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"Bullets always have the right-of-way"

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-Detailed Weapon analysis and loadout for 7 Bullets-

-Key-

*=Poor
**=Average
***=Good
****=Excellent
*****=Perfect

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1. Pop Gun (Dispersion Pistol)

Difficulty: All
Range: short to medium
Requires Reload: No
Capacity: Unlimited
Ammunition: Energy based
Power: *
Rate of Fire:***
Precision:**

Upgrade level 1:

Power:**

Upgrade level 2:

Power:***

Upgrade level 3:

Power:****

Upgrade level 4:

Power:*****


Pros: Can be upgraded by picking up attachments. Has unlimited battery cell Works under water.

Cons: Requires time to recharge after repeated shots. In its primary form, the weapon is a weak stun weapon that can only kill larger life forms with numerous shots. Projectiles can be dodged easily at a distance.

Analysis: The Pop gun is standard issue, but only serves to provide an always present means of ranged attack. The weapon is designed to stun organisms with human-level vitality. Can kill lesser life forms with repeated shots. The weapon's best use is its concussive energy trait, which can blow open weak panels, small crates, or shatter glass. Only recommended as a last resort. With added upgrades the weapon can become significantly stronger. On its highest level the weapon is highly destructive and is one of the strongest tools in your arsenal.

2. Combat Assault Rifle Mk3

Difficulty: All
Range: Medium to Long
Requires Reload: Yes
Capacity: Limited; ammo is common in beginning levels, sparse at later segments. 
 Ammunition: Bullet-based with alternative explosive grenade projectiles. 
Power: ***
Rate of Fire:****
Precision:****1/2


Pros: Good for suppressive fire and ideal for fast moving enemies at medium to long range. Pump action grenade launcher can be fired into crowds and scatter targets. Weapon doubles as its own cover fire; you can lob a grenade into a room and then sweep the remains with a blanket of slugs. Grenade ammo can be found at a steady rate throughout game.

Cons: Slight delay between switching firing modes. Bullet ammo can get sparse in later levels, forcing you to conserve. Reloading can be hazardous, making this weapon only suitable for duck and shoot tactics.

Analysis: CARifle is a standard issue weapon and you will always have it with you. Will be your main weapon in the beginning of the game, but as the later stages drag on you will most likely be resorting to other means of defense pending new weapon pick-ups. However, the weapon is very useful for the entire game and can be used on any adversary with effective results. The best part about this weapon is that you'll always have an explosive attack (as long as you stock grenades). 

3. Machine-Mag

Difficulty: All (found later in game on Hard and Unreal)
Range: Short to Medium
Requires Reload: Yes
Capacity: Limited; ammo is sparse in beginning levels but is common in later stages
Ammunition: Bullet-based
Power: **1/2
Rate of Fire:*****
Precision:***1/2

Pros: Can use two of the weapon at a time if you find another. More useful at close range, unlike the CAR. Ammo is easy to come by at later levels.

Cons: Reloading can be hazardous, forcing a combat strategy similar to the CAR. Ammo can be hard to come by at beginning of game (due to location). Not obtained at start on Unreal difficulty, and on this mode you won't find the weapon till half-way through the game. 

Analysis: Impressive cousin of the Auto-mag, the Machine mag is a rapid fire bullet-based weapon that is the size of a large handgun. Weapon is extremely light-weight. Is most useful in later stages where you can use two at a time with a steady percentage of plentiful ammo.  

4. Chaingun-XP
 
Difficulty: Easy, Medium. Can be found on Hard mode.
Range: All
Requires Reload: No
Capacity: Limited; ammo is VERY rare
Ammunition: Bullet-based
Power: *****
Rate of Fire:****
Precision:***

Pros: Can cut down any enemy easily and even can dispatch bosses with little effort. Can be used at any range, assuming you can see the target. Does not require a reload. 

Cons: Weapon is bulky, you can only walk while shooting. Ammo is very rare and the weapon itself is not available on Unreal mode. On Hard, weapon is difficult to find. 

Analysis: The Chaingun XP is the 2nd most devastating weapon in the game. You can mow down a platoon of targets in seconds flat. While the weapon uses an ammo type that is hard to find, the weapon itself is difficult to maneuver. This should be saved for larger battles in order to conserve its valuable ammunition. On Hard, the weapon is not obtained at start but can be found at some point at the game. 

5. ASMD Shockrifle

Difficulty: All
Range: All
Requires Reload: No
Capacity: Limited; Ammo is plentiful in areas where enemies use the weapon
Ammunition: Energy based
Power: ***1/2
Rate of Fire:***
Precision:****

Pros: Delivers either instant shock damage or potent concussive attack. Good for any all around combat scenario. Ammo is usually in good supply in areas where it is located and offers an alternative to wasting precious bullet-based rounds when ammo for those weapons are limited. Possess all powerful combination attack that can scatter crowds as good or sometimes better than CAR grenade.

Cons: Somewhat ineffective against certain bosses. Volatile in water environments. 

Analysis:  The Inuit systems ASMD Shockrifle is a leap ahead of its predecessor model which was developed a decade prior. The Shockrifle can emit an instant shock of compressed Tarydium energy that is devastating to organic matter. The beam penetrates flesh and causes internal damage instantly. An alternate firing mode emits a slower moving discharge that fractures on impact, causing extreme concussive damage. Since the weapon uses an electric emitter for the beams it discharges, the weapon is very unstable in aquatic environments. You can pick these up from fallen Bloodpack Commandos. The weapon is best used against enemies who also wield it, since you can gather ammo from them after they are defeated. Most useful in the ISV Kran, where you want to conserve the ammunition for your bullet-based weapons. 

6. Flachette Cannon

Difficulty: All
Range: Short to Medium
Requires Reload: No
Capacity: Limited; Uncommon
Ammunition: Projectile
Power: ****1/2
Rate of Fire:***
Precision:*1/2

Pros: Most powerful close-encounter weapon in first half of the game. Can dispatch Skaarj units swifter than other available weapons (minus the Chaingun) and is not hindered by reloading time. Ideal for boss fights. Almost always lethal on enemies that are weaker than Skaarj. Ammo is pretty steady on beginning levels. Can cause concussion damage like the Shockrifle and paralyze enemies.

Cons: Weapon is quite ineffective at long range. Alternate mortar ONLY effective on targets in medium range, assuming they do not dodge. Ammo can get quite sparse in later levels. Ammo especially hard to come by on Unreal in later levels. 

Analysis: In the beginning of the game, this will be your most powerful weapon. It doesn't cause injury at the rate and range of the Chaingun, but you will have a more stocked ammo supply. Ideal for most boss combat. Weapon loses its potency on larger crowds, but has ability to deliver group damage. Best close ranged weapon until you find the Quadshot.

7. Bloodpack Ripper

Difficulty: All
Range: Medium
Requires Reload: No 
Capacity: Limited; Ammo is plentiful in areas where enemies use the weapon.
Ammunition: Projectile
Power: ***1/2
Rate of Fire:***
Precision:**1/2

Pros: Steady rate of ammo in beginning of came. Best all around escape weapon since it fires around  corners. Alt attack is perfect alternative to wasting CAR grenades. Ideal for  killing pupae swarms in timely fashion.

Cons: Only useful in closed in areas. Ammo becomes extremely rare after Kran levels. 

Analysis: The Bloodpack's answer to USM's CARifle. Based off the older Razor-Jack weapon used by Troopers on Na Pali, the Bloodpack's Ripper is a much more efficient killing weapon. The remote guidance system was replaced by a explosive triggering mechanism. The weapon may be the least used gun in your arsenal, aside from the pop-gun, just on the basis that when you find it your enemies move faster than you and can dodge projectiles quite easily. But the weapon is deadly in the hands of a master. Much stronger than it first appears, it is actually a better choice over the Shockrifle on 1 on 1 fights. No other weapon is as reliable for clearing out pupae swarms or other large groups of weaker enemies.

8. Inuit Sniper Rifle

Difficulty: All
Range: Long
Requires Reload: Yes
Capacity: Limited; Temporarily plentiful
Ammunition: Bullet-based
Power: ****1/2
Rate of Fire:**
Precision:*****

Pros: Can cause instant death in most organisms with a single head shot. When you find it, the ammo supply is pretty steady and easy to come by. Best long range weapon in the game. 

Cons: Firing rate is slow. Ammo only plentiful for one map and then becomes either rare or nonexistent. Not recommended on fast moving bosses since rate of fire is so slow. 

Analysis: The Inuit Sniper rifle is USM's trademark long-range weapon. A single shot can dispatch most targets if hit in the head, though a single round is strong enough to kill lesser organisms regardless of location. 

9. Quadshot

Difficulty: All
Range: Close to medium
Requires Reload: Yes, after every 9 shots needs to be reloaded one round at a time.
Capacity: Limited; Uncommon
Ammunition: Bullet-based
Power: *****
Rate of Fire:**
Precision:*

Pros: Delivers Instantaneous burst of damage that is more powerful than the Flachette Cannon up close. Firing all four chambers at once can kill anything short of a boss instantly. Secondary attack makes this the most lethal weapon you can get your hands on. Impossible to be dodged, most powerful bullet-based weapon.

Cons: Reload time is very slow since you have to reload each shell individually. This forces the weapon to be a "first assault" weapon so you can fall back on other guns to mop up whatever survives.

Analysis: Quad-shotgun. Causes heavy damage at medium range and can be lethal. Nothing is as powerful up close, targets are almost always killed instantly. Alternate mode fires all four chambers at once, emitting a firestorm of shellfire that covers a wide area. Range effects accuracy greatly. Recommended for close encounters. Slowest reload time of any other weapon. The weapon's biggest problem is being able to handle situations where you are under constant attack since you will need to reload slowly after the weapon is empty.

10. USM Plasma Rifle

Difficulty: All
Range: Medium
Requires Reload: No
Capacity: Limited; Uncommon
Ammunition: Energy based
Power: ****
Rate of Fire:****
Precision:***

Pros: Strongest energy weapon. Kills most organisms easily. Does not need to be reloaded. 

Cons: Certain enemies can't be killed by this weapon since they are immune to intense heat. Ammo can be sparse at times. 

Analysis: USM's Plasma Rifle is mostly used in Space Combat scenarios but was dispensed to troops in Operation Fox Tracker due to the unexpected threat of the location's environment. Heat based weapon that incinerates organic matter with deadly plasma. Secondary laser cutter has strength equal to 1/4 the Sun's intensity. Not recommended against heavily armored enemies wearing heat resistant gear. 

11.  Grenade Launcher

Difficulty: All
Range: Medium 
Requires Reload: Yes
Capacity: Limited; Uncommon
Ammunition: Projectile
Power: *****
Rate of Fire:**1/2
Precision:**

Pros: Most destructive explosive weapon. Perfect crowd cleaner.

Cons: Unsuitable for small spaces and 1 on 1 fights. 

Analysis: Liandri weapon that was held in stock quantity on UMS-Bodega Bay. The crates that weren't incinerated in the crash were salvaged by pirating races. Not much combat data exists on the weapon aside from the obvious; it is a grenade launcher and is the perfect tool against huge swarms of enemies. It has a battery operated guidance system that is vulnerable to EMP attacks, which is why the weapon is no longer issued.  

-Other weapons unknown
