Beyond Citadel

Beyond Citadel

65 ratings
Manual of Arms - A guide for the reload system and an overview of weapons
By Reizie
This guide is a quick breakdown of the settings and controls related to the gunplay in Beyond Citadel. As well as an overview of all the weapons in the game.
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Settings and Gameplay Options
Disclaimer: this guide may not contain all the new changes from accumulated minor updates. Due to the nature of the patch notes and change logs not listing everything outright, manually checking everything inside the game is required and I have not fully completed another pass of all the weapons as of yet.

Notes:
  • For Steam censoring reasons I will refer to the in-game keybind for "c0cking" the weapon as "chambering".
  • Furthermore instead of notating the 3 separate keybinds for (1) "unload", (2) "reload", (3) "chambering" as default buttons I will simply say the action just in case you wish to rebind them yourself.
  • People who do not wish to be spoiled on upcoming weapons shouldn't scroll too far down the list of weapons.
The Main Three Gunplay Modes


LOAD ONLY WITH NO JAM - This allows you to play the game casually like any other shooter, pressing R reload the gun through the entire process with only one button. No need to rechamber new rounds for bolt action, pump action or lever action guns either. The game automatically does everything for you albeit slower than if you did it yourself manually. No jam also means that there is no weapon condition and thus no weapon malfunction for this mode.

UNLOAD, LOAD & C0CK - This is the standard experience of Beyond Citadel. The entire reload process is manual from (1) removing magazine, (2) inserting a new one and (3) chambering the round, 3 steps with 3 different button binds. In this mode the magazines are kept in your inventory and you'll have spares for speed reloads which involves dumping the old magazine onto the ground.

Important note: at the beginning of the game your speed reloads have a 100% chance of breaking (despawning) dumped magazines. The dumped magazines will stay on the ground for 2-3 seconds before disappearing, you can quickly pick it up and save it if you're quick.

LOAD & C0CK - This mode is the same as the one above except spare magazines are no longer a thing. You essentially have unlimited mags but you'll still lose the remaining ammo when you dump them during speed reloads. All 3 steps are still manual.

Minor Related Settings


AUTO-RELOAD/EJECT - This setting simply means when you shoot until your gun is completely empty, the magazine (or spent cartridges in the case of revolver) will automatically be removed so you can skip that step.

Note: even with this setting turned off if you dry fire and shoot when the gun is empty, it'll automatically remove the magazine regardless. This means you can potentially spam click or spam shoot to eject the magazine without reaching over to press the remove magazine button, reducing button bloat for gun fully empty reloads.

DOUBLE-TAP OR HOLD RELOAD TO QUICKLOAD MAG-FED WEAPONS - This setting adds an additional buffer to make sure you don't accidentally speed reload and dump your mag with only one single press.

AIM BUTTON TO C0CK - This setting allows chambering a new round to be done with the aim button, reducing button bloat and saving your finger from having to travel further on the keyboard. Manual action guns like pump action, lever action and bolt action can also benefit from this but it requires you to break out of ADS. If you wish to remain in ADS you will need to use the chambering keybind.
Overview of Weapons
Notes:
  • On top of more likelihood of jamming, the lower the weapon condition, the more shots will start to deviate from point of aim.
  • When dropping a weapon or stripping armor, make sure you have ample space in front of you to avoid the dropped item clipping through the wall and becoming lost.
  • Bullet travels from the gun at the bottom of the screen, at extremely close range aim higher than normal for headshots to prevent shots hitting low.
  • To hold breath and steady aim, crouch and hold the sprint button while in ADS.
  • Crouching seems to universally help reduce bullet spread from rapid fire or full auto.
  • Ammo received when buying from ammo vendors benefit from the double ammo gain blessing (permanent passive buff) so you can get more bang for your buck, obtained from 6-EX.
Unjamming weapon malfunctions: almost all weapon stoppage in this game is a failure to eject, simply spam the chamber or aim button to rack the bolt repeatedly until the obstruction is cleared. You can remove the magazine first before spam racking the bolt, but in my experience that doesn't save a significant amount of time.

The Reload Process
Mag-fed reloads: (1) unload button, (2) reload button, (3) chambering button.
Speed reload: (2) press reload button until you insert mag, (3) chamber if empty.

Note: skipping the mag removal will dump it on the ground.
With how fast you can press two buttons to remove and insert mags, speed reloads usually aren't worth it unless you're being highly pressured or in a panic situation.

Individual round reloads: (2) reload button to insert new rounds until full, (3) chamber if empty. You can also load one, chamber and then load the rest.
Speed control: hold reload button to let the game automatically insert new rounds at a steady pace, or rapidly spam reload button to cram rounds into the gun as fast as possible.

Straight into chamber reloads: pump action and lever action weapons can leave the chamber open when the gun is empty so you can insert a round straight in and skip chambering.

Chamber open -> load a round into the chamber


Chamber check/mag check: if you press and hold the number corresponding to the weapon you have equipped you can do a chamber check/mag check on most weapons. Although this function is purely for flair and doesn't do much since you can see your ammo count very clearly.

Note: Not all weapons have chamber check animations.

1. Melee
Forgiver
  • Primary fire: horizontal swing, alt-fire: vertical swing, aim button: throwing knives (ammo required).
  • Each swing does multiple hits along the arc, horizontal better for cleaving AoE and vertical better for single target damage.

  • Firemode switch button: After obtaining your first whetstone sharpening will increase your damage up to 130% at Forgiver +1. Each whetstone you obtain afterwards will increase damage by an additional 10% so Forgiver +2 is 140% and so on.
    Weapon condition no longer increases from sharpening.
    Each hit will reduce sharpness percentage down to normal 100% at which point the sharpness indicator vanishes and the damage bonus is lost.

  • Swift swing upgrade: despite what the name implies, this upgrade doesn't seem to increase swing speed or if it does then it's barely noticable. Instead it reduces stamina drain from each swing from 4 to 2, allowing more swings before running out of stamina.
  • Tri-throwing knives upgrade: throwing knives now has 3 knives thrown in a cone pattern spread out horizontally left, right and center. The grouping is tight enough that at close range all 3 knives can hit the same target within shoulder width, but gradually become wider and more AoE as distance increases.
    Only one throwing knife is used per throw and only the middle knife is actually spawned in the world to be lodged and picked up. The left and right knives are just free damage.
  • Both upgrades are shared between all 3 melee weapons.

    Firemode switch button: sharpen and restore weapon condition for free once you have a whetstone. (Legacy)

Misericorde
  • Primary fire: pin point stab, alt-fire: horizontal swing (multi-hit), aim button: throwing knives.



Karambit
  • Primary fire: left hand swing, aim button: right hand swing, alt-fire: throwing knives.
  • Each swing is single hit but can be spammed as fast as you can click.
2. Pistols (.44 Magnum)
Snub Magnum
  • Summary: high damage per shot, more versatile when upgraded, comes with a hatchet melee alt-fire, slight shot deviation from point of aim, partial reloads will always drop bullets.

  • Alt-fire is a horizontal hatchet swing with multiple hits, usage cost weapon condition on hit.
  • Aiming will make sure the hammer is pulled back before going into ADS.
  • Chambering button: cycles between pulling the hammer back and releasing the hammer forward.
  • Unload button: will open the cylinder and eject all the rounds inside, the cylinder will remain open.
  • Aim button while the cylinder is open will close the cylinder.
  • Speed loader: reload button while the cylinder is closed will use a speed loader, all rounds inside will be ejected before the new rounds go in.
  • Reload button while the cylinder is open will load rounds individually one by one, can be spammed rapidly to load faster.
  • Firemode switch: eject current rounds and change the ammo type to shotgun ammo that has to be loaded in manually after.
  • .41 shell upgrade: allows the gun to accept shotgun ammo.
  • Fanning burst upgrade: holding down the trigger and then spamming the chambering button will fan the revolver one shot at a time. Holding the chambering button instead of spamming will become a 3 shot burst instead. Before fanning make sure the hammer is forward when holding down the trigger to not waste the first shot.

.44 Automag Mega-Class
  • Summary: fairly accurate, red dot sight provides clear sight picture, low recoil, high magazine capacity, controllable rapid fire, can become a machine pistol, high ammo consumption with rapid fire.
  • Alt-fire shoots while angling the gun sideways in a Center Axis Relock position, this stance negates vertical recoil while shooting in full auto.

  • Full auto upgrade: can be unlocked at workbench along with double column upgrade that doubles magazine capacity to 20.

Meta-Magnum Mk-II
  • Summary: highest accuracy and least shot deviation at longer ranges in its class, great ammo capacity after upgrade, great for mid range sniping headshots on static targets, alt-fire grenade can help deal with heavies.

  • No bullet drop at mid range and very little bullet drop at long range, can be used to snipe headshots at any range as long as you can see the enemy's head from hipfire view without zooming in.
  • Alt-fire: attaches a grenade to the barrel and become a grenade launcher, press it again to remove the grenade from the barrel, consumes 1 pistol ammo with each use to propel grenade.
  • Firemode switch: cycles between semi auto and burst fire.
  • HV grenade upgrade: turns it into a mini rocket launcher with 2 additional mini explosions after the initial one, stronger than throwing a normal grenade and has no drop on the projectile.
  • Tube extension upgrade: triples the ammo capacity to 18 and also cause 3 rounds to be loaded per single reload press, can be spammed to load to full almost instantly.
  • Ironsight is too big and obstructs the target's head, better to use hipfire crosshairs' center dot for headshots.
3. Rifles (7.62x51mm)
XM-91 Storm Rifle
  • Summary: conventional bullpup assault rifle, fast rate of fire, fairly accurate bullet spread in short controlled bursts, well-balanced at different ranges, low recoil, high ammo consumption in full auto, low magazine capacity when mag dumping, burst fire mode recommended.

  • Alt-fire: loads a grenade into the underbarrel grenade launcher, pressing the button again shoots it. Cannot remove the grenade without shooting it, can shoot the rifle normally while the grenade is loaded.
  • Red dot sight and burst fire mode upgrades are shared with the machine rifle, you unlock for one you unlock for both.

Machine Rifle A2
  • Summary: slower rate of fire in full auto, faster rate of fire in burst fire mode, high magazine capacity, great for close range crowd control, high weapon condition deterioration, high vertical recoil, high bullet spread with standing hipfire, a lot of bullet drop at longer ranges.

  • ADS while standing reduces full auto bullet spread slightly, crouching provides the most reduction on bullet spread but doesn't stack with ADS.
  • Burst fire vertical recoil will jump up and down with each burst, aim for body and ride the recoil up instead.
  • Alt-fire: shoots a hitscan laser beam using energy cells, can be used to snipe at any range if recoil can be managed.
  • Laser is effective against flesh, cybernetic and robotic targets.
  • Loses 2% weapon condition with each mag dump of full 60 rounds.

M11873 Breechloader
  • Summary: single shot rifle, low ammo consumption, has a bayonet, no magazine, cheap.
  • Alt-fire: is a bayonet stab that deals multiple hits in one thrust.
  • Upgrades: none.

  • Can load additional rounds into the barrel to become a grapeshot and shoot multiple shots at the same time shotgun style.
  • Chambering button: cycles between opening and closing the breech if the gun is empty, if the gun is loaded chambering button unloads the round.
  • Unload and firemode switch button when the gun is empty and breech open pushes a ramrod into the barrel.
  • If the gun is loaded and breech is open, firemode switch button also uses the ramrod.
4. Shotguns (8 Gauge 0000 Buck)
Important note for shotguns: when the gun is empty and the chamber is open, do not spam the reload button to try and cram shells into the gun. You will lose 3 shells for free if you do this.

Due to a bug, during the shotgun shell chamber insert animation the game will still register your reload spam inputs and consume more ammo than necessary despite loading only one shell into the chamber. Let the chamber reload animation finish first before cramming more shells in.

Sawn-off Repeater
  • Summary: conventional pump action shotgun, good close range damage, decent magazine size after upgrade, can slam fire for rapid shots.
  • Alt-fire: uses a grenade to insert a slug round which can deal a good chunk of damage to heavy infantry and robot enemies.
  • Need to eject 2 shells to load a slug round if the gun is already full.
  • Firemode switch: uses a speed loader to slam a full tube magazine worth of shells into the gun (5 default, 10 upgraded).

  • Flechette shell upgrade: changes the pellets in each shell into needles, overall damage increase. Better damage and ballistic trajectory underwater than normal bullets (unverified).
  • Magazine extension upgrade: increases the capacity to 10.
  • Slam fire: hold down the trigger and spam the chambering button or aim button. In hipfire spamming aim button is easier but in ADS you'll have to use the chamber button to avoid breaking ADS.

    Wide choke upgrade: changes the pellet spread into a horizontal line. (Legacy)

Arquebus
  • Summary: over-under double barrel break action shotgun, good burst damage, more bang per buck for each shotgun shell, reload often, narrow choke upgrade can be used to shoot at longer ranges than sawn-off repeater.
  • Alt-fire: shoots both barrels at once instead of one at a time with primary fire.
  • Chambering button: cycles between breaking open and closing the barrels.
  • Unload button: eject the shells when the barrels are already open, if not then it also break open the barrels as well.
  • Firemode switch: load slug rounds when the barrels are open and has an empty slot.
  • Narrow choke upgrade: allows for tighter pellet grouping.
  • Birdshot upgrade: adds more projectiles into each shot so it's just a straight damage increase, I don't think damage per pellet decreases but unconfirmed.
  • The gun won't auto eject unfired shells so partial reloads can be done without dropping ammo.

Shockhammer Mod.II
  • Summary: Striker style rotating cylinder shotgun, great DPS from full auto, can burst down and kill even bigger targets with one mag dump, low magazine capacity without upgrade, weapon condition deteriorate quickly in full auto.
  • Alt-fire: load a slug round, also need to eject 2 shells first if already full.

  • Firemode switch: cycles between semi auto and full auto. Every time the game loads the fire select will revert back to semi auto.
  • Narrow choke upgrade same as above.
  • Large cylinder upgrade increase the capacity to 10.
5. Heavy Ammo Weapons (12.7x99mm/.50 Caliber)
Cavalry Carbine
  • Summary: lever action repeating rifle, high damage per shot, some bullet drop at longer ranges, low ammo consumption, low weapon condition deterioration rate, can be used as marksman rifle with the scope upgrade.
  • Alt-fire: use a grenade to fire a five pellet shot in horizontal line.
  • Firemode switch: changes the magnification from normal ADS zoom to 2x (ironsights) or 2x to 4x (scope upgrade).

  • Scout scope upgrade: changes the ADS magnification to 2x or 4x adjustable.
  • Extension tube upgrade: increase the tube magazine capacity to 15.
  • Slam fire: can be slam fired like the sawn-off repeater shotgun. Same operation of holding down the trigger and spamming aim button in hipfire or chamber button while in ADS.
    (Edit: reminded and added by courtesy of WolfePutaski down below in the comment section.)

Heavy MG
  • Summary: high sustained DPS, high ammo consumption, fire rate increases as the ammo in the drum decreases, slight delay after pulling the trigger for the bullet to fire, high weapon condition deterioration when belt dumping, versatile alt-fire for both squishy or hard targets.

  • Alt-fire: default is a flamethrower using energy cells, the upgrade turns it into a chargeable grenade launcher.
  • Firemode switch: cycles between opening and closing the top cover of the machine gun.
  • Charge napalm upgrade: changes the alt-fire into a chargeable grenade launcher.
    Charged shot version has a bigger blast radius.
    Both uncharged and charged version consumes 10 energy cells.
  • Hi-capacity drum upgrade: increases ammo belt to 200 rounds in each drum.

    Alt-fire: default is a flamethrower using energy cells, micro-missile launcher fires small rockets uses grenades as ammo. (Legacy)
    Firemode switch: cycles between flamer and micro-missile launcher alt-fire. (Legacy)
    Micro-missile upgrade: adds a different alt-fire function to the gun. (Legacy)

Xeta Rifle
  • Summary: high caliber battle rifle, high damage per shot, a lot of bullet drop at longer ranges, a lot of shot deviation in hipfire, very little deviation in ADS, low weapon condition deterioration.
  • Alt-fire: default is a triple micro-rocket salvo using one grenade as ammo, the upgrade turns it into a shotgun blast with a ton of pellets for high burst damage on a single target.

  • Firemode switch: cycles between semi auto and burst fire.
  • Canister round upgrade: changes the alt-fire into a shotgun blast using one grenade per shot.
  • Long magazine upgrade: increases magazine capacity to 40.

    Alt-fire: default is a five pellet shot in a horizontal line same as cavalry carbine, grappling hook pulls you towards the point of aim. (Legacy)
    Grappling hook upgrade: equip a short range hook with no cooldown, can be used to climb to higher elevation or hook forward rapidly from point to point. Install or uninstall at workbench to swap between grappling hook and spread shot alt-fire. (Legacy)
6. Flechette Ammo Weapons (10mm high-velocity)
Infiltrator SMG
  • Summary: open bolt submachine gun, low damage per shot, fast rate of fire, low recoil, high magazine capacity when upgraded, high ammo consumption, high bullet spread during full auto, low individual shot accuracy, spray and pray.
  • Alt-fire: shoots with an even faster rate of fire than normal, faster DPS but worse bullet spread and ammo consumption.
  • Firemode switch: cycles between attaching and removing the suppressor upgrade.

  • Suppressor upgrade: reduces noise and range of enemies aggroing from hearing. Suppressor has its own condition and stops being effective at 0%, cost 300 gold at the workbench to obtain another one.
  • Explosive flechette upgrade: damage increase.
  • Long magazine upgrade: increases capacity to 70.
  • Loses roughly 2% weapon condition with each 70 round magazine.
  • Less weapon condition deterioration when shooting underwater than other weapons doing the same.

    Alt-fire: pulls out a metallic ballistic shield to block incoming frontal attacks, uses energy cells upon blocking damage. (Legacy)

Mitrailleuse
  • Summary: multi-barrel special weapon, super high DPS, super high ammo consumption, very fast rate of fire, no reload necessary, shoots in bursts that resets after letting go of the trigger, high weapon deterioration, obtained very late in the game (in stage 7-2).
  • Alt-fire: launches a grenade.
  • Firemode switch: cycles between rapid fire mode and volley mode.

  • Rapid fire mode: is normal full auto and releasing the trigger shoots a shotgun blast.
  • Volley mode: is full auto that shoots 5 pellets in a horizontal line, trigger release is the same but with more damage.
  • Each trigger release consumes 10 ammo to shoot a big blast, each burst is 20 shots so that's 30 ammo consumed in total for each full burst.
  • Doesn't shoot flechettes despite using that ammo type.
  • Upgrades: none.
7. Rocket Launchers (66mm HEAT SSM)
M772 LAW
  • Summary: single shot rocket launcher, the first anti tank weapon, low ammo consumption, high weapon condition deterioration per shot.
  • Alt-fire: triple micro rockets, shoots three low damage rockets in succession, consumes 1 rocket ammo per shot, good against infantry and suppressing a small area with AoEs.

  • Cluster warhead upgrade: adds roughly 4 additional explosions after the initial detonation, increases destructive power overall, more damage than triple micro rocket.
  • High-velocity rocket upgrade: reduces projectile drop over distance, reaching the target faster also reduces chance of rocket being intercepted mid air by enemy bullets.
  • Upgrades are shared with the flash II, unlock for one unlock for both.

XM9202 Flash II
Summary: 4 shot rocket launcher, super high burst damage potential, higher ammo consumption, relatively low weapon condition deterioration rate when compared to the alternative.
Alt-fire: canister munition shoots a blast of numerous pellets like a shotgun, uses rocket ammo.
8. Anti-materiel Rifle (20x99mm tungsten core armor-piercing)
Whale Gun
  • Summary: bolt action anti-materiel rifle, functions as a long range sniper in game, variable high magnification zoom for long range engagements, considerable bullet drop at extreme ranges, scope reticle has markings for 100, 200 and 300 meters.

  • Alt-fire: by default it loads an HE round (eject 2 rounds first if the gun is full). Reflex booster consumes an O2 canister to heighten senses and enter slow motion.
  • Firemode switch: cycle through the different magnification settings from 4x to 8x to 16x with the upgrade.
  • Nitro express round upgrade: overall damage increase (unverified).
  • 16x scope upgrade: allows the magnification to go up to 16x, can become tricky to compensate for bullet drop past 200 meters.
  • Can hold breath and steady aim while standing, crouch not necessary.
  • When the magazine isn't full (5 rounds) and the bolt is open, you can load individual bullets with the reload button.
  • Less weapon condition deterioration when shooting underwater than other weapons, this trait is exclusive to the whalegun and the infiltrator SMG.
  • Shots can penetrate shields to kill shielded enemies quickly. Tip added courtesy of Rev the ♥♥♥♥ down below in the comment section.

    Reflex booster upgrade: allows for slow motion, can be installed or uninstalled at workbench to switch between reflex booster and HE round alt-fire. (Legacy)

Random fun fact: double feed is a thing.
I haven't found a legitimate way to insert a round into the chamber while leaving the bolt open so the only way I could replicate this is to spam chamber and reload button rapidly until it happens, this involves the animations clipping each other.

Edit: the legitimate method of getting a double feed is having no spare mags, remove the last current mag when it's not full so it has to reload from the total ammo pool, then press reload to chamber a single round while the magazine is still being loaded.

Courtesy of Squiddy down below in the comment section.
Sniping Bullet Drop Compensation Guide
Range finder: Aim at the base of where the enemy is located to use the scope's range finder and figure out the distance, aiming directly at the enemy won't compute distance on their body and will pass through to the background. If there's a wall behind them then it'll compute that distance instead.

16x magnification limitation: the scope's marking at 16x is on the right side of the vertical line which only goes up to 200 meters, any farther than that and you'll be aiming too high to see the bullet's trajectory and impact clearly.

If the target distance is at a number that's not 100, 200, 300 meters to use the markings directly, guesstimate where that number would be on the vertical line using the closest distance marking as reference.
9. Explosives
Remote Detonator
  • Summary: satchels of plastic explosives, decent anti tank/anti armor damage, can be spam multiple and detonate all at once, free pickups can be found in various stages.
  • The remote detonator itself doesn't have any weapon condition, once you obtain it you have it forever. Satchels can be bought as ammo for 100 gold each but free pickups can be found in various stages.

  • Primary fire: throws a satchel, alt-fire: detonates
  • Chamber and firemode switch button cycles forward through the explosive category, cannot cycle backwards.

Landmine
  • Summary: anti-tank anti-personnel landmines, good anti-tank damage, has a brief arming period when settling on the ground (makes a beep noise when armed), cannot be thrown directly at enemy to explode (they have to move into it), can be shot to manually detonate them, has an IFF that detects friend or foe.

  • Can be picked up off the ground, enemy mines can be picked up safely for defusal and conversion.
  • Primary fire: throws a landmine, alt-fire: toggles between detect enemy and detect all mode.
  • Meant for anti-tank but can be used for anti-personnel as well.

Laser Designator
  • Summary: a laser designator for indirect fire support and air support, high destructive power for both armored vehicles and groups of infantry, 15 meter AoE damage radius, unable to be used in indoor stages, designator only need to be picked up once.
  • Both types uses one support ticket for each use, each ticket cost 500 gold at ammo vendors (2 with double ammo gain blessing).

  • Primary fire: 105mm artillery barrage, alt-fire: 20mm air strike.
  • The alt-fire air strike is a top down barrage of 20mm explosive bullets within a 15 meter radius circle similar to the artillery barrage, instead of a more conventional gun run along a linear line.
  • Despite the equipped weapon info saying the artillery barrage is 105mm at the bottom right corner of the in game HUD, the description for the support ticket at the ammo shop says 152mm.
0. Fusion Weapons
Fusion Cannon
  • Summary: energy based pistol, shoots balls of plasma, low damage per shot, full auto, slight shot deviation, high ammo consumption, expensive, can pack a big punch at the cost of weapon life, extremely high weapon condition deterioration when using certain functions.

  • Alt-fire: consumes energy cells up to 20 and overcharges the weapon to fire an explosive projectile, uses 20 ammo in the magazine/battery with each full charge, reduces weapon condition by 5% for each shot and also gradually drains condition when holding the charge.
  • Holding the charge for too long will cause the gun to start beeping, this simply means the gun is continually losing weapon condition. When the weapon condition reach 0% it'll blow up in your hands, breaking the weapon won't cause any damage to you.
  • Firemode switch: cycles between semi (single projectile) and burst (three projectiles per shot), both modes can be fired in full auto when holding the down trigger.
  • Burst mode upgrade: shoot three projectiles at the same time per shot, uses 3 ammo per shot.
  • Large battery upgrade: increases the capacity to 40.

Purifier
  • Summary: energy based rapid fire special weapon, high sustained DPS, uses ammo from the total capacity no reload required, very effective against most enemy types, high weapon condition deterioration, has 3 barrels in a horizontal line so shots may hit left and right from point of aim, obtained in 6-EX at the earliest.

  • Alt-fire: projects an energy shield in front that absorbs damage and cause the user to gain some HP, consume energy cells when in use.
  • Upgrades: none.
  • Reload button: convert the user's HP into more ammo, can be held until full. Will only drain HP until 1, won't kill the user.
  • Firemode switch and chamber button: toggles dissolver/decomposer's position between left and right side.
  • Primary fire: rapid fire left side effect type, aim button: being ADS causes the gun to shoot 3 projectiles in a horizontal line (right side effect type) which consumes 5 ammo per shot.
  • The two effect types: dissolver petrify human enemies into fragile statues, decomposer melt human enemies down into chunks.
Extra: Vehicles
AMX-98 Cruiser Tank Amaranthus
  • Switching ammo type without firing: double tap firemode switch button to reload into HE from AP, double tap reload button (mag insert button) to reload into AP from HE.
  • Alt-fire button: coax machine gun. High bullet spread and bullet drop at long range, plenty of ammo to spam accuracy through volume of fire.
  • Minimap size adjustment: + button on the numpad zooms the minimap in closer and narrower, - button on the numpad zooms out farther and wider.
Afterword
If you read the entire guide and made it this far down the list, thank you for spending the time to become more familiar with the game. I hope you learned something new and that the information has benefited you in some way shape or form.

The information within this guide was largely tested by me as I wrote it, although there may still be some error.
If I got any information wrong please leave a comment and I'll correct it after testing and confirming it myself.

Feel free to translate or do whatever with my guide, I wrote all of it just because I like the game and wanted to do something to add to it. Have a good one.
22 Comments
GabiKas 10 Aug @ 7:06am 
I don't know if anyone else knows this but there's a weapon called 20mm Mobile Turet that's on the eighth slot (like the Whalegun). I'm not aware when you get it (or how to get it in the first place), since I only found it by dropping each one of my guns, including the Whalegun. (After completing the game and enabling cheat menu if that helps)

It looses 100% weapon condition if you try to shoot it normally. If you press the middle mouse button, it deploys on the ground and shoots enemies in front of it. You can also pick it back up after pressing F.

I tried looking for some information about it but couldn't find any information on it. Hope this helps.
Reizie  [author] 6 Apr @ 6:34pm 
Thank you for the tip, added to the guide.
Rev the ♥♥♥♥ 6 Apr @ 4:09pm 
Kinda late on this, but Whalegun penetrates shields. Now, whether that's a waste of long-range ammunition or not is up to you. In my opinion it's not as big of a waste as explosives are and sure beats waiting for them to pop out, especially in hectic firefights where there's a crap ton of enemies. Saves a headache when you can just turn shield shotgunners into paste then carry on.
Reizie  [author] 5 Mar @ 10:19pm 
As far as I know I haven't found a way to destroy shields. I only either blow them up with explosives or shoot their heads with a one-shot weapon when they pop out during their shooting animation.
Wereriche 5 Mar @ 5:52pm 
Are there weapons best at destroying shields?
player404 2 Mar @ 6:02pm 
Oh no. It seems I am indeed out of luck.
Thanks kindly for your answer. ヾ(◍°∇°◍)ノ゙
Reizie  [author] 2 Mar @ 11:51am 
My recommendation is shoot until empty so you don't have to worry about the remaining ammo in the mag when you reload.
When you're not in a fight you have time to press an extra button so that should be fine.
Reizie  [author] 2 Mar @ 11:47am 
From my 10 second testing I did just now, you're out of luck for the original one button reload not losing magazines. Now it seems like you need to use the unload button to retain magazines.

In order to prevent the dropped magazines from disappearing, upgrade the Envy perk from the "7 Virtues" upgrade menu to level 4.
player404 2 Mar @ 8:49am 
Load only with no jam seem not working? Please help me. w(゚Д゚)w
I miss the traditional reload mode in THE CITADEL so I chose Load only with no jam mode. But after I pressed the r key, my rifle did a quick reload with the magazine discarded instead of the reload process similar to THE CITADEL. Is this a bug, or has the game completely abandoned the traditional one-button reload mode? If I don't want to discard my magazine during the reload, do I have to use the x key?
Also, do you know of any way to make the magazine I discarded by quick reload permanently remain on the ground?
Moon Moon 1 Mar @ 2:53pm 
I honestly don't like the sturm rifle over the machine rifle. Grenade launcher is better on the Meta-Magnum, have lower capacity for burst-fire.