S tier
Weapon | Role | Data point |
|---|---|---|
General automatic | 47 damage, 556 RPM, 100 rounds | |
Long range | 230 damage, 1,500 range value | |
Close range | Repeat-fire shotgun | |
Drive-by | 25 damage, 600 RPM | |
Explosive anti-vehicle | Explosion-data role |
The Combat MG Mk II is the broadest automatic choice. The other four win specific jobs that its weapon class cannot fill.
A tier
Weapon | Role | Why it misses S |
|---|---|---|
Rifle | Easier rifle choice, less magazine pressure | |
Rifle | Strong alternative, preference decides | |
Heavy | Powerful specialist with ammunition constraints | |
Drive-by automatic | Good vehicle option, AP Pistol remains simpler | |
Mid-long range | Faster follow-ups, less per-shot force |
B tier
Weapon | Role |
|---|---|
Automatic before or without Mk II conversion | |
Close-range rifle damage model | |
Slower rifle alternative | |
Compact automatic | |
High single-shot handgun damage |
C tier
Single-shot weapons, low-capacity novelty picks, and weapons whose best case depends on a narrow encounter sit here. The Musket and Marksman Pistol can show large base damage without providing the repeatability of a normal loadout.
D tier
Routine weak-value picks belong here when another owned weapon fills the same role with a better magazine, fire rate, range profile, or access path. D tier does not mean the weapon cannot kill an NPC. It means there is little reason to make it the default.
Methodology
Automatic weapons are compared using base damage, RPM, magazine, range, and drop-off. Snipers, shotguns, explosives, and drive-by weapons receive role-based evaluation because one body-shot formula would misrepresent them. Headshot values are not treated as one universal multiplier.
