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F2000 Assault Rifle

Example of a gun in SFH 2.

Strike Force Heroes 2 has 80+ weapons spread throughout 13 categories, ranged from pistols and assault rifles to rocket launchers and elementals. As in the first installment of the series, a soldier can only wield two weapons at a time, a primary and a secondary. Unlike the first installment, weapons no longer have to be unlocked; they all are unlocked by default. However, instead of them being instantly given to the player, weapons must first be acquired by winning them from Slot Machine or, more commonly, by buying them from the Shop, which offers 5 random weapons at a time for each soldier, and fully refreshes each time you finish a match.

While weapons from same category feel slightly different, even two examplars of the same weapon may differ in statistics, due to slight stats randomization. One M4A4 could have better accuracy and damage, while another one can have better range and rate of fire. Plus, as you play, your soldiers level up, and higher level weapons become available (which are basically the same weapons with slightly higher damage); this results in a cycle of weapons, where higher levels ones slowly replace low level ones. When you reach the maximum level, the cycle slows down until all your equipment is at top levels, and even at that point it doesn't stop — there's always (well, almost always) a chance you'll find an even stronger weapon at some point, even if the difference wouldn't be as big as you might have hoped for. Weapons can be further enchanced with Attachments, giving more accuracy, more ammo per clip, elemental rounds or something else; however, only one attachment can be attached to a weapon at any time.

Each soldier class has a pool of 2-3 main weapon types available, and this has a big effect on classes' roles on the field. The Engineer has Assault Rifles and SMGs; The Mercenary has Machine Guns, Rocket Launchers and Grenade Launchers; The General has Magnums and Shotguns; The Sniper has Sniper Rifles and SMGs; and The Juggernaut has Shotguns, Elementals and Grenade Launchers. Don't hesistate to try out a new weapon, it may work better than you could ever expect.

Down there's a chart of all weapons available and their statistics, sorted by weapon type, as well as descriptions of weapon types. See chart notes if something is unclear.

Primary weapons Edit

Primaries are your main weapons and usually the main tool of dealing damage. That's pretty much it.

Assault Rifles Edit

Assault Rifles are available for the Engineer class only. They are "jack-of-all-trades"-typed well-balanced weapons, each different AR being slightly biased towards a statistic. All in all, the weapon type is useful in most situations, provided a suitable AR variant is chosen. Assault Rifles have stable medium-high DPS on any range, however, they're outclassed in certain areas by weapons specialized in those areas, e.g. by Snipers at long range, and Machine Guns at close range.

Name Fire mode Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
M4A4 Full auto 10-25 4 6.6 rps / 0.15s 30 ft 30×3 3 0.1 ×1
QBZ 95 Full auto 12-27 3 5.5 rps / 0.18s 31 ft 30×3 ×1.2
Famas 3-round burst 11-26 4 2.5 rps / 0.4s 35 ft 30×3 ×1
XM8 Full auto 11-26 4 5.5 rps / 0.18s 30 ft 30×3 ×1
Scar Full auto 10-25 3 6.6 rps / 0.15s 27.5 ft 20×3 ×1
AK 12 2-round burst 13-28 5 3.3 rps / 0.3s 27.5 ft 30×3 ×0.9
ARX 160 Single fire 15-33 3 5 rps / 0.2s 30 ft 30×3 ×1
F2000 Full auto 9-22 4 7.1 rps / 0.14s 27.5 ft 30×3 ×1.2

No Assault Rifles have any bonuses by default.

Submachine Guns Edit

Submachine Guns (commonly shortened to SMG) are based on high fire rate and ammo capacity and are similar to Assault Rifles. When compared to ARs, SMGs are weaker and have a higher rate of fire. They are statistically inferior for the most part when compared to assault rifles, but they can still be effective.

SMGs are available for the Engineer and Sniper classes.

Name Fire mode Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
AKS 74 Full auto 8-22 5 7.1 rps / 0.14s 27.5 ft 30×3 3 0 ×1
UMP Full auto 10-25 4 5.9 rps / 0.17s 26.5 ft 30×3 ×1
G36C Single fire 12-28 5 5.5 rps / 0.18s 27.5 ft 30×3 ×1.2
Bizon Full auto 5-17 6 7.7 rps / 0.13s 23.5 ft 64×3 ×1
P90 Full auto 6-18 5 6.6 rps / 0.15s 26 ft 50×3 ×1
PDW Full auto 8-22 5 7.1 rps / 0.14s 27.5 ft 30×3 ×1
Patriot Full auto 4-16 6 8.3 rps / 0.12s 22.5 ft 64×3 ×1.2
ACR 3-round burst 8-22 3 2.85 rps / 0.35s 25 ft 30×3 ×0.9

No SMGs have any bonuses by default.

Magnums Edit

Dual Magnums are fast-firing, powerful pistols that are only usable by the General class, and suited for medium range. Each pistol has a 10-15% critical chance increase, making these very powerful with combination of General's naturally high critical hit chance stat. Magnums are focused on DPS, which is achieved through medium damage per hit and high rate of fire (higher than some Assault Rifles can provide!), and also critical hits. This is balanced by having a small ammo capacity, forcing the player to reload often.

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
Thor's Single fire +10% critical hit chance 14-44 3 5.9 rps / 0.17s 20.5 ft 16×4 3 0 ×0.8
MP412's +15% critical hit chance 14-44 4 7.1 rps / 0.14s 18.5 ft 12×4 0 ×0.9
.357's +10% critical hit chance 16-48 5 5.9 rps / 0.17s 19 ft 12×4 0 ×0.9
Taurus 44's +10% critical hit chance 18-52 5 5 rps / 0.2s 18.5 ft 12×4 0.1 ×1
Raging Bull's +15% critical hit chance 20-56 6 4 rps / 0.25s 17.5 ft 12×4 0.1 ×1
Raging Judge's +10% critical hit chance 20-56 4 4 rps / 0.25s 21 ft 12×4 0.1 ×1.1
No Name's +10% critical hit chance 22-60 4 3 rps / 0.3s 19 ft 12×3 0.1 ×1.3
.500's +10% critical hit chance 25-70 3 2.8 rps / 0.35s 20.5 ft 10×3 0.1 ×1.4

Sniper Rifles Edit

The trademark weapon of the Sniper class, most Sniper Rifles (called Snipers in-game) rely on dealing damage at long range. Most have good damage and great accuracy, while the rate of fire suffers somewhat with the bolt action weapons. Damage must be dealt quickly, before the enemy can fully launch a counterattack against the Sniper's frail armour. The weapon type excels in long range combat, as it deals extremely high damage over a short period of time. However, most have low magazine capacities and paired with the Sniper's mediocre ammunition reserve, you will probably have to wait for a while scavenging for ammo or switch to your secondary, so make every shot count!

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
G11 Full auto +25% headshot damage; +50% vision range 14-38 3 4 rps / 0.25s 40 ft 45×3 3 0.1 ×1.4
G3 3-round burst +25% headshot damage; +50% vision range 15-42 3 2.5 rps / 0.4s 45 ft 15×3 3 0.1 ×1.3
MK 14 Semi-auto +50% headshot damage; +50% vision range 30-78 2 4 rps / 0.25s 125 ft 6×3 8 0.2 ×0.9
Dragunov Semi-auto +50% headshot damage; +50% vision range 35-85 3 3.3 rps / 0.3s 125 ft 6×3 8 0.2 ×0.9
Barrett Semi-auto +50% headshot damage; +50% vision range 40-90 5 3.6 rps / 0.28s 35 ft 8×3 8 0.2 ×1
DSR1 Bolt action +50% headshot damage; +50% vision range 55-155 1 1.7 rps / 0.6s 125 ft 4×3 14 0.2 ×1.1
L118A Bolt action +50% headshot damage; +50% vision range 50-145 2 2 rps / 0.5s 125 ft 5×3 14 0.2 ×1
Intervention Bolt action +50% headshot damage; +50% vision range 65-170 1 1.1 rps / 0.9s 125 ft 5×2 14 0.2 ×1.4

Shotguns Edit

Shotguns are short-ranged 'scatterguns' that deal high damage at close range. Several are automatic with low damage but high rates of fire, a few are semi-automatic with moderate damage and moderate rates of fire, and quite a few are pump-action and slow, while being powerhouses of damage, with decent range. These guns are mainly for use up close, but are an extremely efficient way of eliminating your enemies fast.

These are available for the General and Juggernaut classes only.

Name Fire mode Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
Jackhammer Full auto 25-70 (5-14 × 5) 9.5 5.5 rps / 0.18s 15 ft 10×3 3 0.1 ×1.1
USAS 12 Full auto 35-90 (7-18 × 5) 9 4.5 rps / 0.22s 15.5 ft 10×3 3 0.1 ×0.9
1216 Semi-auto 35-90 (7-18 × 5) 8.5 4.2 rps / 0.24s 16 ft 16×3 3 0.1 ×1.1
KSG Semi-auto 50-125 (10-25 × 5) 8 3.8 rps / 0.26s 16 ft 14×3 3 0.1 ×0.9
Neostead 2-round burst 35-90 (7-18 × 5) 7 2 rps / 0.5s 16.5 ft 4×3 7 0.3 ×1.3
R870 Pump action 65-195 (13-39 × 5) 6 1.5 rps / 0.65s 17 ft 6×3 10 0.3 ×0.8
SPAS 12 Pump action 70-215 (14-43 × 5) 5 1.5 rps / 0.65s 17.5 ft 6×3 10 0.3 ×1.1
Judgement Pump action 75-235 (15-47 × 5) 4 1.3 rps / 0.75s 18 ft 5×3 10 0.3 ×1.4

No Shotguns have any bonuses by default, besides the "I'll be back" caption on Judgement, which does nothing anyway.

Machine Guns Edit

Machine Guns are exclusive to the Mercenary and probably his main weapon. They rely heavily on their ammo supply and have a good rate of fire, although some are relatively weak and inaccurate. However, this can be an advantage when it comes to close range and while running and jumping, as their low accuracy removes most of the need to aim. In a conclusion, they are good medium-close range weapons, that have lower DPS than Magnums, but much, much higher ammo pool (and sometimes much longer reloads), resulting in more kills per clip.

Name Fire mode Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
MK 48 Full auto 10-27 7 7.7 rps / 0.13s 22.5 ft 60×3 3 0.2 ×1
PKP Full auto 14-31 6 4.2 rps / 0.24s 25 ft 60×3 ×1
M60 Full auto 9-24 7 8.3 rps / 0.12s 22.5 ft 60×3 ×0.9
IAR Full auto 9-24 6 9.1 rps / 0.11s 17.5 ft 75×3 ×1
LSW Full auto 14-31 6 5.5 rps / 0.18s 25 ft 30×3 ×1.1
AUG Single fire 17-33 5 4.5 rps / 0.22s 27.5 ft 30×3 ×1.1
Minigun Full auto 8-23 7 12.5 rps / 0.08s 20 ft 250 ×1.3
Cerberus Full auto 12-29 5 7.1 rps / 0.14s 27.5 ft 150 ×1.4

No Machine Guns have any bonuses by default.

Rocket Launchers Edit

These are only avaliable to the Mercenary. These are mostly single-shot weapons with somewhat limited ammo and very high damage. Due to huge explosion range, these are good for blowing up a group of enemies, while retaining efficiency against single targets.

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Area of effect Indirect damage multiplier Body push power Body break power Price modifier
RPG Single fire Can't headshot; Can't crit 110-240 7 1.4 rps / 0.7s 30 ft 1×6 110 0.7 25 0.5 ×1
Stinger Single fire Can't headshot; Can't crit; Slight homing capability 105-210 5 35 ft 1×5 0.7 25 ×1
Javelin Single fire Can't headshot; Can't crit; Strong homing capability 90-187 6 35 ft 1×4 0.7 25 ×1.2
Commando 4-round burst Can't headshot; Can't crit 32-63 7 40 ft 4×5 0.5 20 ×1.4

Grenade Launchers Edit

Exclusive to the Juggernaut and the Mercenary, Grenade Launchers are very different from each other. Their shared traits are explosiveness and limited range, so these are usually best used in a camper fashion, when you sit in a safe spot (e.g. behind a crate) and shoot anyone who comes near, enjoying their inability to fire back.

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Area of effect Indirect damage multiplier Body push power Body break power Price modifier
XM 25 Single fire Can't headshot; Can't crit 55-120 5 2.5 rps / 0.4s 30 ft 4×5 60 0.6 20 0.5 ×1
EX 41 Single fire Can't headshot; Can't crit; Bounces off walls 70-150 6 1.7 rps / 0.6s 4×4 70 0.7 ×1
M32 Full auto Can't headshot; Can't crit; Bounces off walls 35-80 7 3.3 rps / 0.3s 12×5 60 0.6 ×1.1
Thumper Full auto Can't headshot; Can't crit; Sticks to enemies and walls 40-95 6 2.5 rps / 0.4s 12×5 60 0.6 ×1.3

Elementals Edit

These are all automatic "spraying" weapons that are avaliable exclusively to the Juggernaut. Although they can be quite effective, they are somewhat underpowered and have low range. As with most 'spraying' weapons, they can kill enemies relatively quickly at close range, and their elemental and lasting damage effects can come in handy, especially if you are using an Elemental with a damage modifier to combat the poor on-hit damage. An alternative use of these weapons is to hit an enemy once and then hide quickly, and let allies fight a penaltized enemy, or finish him off with a secondary weapon.

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Area of effect Indirect damage multiplier Body push power Body break power Price modifier
Flamethrower Full auto Can't headshot; Can't crit; Sets targets on fire 1-5[1] 1 20 rps / 0.05s 10 ft 300 50 0.7 1 0 ×1.3
Cobra Can't headshot; Can't crit; Covers targets in acid 2-7[1] 1 ×0.9
Nitrogen Gun Can't headshot; Can't crit; Reduces targets' rate of fire by 50% 2-7[1] 0.3 ×1.2
Zeus Can't headshot; Can't crit; Reduces targets' damage dealt by 30%[2] 2-7[1] 3 ×1

Secondary weapons Edit

Beretta Px4

Secondaries are weapons that can be used by every class. The idea of the Secondary is that you carry the weapon along with your Primary, and use it to back up your Primary, usually when your ammunition runs out.

Secondaries aren't as effective as Primaries on the whole, but you can finish an opponent off with them, or possibly take opponents down with only melee, for example the Katana can often kill enemies very efficiently at close range.

There are Pistol, Melee and Throwing weapons in this category, with some Pistols being semi/fully automatic.

Pistols Edit

These make a few weak shots and then have to be realoaded. Not very good for killing a full health enemy, but nice for finishing off enemies who are low on health, saving primary's ammo. There are pistols and machine-pistols available under this category.

Name Fire mode Base damage Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
USP Single fire 12-35 3 4 rps / 0.25s 33 ft 9×5 3 0 ×0.8
Beretta Px4 Single fire 13-38 2 4 rps / 0.25s 32 ft 9×5 5 0 ×0.8
M1911 Single fire 14-40 4 4 rps / 0.25s 34 ft 7×5 10 0 ×0.8
P99 Single fire 12-35 2 4 rps / 0.25s 33 ft 9×5 3 0 ×0.8
Five Seven Single fire 12-35 4 5 rps / 0.2s 32 ft 10×5 3 0 ×0.8
Automag Single fire 15-42 5 3.3 rps / 0.3s 34 ft 5×5 10 0 ×1
Kriss Kard Single fire 14-40 3 4 rps / 0.25s 33 ft 10×5 5 0 ×0.8
Desert Eagle Single fire 20-50 4 3.3 rps / 0.3s 34 ft 7×5 15 0.3 ×1.3
Raffica 3-round burst 9-23 6 2.8 rps / 0.35s 23 ft 20×4 3 0 ×1.3
Glock 18 Full auto 6-16 5 8.3 rps / 0.12s 19 ft 20×4 3 0 ×0.8
FMG9 Full auto 7-18 8 7.1 rps / 0.14s 20 ft 33×4 3 0 ×0.8
MP9 Full auto 5-13 4 8.3 rps / 0.12s 20 ft 32×4 3 0 ×0.8
PP2000 Full auto 5-13 4 7.1 rps / 0.14s 22.5 ft 20×4 3 0 ×0.8

No pistols have any bonuses by default.

Melee & Throwing Edit

These are sharp knives and battle sticks, all with 2-5 ft range. A positive side is that they tend to have very high DPS, and that swings do not need any ammo. Melees are pretty useful when an enemy is very close and your primary weapon can't do enough damage in time.

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Body push power Body break power Price modifier
Katana Single swing Can't headshot; Reflects projectiles for ≈0.2s after a use 65-160 0 1.8 rps / 0.55s 4 ft - 10 0.3 ×1.4
Shock Rod Single swing Can't headshot; 20% chance to reduce target's damage by 30% 65-160 0 1.8 rps / 0.55s 4 ft - 0 ×1.4
First Blood Single swing Can't headshot 35-80 0 3.3 rps / 0.3s 2.5 ft - 0.3 ×1.1
Wrench Single swing Can't headshot 45-100 0 2.2 rps / 0.45s 2.5 ft - 0.3 ×1
Throwing Knife Single throw Can't Headshot;
Bounces off walls
25-65 3 3.3 rps / 0.3s 30 ft 30 0.3 ×0.8

Special Edit

As obvious as it may sound, these are a special category of weapons. This is where all other weapons are placed, including those that can't be acquired into inventory normally, like Hunter Missile (seen at Campaign level 15), killstreak turrets, and a few things that exist for technical purposes, like the instant kill area at the bottom of Convoy map. Out of all Special weapons, only Dooty Launcher and Sheep Cannon can be grabbed into inventory (via Slot Machine) normally, and they and Magic Wand and Ban Hammer can sometimes appear as random weapons in Fiesta mode.

Only these 4 weapons and Reflection Beam are listed there, as the others move too far from the standart definition of a hand-held weapon (often not even being one), to a point where their perfomance cannot be described accurately by just plain stats.

Name Fire mode Default effects and bonuses Damage per shot Accuracy & Recoil rating Rate of fire / delay between shots Range Ammo Area of effect Indirect damage multiplier Body push power Body break power Price modifier
Magic Wand Single fire Can't headshot; Can't crit; Inflicts random status effects on targets[3] 15-60 3 2.8 rps / 0.35s 27.5 ft - 60 0.7 30 0.5 ×0.8
Reflection Beam Single swing[4] Reflects projectiles for ≈0.33s after an use 0 0 3.3 rps / 0.3s 4 ft - - - 0 0 ×1.4
Ban Hammer Single swing Can't headshot 110-230 0 1.4 rps / 0.7s 4.5 ft - - - 80 1 ×1.4
Sheep Cannon Full auto Can't headshot; Can't crit; Strong homing capability; Sticks to enemies and walls 55-120 6 2.5 rps / 0.4s 35 ft 3×10 100 0.7 80 1 ×1
Dooty Launcher Single fire Covers targets in gross, revealing them on radar for 3 seconds 70-150 5 3.3 rps / 0.3s 30 ft 5×6 50 0.5 80 0 ×1

Chart notes Edit

  • Please note that only base stats of weapons are listed; because of randomization, weapon levels, weapon quality and random bonuses (like +30% Accuracy), an existing weapon is likely to be slightly different than a purely theoretical one, but it won't be changed completely and will stay close to the original to a certain degree.
    • Due to that, you can use this table for comparison between theory and reality. If a weapon has significantly higher stats than ones listed, it's most likely worth buying.
  • "Damage per shot" is the only value that changes with weapon level, besides weapon cost. The lowest value is what you should expect at level 1, and the highest value is what you should expect at level 50.
  • "Accuracy & Recoil Rating" represents a value that is assumed to control both accuracy and recoil. The less this value is, the more accuracy and less recoil this weapon has. 0 mean perfect accuracy and is mostly seen on melees; accuracy rating of 3 is about 75-80% accuracy in-game and is seen on most accurate assault rifles and less accurate sniper rifles; 10 mean absolute crap accuracy and actually there's no weapons with this accuracy, the closest one is Jackhammer with 9.5 accuracy rating and about 25-35% accuracy in-game.
  • "Area of effect" (AoE) is associated with explosives and represents the range of explosion itself. Everyone who was not hit directly, but was within this range at the moment the projectile hit something, will receive %weapon damage% × %indirect hit multiplier% damage. This also applies to Elementals. 110 AoE (rocket launcher standard) is around 2-3 feets, and 60 (grenade launcher standard) is around 1 feet. Elementals (and also any Concussive weapons) won't even damage you if you aim under yourself while standing on a perfectly horizontal floor (180 degrees), though it will work properly in case there's an enemy or a corpse inside you, or in case of any other floors and walls.
  • It's unclear what exactly does "Body break power" indicate.
  • "Price modifier" indicates how much would a weapon cost relative to other weapons. Higher modifier = higher price.

Additional weapon-related notes Edit

  • On a (re)spawn, you'll always be holding your primary weapon, even if you held a secondary one when you died or when finished previous match.
  • All soldiers on the field are always spawned (and respawned as well) with full ammo for both weapons. In case you're out of ammo, it might be easier to die than to hunt for ammo packs.
  • When capturing a flag in CTF mode, you are restricted to your secondary weapon, and cannot switch to primary weapon.
  • Funnily enough, projectile reflection is not limited to ordinary bullets and works against everything, including elementals' "projectiles" (e.g. Flamethrower's fire) and rockets, reflecting which would be impossible in real life.

See also Edit

  • A gallery of screenshots of in-game weapon stats, for those who want to show-off a bit.

References Edit

  1. 1.0 1.1 1.2 1.3 The game incorrectly states that Elementals' damage is approximately 5 times higher. The reason behind this is unclear.
  2. Except it actually doesn't. Damage reduction is applied through the Zap status effect, which, at least as of game version 1.8, is broken and does not reduce damage.
  3. Each shot has a 20% chance to burn enemy, a 20% chance to freeze him, a 20% chance to electrocute him and a 20% chance to corrode him. It's perfectly possible that a single shot would inflict a few statuses at once (up to all 4 statuses), or not inflict any.
  4. This is the only melee weapon that doesn't have "isMelee" tag. Seems the only effect this tag has is that it regulates whether AI would pull off their sword if an enemy gets close.

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