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Weapons Guide

This section will discuss the game's weapons in an attempt to evaluate their individual strengths and weaknesses, as well as their overall practicality.

Plasma Cutter
Found in: Acquired through the story event.
Primary: Targeting beam in vertical orientation, fires plasma energy capable of ripping through flesh and bones without difficulty.
ALT: Changes the targeting beam in horizontal orientation
Practicality: 4/5

The plasma cutter is a handy weapon that will serve you well in the first few chapters of the game. It is very accurate and can deal instantaneous damage.

Refurbished Plasma Cutter
Found in: First store, have a completed Dead Space saved game file.
Primary: Targeting beam in vertical orientation, fires plasma energy capable of ripping through flesh and bones without difficulty.
ALT: Changes the targeting beam in horizontal orientation
Practicality: 4/5

Exactly the same stats and function of an ordinary plasma cutter, this weapon's main difference is its skin.

Javelin Gun
Found in: Chapter 2 Store
Primary: Fires a metal rod capable of impaling enemies on the wall or floor.
ALT: The metal rod discharges an electric shock capable of damaging nearby enemies.
Practicality: 3/5

The Javelin Gun's primary fire is already powerful enough to take down enemies. However, it has a slow firing rate, making it inadvisable when facing multiple and/or faster necromorphs. Its ALT fire however, can be used to deal extra damage or draw out enemies in hiding.

Line Gun
Found in: Chapter 2 Store
Primary: Fires a wide horizontal energy capable of cutting through multiple enemies.
ALT: Fires a timed mine with a large blast radius and capable of dealing heavy damage
Practicality: 4/5

Best used in corridors with less obstacles, the Line Gun can make things easier for you by cutting through several necromorph limbs in a straight line. Its weakness however, is that if its projectile hits an obstacle, the cutting power is drastically reduced.

Pulse Rifle
Schematics found in Chapter 3
Primary: Fires automatic pulse rounds
ALT: Releases a pulse grenade that explodes on impact, dealing considerable damage in a large blast area
Practicality: 5/5

This could easily become one of your main weapons all-throughout the game. It is the only automatic weapon you can get, and its explosive grenade launcher feature is a must have for almost any situation. It has pinpoint accuracy and no recoil – perfect for taking out enemies at any distance. Well-placed and timed grenade shots are also best in dealing with larger targets such as brutes and nests.

Ripper
Schematics found in Chapter 5
Primary: Fires a hovering, rotating blade that can slice through multiple enemies.
ALT: Releases a high-speed disc blade
Practicality: 5/5

This weapon is unstoppable when dealing multiple enemies up close. When its duration and damage is upgraded, expect nothing that can go through you up front. Its long range ALT fire is also helpful if you want to dismember pesky enemies at a distance without changing weapons.

Detonator Gun
Schematics found in Chapter 5
Primary: Deploys a mine that releases a tripwire. Capable of sticking on walls as well.
ALT: Disables the targeted mine, making it recoverable
Practicality: 3/5

Perfect when playing hide and seek against stalkers or dealing with large necromorphs, you can lay down mines on tight corners to trap unsuspecting or aggressive enemies trying to flank you. Mines that hit the target explode on impact as well, dealing the same damage as a deployed mine.

Seeker Rifle
Schematics found in Chapter 6
Primary: Fires a high-damage shells capable of hitting targets at long ranges with pinpoint accuracy
ALT: Rifle enters in Zoomed state, allowing enhanced precision and damage.
Practicality: 2/5

The only sniper rifle in the game, this weapon boasts the ability to deliver heavy damage to enemies at long ranges. The bad news is, you'll be facing necromorphs in short-mid range most of the time, making the Seeker Rifle a bit impractical in most situations.

Flamethrower
Schematics found in Chapter 6
Primary: Fires a steady stream of fire, igniting enemies and will continue to burn for a few more seconds, dealing extra damage
ALT: Releases an incendiary grenade
Practicality: 3/5

Good for taking out multiple enemies and stopping them on their tracks, the flamethrower might seem to be a good choice. As a downside, it uses fuel rather quickly. The flame's range is only limited so you'll need to change to a long rage weapon to deal with enemies at a distance.

Force Gun
Schematics found in Chapter 7
Primary: Fires an AoE shockwave, throwing lighter enemies off and knocking back average-sized necromorphs.
ALT: Fires a concentrated blast capable of piercing through multiple targets. Heavy damage
Practicality: 3/5

This is the weapon of choice for taking out crawlers without detonating them. For larger necros, you need to use stasis then use the gun's ALT fire to kill, since the shockwave won't be strong enough to kill them.

Contact Beam
Schematics found in Chapter 7
Primary: Fires a charged particle projectile that deals massive damage
ALT: Releases a shockwave that will knock down even larger enemies.
Practicality: 2/5

This weapon's ALT fire will certainly help you get out of tight situations thought its primary fire won't be that much of a help most of the time. You'll end up using stasis often if you want to use this massive weapon.



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