Call of Duty: Black Ops

Call of Duty: Black Ops

716 人が評価
Zombies Weapons Guide
作者: Nosfrat
Review and in-depth analysis of all weapons available in zombies, and how to get the best of them in all possible situations.
3
2
12
2
4
3
3
   
アワード
お気に入り
お気に入り
お気に入りから削除
1 - Introduction
Welcome to my in-depth weapons guide. This guide will cover all weapons available in all zombies maps as well as their upgraded variants and various pieces of equipment (grenades, knife etc.). I'll try to keep it free of technical data and numbers because not everyone cares about that but a few statistics will be used for reference. This guide is more directed toward the average to advanced zombie player with a bias toward solo play. I have over 3,000 hours of experience in zombies, including nearly 1,800 in Black Ops zombies so I'm pretty sure I know what I'm talking about. Without further ado, onto the guide. Weapons will be broken down and analyzed per section, and compared to other similar weapons (SMGs, LMGs etc.) as well as given an average rating evaluating their overall effectiveness in your average zombies match.
The World War II weapons will also be covered although they will not be compared to Cold War weapons due to balance and availability issues.

DISCLAIMER: Please note that this is not 100% accurate and many things I say in this guide are personal opinions, and may vary widely depending on your play style, experience, etc. This is meant to help average players considering giving various weapons a chance instead of passing up everything that's not their favorite weapon, and not meant to clearly state "weapon X is better than weapon Y". Those are my personal opinion and even I sometimes don't agree with myself. So yeah, nothing in this guide except for the statistics (numbers) is to be taken literally.

Also I kind of... "adapted" the ratings as I wrote, so a weapon rated higher than others might be in fact lower, ratings are just a general impression and might be somewhat off, but they are accurate within the gun's own section (an assault rifle rated 6 will be "better" than another assault rifle rated 5, but it can also be better than a SMG rated 7).

Constructive criticism is appreciated. Comments like "you're wrong" are not, unless you state what I'm wrong about, and why.

Edit: Sorry, the videos aren't available anymore. They weren't any interesting to begin with anyway.

Edit 2: Ignore the ridiculous amount of hearts, but I wrote this guide BEFORE Steam decided to enforce extremely hypocritical stuff such as censoring the word M0R0N in a guide for a M-rated game on a gaming client that requires you to be 13 years old to even use. Yeah, words can't even begin to describe the amount of horse genitalia Steam pukes on.
2 - Your Starting Loadout
On every map you will spawn with a M1911 pistol, 40 bullets, 2 grenades and a combat knife. Depending on the map you will have the option of buying other weapons in the starting room or you will have to move on before you can acquire better weaponry. Either way, those weapons you start with are more than enough to get through the first 3, 4 or even 5 rounds if you know what you're doing. But you should already know that, so this section is pretty much pointless. Onto section 3, starting the actual "meat" of the guide.
3 - Pistols
Pistols are your average sidearms. They reload pretty fast, have small clips, average firecaps and fast raise / drop times. Some of them can be dual wielded.


1 - M1911

The first pistol we'll have a look at is the one you start the game with: the American Colt M1911.
It has low ammo and is pathetically weak, requiring nearly a full mag to kill one zombie on round 1, but it's good to rack up points early on. Line zombies up and shoot for a clean 30 points per bullet.
It can also be used on rounds 10 and 11 in conjuction with the Bowie knife / Sickle to keep knifing a little longer, though other weapons work for that too.

Eventually you'll want to discard this for a better weapon, but on some maps (Five, and all maps with PhD Flopper) you can benefit a lot from keeping this to upgrade it later.

When upgraded, it turns into Mustang & Sally, which are actually dual-wielded grenade launchers. Those grenades are pretty powerful and travel in a straight line, making them very effective at clearing out hordes of zombies. While the blast radius is pretty small for an explosive weapon, If used with PhD Flopper, these bad boys can replace a wonder weapon, clearing paths and saving you from getting swarmed until the high 30s. Ammo runs out rather fast so you're advised to make every shot count. This is the weapon you're given when downed in solo with Quick Revive, and you can use it to cover your teammate while being revived in co-op.
Also since they're pistols, you can pull them out really quickly.

A formidable weapon though a hard one to master.

M1911 rating: 1/10
Mustang & Sally rating: 9/10


2 - CZ75

The CZ75 is a Czech semi-automatic pistol packing high damage per bullet and decent ammo reserves. Do not pass up this weapon too quickly as it has much higher damage than most automatics. It reloads really fast and has the benefits of a pistol: fast raise / drop times and can be pulled out pretty quickly regardless of what you're currently holding. High damage to the body and quick "handling" are the main perks of this weapon.
The dual-wielded version is basically the same, except that you run faster with it, get more firepower, more ammo (though smaller clips) and the ability to shoot while reloading. Losing the ability to ADS is a problem though, as well as slightly slower handling.

When upgraded, this weapons turns into the Calamity, which is your average machine pistol. Fully automatic with a small, 20-round clip, very high damage and lightning fast reloads. A very good upgrade though ammo quickly becomes an issue. Effective up to the mid 30s as a sidearm. Can be used when downed.
The dual-wielded version turns into Calamity & Jane when upgraded, and retain their differences, except that this time they don't have smaller clips. However being unable to properly aim for that 1,050 damage headshot is a big hindrance. Get Double Tap and Deadshot Daiquiri to turn those into akimbo G18s/FMG9s. Good weapons to use as primaries in the late 20s / very early 30s.

CZ75 rating: 5/10
Dual Wield CZ75 rating: 5/10
Calamity rating: 7/10
Calamity & Jane rating: 7.5/10


3 - Python

Your typical .357 magnum revolver. Very powerful, extremely high body damage, tight hipfire spread and low recoil (though it kicks hard, the actual recoil is low). A very good weapon if you have Speed Cola; as the reload is painfully slow. Same thing as the other pistols, quick handling and all. Very good weapons for killing foes that aren't subject to regular damage multipliers (dogs, the thief, George, the astronaut and napalm zombie). Lots of ammo for such a powerful weapon, and the damage is actually high enough to wipe out an entire horde in the early to mid 40s, though it'll require using all the ammo.

When upgraded it turns into the Cobra, gaining more ammo, a 12-round "clip" and a speed reloader, making it an absolute beast as far as sidearms go. Able to tear through an entire horde in the very early 50s if you're willing to use up a lot of ammo, body multipliers are very high so it can be used to clear your path of a few zombies up until the late 30s. A very, very good weapon, highly underrated. Can be pulled out really quickly, can be shot really quickly, can obliterate the undead really quickly.

Python rating: 5.5/10
Cobra rating: 8/10
4 - Submachine Guns
Ah, SMGs. Those weapons everyone uses but not everyone loves. They have several advantages over other automatics, such as faster handling, extra run speed (110%, except for the AK74u and WW2 SMGs) and availability (they can be bought off the wall). Later on, if running a strategy that makes heavy use of traps, you will want to use one of those unupgraded to build up points. All SMGs benefit greatly from being used with Double Tap, Speed Cola and Deadshot Daiquiri, hipfired at high chest / neck level.
Let's break it down.


1 - PM63

To put it quickly, this is a piece of Polish ♥♥♥♥. This weapon is not bad in itself but loses in absolutely every single aspect when compared to the other SMGs. Fire rate is high and damage is standard among SMGs but the ammo count cripples this weapon. 20/100 is just not enough unless you're camping near the wall location. With the right perks this weapon does the job but other SMGs do the job better. See the video in the assault rifles section (AUG) for irony.

When upgraded, it turns into two pieces of Polish ♥♥♥♥. The hipfire spread becomes as wide as a sniper's, making those weapons useless out of melee range. Damage remains rather low, ammo count is still a huge issue, especially with the high rate of fire, and body shots honestly don't much past the early 20s. The only reason I could see to use those guns is when running tunnel 11 on Moon. Even with Deadshot Daiquiri the spread remains too wide to be practical. Avoid this upgrade.

PM63 rating: 3.5/10
Tokyo & Rose rating: 2.5/10


2 - MPL

The MPL is a German SMG. It's basically a PM63 with more ammo. The iron sights are a love / hate thing (I personally love them) and it reloads a bit slowly for a 24-round clip SMG. Standard 110% run speed, high rate of fire, standard damage. Bland weapon.

When upgraded it turns into the MPL-LF, another pointless, average upgrade. Ammo count is still an issue given the high fire rate and low damage, the sight is often something you'd rather get tattooed on your arm than aim with, and the visual recoil is pretty bad. Effective until the very early 30s, early to mid 20s if buying ammo mid-round is out of question. I'd advise against upgrading this weapon unless you just wanna have fun and experiment with all kinds of stuff.

MPL rating: 4/10
MPL-LF rating: 5/10


3 - MP5K

The MP5K is a shortened version of the famous German Heckler & Koch MP5 submachine gun. It's pretty average as well, boasting a decent 30-round magazine size, average 750 RPM fire rate, average 100 body / 400 headshot damage and the usual 110% run speed. Benefits greatly from Double Tap. Recoil is a bit wild but the sights are very good. Reload is lengthy though, as well as general handling.

When upgraded it turns into to MP115 Kollider, yet another bland upgrade. Useful on Moon with hacked wall location, pretty good with the right perks, but not something you'd want to use as your typical SMG.
Decent on Ascension if you're running the PhD lander, as ammo is easily available though the lack of Double Tap makes things painfully slow past the very early 30s.

MP5K rating: 4.5/10
MP115 Kollider rating: 5.5/10


4 - AK74u

The SMG that doesn't exist IRL (loosely based on a carbine version of the AK-74 assault rifle), and that makes all other SMG's in-game look stupid. While it has a small 20-round clip and no 110% bonus speed, it has more ammo and more damage than any other SMG. It's conveniently available off the wall and absolutely rips through zombies until the early 20s. Best SMG by far.

When upgraded, it turns into the AK74fu2. The AK74fu2 is an absolute monster, tearing through everything up into the late 30s, boasting over 300 rounds of reserve ammo, very high damage, low recoil, lightning fast reloads and a Russian-styled (square) red dot sight. Until Shangri-La it lacked a proper firing sound, making it seem like it was silenced when upgraded, only adding even more coolness to it. Hands down the best wall weapon in the BO maps. The only thing it lacks is the 110% run speed but you can't have everything.

AK74u rating: 5/10
AK74fu2 rating: 8.5/10


5 - MP40

Contender for the title of best SMG, this World War II submachine gun is a very solid weapon, only available on Kino Der Toten and Call Of The Dead. Fire rate is extremely low, recoil is ridiculous but it has the largest ammo count of non-upgraded SMGs by far and the largest magazine size (32/192). Damage is average and it doesn't give the 110% speed bonus but it just -feels- good to use. Useful until the early 30s even as a main killing weapon, slow and steady wins the race. Biased opinion here but I just love this gun.

However when upgraded it turns into The Afterburner, a big disappointment. Ammo cache doesn't change, but magazine doubles, so you'll have to replenish ammo for 4,500 points every 128 shots fired. Fire rate stays pathetically slow, unlike its WaW counterpart which boosted it to 600 RPM instead of 535. Damage per shot is higher than even the AK74fu2's but it just doesn't have the killing capacity due to its low fire rate, high recoil and very low ammo count. Awesome wall gun, bad upgrade.

MP40 rating: 5/10
The Afterburner rating: 5/10


6 - Spectre

The weapon that no one ever heard of unless they remember the level Frigate from the excellent GoldenEye 007 on Nintendo 64. Lowest damage out of all SMGs, lowest recoil and clearest iron sights. Only available off the box, average ammo count. Very fun to get, burn through ammo and trade in for something better. Very inefficient at actually killing stuff past the very early 20s.

Upgraded it becomes the Phantom. Remember those dual-wielded 50-round clip monsters in GoldenEye? Forget about those, and say hello to your average, weak, fast firing upgraded SMG. The reflex sight is annoying, ammo is low and despite its 45-round magazine, it doesn't deal enough damage before having to reload. I wouldn't recommend upgrading this but if for some reason you do, you'll find it effective enough until the late 20s. Very fun weapon to use though. Also has the usual 110% run speed.

Spectre rating: 4/10
Phantom rating: 5/10
5 - Assault Rifles
Assault rifles are the most dominant weapons in any modern shooter. Boasting high power, decent handling and usually low recoil, those are your best bet if you just want to kill stuff.
Most (all?) assault rifles get a special damage boost against George Romero when upgraded.


1 - M14

The M14 is horrible in zombies. Its magazine size has been crippled to a pathetic 8 rounds, its damage is very low and it has extremely high vertical recoil. It reloads slowly, has a low firecap (standard 625 RPM as with other semi-automatics) and low ammo overall. Only good for the first few rounds, and actually worth using if you're aiming to get the Bowie / Sickle by round 6 or 7.

When upgraded it turns into the Mnesia, which gets twice the ammo, a grip and a vast increase in power, making it actually the most powerful assault rifle in the game. A pretty solid weapon, highly underrated. Body damage is very high for an AR and ammo is available off the wall. If you have a fast trigger finger, and Speed Cola, this is actually a good upgrade. Don't bother with it if you don't like semi-automatics but it can kill stuff reliably up until the mid 30s.

M14 rating: 2.5/10
Mnesia rating: 6.5/10


2 - M16

The M16 is a crappy, three-round burst American assault rifle. It has low damage, low ammo, low fire rate due to the burst fire and while the recoil and reload are the best among ARs, it just lacks any redeeming features compared to other wall guns.

When upgraded it becomes the Skullcrusher, and turns fully automatic. It becomes a great weapon, while it still has a small clip and sub-par damage, it has readily available ammo off the wall, low recoil, reloads pretty fast and gets an underbarrel M203 grenade launcher. Though the damage of the latter is low for an explosive weapon, the blast radius is nearly twice as big as most other launchers, making it useful during insta-kill. More information in the Launchers & Explosives section. Good upgrade, second best upgaded wall gun.

M16 rating: 3/10
Skullcrusher rating: 7/10


3 - FAMAS

The FAMAS is a French bullpup assault rifle, which dominates the MP portion of the game. However in zombies it's just another average SMG-like weapon with the handling of an assault rifle. Similar to the faster firing SMGs, it has low damage, low ammo and everything that would make those weapons sub-par if they werent wall guns. And the FAMAS isn't, making it sub-par. Though just like the Spectre it's really fun to use (read as: burn through ammo within 40 seconds, getting 10 kills in the process, and trade it in for something better).

When upgraded it turns into the G16-GL35 and gets a red dot sight with a smiley face. Particularly lame. Clip size increases to 45 and damage output matches the Skullcrusher's, however ammo cache is low and cannot be replenished. Fun weapon to use, but if you're looking for efficiency look somewhere else.
Absolutely destroys George though, with a ludicrous 9.5x damage multiplier against him, which will kill him faster than practically anything except for D115 Disassembler headshots. Damage output is roughly thrice as high as the Death Machine's.

FAMAS rating: 3.5/10
G16-GL35 rating: 5.5/10


4 - FN FAL

The FAL is a semi-automatic Belgian assault rifle (ironically, FAL stands for Fusil Automatique Léger, "Light Automatic Rifle" in French). It has the highest damage of any non-upgraded assault rifle and very clear sights. Average ammo cache for a semi-auto, this weapon is pretty decent, and has a solid, reliable feeling to it if you're comfortable with semi-autos.

When upgraded it turns into the EPC WN, becomes three-round burst (actually lowering the damage output) and gets a retarded reflex sight. Recoil increases a lot and fire rate feels sluggish. Damage is very high, nearly as high as the Mnesia's and ammo reserves are large, allowing to kill a lot of zombies but burst-firing is just wasted ammo to me. Some people will love this weapon but I really don't. High killing capacity though, and doesn't burn through ammo as fast as other ARs.

FN FAL rating: 5.5/10
EPC WN rating: 6/10


5 - AUG


The AUG is a glorious bullpup Austrian assault rifle (pun intended, see video). Coupling very high fire rate with above average damage, it's a deadly weapon. Highest damage output among assault rifles, and though the ACOG scope can be annoying at times it's an awesome weapon. Burns through its large ammo cache faster than other high-powered ARs though.

When upgraded it turns into the AUG-50M3, which sadly doesn't remove the ACOG scope. However damage skyrockets to match The Afterburner's at nearly twice the fire rate. Ammo reserve jumps to 30/390, and it gets an underbarrel masterkey shotgun, which has damage somewhere in between a non-upgraded and an upgraded shotgun. See shotguns section for more info. A very good upgraded weapon, deadly up until the mid 30s.

AUG rating: 6/10
AUG-50M3 rating: 8/10


6 - Commando

The Commando is basically a rebranded, fully automatic M16. High damage, high ammo count, low recoil and fast reload makes this weapon the best non-upgraded AR. Some will argue that the Galil is better but I feel that the extra few rounds aren't worth the much longer reload and slower handling overall. Awesome iron sights too. Deals enough damage to be usable up until the mid to late 20s.

Upgraded it turns into the Predator, gets dual mags, a vast increase in damage and a 40-round clip. Reloads are lightning fast, recoil is still very low and it retains its clear sights. Not as good as the Lamentation due to its much lower ammo count but still a very, very good upgraded weapon.

Commando rating: 6/10
Predator rating: 8/10


7 - Galil

Israeli assault rifle that's actually used everywhere but in Israel, due to it being a piece of ♥♥♥♥. And by everywhere I mean, in various third world countries. Oddly enough (well, nothing is really odd coming from Treyarch) it's the best fully-automatic weapon in the game.
Similar to the Commando non upgraded, with slightly higher ammo count and slower handling.

When upgraded it becomes the Lamentation, and although the clip size remains at 35 and it gets an obnoxious red dot sight, ammo reserve increase to nearly five hundred and damage becomes the highest among fully automatic ARs. Hands down the best upgraded assault rifle, will kill stuff up until the mid 30s, though ammo will become an issue whereas you can keep using the Skullcrusher or Mnesia for as long as you want.

Galil rating: 6/10
Lamentation rating: 8.5/10


8 - G11

Much like the XM8, the G11 is a protoype assault rifle developped by H&K. While not used in real life, it strangely is in a game set in the 1960s. Wait what?
It's a three-round burst weapon with what you could call the worst scope ever, "low power scope" which has more idle sway than any sniper rifle, a ridiculously inaccurate and offset "sight" and a CoD4 ACOG-like tunnel vision. Absolutely retarded, makes an otherwise okay weapon unusable. Every burst is fired at an insanely high 1,250 RPM, 1,666 with Double Tap, higher than anything else in the game. Damage is similar to the M16's, so it's low. Large clip, tight hipfire spread.

Upgraded it turns into the G115 Generator, which is fully automatic. Ludicrous fire rate, sway removed, magazine size remains at 48 but ammo cache increases to nearly 300. Very hard weapon to use efficiently as it has limited ammo but very high damage output. Fun to play with overall.

G11 rating: 3/10
G115 Generator rating: 6.5/10
6 - Light Machine Guns
Light machine guns, or LMGs for short, are the most overrated weapons ever. Though somewhat biased, the following will explain why those weapons aren't anywhere as good as they are thought to be. They handle very slowly, have low damage per shot and practically -need- Stamin-Up, Double Tap and Speed Cola to be usable.
While not a LMG in itself, the Death Machine is listed under the "knives and equipment" category. I felt like this was the best place to signal that.

1 - RPK

The RPK is the LMG version of the AK-74, like the RPD is the LMG version of the AK-47. Why a game set in the 1960s uses a more recent weapon than a game set in 2016 is beyond me but whatever. The RPK has average fire rate, controllable recoil, very clear iron sights and a large 100-round clip. It handles very slowly, like all LMGs, cripples your run speed and takes a long time to reload. While it has 400 bullets in reserve, damage per shot is very low, actually on par with the M14's and non-AK74u SMGs. Good for camping strategies with 3 or 4 players, or for maps that don't have a proper wall gun near the usual running route (Five, Moon...). Surprisingly good when burst-hipfiring though, especially with Deadshot Daiquiri.

When upgraded it becomes the R115 Resonator and gets a 125/500 ammo count, slightly higher damage (still lower than the high-tiered non-upgraded assault rifles) and retains all its problems: slow handling, need for perks to be any useful and low damage. Very good weapon to rack up points and camp in the low to mid 20s but for run-and-gun strategies you'll want to look elsewhere (hint: SMGs).

RPK rating: 4.5/10
R115 Resonator rating: 6.5/10


2 - HK21

This weapon is absolutely unusable without Double Tap. While the damage is decent and the ammo cache is huge, the slow handling coupled to the ridiculously slow fire rate makes it an horrible weapon unless you burst-hipfire, which is actually a good technique with this large piece of metallic ♥♥♥♥. With Double Tap it becomes a force to be reckoned with, boasting a slightly higher than average fire rate, 125 round mags and controllable recoil. Similar to the RPK, fit for camping strategies in co-op.

When upgraded it turns into the H115 Oscillator, gets a ludicrous 150/750 ammo cache, good damage increase (higher than most non upgraded ARs, with much higher body damage) and... nothing else. Fire rate remains at a pathetic 535 RPM and it still handles slowly. Damage per bullet is higher than the RPK but the slow rate of fire means that the damage per second is actually quite lower. Usable up until the early to mid 30s thanks to its insane ammo reserves but you'd better have another weapon for running and gunning. A good upgrade overall but it really -needs- Double Tap, and won't fit all strategies.

HK21 rating: 4/10
H115 Oscillator rating: 7/10
7 - Sniper Rifles
Sniper rifles are hard to use in zombies. They deal tremendous damage but having to scope in is a big problem, especially in solo. The following won't make it easier for you to use these weapons but it will hopefully make you understand that a Dragunov isn't necessarily a bad thing to get off the box. Both snipers when unupgraded have glitched damage multipliers: "helmet" (top of the head, forehead and above) has a much lower multiplier, so try to aim for the mouth area, or neck if you have trouble with headshots.


1 - L96A1

Bolt-action? Well, ♥♥♥♥. This weapon has very high damage per bullet but the bolt-action and need to scope in totally negate that. It can do some work if you know how to use it but it's crippled by the fact bullets cannot damage more than 3 zombies. Aim for the mouth for best results, as stated above.

When upgrading this weapon you get the L115 Isolator, a very powerful weapon that actually deals headshot damage similar to 4-7 Ray Gun shots. While the upgraded Dragunov has everything superior to this weapon, if you can get headshots consistently this one remains a solid choice up until the late 30s, as it kills in a single headshot up to and including round 33. Can solo George with 3 players if it has full ammo.

L96A1 rating: 3/10
L115 Isolator rating: 6/10


2 - Dragunov

Sniper variant of the popular AK-47, very low firecap though it is semi-automatic, and wild random recoil. Better than the L96A1 when non upgraded, though damage is lower. As stated, aim for the mouth for best results. Or upgrade it as soon as you get it...

When upgraded it becomes the D115 Disassembler, gets a vast increase in everything except clip size. It deals the same damage as the L115 but much faster, with a bigger clip and slightly more ammo. It's everything the L115 is, but better, and as such there should be absolutely no reason to upgrade the L96A1 over the Dragunov. Unless you wanna just have some fun and quickscope some zombies or whatever...
Go for collaterals as much as possible since bullets from this weapon suffer very little to no damage loss after penetration (that's what she said etc.).
This weapon benefits greatly from Deadshot Daiquiri which eliminates sway and recoil when scoped in. Can solo George with 3 players even with a clip missing. Can kill in a single magazine up into the high 50s. Can theoretically kill with full ammo up until the early 80s, though in practice no one will ever attempt that seeing as there will be anywhere from 600 to 2400 more zombies to deal with after you killed -one- of them.

Dragunov rating: 3.5/10
D115 Disassembler rating: 8/10
8 - Shotguns
Shotguns are usually your close range zombie slaying beasts, but in this game they are sub-par weapons. Due to the lack of damage multipliers, very short range, slow fire rate / reloads and low point gain, those weapons usually aren't worth your time.


1 - Olympia

Can you say worse than the M1911? Maybe not but close. Low damage, very slow reload with pathetically small "clip", everything about this weapon sucks. Range is slightly longer than other shotguns but considering the damage it's redundant.

When upgraded it turns into the Hades, and this is where Treyarch crippled a good idea. The Hades is supposed to use the campaign's Dragon's Breath incendiary rounds, but instead it just sets zombies' corpses on fire after they are killed, which is useless beyond being visually cool. Damage is now similar to other shotguns' and the reload time is decreased but the "add time", which is the time needed for the weapon to replenish ammo, not for the animation to complete, stays the same so if you're a reload canceller, this is useless. Everything about the Olympia can be said about its upgrade as well, low ammo, big range for a shotgun, unbearable reload time and frequency. Below average as far as shotguns go, and horrible overall.

Olympia rating: 2/10
Hades rating: 3.5/10


2 - Stakeout

The Ithaca 37 shotgun is a pump-action, 12-gauge beast. It has a tight spread, even tighter when ADSing, and high damage. Pretty high ammo count for a shotgun and readily available ammo makes it the weapon of choice should you decide to use a shotgun in zombies. Still sub-par compared to other weapons but it can have its pros early on.

When upgraded it becomes the Raid, gets a grip (which only serves the purpose of slightly increasing the pump speed) and a 10-round capacity, as well as more ammo and the strange ability to reload two shells at once. Damage is the same as all upgraded shotguns and will kill in one hit up to and including round 18. Decent weapon if you're running the war room on Five in solo, or if you're somehow fighting in low gravity on Moon without Jugger-Nog.

Stakeout rating: 3.5/10
Raid rating: 5.5/10


3 - SPAS-12

Ah, the Franchi SPAS-12, 12-gauge fury in a bundle of... well, not really in zombies. Semi-automatic but capped at barely 300 RPM, with very slow reloads and low ammo count... Can do some work if you get it out of the box early on but definitely not something you'll want to keep, unless...

...You upgrade it, which turns it into the very powerful SPAZ-24. It gets a 24-round "mag", reloads all 24 shots in one shell (what?) and becomes fully automatic, though it retains its low fire rate. The key to using this weapon efficiently is to treat it like a semi-automatic. Only go full-auto against a horde in the high 20s, or if you're about to get blocked off on a staircase or something. ADSing enhances the capabilities of this weapon. Decent shotgun.

SPAS-12 rating: 4/10
SPAZ-24 rating: 6.5/10


4 - HS10

The HS10 is basically a SPAS-12 with a slightly higher firecap and smaller "magazines". Everything I said about the SPAS applies here too.

When you upgrade this, it turns into Typhoid & Mary, dual-wielded shotguns. The spread becomes massive, on par with snipers and the upgraded PM63, but considering the range at which a shotgun is meant to be used, this is no concern. Still, the use of Deadshot Daiquiri is advised if available. Damage becomes much higher since you have two shotguns, you can reload one while shooting the other and all 8 shells are reloaded in one go. About as good as the SPAZ-24 but very different and somewhat harder to use.

HS10 rating: 4/10
Typhoid & Mary rating: 6/10


5 - AUG-50M3's Masterkey

This pump-action shotgun (which shoots ridiculously fast for a pump-action) is found as an underbarrel attachment for the upgraded AUG. It deals damage somewhere in between non upgraded (1,280) and upgraded shotguns (2,400) with 1,920 damage at close range if all pellets hit. It reloads two shells at once and has a pretty tight spread. Potent weapon on its own but the fact it's attached to an already powerful upgraded assault rifles makes it all the better. Still you'll want to use something else past the early 20s.

Masterkey rating: 5/10
9 - Launchers & Explosives
Launchers are your average portable rocket / grenade launcher, and include some novelties as well. Usually sub-par choices though some become interesting when upgraded.


1 - China Lake

Very weak. Makes you run at a pathetic 80% speed (LMGs give you 87.5, ARs 95 and other weapons 100-110). Reloading is actually faster than pumping, but this weapon should not be used. With Stamin-Up, Speed Cola, Double Tap and PhD Flopper it can do some work but so can Mustang & Sally, and those don't need any perk, are easily available and much, much more powerful. Avoid unless you somehow like to use it (I do).

When upgraded it becomes the China Beach, gives you 100% run speed, magazine size increases to 5 (reloaded all at once), pump is faster (though it's still faster to reload if you reload cancel), damage is higher and you don't need to ADS anymore, but it still suffers from the comparison with Mustang & Sally which remain definitely superior in all fashions.

China Lake rating: 1.5/10
China Beach rating: 4.5/10


2 - M72 LAW

Same as the China Lake except it has much higher damage. Reloading is painfully slow. This weapon can be used but it's still ill-advised to do so. Upgraded, however, it becomes interesting.

The M72 Anarchy allows you to run at 100% speed, reloads its 10-rocket "magazine" in one go and has extremely high direct impact damage, though the blast radius and explosive damage remains a bit low. Creates a -lot- of crawlers on any given round until the high 40s. Good support weapon if you already traded in your M1911 but if you didn't, M&S are definitely far better. As with the China Beach, you don't need to ADS anymore.

M72 LAW rating: 2.5/10
M72 Anarchy rating: 5.5/10


3 - Crossbow Explosive Tip

This weapon should not be used unless upgraded. It does high impact damage, very high if headshot, and the blast is powerful although really small. But the long reload and probability to damage yourself if you stick a zombie chasing you negate this. However if you don't have a path-clearing wonder weapon, this is definitely worth upgrading, because...

...the Awful Lawton, despite being still a single-shot weapon with the same 1/12 ammo count, gets a very, very interesting feature. Blast damage is much higher, fuse is slightly longer but its main point is that it now basically behaves as a monkey bomb launcher. Zombies will be attracted to bolts until they detonate, essentially clearing the way or giving you time to revive. Absolutely amazing weapon on Five, and possibly Call Of The Dead and Der Riese, and strangely not featured on Moon. More suited toward solo play in the higher rounds, it's still very useful in co-op especially if someone else already has the map's wonder weapon.

Crossbow rating: 2/10
Awful Lawton rating: 9/10


4 - Skullcrusher's M203 Grenade Launcher

Underbarrel grenade launcher featured on the upgraded M16. It has 8 rounds in reserve and a very wide blast radius, twice as big as most other explosives. Damage is low though so this weapon won't be really used past the late 10s, and the probability to damage yourself is extremely high. Useful during insta-kill though.

M203 rating: 2.5/10
10 - Knives & Equipment
Those aren't really weapons, except for the Ballistic Knife. They are rather useful though, and should be purchased when possible in most situations.


1 - Ballistic Knife

The Ballistic is a strange novelty weapon. It fires a high velocity blade which supposedly deals high damage but in practice it's awfully weak. With a headshot it's powerful but getting a headshot with that on a running zombie... Well, ♥♥♥♥. Also knives can be retrieved, essentially giving it infinite ammo. Makes you knife faster too, and boosts your knifing damage from 150 to 500, and remains at 1,000 if you have the Bowie or Sickle. If you're playing co-op with bad teammates, and don't wanna buy Quick Revive and / or have trouble getting to them when they go down, read on because...

...upgrading this turns it into The Krauss Refibrillator, which has the unique ability of reviving a teammate instantly if you shoot them. Cross-map revives are possible with a lot of practice but I won't go in-depth into this. Damage jumps to 1,000 with a regular knife slash and 1,500 with Sickle / Bowie, and damage increases as well for fired blades. The Ballistic is unique is that while all other weapons in the game deal lower damage at longer ranges, the blades it fires actually deal higher damage at long range. But good luck to land a hit, which could have been a headshot at close range, more damaging overall.
Both versions of this "weapon" gives you 110% run speed as well as pistol-like raise and drop times for your other weapon.

Ballistic Knife rating: 3/10
The Krauss Refibrillator rating: 8/10


2 - Combat Knife

This is your default melee weapon, and is very weak. It deals 150 damage per hit which is a one-hit kill on round 1, two-hit kill on round 2, three on 3 and 4, four on 5 and if you're still using this only to kill at round 6 you have issues. Its main perk is that dealing the coup de grâce with this weapon grants 130 points instead of the usual 50-100 with conventional firearms. A good technique is to learn how many shots from different weapons will bring a zombie into the one-hit kill range of your knife, which maximizes the points you gain early on. A good rule of thumb is that most SMGs deal 100 damage per body shot, so as an example, on round 7 (750 health) shoot a zombie's body either 6 or 7 times and finish off with a knife slash. Health formula changing afrom round 10 onwards and the availability of the Bowie / Sickle make this redundant past the first 9 rounds. Still, if you don't intend on using either of the above, it slashes faster so it can be put to good use during insta-kill.

Combat Knife rating: 3.5/10


3 - Bowie Knife / Sickle

The same weapon reskinned. Big-ass knife or sharp-ass sickle, both of those deal a whopping 1,000 damage (1,500 of combined with the upgraded Ballistic) which translates into a one-hit kill up to and including round 9, or short SMG burst + slash up until the late 10s. Racks up a ♥♥♥♥♥♥♥♥ of points and doesn't need ammo. The initial cost is quickly paid back and it can help if you go down early, though it can glitch and down your savior so watch out.

Bowie / Sickle rating: 7/10


4 - M67 Frag Grenade

Your average fragmentation grenade, though it tends to roll and bounce around too much. Deals very little damage, has a limited blast radius and pretty much requires cooking to be used efficiently, but it's good to use on rounds 3 and 4 combined with a knife slash on damaged zombies and crawlers. Chuck these around whenever you feel like it as they don't see much use otherwise.

M67 Grenade rating: 2/10


5 - Semtex

Pretty much the same as frag grenades, except it has a shorter fuse, cannot be cooked and sticks to whatever you throw it at. Damage and blast radius seem to be slightly lower. Better than grenades though, and especially useful combined with the shrink ray on Shangri-La.

Semtex rating: 2.5/10


6 - Claymore

Stockpile those into a corner and use them as improvised grenades when out of ammo. Watch out though, if you stockpile too many of them the game will eventually crash. Useful in both co-op and solo, able to wipe out entire hordes up until the mid 20s, mid 30s if using two of them, buy them once, get two every round and every time you get a max ammo. Using them to cover your blind sides is widely ineffective, though littering a corner with them and camping in front of them, backing up when overrun is a great co-op strategy. Definitely buy these little ♥♥♥♥♥.

Claymore rating: 6/10


7 - Spikemore

Improved claymore, with wider blast radius and slightly lower damage, though it kills more zombies due to spikes doing much higher damage than the regular claymore's outer blast radius. Exclusive to Shangri-La.

Spikemore rating: 6.5/10


8 - Monkey Bomb

Similar to the upgraded crossbow's bolts, these little monkeys will attract zombies to wherever you threw them for around 8 seconds, before detonating, dealing very high damage in a small radius. Their main use is to buy time for reviving or recovering from a down, due to their long "prep" time they cannot be used as path-clearing tools. Always, always take those whenever you get them.

Monkey Bomb rating: 8.5/10


9 - Matryoshka Dolls

Russian dolls, exploding in a cluster♥♥♥♥ of 3 other dolls, resulting in four explosions in total. Dealing by far the highest finite damage in the game at a massive 100,000 damage per explosion (one-hit kill up to and including round 57, and 72 if all four dolls hit). Due to the random nature of this "weapon", the use of PhD Flopper is advised. Extremely useful on Call Of The Dead but prefer Gersches on Ascension.
Has a 0.05x damage multiplier against George, making them pretty much worthless as you'd need 50 dolls to kill him in solo. Takes a bit of time to "prep" it too.

Matryoshka Doll rating: 8/10


10 - Gersch Device

Bow down to the all powerful portable black hole. This "weapon", after a long "prep" time acts as a black hole, sucking in everything in a 50+ meters radius. Though faraway zombies won't die, anything that reaches the hole will die, and possibly drop power-ups. Try to throw those outside of the astronaut's "range" on Moon. Absolute life-savers and part of most high-round strategies on the maps they're available on. Prefer this over the Q.E.D.

Gersch Device rating: 9.5/10


11 - Quantum Entanglement Device

The Q.E.D. is random. It can spawn a turret, open a door, teleport you, give you a free weapon, free points, take perks / points / ammo from you, upgrade your current weapon, spawn a grenade / semtex, spawn more zombies... the possibilities are endless (well, not quite). It's a gamble. I wouldn't use it in solo as the consequences can be disastrous but in co-op it can be useful, especially to kill the astronaut since the most common effect is an infinite-damage blast killing everything in its inner radius. Only way to get more than 4 perks in solo, though the ridiculous amount of luck needed to get an extra (random) perk far outweighs the benefit of having more than 4 perks. Just use hacker to change your perk setup.

Q.E.D. rating: 6/10


12 - Death Machine

While not a piece of equipment per se, I didn't know where else it would fit. It deals 500 damage per body shot and 1,000 per headshot at a tremendously high 1,200 RPM fire rate. It has unlimited ammo and lasts for 30 seconds. You can cancel out the spin-up time by holding the ADS key the entire time. The main problems with this weapon are that you can't do anything besides opening doors while you hold it (can't sprint, jump, revive etc.) and that it's pretty inaccurate. It spreads about as much as a SMG with Deadshot Daiquiri, which is still a lot considering its seemingly small crosshairs. It is affected by Double Tap, shooting at 1,600 RPM with the perk.
Don't pick up this weapon past the mid 30s as the damage output isn't that high and you can't run.

Death Machine rating: 8.5/10
11 - Wonder Weapons
Wonder weapons are probably what most players prefer in zombies. Extremely powerful, futuristic weapons that often have infinite damage? Hell yes please.
As a rule of thumb:
DO NOT UPGRADE A WONDER WEAPON UNTIL THE AMMO COUNT READS 0/0.
Period. There are exceptions but there are far too situational to be stated here.
The Wunderwaffe is listed in the WW2 section.


1 - Ray Gun

Ranked #1 on my list of "overrated ♥♥♥♥ that annoys me", this gun remains very powerful. It shoots green balls or whatever you want to call them, those are basically blasts of energy acting like explosives. The blast radius is very small though damage is high, and this weapon is typically used to remove a cockblocker or kill / weaken tightly packed hordes later on. Loses its efficiency past round 30ish, and starts being useless in the low 40s. Remains extremely useful against "special" enemies (dogs, thief, etc.) though.

Upgrading this turns it into the Porter's X2 Ray Gun which gets slightly higher damage and more ammo. Rays travel a little faster too. I'd advise against upgrading this weapon until it's out of ammo, and I won't say that again on this article because it applies to all wonder weapons.

Ray Gun rating: 8/10
Porter's X2 Ray Gun rating: 8.5/10


2 - Thundergun

The best wonder weapon in the game. It shoots an incredibly powerful blast of compressed air that kills everything in its radius, no matter what round you're on. The ultimate path-clearing weapon and the ultimate killing weapon (well, not really, it's bested by the Wave Gun and the shrink ray for potential amount of kills but whatever). Should be used at close range because zombies outside of the kill radius will only be thrown backwards suffering a mere 15 damage (which would make it require ten shots to kill one zombie on round 1).

Upgraded = Zeus Cannon. Doubled ammo.

Thundergun / Zeus Cannon rating: 10/10


3 - Winter's Howl

Weakest wonder weapon there is, and obviously the hardest to use. It deals a mere 1,000 damage over a short range, quickly dropping to 500. Slows down any zombies that are not outright killed, but soon requires multiple shots to slow down a single zombie to a fast walk. Useful as a path-clearer until the mid 20s, discard it as soon as an entire mag fails to kill a zombie at mid range. Takes forever to reload for a pistol-shaped weapon. Slow zombies can be dangerous on both maps this weapon is featured on, use with caution.

Upgraded = Winter's Fury. 150% more ammo, damage increases to 1,500-750, not sure about the range. Still weak, still fun, still usable when down.

Winter's Howl rating: 7/10
Winter's Fury rating: 7.5/10


4 - Scavenger

Explosive, possibly nuclear bolt-action sniper rifle. Very powerful but unlike most other wonder weapons it has finite damage. Will not work if you get surrounded, as there is a 3-second delay between shots and explosions. At 10,000 damage per shot, it stops being a one-hit kill at round 34 and although it remains the most powerful weapon available, when you get into the high 50s and above you'll kill two hordes with a full ammo cache, and will be left against 400 more zombies with no ammo. ♥♥♥♥.

Upgraded = Hyena Infra-Dead. Gets a variable thermal zoom, doubled ammo cache. No damage increase, no blast radius increase. Also contrary to popular belief, sticking a zombie with the bolt does NOT damage it in any way. Can solo George in single player but I wouldn't recommend it unless you're in the mid 20s or lower.

Scavenger / Hyena Infra-Dead rating: 7.5/10


5 - V-R11

The "human gun" as dubbed by many people. Doesn't damage zombies though it turns them into humans, indirectly killing them, so in the end it has infinite "damage". Zombies will chase the new "humans" but only if they're closer, so it can't be used as a replacement for the monkey bomb. Shooting George will this will temporarily calm him down, or piss him off if he's calm. Shooting a teammate with this makes zombies ignore them for about 10 seconds.

When upgraded it turns into the V-R11 Lazarus, which is absolutely worthless in solo. However in co-op, it's great. Besides the fact that shooting a single zombie two or three times makes him explode, dealing lots of damage in a small radius (enough for a one-hit kill at close range in water until the late 30s), while otherwise retaining it's non upgraded powers, it now has a far more useful ability: shooting a teammate with this weapon grants them insta-kill capabilities for roughly 15 seconds. Any weapon / grenade / knife will kill zombies in one hit, and the V-R11 user will get half the points. Awesome weapon and extremely fun to use. Staple of any round 40+ strategy in co-op. As an added bonus, shooting George while he's in the water will make him retreat for a while (based on time rather than on rounds).

V-R11: 4/10
V-R11 Lazarus: 9/10


6 - 31-79 JGb215

The shrink ray. Small radius but shrinks zombies, dropping their health to 1 for a short time, allowing them to be taken out by anything, even walking on them. Best used with semtex.

Upgraded it becomes The Fractalizer, ammo increases from 5/25 to 8/40 and the radius increases widely, making it much easier and more likely to shrink an entire horde with a single shot. Shrinks zombies for a longer time. Any kill can result in a power-up dropped, making this weapon usable without much concern for ammo even in the higher rounds (60-70+) whereas other wonder weapons would run out of ammo very often. Decent path-clearing weapon though kicking zombies around can down you if you're red-screened.
The only wonder weapon it's acceptable to upgrade right away as the low probability of shrinking an entire horde when non upgraded can cause problems.

31-79 JGb215 rating: 8/10
The Fractalizer rating: 9/10


7 - Wave Gun

This weapon is a monster. It can be turned into the Zap Gun (mini dual-wielded Wunderwaffen) at any time to pick off individual zombies, or combined into the Wave Gun to clear paths and wipe out entire hordes. The effects are really cool too, making zombies cough up blood and explode.

Upgraded = Max Wave Gun / Porter's X2 Zap Gun. Doubled ammo for the Wave, increase from 8/8/64 to 12/12/100 on the Zap. Massive killing power. Doesn't do anything against the astronaut though.
Thanks to Gerches and the hacker device, you probably won't need to recycle (trade it in for something else and hit the box again until you get it back) this weapon until round 100+.
As a little tip for the most advanced players out there, going to area 51 resets the otherwise hard limit of 4 drops per round. You can get 8 max ammos per round this way, which translates into over 5,000 potential kills per round, which remains overkill way beyond the current world record of 158.

Wave Gun rating: 10/10
Max Wave Gun rating: 10/10
12 - World War II Weapons
Those weapons are only found on the wall in the 4 original WaW maps. Most of them are inferior to Cold War weapons unupgraded, and superior upgraded. The Wunderwaffe is listed here. The MP40 is listed in the SMG section.


1 - Kar98k

Useless piece of junk. Does roughly the same damage as a M14, bolt-action with a sniper-like spread. No thanks.

Upgraded it becomes The Armageddon, which gets a vast increase in damage, but nothing warrants usage of this weapon over any automatic.

Kar98k rating: 1/10
The Armageddon rating: 3/10

2 - Scoped Kar98k

Only found on Nacht Der Untoten, the fact it's a sniper coupled with the "no perks, ♥♥♥♥ everything and run" nature of the map makes it absolutely useless. Damage is about the same as the unupgraded Dragunov, one-hit kill to the head up to and including round 21.

Scoped Kar98k rating: 2/10


3 - M1 Garand

Useless M14-like piece of ♥♥♥♥, with a very low firecap.

M1 Garand rating: 2/10


4 - Gewehr 43

Another useless rifle with a low firecap. Lowest damage of any non-M1911 weapon.

Upgrading this turns it into the G115 Compressor, which gets stats comparable to the Mnesia, but retaining the low firecap. Worthless considering there are SMGs on the wall.

Gewehr 43 rating: 1.5/10
G115 Compressor rating: 4/10


5 - M1A1 Carbine

Basically a M14 with a larger clip and lower firecap. Can't be spammed efficiently due to the low firecap.

Upgraded it becomes the Widdershins RC-1, fully automatic but with ammo issues. Fire rate increases a bit and damage matches the higher powered upgraded assault rifles'. Usable and fun, but not that effective.

M1A1 Carbine rating: 2.5/10
Widdershins RC-1 rating: 5.5/10


6 - (Deployable) BAR

Another useless piece of worthless, non-deployable ♥♥♥♥. Costs an absolutely outrageous 2,500 points on Verrückt. Lowest damage and fire rate of any automatic weapon ever, small 20-round clip, could give a run to .50BMG in real life in terms of sheer power but here it's weaker than a 9mm SMG. Don't ever buy this.

BAR rating: 2.5/10


7 - Type 100

Your run-of-the-mill SMG, everything about it is average. Nothing much to say.

When upgraded it becomes to 1001 Samurais and gets the highest headshot damage of any SMG in the entire game but falls short to the upgraded Thompson due to lower lower bullet penetration and worse wall location. Still a beast.

Type 100 rating: 4/10
1001 Samurais rating: 8/10


8 - Thompson

The ultimate wall weapon. AK74u-like stats. The unupgraded version is nothing special, but...

...the upgraded version, or Gibs-o-Matic, makes even the AK74fu2 look stupid. Insanely high damage, ridiculous fire rate and convenient wall location makes this gun an absolute beast. Rifle penetration too. Usable until the low to mid 40s.

Thompson rating: 4.5/10
Gibs-o-Matic rating: 8.5/10


9 - STG-44

Hybrid of SMG and AR, this weapon is basically a better version of the MP40 with slightly higher fire rate and lower recoil.

When upgraded it becomes the Spatz-447+, quite similar to the upgraded Cold War SMG. Lots of ammo though, and it's placed in a decent location. Solid upgrade if your strategy doesn't include passing by the Thompson.

STG-44 rating: 4/10
Spatz-447+ rating: 7/10


10 - FG42

Again, hybrid of SMG and uh... battle rifle? Whatever. High fire rate, high zoom, lowest damage of any non-M1911 weapon, only tied with the Gewehr 43. Takes the title on its own when upgraded, but...

...the 420 Impeller has a 64/400 ammo reserve, reloads pretty fast, handles like a SMG and has buyable ammo. Very fun weapon to use, extremely weak but racks up a -lot- of points even taking into account the 4,500 points needed for ammo. Dump it in the mid 20s though.

FG42 rating: 3.5/10
420 Impeller rating: 4.5/10


11 - M1897 Trench Gun

If you're ever gonna use a shotgun in zombies, it's this one. Tight spread, high power, decent ammo count. And the upgrade, oh boy...

...the Gut Shot. 3x damage multiplier to the lower torso, resulting in a one-hit kill up to and including round 30, reloads two shells at a time, buyable ammo. A monster as far as shotguns go. Best dog killer in the game too.

M1897 Trench Gun rating: 3.5/10
Gut Shot: 6.5/10


12 - Double Barreled Shotgun

More powerful than the Trench Gun but suffers from the same problem as the Olympia: constant, lengthy reloads. Pass this up, unless you want the...

...24 Bore Long Range. More powerful than the Trench Gun but has only a x2 multiplier, and to the head, resulting in lower damage overall. And the reloads remain a big problem. Fun weapon but effectiveness isn't really what you should expect.

DB Shotgun rating: 3/10
24 Bore Long Range rating: 5/10


13 - Double Barreled Shotgun Sawed-Off w/ Grip

Grip? Whatever. Copypasta of the DB with wider spread and non upgradeable. Pass it up.

DB Sawed-Off rating: 2.5/10


14 - Stielhandgranate

M67 grenade on crack. Doesn't bounce around, faster to throw, same damage and blast radius.

Stielhandgranate rating: 2.5/10


15 - Bouncing Betty

The infamous S-mine, deadly pressure-activated landmine. Slightly less powerful than claymores but explodes at 360°. Can't move it though.

Betty rating: 5.5/10


16 - Wunderwaffe DG-2

The Wonderwaffle as people like to call it, the wonder weapon that started it all, along with the Ray. I'm not gonna explain "how" it works, but it kills up to 10 zombies at a time and has limited ammo, so it's more of an emergency weapon than of a killing weapon. Damages yourself at close range too.

When upgraded it becomes the Wunderwaffe DG-3 JZ, gets gold camouflage instead of the usual Pack-a-Punch pattern, and twice the ammo with a much faster reload, though add time stays the same. Slightly bigger "radius" so you can afford to be less accurate. Still kills 10 zombies at a time, still more of an emergency weapon. Weakest infinite damage wonder weapon overall.

DG-2 rating: 9/10
DG-3 JZ rating: 9.5/10
13 - Conclusion & Bonus
So this guide is pretty much over, only one thing left to add, and that's the last part of a lengthy guide I wrote about one year ago, so it might contain errors but it's a detailled guide of the WWII weapons and their upgraded versions on Der Riese:


Quick review of the available WWII weapons in the BO version of Der Riese.

Kar98k / Armageddon: a sniper, without the sniper scope, or the damage. One-hit kill up to round 3, VERY cheap, good choice if you're a Jewish marskman unwilling to open doors, and your team is being overrun in the spawn area. The PaP'd version is weird. 200 damage is very low but it boasts a 6x multiplier to the chest and a whopping 10x to the head, which is still only 2,000, kinda disappointing for a bolt-action while two PaP'd Thompson shots can do the same damage in a split millisecond. It's however very fun to use with Speed Cola and Double Tap, but ditch it at round 17.

Gewehr 43 / G115 Compressor: one shot to the chest per round followed by a knife, that's the only use I can find for this weapon. About the PaP'd version, well uh... 1,200 damage per headshot? Yeah... The Type 100 has 1,100, more than twice the ammo cache, is fully automatic and not retardedly capped at 480 RPM.

M1 Carbine / Widdershins RC-1: the M14 of WWII. Decent weapon if you don't feel like getting a Thompson/MP40/etc., but beware of the 444 RPM cap which is just retarded. The PaP'd version is, in my opinion, pretty good. It's not in a bad location, fully-automatic with 1,200 damage per headshot makes it effective up to the high 30s, and while ammo cache is very low you can always buy more if you have the points... And if you're able to use this weapon effectively, you probably do have the points. Think of it as a highly superior version of the Mnesia.

Thompson / Gibs-o-Matic: the AK-74u of Der Riese, boasting much higher power than any other wall weapon, good rate of fire, easily controllable and predictable recoil, and buyable ammo.
The PaP'd version is a straight monster, kills reliably up to the high 40s, and its high damage combined with good hipfire accuracy makes dogs a breeze. A must-have.

Type 100 / 1001 Samurais: maybe the most blend SMG in its regular form. However, when PaP'd it's superior to the Thompson, boasting slightly higher damage, similar rate of fire and a bigger magazine. It does have lower penetration, a smaller ammo cache and maybe worse iron sights, but what prevents it from being used is its bad location. It's close to teleporter B but if you're gonna spam the teleporters, it's pointless to have a PaP'd gun.

MP40 / The Afterburner: same as it was on Kino and Call Of The Dead. Low rate of fire (lower than its WaW counterpart, and much higher recoil), low ammo count, huge magazine size (meaning even less actual ammo since ammo refills do NOT replenish your current clip), and possibly the worst location you could think of. Damage is high though, and it's extremely fun to use for some reason.

STG-44 / Spatz-447+: a solid weapon. While the regular version is pretty blend and rather unpractical, the PaP'd version is pretty awesome. Good rate of fire, good damage (although much lower than the previous SMGs), controllable recoil and huge clip size/ammo cache make this conveniently-placed weapon a worthy upgrade.

FG42 / 420 Impeller: what the ♥♥♥♥ is this weapon... SMG-looking LMG considered a HMG... weird ♥♥♥♥. ADS zoom is way too high, recoil is just NOT manageable and damage is the lowest of all WWII weapons, tied with the Gewehr 43. Hipfire spread isn't too bad however, so you should just spray. When PaP'd this weapon becomes the points ♥♥♥♥♥'s best friend. 464 rounds, 1,000 RPM, 64 rounds magazine, very low damage (by far lowest out of all PaP'd weapons in both WaW and BO) good hipfire spread, 100% mobility... As long as you don't ADS you're fine. However it tends to be highly ineffective past the early 20s if you actually try to kill stuff with it. Also ammo is in a pretty convenient location.

Double-Barreled Shotgun / 24 Bore Long Range: Olympia on crack. Reload isn't too bad, damage is VERY good (1,600 as opposed to 1,280 for most shotguns) and hipfire spread is tight (you should never ADS with a shotgun outside of BO's ones anyway). This weapon becomes pretty unique when PaP'd, boasting 3,200 damage (other shotguns have 2,400) and a 2x head multiplier, meaning headshots will deal 6,400 damage, which translates into a one-hit kill up to and including round 29. It also gets a range similar to the Hades' (if you somehow manage to get this weapon by round 6-8, you can snipe with it) and a BAR/FG42-like ADS zoom (which is pointless). A solid upgrade, in a good location.

M1897 Trench Gun / Gut Shot: now THIS is a shotgun. Stakeout? ♥♥♥♥♥ please. This weapon is very similar to the Stakeout actually, except that you should always hipfire it (and that it has a somewhat slower pump). When PaP'd however, it gains a highly disturbing 3x multiplier to the... Lower torso. Hence the name. Shot to the chest? 2,400 damage. Shot to the stomach? 7,200, one-hit kill up to and including round 30. This ♥♥♥♥♥♥♥♥♥♥♥♥ ain't playing around. However ammo isn't in a very convenient position, it's rather hard to use without Double Tap and Speed Cola, and aiming for the lower torso is a somewhat hard thing to do when you're used to go for headshots. The ultimate weapon to dispatch dogs on higher rounds.

Bouncing Betties: not a "weapon" but they're from WWII so well. Basically more effective version of Claymores. They take a little longer to explode after being tripped, but they explode at 360° with a wider blast radius. As a downside though, you cannot move them once planted, and two betties close to each other will most likely be tripped at the same time, wasting one unless you're in the 30s or higher.
243 件のコメント
Kaptain Texas the 2nd 2024年3月16日 23時40分 
No Arisaka? smh:missing:
[Z-C] Jim Bowie 935 [GER] 2024年2月12日 23時26分 
FiVE - 4 PLAYERS - ROUND 50 - Top Floor
https://steamproxy.net/sharedfiles/filedetails/?id=3159759524
NotLegos 2023年12月29日 7時57分 
i think the ak74u is based of the aks-74u
koonsjt 2023年9月27日 22時28分 
I think a lot of this is subjective. Buying a gun off the wall and buying ammo for it is nice in a jam, but the upgraded ammo is a waste of 4,500 points because you are not going to get those points back before you run out of ammo again. The HK is a monster regardless of it's rate of fire. Any gun that has a higher rate of fire just runs out of ammo faster (G115). Don't recommend Dub Tap because again, it is only going to cause you to run out of ammo faster.

Otherwise, great guide. I learned a few things.
Sir Devvo 2023年6月17日 2時38分 
upgraded waffe is called JZ for jugg zapper - anyone hit by it can be 2 shot
Sir Devvo 2023年6月17日 2時27分 
i notice you keep mentioning clips and clip sizes. the only weapon that can be valid for clips is the m14 but they used box mags instead. stop calling them clips as they are all magazines
Sir Devvo 2023年6月17日 2時15分 
mustang and sally is a 8/10 with phd and a 3/10 without
The Drinkler 2023年5月29日 17時23分 
You can jump while using the death machine, just an fyi
Stand Watie 2023年3月1日 15時17分 
upgraded olympia is best gun your just traeeesh peashooter lover
Stand Watie 2023年3月1日 15時16分 
Olympia gang OG