSpread:0
MinStandingSpread:0.8
MinInAirSpread:2.5
MaxMovementSpread:1.5
PelletScatterPitch:3.0
PelletScatterYaw:5.0
Tier 2 weapons
M16A2 (Assault Rifle)

The M16A2 is the weapon of choice for all around situations, the fast reload and ability to fire controlled shots compensates for the lack of damage, this one can be nullified by headhunting. Though being an heavier assault rifle, run and gun is not the most viable idea unless you are at CQC. Undisciplined players might find themselves to run out of ammo quickly, so making every shot count is important.
Damage Related
Damage:33
Bullets:1
RangeModifier:0.97
Range:3000
GainRange:1500
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.0875 (685.7/minute)
ClipSize:50
CarryCapacity:360
Damage per Second:377
Damage per Magazine:1650
Total Damage:13530
Accuracy Related
VerticalPunch:1.2
SpreadPerShot:0.75
MaxSpread:30
SpreadDecay:5
MinDuckingSpread:0.05
MinStandingSpread:0.4
MinInAirSpread:1.5
MaxMovementSpread:5
FN SCAR-L (Combat Rifle)

The FN SCAR-L has the largest magazine out of all weapons, however the fire rate is limited by the three round burst mode making it harder to headhunt (nonetheless it's worth attempting against leaping Hunters in Versus.), this however help players conserving ammo. In term of usage, the FN SCAR-L reveals itself to be really good at run and gun, it's accuracy being superior to the M16A2, also has less recoil, weapon spread and kick making it easier to keep bullets landing where they are needed. All those pros come with the slowest of all reload times compared other rifles, being slightly more powerful per bullet otherwise, the FN SCAR-L makes out to be the best rifle at handling tanks because of it's larger magazine which in turn does more damage and consistently slow down chasing tanks, the ability to land shots reliably on the move makes it great for body shots.
Damage Related
Damage:44
Bullets:1
RangeModifier:0.97
Range:3000
GainRange:1500
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.07 (502/minute)
ClipSize:60
CarryCapacity:360
Damage per Second:352
Damage per Magazine:2640
Total Damage:18480
Accuracy Related
VerticalPunch:1
SpreadPerShot:0.6
MaxSpread:5
SpreadDecay:4
MinDuckingSpread:0.05
MinStandingSpread:0.35
MinInAirSpread:1.25
MaxMovementSpread:4
AKM (Assault Rifle)

The AKM sacrifices all for firepower, so common infected will fall like flies at Normal/Versus difficulty (One shot anywhere). This is the weapon that can slay any enemies quickly, every actions of AKM is short lived, magazine wise but also reloading actually being faster than the FN SCAR-L. While powerful per shot, it does not deal enough damage to kill Hunters/Smokers in one headshot, it does have enough to kill Hunters while they are mid-air with one. (Versus only.)
Damage Related
Damage:58
Bullets:1
RangeModifier:0.97
Range:3000
GainRange:1500
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.13 (461.5/minute)
ClipSize:40
CarryCapacity:360
Damage per Second:446
Damage per Magazine:2320
Total Damage:23200
Accuracy Related
VerticalPunch:2
SpreadPerShot:1.6
MaxSpread:35
SpreadDecay:7
MinDuckingSpread:0.5
MinStandingSpread:1
MinInAirSpread:3
MaxMovementSpread:6
SG552

Featuring a slighter faster fire rate than the M16A2, the SG552 is an ideal upgrade if you'd rather use a scope than firing controlled shots with the other assault rifles.
Damage Related
Damage:33
Bullets:1
RangeModifier:0.97
Range:3000
GainRange:1500
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.0825 (686/minute (no scope) / 444/minute (scope))
ClipSize:50
CarryCapacity:360
Damage per Second:363 (no scope) / 231 (scope)
Damage per Magazine:1650
Total Damage:13530
Accuracy Related
VerticalPunch:1.2
SpreadPerShot:0.75
MaxSpread:30
SpreadDecay:5
MinDuckingSpread:0.05
MinStandingSpread:0.4
MinInAirSpread:1.5
MaxMovementSpread:5
Benelli M4 (Tactical Shotgun)

Weaker pellets as a trade off for having even more than the pump shotgun, the Benelli M4 exceeds mostly at handling hordes because of that, while still able to skeet and crown witches, you want to get close and personal to make sure it all works.
Damage Related
Damage:253
Bullets:11
RangeModifier:0.7
Range:3000
GainRange:None
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:500
CycleTime:0.15 (400/minute)
ClipSize:10
CarryCapacity:90
Damage per Second:1687
Damage per Magazine:2530
Total Damage:25300
Accuracy Related
VerticalPunch:3
SpreadPerShot:20
MaxSpread:5
SpreadDecay:5
MinDuckingSpread:0
MinStandingSpread:0.8
MinInAirSpread:2.5
MaxMovementSpread:1.5
PelletScatterPitch:4.0
PelletScatterYaw:8.5
Spas-12 (Combat Shotgun)

The Spas-12 spread grows bigger per shots compared the Benelli M4, so spamming shots to kill a leaping hunter might put you to the bigger disadvantage since you have less pellets. Nonetheless, it's more accurate and tighter therefor if put to proper use it can be better than the Benelli M4 at skeeting or crowning witches.
Damage Related
Damage:252
Bullets:9
RangeModifier:0.7
Range:3000
GainRange:None
PenetrationNumLayers:2
PenetrationPower:30
PenetrationMaxDistance:500
CycleTime:0.15 (400/minute)
ClipSize:10
CarryCapacity:90
Damage per Second:1680
Damage per Magazine:2520
Total Damage:25200
Accuracy Related
VerticalPunch:3
SpreadPerShot:22
MaxSpread:5
SpreadDecay:6
MinDuckingSpread:0
MinStandingSpread:0.75
MinInAirSpread:2.5
MaxMovementSpread:1.5
PelletScatterPitch:3.5
PelletScatterYaw:8.0
Mini-14 (Hunting Rifle)

As a sacrifice for the magazine size, the Mini-14 is potentially more accurate and reliable without it's scope. Accurate enough, it can be used as a run and gun at closer range while the scope can be used 100% accurately while moving as well.
Damage Related
Damage:90
Bullets:1
RangeModifier:None
Range:8192
GainRange:None
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.25 (240/minute)
ClipSize:15
CarryCapacity:150
Damage per Second:360
Damage per Magazine:1350
Total Damage:14850
Accuracy Related
VerticalPunch:1.5
SpreadPerShot:1
MaxSpread:15
SpreadDecay:8
MinDuckingSpread:0
MinStandingSpread:0.1
MinInAirSpread:1.5
MaxMovementSpread:3
MSG3 (Military Rifle)

For it's accuracy as a trade off, the magazine becomes twice as large. Making it the reliable weapon to defend positions or picking off commons, running with the Military Rifle can be punishing. However with the scope it's possible to recover accuracy quickly and move around also.
Damage Related
Damage:90
Bullets:1
RangeModifier:None
Range:8192
GainRange:None
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.25 (240/minute)
ClipSize:30
CarryCapacity:180
Damage per Second:360
Damage per Magazine:2700
Total Damage:18900
Accuracy Related
VerticalPunch:1.5
SpreadPerShot:1
MaxSpread:15
SpreadDecay:8
MinDuckingSpread:0.05
MinStandingSpread:0.5
MinInAirSpread:1.5
MaxMovementSpread:5
Steyr Scout

A bit like a shotgun meant for distant combat. Not efficient for CQC clearing.
Damage Related
Damage:105
Bullets:1
RangeModifier:None
Range:8192
GainRange:None
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.9 (66.6/minute)
ClipSize:15
CarryCapacity:180
Damage per Second:105
Damage per Magazine:1350
Total Damage:17550
Accuracy Related
VerticalPunch:1.5
SpreadPerShot:1
MaxSpread:15
SpreadDecay:8
MinDuckingSpread:0
MinStandingSpread:0.1
MinInAirSpread:1.5
MaxMovementSpread:3
Arctic Warfare Super Magnum

While having slight more ammo and damage, it is comparitively still worst than the Steyr Scout in practice, the AWSM does not have any noticeable benefits.
Damage Related
Damage:115
Bullets:1
RangeModifier:None
Range:8192
GainRange:None
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:1.05 (57/minute)
ClipSize:20
CarryCapacity:180
Damage per Second:115
Damage per Magazine:2300
Total Damage:23000
Accuracy Related
VerticalPunch:1.5
SpreadPerShot:1
MaxSpread:15
SpreadDecay:8
MinDuckingSpread:0
MinStandingSpread:0.1
MinInAirSpread:1.5
MaxMovementSpread:3
Tier 3 weapons
M79 (Grenade Launcher)

Well placed shots against commons can clear areas easily, tanks are very vulnerable to those as with damage being situational, it can go up to 1000 on a direct hit. All infected, besides the witch and charger unless having a survivor pinned down will die in one direct blast.
Damage Related
Damage:400-1000
Bullets:1
RangeModifier:0.97
Range:3000
GainRange:1500
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.5 (120/minute)
ClipSize:1
CarryCapacity:30
Damage per Second:400-1000
Damage per Magazine:400-1000
Total Damage:12000-30000
Accuracy Related
VerticalPunch:1.2
SpreadPerShot:0.75
MaxSpread:30
SpreadDecay:5
MinDuckingSpread:0.05
MinStandingSpread:0.4
MinInAirSpread:1.5
MaxMovementSpread:5
M60

The M60 has a special property that kills any common infected on any difficulties, even uncommon. Unfortunately limited, those should either be kept for a tank or a crescendo event.
Damage Related
Damage:50
Bullets:1
RangeModifier:0.97
Range:3000
GainRange:1500
PenetrationNumLayers:2
PenetrationPower:50
PenetrationMaxDistance:0
CycleTime:0.11 (545.5/minute)
ClipSize:150
CarryCapacity:None
Damage per Second:454.5
Damage per Magazine:7500
Total Damage:7500
Accuracy Related
VerticalPunch:2
SpreadPerShot:1.6
MaxSpread:35
SpreadDecay:7
MinDuckingSpread:0.5
MinStandingSpread:1
MinInAirSpread:3
MaxMovementSpread:6