Picking the right weapon
Nothing 2 Lose is a co-op zombie shooter, and your guns are your main way to survive. The store holds 56 guns and 19 melee weapons. They fall into families that play very differently: fast-firing SMGs for close quarters, all-round rifles, hard-hitting marksman and sniper rifles, shotguns for point blank, machine guns for holding a line, and launchers for crowds and bosses.
No single gun wins every fight. Zombies come in many shapes, from big crowds to tougher special zombies (the zombies guide covers them all). A good loadout covers the gaps: if your primary is slow and precise, carry a quick secondary for when the horde gets close, and the other way round. This guide explains what each family is good at, lists every weapon with its real numbers, and ends with how buying and unlocking works and what to buy first.
How to read the weapon stats
Every number on this page is taken straight from the game's weapon data when the page is built, so it matches what you see in the store. There are 56 guns and 19 melee weapons you can get right now. You carry two weapons into a round: one primary and one secondary. Big guns go in the primary slot; pistols, a few compact SMGs and launchers, and every melee weapon go in the secondary slot.
- Price is what the gun costs in the store. Most are paid in Cash; a few event weapons are paid in Tickets. "Free" means every player has it from the start.
- Rank is the account rank you need before the store lets you buy it.
- Damage is per bullet. For shotguns it reads damage × pellets, and for launchers it is the blast damage. Hits to the head deal much more damage on most zombies, so aim high.
- Fire rate is in rounds per minute (rpm): higher is faster. For the dual guns (Mini Uzis, Akimbo MP7s and Peacemaker) it is per gun, and the pair fires twice as often. The M93R and Handcannon fire in bursts with a short pause between them.
- Mag is the rounds in one magazine and Spare is the extra ammo you carry on top of it.
- Reload is in seconds. Guns that load one round at a time show the start time plus the time per round. The M1 Garand shows two times: reloading from empty, then reloading with rounds still in the gun.
Damage also depends on distance. Every gun has a range: well inside it you deal full damage, toward the end of it damage starts to drop, and at the listed range and beyond a bullet does about 50% of its damage. The Tri-Blaster and Railgun ignore this and hit just as hard at any distance. That is why a sniper rifle and an SMG with similar damage feel so different at the far end of a street.
Ammo stations refill your guns (all except the Minigun, unless you fit its Mini Minigun kit). Plan your reloads and refills, because an empty magazine at the wrong moment is the most common way to go down.
Handguns and revolvers
Handguns live in your secondary slot, so they ride along next to whatever big gun you carry. There are 6 here, unlocking from rank 0 to rank 48, priced from $1,250 to $38,000. They are what you pull out when the primary runs dry in the middle of a horde, and the heavy revolvers hit far harder per shot than their size suggests. Most of them are semi-automatic: every click is one shot, so a fast trigger finger matters more than with a rifle.
Because it sits in the off-hand slot and costs you nothing in primary firepower, a good pistol saves more lives than people expect. The Desert Eagle and .500 Magnum punch through more than one zombie per bullet, which is great in narrow corridors. The Peacemaker is a dual-wield pair that alternates between two guns.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| Secondary | Handgun | Free | 0 | 55 | 400 | 12 | 24 | 1.4 | |
| Colt Python | Secondary | Revolver | $1,250 | 1 | 85 | 300 | 6 | 12 | 2.9 |
| Desert Eagle | Secondary | Hand Cannon | $14,000 | 14 | 110 | 200 | 7 | 21 | 2 |
| .500 Magnum | Secondary | Revolver | $25,000 | 39 | 165 | 200 | 5 | 10 | 2.85 |
| Luger P08 | Secondary | Handgun | $35,000 | 44 | 65 | 667 | 8 | 16 | 1.9 |
| Peacemaker | Secondary | Dual SAA Revolvers | $38,000 | 48 | 68 | 120 | 10 | 50 | 3.4 |
SMGs and machine pistols
Submachine guns and machine pistols trade damage per bullet for a very high fire rate. There are 12 here, unlocking from rank 0 to rank 52, priced from $2,500 to $88,000. They are the easiest guns to use well: hold the trigger, keep the crosshair on the head line and the pack in front of you melts. Their weak point is range. Past mid distance their bullets spread and lose damage, so they shine indoors, in alleys and while backing away from a crowd.
Several of them, like the M93R, MP5 and TEC-9, fit the secondary slot, so you can pair one with a slow, hard-hitting primary and get the best of both.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| MP5 Classic | Primary | SMG | Free | 0 | 25 | 700 | 30 | 60 | 2.1 |
| M93R | Secondary | Machine Pistol | $2,500 | 3 | 43 | 1000 | 15 | 30 | 1.25 |
| Skorpion | Primary | Machine Pistol | $7,500 | 4 | 25 | 1500 | 20 | 80 | 2.4 |
| MAC-10 | Primary | Machine Pistol | $8,500 | 8 | 28 | 952 | 25 | 50 | 3 |
| UMP45 | Primary | SMG | $15,000 | 13 | 32 | 600 | 25 | 50 | 2.2 |
| Primary | SMG | $21,000 | 15 | 45 | 400 | 25 | 25 | 2.45 | |
| MP5 | Secondary | SMG | $25,000 | 28 | 32 | 750 | 30 | 30 | 2.1 |
| KRISS Vector | Primary | SMG | $54,000 | 34 | 30 | 1200 | 25 | 75 | 2 |
| TEC-9 | Secondary | Machine Pistol | $36,000 | 36 | 35 | 909 | 24 | 24 | 1.83 |
| Mini Uzis | Secondary | Dual Machine Pistols | $45,000 | 43 | 28 | 522 | 36 | 36 | 1.45 |
| Akimbo MP7s | Primary | Dual PDWs | $78,000 | 43 | 32 | 600 | 70 | 140 | 2.8 |
| P90 | Primary | PDW | $88,000 | 52 | 44 | 882 | 46 | 92 | 2.15 |
Assault rifles and carbines
Assault rifles and carbines are the all-rounders. There are 9 here, unlocking from rank 4 to rank 37, priced from $5,000 to $62,000. They mix a solid fire rate with enough damage and accuracy to work at short and medium range alike. If you are not sure what to buy next, a rifle is almost never the wrong answer. Many of them offer more than one fire mode (switch with V): full auto for close fights, single shots or bursts when you want to save ammo or reach further.
Most rifles take a good choice of attachments, so a cheap rifle with a laser or a better sight can outshoot a more expensive gun that you have not upgraded yet.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| M1 Carbine | Primary | Carbine | $5,000 | 4 | 50 | 375 | 15 | 30 | 1.9 |
| Kalashnikova | Primary | Assault Rifle | $6,000 | 6 | 25 | 600 | 45 | 90 | 2.2 |
| M4A1 | Primary | Carbine | $7,000 | 9 | 25 | 500 | 45 | 90 | 1.9 |
| M16A1 | Primary | Assault Rifle | $13,000 | 10 | 45 | 600 | 21 | 42 | 2.9 |
| HK416 | Primary | Carbine | $16,000 | 12 | 40 | 630 | 20 | 20 | 1.9 |
| G36C | Primary | Carbine | $22,000 | 16 | 32 | 750 | 30 | 60 | 2.1 |
| Primary | Assault Rifle | $38,000 | 21 | 35 | 600 | 30 | 60 | 1.8 | |
| Famas | Primary | Assault Rifle | $42,000 | 27 | 32 | 952 | 32 | 64 | 2.9 |
| AUG | Primary | Assault Rifle | $62,000 | 37 | 42 | 680 | 30 | 60 | 2.4 |
Battle rifles and DMRs
Battle rifles and designated marksman rifles fire heavier rounds more slowly. There are 6 here, unlocking from rank 15 to rank 45, priced from $12,000 to $75,000. Each shot does a lot of damage and travels far before it weakens, so they reward aim: a few clean headshots drop a big zombie long before it reaches you. The M14 EBR even passes through the first target into the one behind it.
They are a good step up once spraying an SMG at range stops cutting it, and they pair well with an automatic secondary for when the horde gets close.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| Dragunov | Primary | DMR | $12,000 | 15 | 115 | 240 | 8 | 16 | 1.8 |
| M1 Garand | Primary | Battle Rifle | $28,000 | 15 | 125 | 171 | 8 | 8 | 1.6/2.1 |
| FAL | Primary | Battle Rifle | $50,000 | 24 | 80 | 400 | 20 | 20 | 2.72 |
| BAR | Primary | Automatic Rifle | $44,000 | 26 | 70 | 462 | 20 | 40 | 2.6 |
| M14 EBR | Primary | DMR | $52,000 | 32 | 125 | 214 | 15 | 30 | 2.5 |
| SCAR-H | Primary | Battle Rifle | $75,000 | 45 | 45 | 620 | 32 | 64 | 2.3 |
Sniper, bolt-action and lever-action rifles
These are the precision guns: huge damage per shot, the longest range and some of the best accuracy in the game, paid for with a slow fire rate. There are 6 here, unlocking from rank 0 to rank 58, priced from $2,450 to $350,000. The Remington 700, Mosin-Nagant, Barrett 50 Cal. and Winchester have to cycle the action after each shot, so time your follow-up. Their rounds keep going through bodies: the Mosin-Nagant, Crossbow, Barrett 50 Cal., Winchester and Railgun hit several zombies lined up behind each other.
Use them to pick off dangerous special zombies before they reach the group and to clear long streets. Up close they are clumsy, so keep a fast secondary ready. The Railgun can even shoot through thin walls.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| Remington 700 | Primary | Hunting Rifle | $2,450 | 0 | 105 | 75 | 5 | 10 | 1.9 |
| Mosin-Nagant | Primary | Bolt-Action Rifle | $11,000 | 11 | 150 | 60 | 5 | 15 | 0.8 + 0.4/rd |
| Crossbow | Primary | Crossbow | $26,000 | 19 | 300 | 200 | 1 | 12 | 1.4 |
| Primary | Anti-Materiel | $46,000 | 30 | 240 | 50 | 6 | 18 | 2.9 | |
| Primary | Lever-Action | $60,000 | 48 | 215 | 57 | 8 | 16 | 1 + 0.5/rd | |
| Railgun | Primary | Railgun | $350,000 | 58 | 300 | 40 | 5 | 15 | 1.7 |
Shotguns
Shotguns fire a spread of pellets with every pull of the trigger, so the damage column reads damage × pellets: a shot that lands every pellet does the full product. There are 7 here, unlocking from rank 2 to rank 46, priced from $4,500 to $78,000. At point blank nothing hits harder, but the pellets spread out fast, so the further the target, the fewer pellets connect.
The Wingmaster 870, Shotty 12 and Spas-12 load one shell at a time: the reload column shows the start time plus the time per shell, and you can fire again as soon as one shell is in. The Shotty 12 can only be fired from the hip. Shotguns are the classic answer to being cornered, and they are great at knocking a wave back while a teammate reloads.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| Primary | Shotgun | $4,500 | 2 | 30×7 | 120 | 2 | 12 | 2.9 | |
| Wingmaster 870 | Primary | Hunting Shotgun | $9,500 | 7 | 26×8 | 86 | 5 | 6 | 0.9 + 0.4/rd |
| Shotty 12 | Primary | Shotgun | $24,000 | 18 | 45×8 | 120 | 8 | 5 | 0.7 + 0.35/rd |
| Saiga-12 | Primary | Semi-Auto Shotgun | $40,000 | 23 | 18×8 | 200 | 8 | 16 | 2.4 |
| Spas-12 | Primary | Combat Shotgun | $55,000 | 28 | 23×8 | 120 | 6 | 12 | 0.7 + 0.5/rd |
| AA-12 | Primary | Auto Shotgun | $64,000 | 39 | 18×8 | 300 | 8 | 24 | 2.6 |
| Handcannon | Primary | Hand Shotgun | $78,000 | 46 | 22×8 | 857 | 6 | 18 | 1.4 |
Machine guns
Machine guns carry huge magazines and keep firing long after rifles have to reload. There are 4 here, unlocking from rank 20 to rank 47, priced from $58,000 to $85,000. They are made for holding a choke point while the horde pours in. The price is mobility and reload time: you cannot sprint with the Minigun, M249 and M60, the RPK slows your walk while held, and the big belts take a long time to reload.
The Minigun has to spin its barrels up before the first shot, so start holding the trigger a moment before the zombies arrive. The Minigun is not refilled by ammo stations, unless you fit its Mini Minigun kit, so watch your ammo. Stand behind teammates or in a doorway and let the belt do the work.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| Minigun | Primary | Heavy MG | $65,000 | 20 | 65 | 900 | 150 | 150 | 2.8 |
| RPK | Primary | Light MG | $58,000 | 35 | 42 | 600 | 45 | 90 | 3.2 |
| M249 | Primary | Light MG | $85,000 | 41 | 65 | 500 | 70 | 70 | 4.85 |
| M60 | Primary | Machine Gun | $82,000 | 47 | 75 | 500 | 85 | 85 | 5.2 |
Launchers and special weapons
Rocket launchers, grenade launchers and the flamethrower deal area damage instead of single hits. There are 6 here, unlocking from rank 10 to rank 55, priced from $8,500 to $95,000. A rocket or grenade blasts everything around where it lands, which is the best tool in the game against a tight crowd or a boss. The blast of the M202, Chinalake, RPG, Bazooka and Tri-Blaster can hurt you too, so never fire one at a zombie that is already in your face.
The flamethrower sets zombies on fire instead of blowing them up: it has a very short reach, but burning keeps damaging after you stop. Launchers carry little ammo, so use them for the moments that matter and switch to a regular gun for the stragglers. The Tri-Blaster keeps full damage at any range.
| Weapon | Slot | Class | Price | Rank | Damage | Fire rate (rpm) | Mag | Spare | Reload (s) |
|---|---|---|---|---|---|---|---|---|---|
| M202 | Primary | Grenade Launcher | $8,500 | 10 | 300 | 75 | 1 | 2 | 1.85 |
| Flamethrower | Primary | Special | $35,000 | 22 | 25 | 625 | 80 | 80 | 2.45 |
| Chinalake | Primary | Grenade Launcher | $45,000 | 30 | 500 | 60 | 4 | 2 | 1.2 + 0.45/rd |
| RPG | Secondary | Rocket Launcher | $45,000 | 31 | 1500 | 60 | 1 | 2 | 1.85 |
| Bazooka | Primary | Rocket Launcher | $86,000 | 50 | 1500 | 60 | 1 | 4 | 1.85 |
| Tri-Blaster | Secondary | Rocket Launcher | $95,000 | 55 | 295 | 200 | 3 | 3 | 1 + 1/rd |
Attachments
Attachments upgrade a gun you already own. Open the gun in the store and choose Upgrade to see its parts on a 3D model; each part you pick shows what it changes before you pay. Across the roster there are 218 attachment options. Each gun has its own list, so not every part fits every gun, and the same part can cost a different amount on different guns.
Attachments are bought with Cash, once per gun: buying a laser for one rifle does not give you a laser for another. After that you can switch it on and off for free whenever you like.
Slots
Most parts take a slot, and a gun holds one part per slot. Slot 1 is usually the sight (on some guns a stock, laser or conversion kit sits there instead), slot 2 covers the barrel, rail and magazine (silencers, lasers, flashlights, bigger mags), and slot 3 is the ammo type. Equipping a new part in a full slot swaps out the old one. A few parts block each other even across slots, and the store tells you when that happens. Faster Reload upgrades and cosmetic poses take no slot and stack with anything. Guns that list Ironsights get them for free.
Special ammo
Fire, Ice and Explosive ammo work differently from other parts. They are a second ammo pool that you switch to with E during a round. Fire ammo sets zombies burning, Ice ammo freezes them in place for a moment, and Explosive ammo adds a small blast that can also hurt you. You buy these as loads: one load is used per round and you can buy more at any time, and ammo stations do not refill them. Hard ammo is the exception: it is a normal one-time upgrade that swaps the gun's regular rounds for harder-hitting ones, with no E toggle, and it refills at stations like normal ammo.
Gun kits
Some guns have a kit that changes how they behave, for example turning a semi-auto gun full auto at the cost of accuracy. Kits are the most dramatic upgrades, so read the trade-off before you buy.
| Type | Guns that take it | Price range |
|---|---|---|
| Lasers | 28 | $2,200 – $9,000 |
| Special ammo loads (Fire, Ice, Explosive), price per load | 25 | $50 – $3,150 |
| Sights and scopes | 23 | $400 – $9,600 |
| Silencers | 22 | $500 – $6,000 |
| Magazines and extra ammo | 21 | $500 – $5,000 |
| Faster reload | 14 | $3,400 – $15,000 |
| Flashlights | 13 | $500 – $2,800 |
| Poses | 10 | $5,000 – $10,000 |
| Gun kits | 9 | $350 – $16,000 |
| Bipods | 5 | $800 |
| Hard ammo | 5 | $125 – $300 |
| Stocks | 4 | $400 – $800 |
| Weapon | Kit | Price | Upside | Downside |
|---|---|---|---|---|
| DB Shotgun | Double Fire | $350 | Fires both barrels: 30x14 | Ammo becomes 1/6 |
| Minigun | Mini Minigun | $16,000 | +5 damage, No walk slow, can sprint, Faster spin-up, Refills at stations (1 mag per refill) | -15 accuracy |
| AK-47 | Caliber Conversion Kit | $4,200 | +25 accuracy, +90 RPM | -5 damage, -15 range |
| Flamethrower | Napalm | $14,500 | +6 damage, +16 range | None |
| FAL | Conversion Kit | $5,000 | Full auto, 500 RPM | -25 damage, -35 accuracy |
| TEC-9 | Conversion Kit | $5,000 | Full auto | -40 accuracy |
| M249 | Hipfire | $10,000 | +20 accuracy, 0 spread | -100 range, No ADS |
Tip: a cheap attachment on a gun you already own is often a better buy than saving for the next gun. Accuracy parts (lasers, flashlights, stocks, bipods) make every bullet count, and bigger magazines mean fewer reloads in a crowd.
Melee weapons
Melee weapons take your secondary slot, so picking one means leaving your pistol at home. In exchange they never run out of ammo and never need a reload. There are 19 you can get: 12 bought with Cash and 7 bought with Tickets. Even without one you can still kick with Q to trip a zombie and buy yourself a second.
Every swing costs stamina. If your stamina bar is lower than a weapon's swing cost, you cannot swing until it recovers, so a heavy weapon with a big stamina cost cannot be spammed. Each weapon also has a swing time (seconds per swing), a reach and a number of zombies one swing can hit. Wide weapons like the Zweihander, Chainsaw and Katana hit several zombies per swing, which makes them great against a crowd. Light weapons swing fast and cheap; heavy ones hit hard but leave you open between swings.
Many melee weapons add an effect on hit: Trip knocks a zombie off its feet, Push shoves it back, Fire and Freeze work like the special ammo, and Concussion leaves a zombie confused for a few seconds, so it stops chasing and attacking. Some have a special move too. You can hold the attack button to throw the Rambo Knife. The Bone Sword can block with E. The table lists each weapon's effects and special use.
| Weapon | Price | Rank | Damage | Stamina | Swing (s) | Hits | Reach (studs) | Effects and specials |
|---|---|---|---|---|---|---|---|---|
| Tinpot | $250 | 0 | 12 | 5 | 0.5 | 1 | 1.2 | Trip |
| Patriots Flag | 499 Tickets | 0 | 35 | 10 | 0.6 | 1 | 6 | Trip · Hold LMB: plant (heals 200 HP, once per round) |
| Shovel | $500 | 0 | 35 | 13 | 0.7 | 2 | 1.5 | Trip · Push |
| Newspaper | 999 Tickets | 0 | 35 | 6 | 0.3 | 1 | 2.2 | Damage only |
| Toy Hammer | 999 Tickets | 0 | 8 | 10 | 0.6 | 1 | 5 | Trip · Push · Hold LMB: Super Smash |
| Bone Sword | 1,499 Tickets | 0 | 40 | 12 | 0.4 | 1 | 1.5 | Damage only · Hold E: block |
| Parasol | 1,499 Tickets | 0 | 25 | 8 | 0.4 | 1 | 5 | Trip · Push · Glides while falling |
| Torch | 1,499 Tickets | 0 | 20 | 8 | 0.5 | 1 | 1.9 | Fire 50% |
| Toy Sword | 1,499 Tickets | 0 | 15 | 10 | 0.6 | 1 | 3.75 | Trip · Push |
| Axe | $3,500 | 5 | 140 | 10 | 1.1 | 1 | 2.2 | Damage only |
| Leadpipe | $4,750 | 7 | 30 | 7 | 0.35 | 1 | 4 | Trip · Concussion 5 s |
| Baseball Bat | $12,500 | 10 | 55 | 15 | 0.7 | 4 | 4 | Trip · Push |
| Hammer | $70 | 13 | 35 | 6 | 0.4 | 2 | 2 | Damage only |
| Zweihander | $20,000 | 15 | 210 | 15 | 1.4 | 4 | 5.5 | Damage only |
| Rambo Knife | $26,000 | 17 | 55 | 5 | 0.65 | 1 | 2.2 | Trip · Push · Hold LMB: throw (82.5 dmg) |
| Pickaxe | $30,000 | 20 | 135 | 6 | 0.8 | 1 | 4 | Damage only · You stand still while swinging |
| Karambit | $32,000 | 23 | 55 | 5 | 0.9 | 1 | 1.4 | Trip · Push · Hold LMB at a wall: climb |
| Chainsaw | $55,000 | 27 | 145 | 15 | 0.9 | 5 | 6 | Block break |
| Katana | $42,000 | 34 | 85 | 8 | 0.3 | 2 | 6 | Damage only |
Buying and unlocking weapons
Everyone starts with the MP5 Classic as a primary and the Peashooter as a secondary, both free. Everything else is bought in the store from the main menu. A gun has two requirements: your account rank must be at least the gun's unlock rank, and you need enough money. The rank comes first: a gun above your rank stays locked however much Cash you have. Once bought, a weapon is yours for good and you can equip it before any round.
You earn Cash and EXP by playing: kills and finished rounds pay both, and objectives, revives and the daily tasks add more Cash. EXP raises your rank, which opens up more of the store; the roster runs up to rank 58, with the Railgun as the most expensive gun at $350,000. If you play with an account, your weapons are saved on our server; as a guest they are kept in your browser.
Event weapons and Tickets
Some melee weapons are event weapons that cost Tickets instead of Cash. You collect Tickets in rounds, for example the ones that scatter around a supply drop for every player when it lands. Event weapons show in their own Event section of the store. Seasonal ones are only on sale while their event is open; once you own one you keep it. On sale right now: Patriots Flag, Newspaper, Toy Hammer, Bone Sword, Parasol, Torch and Toy Sword.
Free guns from supply drops
Once per round a supply crate parachutes onto the map, marked by red smoke. Next to its items, a few guns lie on the ground for low-rank players: walk up and press F to take one. It replaces a gun in your loadout for that round only, which makes it a free way to try a gun before you can buy it. Now and then a drop also carries a legendary gun (Royal Pain) that the first player to reach it can use until its battery runs out. Legendary guns are never sold in the store.
What to buy first
Early on, Cash is tight, so spend it on guns that kill quickly for the price. The list below is worked out from the data: among primaries you can buy early, it ranks guns by on-paper damage per second (damage × pellets × shots per second). That ignores accuracy, range, reloads and headshots, so treat it as a starting point, not the last word.
- Cheapest primaries: Remington 700 ($2,450, rank 0), DB Shotgun ($4,500, rank 2), M1 Carbine ($5,000, rank 4), Kalashnikova ($6,000, rank 6).
- Hardest hitters up to rank 6: Skorpion ($7,500, about 625 damage per second on paper), DB Shotgun ($4,500, about 420 damage per second on paper), M1 Carbine ($5,000, about 313 damage per second on paper).
- Next step, up to rank 15: Dragunov ($12,000, rank 15), M16A1 ($13,000, rank 10), MAC-10 ($8,500, rank 8).
- Cheap secondary upgrades: Colt Python ($1,250, rank 1), M93R ($2,500, rank 3).
Tip: a shotgun close up plus a rifle or SMG for everything else covers most fights. Do not sink all your early Cash into one expensive gun: the next unlock is usually only a few rounds away, and grenades and medkits keep you alive while you get there.