ScarL4Life & Fermin07's Comparisons Between Weapons

This article will be comparing similar weapons, weapons in a family (e.g. the SCAR family), polar opposites with some similarities, or weapons in a category, or weapons that can have similar uses. It will also suggest what is the best out of the compared weapons. Note that this is ScarL4life and Fermin07's personal opinions with their gameplays mixed, so it may not work for you. Also, this page is under construction, so the font and organisation might not look good, but Fermin07 is working on making it look nice (well, maybe nicer). We hope it helps you to choose the right weapon.
-ScarL4life & Fermin07
== G36 vs. AUG A1 ==
== Information on Weapons==
These are two weapons with many similar qualities, as they both are accurate, both have default telescopic sights , both have above average statistics, are medium-long range oriented rifles with good range, and both are assault rifles. But they also have cons that they both share, as the telescopic sight can be obstructive in close quarters, and attaching practically any optic will reduce their accuracy.
They also have noticeable differences, such as the G36 having no iron sights, unlike the AUG A1, which can switch between a telescopic sight and an iron sight. This makes it easier to aim in close quarters with the AUG A1. But the G36 has a higher RoF (Rate of Fire) of 750, compared to the slower RoF (Rate of FIre) of 680 for the AUG A1. This means the G36 is less vulnerable to weapons like PDWs and shotguns in close quarters with its higher RoF (Rate of Fire), but that it also means the G36 can waste more ammunition than the AUG A1 at long ranges if you're not careful. And its hip fire spread isn't the greatest, and the AUG A1 hip fires better.
But despite these differences, they still function quite similarly, as they both have low recoil and a default telescopic sight, which makes both great for medium-long range combat and can go head-head with snipers and LMGs (Light Machine Gun) if the user is skilled. So, now to compare the between the weapons, and their pros and cons.
=== Similarities: ===
* Default telescopic sight
* Very accurate
* Above average statistics
* Low recoil
* Good range
* Medium-long range oriented
* Telescopic sight can be obstructive in CQC (Close Quarter Combat)
* Optics reduces accuracy
=== G36 ===
=== Pros: ===
* Good RoF (Rate of Fire), less vulnerable in close quarters
(Other pros mentioned in similarities)
=== Cons: ===
* Spends more ammo at long range than AUG A1
(Other cons mentioned in similarities)
=== AUG A1 ===
=== Pros: ===
* Spends less ammo at range than G36
* Decent fire rate, a bit slow but works OK in both CQC (Close Quarter Combat) and long range engagements
* Hybrid telescopic/Iron optic
(Other pros mention in similarity)
=== Cons: ===
* Can be outgunned in close quarters due to its somewhat slow rate of fire
(Other cons mentioned in similarities)
=== Final Verdict ===
They are basically two different versions of the same thing, as they both are very similar, just one is more suited for close-medium (G36) and the other medium-long (AUG A1), so it's basically up to your playstyle to decide what's better.
== Dragunov SVU vs. SCAR-SSR ==
== Information on Weapons ==
These are two hard-hitting DMR/Sniper Rifle hybrids which have the capacity to one shot headshot up to 160 studs (Dragunov SVU) or 166 studs (SCAR-SSR). They can also kill in either two shot to the body (Dragunov SVU) or three shot (SCAR-SSR). But this is balanced out by the fact that they have a lower rate of fire than other DMR (Designated Marksman Rifle), as they are a hybrid DMR/sniper rifle. Which means while they have more damage and have a higher headshot multiplier. They have a lower rate of fire, but they are still semi-automatic like other DMRs. This means that these two weapons can remain viable at both medium and long range, as the semi-auto makes it easier to quickly take out targets that are closer, while the high damage and high headshot multiplier aid both medium and long range combat.
And don't forget the accuracy of these weapons, which can be very deadly with the damage and semi-auto fire. But they do have their downsides. They both have a small magazine capacity, which hinders the effectiveness of the weapon if the user is inaccurate. And, while their RoF (Rate of Fire) is much better than that of sniper rifles, they are still lacking in that department compared to other DMRs (Designated Marksman Rifle). This makes them vulnerable in close quarters despite their high damage, as most weapons have a much higher DPS in close quarters than these two. Although they can still remain viable if either a canted sight is attached (Dragunov SVU or SCAR-SSR if using high-magnification optic ) and the user is VERY skilled at fighting in close quarters, as you can one shot people in close quarters with headshots. Now to look at their differences.
The Dragunov SVU has a much lower capacity than the SCAR-SSR but makes up for that by being a being the only non-sniper rifle weapon that has the two-shot kill capacity to the body. It also comes with a default scope that compensates for bullet drop, unlike the SCAR-SSR, which lacks any of that, though the scope is hard to get used to. But it also has a stronger bullet drop than other weapons. The SCAR-SSR also has much more ammo and a slightly higher RoF (Rate of Fire). The recoil is also lighter than on the Dragunov SVU. Now to compare them.
=== Similarities: ===
* High damage
* Same one-shot headshot kills like sniper rifles up until 160 studs (Dragunov SVU) or 166 studs (SCAR-SSR)
* Two-shot (Dragunov SVU) or three-shot (SCAR-SSR) kill to the body at long range
* High RoF than sniper rifles while having ballistic performances of sniper rifles
* Slowest RoF (Rate of Fire) of all the DMRs (1. Dragunov SVU, 2. SCAR-SSR)
* Low magazine capacity
* Very accurate
* Very low damage dropoff
* Sniper-like ballistics
=== SCAR-SSR ===
=== Pros: ===
* Can pick ammo from all DMRs and non-DMR 7.62x51 firearms
* Very high mobility for a DMR
* More ammo than most DMRs
* Suppressors won't affect its Hits to Kill
(Other pros mentioned in similarities)
=== Cons: ===
* Sometimes requires 3 shots to kill at long range
(Other cons mentioned in similarities)
=== ===
=== Dragunov SVU ===
=== Pros: ===
* Integrated scope with rangefinders also its red reticle allows for more accurate shots during nights
* Guaranteed 2 limb shot kills unless it has a suppressor
(Other pros mentioned in similarities)
=== Cons: ===
* Much lower ammo reserve than SCAR-SSR (40 vs 120)
* Very limited ammo source (Snipers only vs DMRs and non-DMR 7.62x51 firearms)
* Suppressors will affect its Hits to Kill
Final Verdict
The SCAR-SSR is more viable because it has more ammo IN reserve and source, higher mobility with having much more total ammo and not being affected by suppressors too much. However, the Dragunov SVU will serves best at long ranges due to its integral scope, guaranteed 2 hits to kill without suppressors and more similar ballistic performance of sniper rifles.
== MP412 REX vs. DESERT EAGLE ==
== Information on Weapons ==
These two weapons can deal out lots of damage if used correctly. To effectively use these pistols, you must be good at getting headshots, as they will take down an enemy in only a few shots (or just one, in the MP412 REX's case). However, if you shoot at an opponent's chest, they will most likely take you down first due to the fact that you have 6 or 8+1 (MP412 REX or Deagle) shots to shoot unless you have good reflexes and can spam-click well. 
However, these will not eat through your ammo reserves nearly as fast as other sidearms. To put the cherry on top, these are the most powerful weapons in the sidearm category. These weapons are used best when put to use at long range to pick off enemies quickly, where their damage and lower damage drop-off will effectively kill enemies. 
You do not want to be stuck in CQC (Close Quarter Combat) with these sidearms, not only because of their low bullet capacity but also for their crazy high recoil unless you are a really good shot with pistols. But if you can land your shots, then the Deagle and the MP412 REX will be extremely powerful, ripping through opponents, especially if you can land headshots with the MP412 REX.
===Similarities:===
* Low round capacity
* High damage per shot, 1-2 headshots are needed to kill (MP412 REX and Deagle)
* Super high recoil
* Semi-automatic
=== MP412 REX ===
=== Pros: ===
* 1 headshot to take an enemy down (from a moderate distance)
* Unlocks at Rank 4, or can be bought for little money
=== Cons: ===
* Atrocious reload speed
* Quickly runs out of ammo in magazine if spam-clicking
* Only 6 rounds in magazine and no extra bullets after reloading due to its revolver magazine
=== Desert Eagle .44 ===
=== Pros: ===
* 20% to 50% more bullet capacity
* Can have some shots left after spam-clicking
* Faster reload than MP412 REX
=== Cons: ===
* Small magazine size compared to other pistols
=== Final Verdict ===
The MP412 REX is for unleashing a large amount of firepower at close range, while the Deagle is meant to be a powerful and accurate secondary almost dedicated to medium-long ranges. So, if you're a good shot looking for a quick dispatching of hostiles in CQC (Close Quarter Combat), then choose the MP412 REX. If you need a high-power secondary that is accurate and has a high capacity relative to power, then the Deagle will suit you well.
== AS VAL vs. P90 ==
== Information on Weapons ==
These weapons are very similar in purpose: quickly kill the opposing enemy without giving them a chance to do anything. But aside from that, they are polar opposites.
The P90 has much less damage than the AS VAL but has the highest magazine capacity of most non-LMG weapons (50+1 rounds). The AS VAL is a 3HKO in CQC (Close Quarter Combat) and 5HKO like the other assault rifles past 75 studs but has a measly magazine capacity of 20+1 rounds. The massive magazine capacity of the P90 means it can engage head on a group of hostiles in CQC (Close Quarter Combat) and at medium range in full-auto quite well but makes up for that with a somewhat lengthy reload and only having three full mags by default.
The AS VAL is horrible at handling groups, but with its integral suppressor it is a great stealth weapon, with a very low TTK (Time To Kill) and has decent mid-range capabilities with its average base damage and high RoF (Rate of Fire), though you should make sure you land your bullets, as each one counts with the AS VAL. More information will be added later to this section.
=== Similarities ===
* 900 RPM firerate
* Low TTK in CQC
* Can 5HKO at long range
=== AS VAL ===
=== Pros: ===
* Lower magazine can save ammo
* Integral suppressor is just effective as the normal suppressor but doesn't lower the muzzle velocity as much as the normal one
=== Cons: ===
* Lower maximum and minimum range than other ARs (Assult Rifles) and P90
* Cannot mount barrel attachments
* Recoil can be annoying
* The suppressor reduces effectiveness at longer ranges
=== P90===
=== Pros: ===
* Takes longer for the magazine to run out than other high RoF (Rate of Fire) weapons
* Long effective range for PDW (Rate of Fire)
* Tap firing is viable unlike many other PDWs (Personal Defence Weapon)
=== Cons: ===
* Slower reload than many PDWs (Personal Defence Weapon) and ARs (Assult Rifles)
* Can very easily waste ammo in full auto at long range
=== Final Verdict ===
The P90 overall wins because it is better at medium-long range, its ammo per magazine is much higher, and it can handle multiple people much better than AS VAL. But the AS VAL isn't completely useless, its high maximum damage is invaluable in CQC (Rate of Fire), and when combined with the suppressor, makes it a very deadly weapon up close.
== MP5 vs. UMP45 ==
=== Information on Weapons ===
Ah, two very honourable guns, both produced by H&K and are known to be reliable. So now, let's see who's better: the good old MP5, or the fancy new UMP45. The MP5 has a fairly high RoF (Rate of Fire) of 800, within the range of most PDWs (Personal Defence Weapon), and a base damage of 19, which is a 6HKO at long range.
Pretty similar to the average PDW (Personal Defence Weapon) . But what it lacks in raw stats it makes up for with versatility. It has fairly controllable recoil that can make it a good weapon at both close range and medium range. The RoF (Rate of Fire) isn't too slow that it will get you killed in CQC (Close Quarter Combat) but isn't too fast that it will quickly kill its ammo reserves at medium range like other PDWs.
The UMP45 is an oddity among PDWs (Personal Defence Weapons) : it fires at a slow RoF (Rate of Fire) of 600 RPM (Rounds Per MInute) and is a 3HKO in CQC (Close Quarter Combat) with 35 maximum damage and a 5HKO at long range like most assault rifles. While this might hinder it a bit in CQC (Close Quarter Combat), in excels where few other PDWs (Personal Defence Weapon)  do: medium-long range.
=== Similarities ===
* Lower recoil
* Decent overall drop-off stats
* Competent CQC (Close Quarter Combat) performance
=== MP5 ===
=== Pros: ===
* High RoF (Rate of FIre)
* Minimum HTK stays same at medium range
=== Cons: ===
* High RoF (Rate of Fire) burns up ammo fast
=== UMP45 ===
=== Pros: ===
* 3 hit kills at CQC (Close Quarter Combat) and max HTK is 5 HTK which makes UMP45 useful for mid-range
* Low RoF burns ammo slower
=== Cons: ===
* Low magazine size of 25
* Slow RoF increases TTK (Time To Kill)
=== Final Verdict ===
The MP5 wins not due to its marginally larger magazine but to its faster RoF (Rate of Fire) and better versatility. But that doesn't mean UMP45 is bad. Its high damage and slow RoF (Rate of Fire) can please players who need a weapon with good damage with low ammo consumption and longer range.
== Cheytac M200 Intervention vs. Remington 700 ==
=== Information on Weapons ===
As two well-known snipers, they each have their own reputation. But how do you choose one from the other? These two have low bullet drop, high accuracy, crazy damage, super stability, and are unlocked at relatively low levels!
So, STILL, how do you choose what you are going to use? That is decided by your play style- if you have just started sniping, you might want to use the Intervention , as you can use its higher stability to aim for a longer time. However, no gun is without a con, and for the Intervention, it's reloading. The rechamber for the Intervention is not fast, to say the least - it is not as bad as the Serbu or BFG 50's reloading time, but it's slow enough that it can be difficult to find your target again after missing your first shot.
The R700 is the complete opposite, as it has a little less stability time (but not bad at all for a sniper) and its cocking mechanism is way faster than the Intervention's. Some could argue the point that the Intervention is more powerful than the R700, but they are both a one shot torso shot or headshot.
=== Similarities ===
* Great accuracy
* High damage
* Low and controllable bullet drop
* Almost no notice of recoil
=== Intervention ===
=== Pros: ===
* Higher damage
* More time to keep stable
* Unlocks at Rank 0
* Can have 1 more bullet loaded
=== Cons: ===
* Slow-(ish) reload
=== Remington 700 ===
=== Pros: ===
* Faster rechamber
* Unlocks at Rank 12
=== Cons: ===
* Less damage (Though it still one-shots in the same areas as the Intervention)
* Less time to keep stable
* One less round than the Intervention
=== Final Verdict ===
These weapons are closely matched, as these rifles are very similar to each other. Ultimately, the option is up to the user; those who seek a more aggressive playstyle will find themselves right at home with the R700 with its faster rechamber but shorter breath-holding time while the Intervention may allow more defensive players to hold areas longer with the larger magazine and longer stability time.
== AK-47 vs. M16A4 aka COMMIES vs AMERICA ==
=== Information on Weapons ===
I had to do this since this has been the most famous gun counterparts in the history of guns. They each embody the values of each country: The AK-47 is easy to manufacture, has high power, and is reliable in nearly any condition; the M16A4 is highly advanced, accurate, easy to use, and is highly customizable, but is more expensive and requires more maintenance. The AK-47 uses the 7.62x39mmR rounds, while the M16 uses the 5.56x45mm NATO rounds. The 7.62 rounds are more powerful, but its ballistics aren't as good as the 5.56 NATO.  
Now to actually get to in-game stuff (ScarL4LIfe is a gun enthusiast FYI). The AK-47 has long range capabilities on par with DMRs, using the same rounds as an SKS. But it also has ridiculous amounts of recoil, requiring a muzzle brake and angled/stubby grip to be even bearable with a low-zoom sight. But the semi-auto mode is among one of the best of all assault rifles, having very high minimum damage. With high zoom scopes, taking advantage of the high damage will be very easy. This is one of the few guns that can be used at multiple ranges effectively. The M16A4 is the opposite when it comes to RoF and damage: it has an average minimum base damage, the recoil is very low, and the fire rate is much higher (900 for the M16A4 vs. 600 RPM for the AK-47). But the one thing the M16 has in common with the AK-47 is that it can 3HKO in close quarters. This will allow you to OBKO( one burst knockout) if you are skilled with this weapon and it will have one of the fastest TTK (Time To Kill) of all assault rifles. 
===Similarities===
* Somewhat hard to use at first
* Once mastered can powerful
* Can be used at multiple ranges
* Can both 3HKO in CQC
=== AK-47 ===
===Pros: ===
* Very fast reload
* Strong suppression
* Is 4HKO at long range like DMRs and has more ammo in its magazine than all DMRs. 
(Other pros mentioned in similarities)
===Cons: ===
* Only picks up ammo from 7.62mmR weapons
* Ridiculous recoil vertically
(Other cons mentioned in similarities)
===M16A4===
=== Pros: ===
* VERY low recoil, making it good for sustained shooting in both semi-auto and burst
* High RoF (Rate of Fire)
* Good soft statistics
* Decent reload speed like rest of M16 family weapons
===Cons: ===
* Burst is inaccurate at longer ranges
* Must switch fire modes to be effective at all ranges, you can be caught in the middle of switching fire modes. 
* Not holding down your mouse for enough time will result in the M16A4 firing two bullets instead of three 
* Burst mode is hard to use for many players used to full-auto 
* Is a 5HKO at longer ranges
===Final Verdict===
If you don't mind the recoil and you need something to rip the enemy to shreds, use the AK-47. When you need less recoil and are comfortable with burst mode, use the M16A4. Both are good for long range marksmanship, only the M16A4 is more focused on sustained fire with its low recoil, while the AK-47, with its higher damage and recoil, is better for quick assassination of targets.
== MG36 vs. M60 ==
=== Information on Weapons ===
These two weapons are both very powerful LMGs, and are both famous for their massive magazines. The MG36 fires at 750 RPM, which is the fastest out of all the LMGs. The M60 fires at 600 RPM, the slowest in the game for LMGs. But it does do much more damage (40-29) than the MG36 (29-20) and has a better TTK overall. This also means it can be used as a marksman rifle, albeit with much more ammo and recoil. On the flipside, it has a really slow reload, which can get you killed in the middle of battle, not to mention's it's rather high recoil when using an optic. The MG36 reloads much faster while still having the 100 round mag and the recoil isn't as bad as the M60, though it isn't that good either.  
When it comes to playstyle, the M60`s high damage but sluggish reload and move speed while equipped encourages laying down fire from a distance while not spending much time moving. The only time you really need move is to find a better spot to fire from. You can always move around with the M60, it`s just you`ll be a bit slow and potentially sitting duck for snipers. The MG36 is lighter than the M60 and reloads a hell lot faster with the same 100 round mag, but does less damage, so it is better suited for flanking and offensive play.  
The quick reload lets you get back in the fight faster than you normally could with a 100 round weapon while the 4HKO in CQC (Close Quarter Combat) will suffice for flanking with the MG36, since there will be no chance you`ll need to reload when your opponent runs or run out of ammo while shooting. It also does better against groups than other flanking weapons, like the AS VAL or FAMAS, which burn up ammunition very fast.  
=== Similarities ===
* Have big magazines
* High recoil (Can be reduced by adding attachments)
* slower move speed than with other weapons
=== MG36 ===
=== Pros: ===
* Fastest RoF (Rate of Fire) of all the LMGs
* Decent reload time
* More mobile then the M60
=== M60 ===
* Superior 40-26 damage
* Vertical-focused very high recoil
* Much better ballistics
(Other pros mentioned in similarities)
==M1911 vs. DEagle 44==
Ah, this is sure to be a hot debate for older veterans who are used to using the DEagle. The newcomer, the M1911, has proven itself to have a higher TTK in CQC and still viable at long range at the cost of 1 less round in the mag and a 4HKO at long range compared to the DEagle's 3HKO. While the better TTK  in CQC might sound better and the down sides negligible, the 3HKO of the DEagle actually matters a lot at range, where less of your shots might land, adding a further penalty for a small magazine size and damage. 
==L85A2 vs. FAMAS ==
===WIP ===