Weapons
You carry two weapons per run, chosen before you deploy. These are the stats behind that choice: damage per shot, seconds between shots, magazine size and reload time, taken straight from the game's configuration.
Play in your browser| Weapon | Damage | Cooldown (s) | Magazine | Reload (s) | Pellets | Start ammo | Max stock |
|---|---|---|---|---|---|---|---|
| AR-303 | 25 | 0.1 | 30 | 1.6 | 1 | 90 | 90 |
| Model-12 | 11 | 0.6 | 8 | 2.1 | 5 | 30 | 90 |
| Longscope | 80 | 0.9 | 10 | 2.4 | 1 | 20 | 30 |
| Belt-Fed LMG | 18 | 0.1 | 50 | 3.2 | 1 | 50 | 120 |
AR-303
25 damage · 0.1s between shots · 30-round magazine · 1.6s reload
Balanced automatic rifle. Sustained output works out to roughly 250 damage per second before reloads. Available from your first run.
Model-12
11 damage × 5 pellets · 0.6s between shots · 8-round magazine · 2.1s reload
Close-range pellet spread. Sustained output works out to roughly 92 damage per second before reloads, and only at a range where the whole spread connects. Available from your first run.
Longscope
80 damage · 0.9s between shots · 10-round magazine · 2.4s reload
Slow, high-damage marksman rifle. Sustained output works out to roughly 89 damage per second before reloads. Available from your first run.
Belt-Fed LMG
18 damage · 0.1s between shots · 50-round magazine · 3.2s reload
High volume of fire · unlock 500 lifetime kills. Sustained output works out to roughly 180 damage per second before reloads. Unlocked through lifetime progress rather than available at the start.
Picking a loadout
Two weapons means covering two problems, not picking the two highest numbers. Something has to answer an armored brute, a health pool that a low-damage weapon cannot chew through before it reaches the wall, and something has to answer a shock runner that closes faster than a slow weapon cycles. Your stance changes spread and rate of fire on top of these numbers.