Attachments allow to customize weapons to serve better in a particular situation. Most attachments come with downsides, so sometimes it’s better to leave some attachment slots empty.
All weapons have five attachment slots: scope, barrel, rail, ammo and camouflage. Some weapons don’t have access to any attachment in a specific slot. For example, most starting weapons have no access to ammo attachments.
Normally, there can be only one attachment in a specific slot (e.g., you can’t equip 2 scopes at the same time), but there are exceptions: Auraxium Weapons come with unique predetermined set of attachments, and some of them have two rail attachments at the same time.
Not all information about attachment effects is available in-game. Thankfully, this information was datamined from the game files by Vanu Labs, and can be found in this spreadsheet, originally posted here.
Note: VS slug velocity and HVA bonuses in that sheet are outdated.
How to read the spreadsheet
If the value is listed as:
This value simply replaces original value. For example, “300” is the projectile velocity on the NS Baron G5 when using Slug Ammunition attachment.
X – Y or X + Y
X is original value, Y – effect of the attachment. For example, Forward Grip increases AC-X11’s Equip Time of 550ms by 110ms, so the spreadsheet lists it as 550 + 110.
1 – X or 1 + X
Percentile increase or decrease. For example, Forward Grip reduces AF-19 Mercenary’s Horizontal Recoil by 25%, so it is listed as 1- 0.25.
The attachment descriptions below do mention some general trends (credit: RHINO_Mk.II), but if you’d like to know the exact effect of a specific attachment on a specific weapon, you should use the spreadsheet.
By default, most weapons use iron sights, which provide 1.35x magnification. It’s better to upgrade to reflex sights, because iron sights obstruct a big portion of your view with the sights and weapon model, and they wobble around when you turn or move, while the red dot or a similar custom crosshair always remains in the exact middle of the screen, where the center of the cone of fire always is.
HS/NV (IRNV) scope
This overlay scope offers 1.35x magnification and highlights infantry, turrets and vehicles with hot white saturation, even through smoke.
Cloaked objects, mines and other deployables are not highlighted. When you aim through this scope, it completely conceals the weapon model, which usually takes a big portion of the screen below the crosshair. You also shouldn’t see your own muzzle flash through HS/NV.
HS/NV scope has lots of drawbacks:
- Limited range, which depends on the graphic settings you’re playing at. At Medium or High Graphics Quality, HS/NV has about double the effective range of Low graphics, especially when you enable Fog Shadows.
- Sway, which you can temporarily suppress by using [Hold Breath] key – usually Left Shift.
- Increased scope-in time compared to other low-magnification scopes.
- Scope itself has a large model, and when moving around can obstruct your hip fire vision.
Generally I don’t recommend using this scope, unless you have issues detecting enemies, or playing with a smoke loadout.
Enhanced Targeting implant supplements the HS/NV scope in a smoke loadout, as it will help you identify enemies with your hip fire crosshair turning red at greater ranges.
1x, 2x, 3.4x and 4x reflex scopes
Standard reflex scopes. Only difference is strength of the magnification and different crosshairs.
1x reflex scope provides 1.35x magnification and is unlocked by default for all starting weapons.
Note that you can change the reticle color via UserOptions.ini.
This high magnification overlay scope is available to select few automatic weapons intended for long range combat. Does not have scope sway.
6x – 12x sniper scopes
Overlay sniper scopes. They all have sway, which you can suppress by holding [Hold Breath] key – usually Left Shift.
Long range Semi Auto Sniper Rifles have a Ballistic Computer attachment that removes scope sway from all scopes.
“Close range” semi auto and bolt action sniper rifles do not have access to high magnification scopes, and instead have access to 1x through 4x reflex scopes without scope sway.
Which scope to use?
This often comes down to personal preference, but weapon choice also affects the decision.
For beginners it’s recommended to stick with with 2x Reflex scopes on automatic weapons, and 3.4x – 4x scopes on semi-auto weapons. Higher magnification scope helps to identify enemies at range.
But in general, it is better to use 1x reflex on most automatic weapons. Using a low magnification scope helps controlling vertical recoil, reduces the effects of screenshake from explosions and flinch from beng shot, provides wider field of vision and helps to conveniently aim even at very close distances. And with some practice and proper mouse sensitivity, it is equally potent in ranged shooting.
Weapons with high vertical recoil, like Gauss SAW, Pulsar C, AC-X11 are generally better used with 1x scopes, while weapons with mild vertical recoil, like NS-11A, can be conveniently used with 2x scopes.
That said, players at highest tier have proven that it’s possible to perform outstandingly with any scope from 1x to 4x (on automatics). So try everything and use what you like, without fear that you’re missing out on some secret OP technique, because there is none.
Changes weapon’s firing sound, removes muzzle flash and prevents the user from appearing on enemy minimap when firing. Available to almost all primary weapons and sidearms.
- You don’t appear on enemy minimap after shooting.
- Removes muzzle flash (doesn’t remove tracers).
- When you kill an enemy with a suppressed weapon, you don’t appear on his death map.
- You don’t get spotted when you wound or kill someone equipped with the Awareness implant.
- Suppressor changes the sound of your gun, but in some cases that sound doesn’t get quieter, so nearby enemies may still hear your shots.
- Decreases projectile speed:
- -20% bullet velocity on SMGs
- -35% bullet velocity on carbines
- -40% bullet velocity on other weapons
- -50.5% bullet velocity on the Railjack
- -12% on NS-61 Emissary and Beamer (it’s possible that all sidearms with suppressor have this 12% penalty, and not 40% general penalty).
Reduction to projectile speed increases bullet drop and makes hitting distant enemies harder, especially if they are moving.
- Reduces maximum damage range by 5m.
- Reduces minimum damage range by an unknown value (but less than by 25m, see this patch). For SMGs, 10m penalty is assummed.
Velocity penalty is mostly irrelevant when shooting at stationary targets, and can be compensated for by the user against moving targets. But penalty to minimum and maximum damage ranges causes you to do less damage, and cannot be compensated for. Suppressed weapons often require additional hits to kill a target.
However, some of the Suppressor’s penalties to velocity and damage ranges can be counteracted by Soft Point Ammunition and High Velocity Ammunition.
|NS-7 PDW (SMG):||125 @ 15m – 100 @ 65m|
|NS-7 PDW w/ SPA:||125 @ 20m – 100 @ 65m|
|NS-7 PDW w/ Suppressor:||125 @ 10m – 100 @ 55m|
|NS-7 PDW w/ SPA and Suppressor:||125 @ 15m – 100 @ 55m|
T9 CARV: 143 @ 10m – 125 @ 65m.
T9 CARV with Suppressor: 143 @ 5m – 125 @ ???m.
On weapons that drop off only one tier, like LMGs and most assault rifles, penalty to minimum damage is not so hurtful, because they require an additional bullet to kill a target outside of maximum damage range anyway.
CARV takes 7 bullets to kill within 10m, and 8 bullets to kill outside 10m. Pitting a Suppressor on it will change it to 7 shot kill within 5m, and 8 shot to kill outside 5m.
Penalty to minimum damage doesn’t affect anything in this case. Of course, bullets will still do reduced damage, which can be important in case of leg shot or shots at already wounded targets.
Weapons that go well with the Suppressor
Suppressor-friendly weapons are:
- Weapons with low damage degradation; reduction in minimum range is less noticeable on them.
- Weapons with high rate of fire; requiring an additional bullet to kill due to reduced damage ranges is less noticeable on them.
- Weapons with high bullet velocity; as suppressor’s reduction in velocity is procentile-based.
- Weapons with “big enough” damage per magazine. For example, first generation SMGs will not have enough ammo to kill a shielded HA at range, even with good accuracy.
- An example of ideal Suppressed weapon is TORQ-9 assault rifle, which possesses all of the above qualities.
I did some in-game testing to find that unknown penalty to minimum damage range for some weapons:
- EM4 Longshot (BASR): -25m. This reduces the OHK on a headshot range from 302m to 282m. In case of sniper rifles, penalty to velocity is vastly more important than penalty to damage ranges.
- LC2 Lynx (CQC carbine): -23m.
- GR-22 (CQC AR): -22m.
- AC-X11 (precision carbine): -22m.
- TRAC 5 (default carbine): -22m
- T4 AMP (pistol): -22m
- NC4 MagShot (pistol): -20m
- LA3 Desperado (pistol): -20m
- NS-61 Emissary (pistol): -20m (according to Wrel)
- LA8 Rebel (pistol): -24m or -25m. Weird, I expected pistols to not be penalized so hard.
- NS-7 PDW (SMG): -10m. This is in line with previously datamined value of 10m, so I assume that for all other SMGs suppressor’s penalty is 10m, but more tests are required to be certain.
Keep in mind that Range Finder implant that I’ve been using gives an error of 1m, so it’s possible my calculations are a little bit off. Still, they are more than enough to provide you with a general idea.
Bonus: removes muzzle flash, making you harder to detect visually while shooting, especially at night.
Penalty: increases minimap detection range by 15m. By default, firing detection range is 50m for LMGs and 40m for other weapons. No other effects.
Analysis: increasing minimap detection range is comparatively small penalty. It will come as a disadvantage if you’re trying to remain undetected on a flanking position, a bit away from combat. Single dots often attract attention of attentive players, as usually it’s easy to flank a single enemy.
At night, muzzle flash is blindingly bright, and enemies will prioritize targets with muzzle flashes. Removing the muzzle flash will increase your stealth.
Flash Suppressor doesn’t hide your tracers, but unless the enemy can see you directly, tracers will only give away a general direction. And you can make yourself harder to see by using an appropriate camouflage and generally trying to stay hidden.
Also, tracers are less visible when fired at close range directly at you. It’s possible to kill people before they even realize you’re firing at them.
Flash Suppressor is worth using as a standard barrel attachment, unless you have a reason to use another barrel attachment, or trying to stay away from enemy minimap without using a suppressor.
Flash Suppressor will especially be great at night or with smoke loadouts.
An example of perfect use of a Flash Suppressor:
You sit in dark camouflage in front of equally dark wall or terrain. You see an enemy HA running past you, you open fire.
HA activates his overshield and turns towards you, but he can’t see you camouflaged, and there’s no muzzle flash. He’s confused; he knows that fire is coming from that direction, but he can’t see your exact position.
Even if he finally sees you, he lost too much time, and even if he opens fire and hits you, he can’t kill you before you finish killing him.
Check out this Wrel’s video about muzzle flashes
Usually available to precision weapons meant for longer range engagements.
- Reduces directional (vertical) recoil by 15%. Exceptions: AC-X11 (20%), Reaper DMR and SABR-13 (25%).
- Increases Hip Fire Cones of Fire by 20%.
- Increases minimap detection range by 35m. By default, it is 50m for LMGs and 40m for all other unsuppressed weapons.
Reducing vertical recoil makes recoil easier to manage, and helps with burst or single shot firing:
- weapon accumulates less recoil, so crosshair will return to its original position sooner
- shots are grouped closer together because barrel is kicked less for each shot.
However, compensating vertical recoil during sustained fire is only a matter of how fast to pull your mouse in the opposite direction to recoil, so compensator doesn’t really help with that.
Most of the time, Compensator is not worth its drawbacks. As you may have understood from Recoil Mechanics, vertical recoil is the most predictable and consistent recoil component. If you practice and make a conscious effort of controlling vertical recoil, you won’t need the compensator.
Compensator may be worth using on weapons with low rate of fire, but strong vertical recoil per shot, such as Reaper DMR, AC-X11 and Gauss SAW.
Compensator can also be helpful to players with exceptional aiming and target acquisition skills, that go primarily for headshots, or at least start the fight with a burst of headshots.
In this case not only does the compensator makes the weapon more stable, but also reduces the effect of first shot recoil multiplier. Compensator can be used in this manner with any weapon that has access to it, even an SMG. But to take advantage of that you’d have to be in the top 1% of PS2 playerbase, so hold your horses.
Forward Grip / Advanced Forward Grip
Basic Forward Grip is available to most primary weapons, while Advanced Forward Grip is available to weapons specialized for long range fighting. Forward grip is used to make a weapon more effective at range by reducing the horizontal recoil.
- Reduces Horizontal Recoil per shot by 25% (33% for Advanced Forward Grip)
- Reduces Horizontal Recoil Tolerance by 25% (33% for Advanced Forward Grip)
- Reduces Recoil Angle by 25% (33% for Advanced Forward Grip), if there is any.
- Reduces Vertical Recoil by 15% on semi auto sniper rifles.
- increases Equip Time by 100-150 milliseconds for most weapons. Exceptions: 20ms for shotguns and 50ms for SMGs.
Let’s use GD-7F as an example. Note that I don’t actually recommend using Forward Grip with GD-7F, it is purely to explain how exactly FG works.
- Horizontal Recoil: 0.225 / 0.3
- Horizontal Recoil Variance: 0.3 – 0.225 = 0.075
- Horizontal Recoil Tolerance: 0.625
- Recoil angle: -19 / -17.5.
- Recoil Angle Variance: 19 – 17.5 = 1.5 degrees.
Stats with Forward Grip:
- Horizontal Recoil: 0.16875 / 0.225
- Horizontal Recoil Variance: 0.05625
- Horizontal Recoil Tolerance: 0.469
- Recoil angle: -14.25 / -13.125
- Recoil Angle Variance: 1.125 degrees.
As you can see, because reductions to horizontal recoil and recoil angle are percentage based, forward grip also reduces absolute variances, making the gun more stable. In other words, forward grip reduces the amplitude of randomness in weapon’s recoil pattern.
You could say that Forward Grip reduces the width of the recoil pattern.
Laser Sight / Advanced Laser Sight
Basic Laser Sight is available to most primary weapons and sidearms, while Advanced Laser Sight is available to weapons specialized for close range fighting.
- Reduces Hip Fire Cones of Fire for all stances except jumping by 33% (40% for Advanced Laser Sight).
- Can give away your position with laser sticking out of your gun.
The “laser sight” doesn’t actually create any red dot, the laser effect is purely cosmetic. It can be turned off (default keybind is “X”), and will still provide the benefit. Laser becomes visible to enemies only at close range, like 5-10m.
It’s possible that turned off laser sight can still be visible to some enemies, and it sticks through walls.
Overall, the “demasking” effect is very minor, and isn’t something you should be concerned with.
Laser sight is a very strong attachment for anyone who intends to hip fire. High hip fire accuracy can be viewed as a defensive trait, that will allow you to hip fire from greater range, and use your full speed to dodge enemy fire. It will also increase the range where you can reliably hip fire for headshots, if you possess that aiming skill.
Available to most primary weapons and sidearms. Primarily, used to to illuminate cloaked enemy infiltrators, as seen in this video:
Turned on flashlight gives away your position, so remember to turn off the flashlight at any time you’re not actively using it. Because of the demasking effect, flashlight is an ineffective way of combatting darkness. HS/NV scope is a better solution.
Tip: even if the wielder of the darklight flashlight is dead, the flashlight on his gun on his corpse will still produce the cone of light, and it will still illuminate cloaked infiltrators.
Tip: the player using the flashlight will see his cone of light differently from other players.
Here’s Wrel’s flashlight review (outdated, doesn’t cover the aspect of illuminating cloaked infiltrators):
Available to some LMGs, SMGs, Heavy Weapons and shotguns.
- NSX Naginata: +45 rounds per mag (up from 90)
- Other LMGs, X2 Lasher, T7 MCG: doubles magazine size
- NC05 Jackhammer: +3 rounds per mag
- SMGs: +10 rounds per mag
- Pump Action Shotguns, NS Baron G5: +2 maximum rounds in tube magazine
- NSX Tomoe: +2 rounds per mag
- Other Shotguns: +4 rounds per mag
- No direct penalties. On weapons with tube magazines, increases maximum reload time, but not a strong downside, considering the reload process can be interrupted at any time after a small delay.
Ext. Mags work nicely together with Ammo Belt suit slot. For example, for NS-7 PDW SMG, each level of Ammo Belt will increase your ammo pool by 30 rounds, but if you use Ext. Mags, each level of Ammo Belt will give you +40 rounds.
Underbarrel Attachments occupy weapon’s rail slot.
Press  to switch to your Underbarrel Attachment with your weapon drawn. Press  again to switch back.
Ammunition for Underbarrel Attachments can be resupplied from Engineer’s Ammo Packs.
Underbarrel Attachments increase weapon’s Equip Time by 150ms.
Exact stats of these attachments have been found in Census API.
Underbarrel attachments are available to:
Carbines: TRAC 5 S, Solstice SF, Gauss Compact S
Assault Rifles: T1S Cycler, Equinox VE2, Gauss Rifle S
Battle Rifles: AMR-66, Eidolon VE33, Warden – can mount Smoke and Grenade Launchers, but not Underbarrel Shotgun.
Auraxium Carbines: TRAC-Shot, Eclipse VE3A, 19A Fortuna
NC Auraxium Shotgun: Brawler
Underbarrel Grenade Launcher (UBGL)
Direct Damage: 800
Indirect Damage: 700 @ 0.1m - 1 @ 5m
Headshot Damage Multiplier: 2x
Leg Shot Damage Multiplier: 1x
Reload Time: 3 seconds
Projectile Speed: 45 m/s
Projectile Gravity: 7
Projectile Lifespan: 3 seconds
Arming Distance: 10 meters
Hip Accuracy: 2 / 2.5 / 2 / 2.5
Flying / Jumping: 7
ADS Accuracy: 0 / 1 / 0 / 1
Fire Detect Range: 50m
ADS Movespeed Modifier: 0.5x
Launches a grenade that flies on a ballistic trajectory and detonates on impact. Comes with two grenades, including one in the barrel. Needs to be reloaded after each shot.
Splash damage to infantry is applied on direct hits, so direct hits with UBGL can one-hit-kill most infantry targets.
Also does moderate damage to MAXes and minor damage to vehicles.
It takes 0.8 seconds to switch to the UBGL, and 5 seconds to resupply a grenade from an Ammo Pack.
Due to the Arming Distance, grenades will not explode when fired at target closer than 10m, but direct damage is still applied to all targets. Since vehicles do not receive splash damage, it makes no difference whether you are outside Arming Distance or not.
Headshot Damage Multiplier of 2x gives UBGL an interesting application of one-shotting almost all infantry targets on a headshot at close range. Or you can combo a UBGL body shot with a quick knife swing.
Due to heavy Projectile Drop and low velocity, UBGL is only effective within 100m or so. For best accuracy, you need to stop moving and Aim Down Sights and try to get direct hits, as splash damage is fairly weak, considering you only carry a couple of grenades with you.
Does approximately 45% damage of default ESF’s health, 15% of default Harasser’s health and approximately 8% of Lightning’s health into the side.
Underbarrel Shotgun (UBS)
Damage: 130 @ 8m - 50 @ 18m x 10 pellets
Headshot Damage Multiplier: 1.5x
Leg Shot Damage Multiplier: 0.9x
Pellet Spread: 3.0 degrees
Reload Time: 2.5 seconds
Projectile Speed: 300 m/s
Hip Accuracy: 1 / 1.5 / 1.5 / 2
Flying / Jumping: 6
ADS Accuracy: 0.1 / 0.35 / 0.1 / 0.9
Fire Detect Range: 40m
ADS Movespeed Modifier: 0.75x
Fires a load of buckshot enough to One Hit Kill infantry at close range. Has to be reloaded after each shot, 4 shots total, including one loaded.
The problem with Underbarrel Shotgun is that if you fail to OHK your target, you are going to be at a disadvantage, since it will take time for you to switch to another weapon. And UBS OHK is really not reliable.
According to my Angular Size research, all pellets are guaranteed to hit enemy’s center mass:
- within 6m if you stand still and ADS
- within 3.5m if you hip fire while on the move
Whether you OHK your target is something that varies greatly depending on luck, if target is wounder or not, if it’s moving or not, nanoweave or overshilelds. Overall, like with any other shotgun, if you want consistency, you have to be standing right next to the target.
Underbarrel Smoke Grenade Launcher (UBSGL)
Direct Damage: 750
Headshot Damage Multiplier: 1x
Leg Shot Damage Multiplier: 1x
Reload Time: 2.5 seconds
Projectile Speed: 45 m/s
Projectile Gravity: 7
Projectile Lifespan: 30 seconds
Arming Distance: 10 meters
Hip Accuracy: 2 / 2.5 / 2 / 2.5
Flying / Jumping: 7
ADS Accuracy: 0 / 1 / 0 / 1
Fire Detect Range: 50m
ADS Movespeed Modifier: 0.5x
Fires a grenade that flies on a ballistic trajectory and produces a thick cloud of smoke on impact. Smoke lasts ~20 seconds. Comes with two grenades, including one loaded. Direct hits with them will injure infantry, but not vehicles. Grenades will not produce smoke when fired within Arming Distance of 10m.
Smoke Launcher deals the same damage to infantry regardless of which body part it hits, so you can’t OHK full health infantry, but you can still combo it with a knife.
There is an on going issue with smoke being useless on low graphical settings, comparison on this picture. There’s also an exploit with people turning down particle render distance, which makes smoke, and other particles, like muzzle flashes and tracers, not render at all.
- Enemies can be spotted through smoke, and their nameplates and triangles are visible through smoke.
- Muzzle flashes and Light Assault’s Jet Pack flames are very visible through smoke.
- Smoke looks different on different “Graphics Quality” settings, nearly useless against players with “low” setting.
- Smoke hinders MAXes and MANA turrets the most, since they don’t have access to thermal vision of any kind.
- Smoke is stronger during the night, since it darkens what’s already dark.
- Smoke is weaker during the day, since it increases contrast, and can in fact make you easier to see instead.
- Smoke goes through walls.
- Smoke always travels north.
- If you’re in a competitive and organized outfit, you will find interesting this post about smoke on the Squadside.
- Smoke can be used to obscure movements of allied infantry, or blind enemies in a static position.
- Smoke’s usefulness varies greatly depending on where you deploy it. You may help your enemies or harm your allies by deploying smoke in a wrong place, so be careful with it.
- A lot of time you can see unorganized players indecisively stand around, wait for someone to take charge to rush enemy positions, but as soon as you throw some smoke in there, they all rush in together, as if they “grew a pair” (c) Wrel.
PS2 combat is not CQC. There are a few CQC areas, but once you let enemies in those areas – you already lost the base.
PS2 combat is controlled by courtyards, fields, and holding the walls of a base. The idea is to not let enemies inside your base if at all possible, and to push them out if they get in. Fail to do that and you lose.
Smoke can be used to help you and your allies cross those courtyards and fields, and overwhelm the enemy in close quarters combat.
What equipment to combine with smoke:
- HS/NV scope, so you can see and shoot through smoke.
- Suppressor or Flash Suppressor, so the enemy doesn’t see your muzzle flash through smoke.
- Counter-Intelligence implant, so you know if you are spotted, and visible to the enemy through smoke.
- Enhanced Targeting implant, so you can identify enemies with hip fire crosshair through smoke.
When you combine all of that and a weapon with underbarrel smoke launcher, you can deploy a cloud of smoke on top of enemy positions, flank them, and have a shooting gallery from relative safety.
This is hard to do consistently, because often you will be just spotted and shot by someone not covered with smoke, and smoke itself is not super effective. Enemies will still see your tracers, and they can trace them back to you, and spot you. But you may get an extra kill or two that you wouldn’t have gotten without smoke.
High Velocity Ammunition (HVA)
- Increases bullet velocity by 5%.
- Extends minimum damage range by 20m.
- Decreases maximum damage range by 2m.
HVA is used to make the weapon more effective at range, and to counter Suppressor’s penalties.
Similarly to SPA, HVA isn’t going to have a huge impact, and rarely will be noticeable. However, given its tiny penalty, there’s no reason not to use it either.
HVA is especially useful for carbines, as velocity and minimum damage range are the weakest carbine stats.
Let’s analyze HVA on the example of VS carbine Pulsar C.
- Damage model: 167 @ 10m – 125 @ 70m
- 6 shots to kill within 10m
- 7 shots to kill from 11m to 44m
- 8 shots to kill at 45m+
- Velocity: 515 m/s.
Stats with HVA:
- Damage model: 167 @ 8m – 125 @ 90m
- 6 shots to kill within 8m
- 7 shots to kill from 9m to 55m
- 8 shots to kill at 56m+
- Velocity: 540 m/s.
Increasing minimum damage range results in up to ~8% damage increase, depending on range to the target.
This minor damage boost will push back the intermediate bullets-to-kill threshold, reducing the number of shots to kill a full health target from 44m to 55m.
It will also come in handy when you’ll inevitably have to deal with wounded players or nanoweave armor.
Soft Point Ammo
SPA is usually available to close combat weapons, and is used to increase weapon’s effectiveness within 10-20m.
- Extends maximum damage range by 5m.
- Reduces bullet velocity by 5%.
The main purpose of SPA is to push further away the range at which the weapon will need an extra bullet to kill a player. The side effect is a marginal increase to all damage within weapon’s damage ranges.
Due to a very small drawback, SPA is usually considered a mandatory, “no brainer” choice whenever it is available.
SPA can be used to counter Suppressor’s negative effects to some extent, reducing the penalty to the maximum damage range.
However, this will KILL your bullet velocity, and it will become extremely hard to deal any meaningful damage to targets at range, you will have to lead a lot.
Example, bullets to kill at different ranges using the Jaguar:
|Without SPA:||5m – 7 bullets, 10m – 7 bullets, 15m – 8 bullets, 20m – 8 bullets.|
|With SPA:||5m – 7 bullets, 10m – 7 bullets, 15m – 7 bullets, 20m – 8 bullets|
Covered in the shotgun guide.