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34 weapons across 9 classes: 8 assault rifle, 5 pistol, 5 sniper, 4 launcher, 4 smg, 3 marksman rifle, 2 lmg, 2 shotgun, 1 bow. They chamber 16 different calibers, and the round you feed a gun changes what it kills as much as the gun does.
Open any entry for caliber, fire modes, rate of fire, muzzle velocity, weight, price and the attachments it takes.
Rate of fire and damage per shot pull against each other, and armor decides which one wins. A fast rifle firing a weak round can lose to a slower one that punches through a Level 4 vest. Take any two candidates into the damage calculator and read shots to kill against the armor you actually expect to meet.
Price is the other half of the decision. Early on, the cheapest gun that reaches the range you fight at beats the expensive one you cannot replace when you die with it. The floor sits at the A-91.
34, split across 9 classes: 8 assault rifle, 5 pistol, 5 sniper, 4 launcher, 4 smg, 3 marksman rifle, 2 lmg, 2 shotgun, 1 bow.
It depends on the armor in front of you and the range you fight at. Ranked by time to kill against a bare target, the fastest-firing rifles win. Against Level 3 and Level 4 armor the order changes, because penetration starts to matter more than rate of fire. The TTK rankings let you sort by the armor tier you care about.
Damage per shot is set by the round, not the gun, so the heaviest calibers hit hardest. Sorting the weapons list by class and opening a sniper or marksman rifle shows the numbers, and the damage calculator turns them into shots to kill against a real target.
Every weapon a vendor sells shows its price on its entry. The loadout planner totals a full kit, weapon, attachments and gear, so you can see the bill before you commit to it.