> For the complete documentation index, see [llms.txt](https://partyicons.gitbook.io/wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://partyicons.gitbook.io/wiki/gameplay/weapon.md).

# Weapon

## 1. Weapon Categories

Weapons in Party Heist are divided into two main categories:

* #### Regular Weapon
* Weapons with rarity tiers. They can be obtained through loot box openings, synthesis, and other methods. These weapons are retained after the game session ends.
* #### Special Weapon
* Weapons without rarity tiers that can only be obtained through battlefield drops. These weapons disappear after the game session ends.

## 2. Regular Weapon

### 2.1 AKM

Weapon Type: Primary Weapon

Features: Balanced damage and fire rate, high accuracy, and strong overall versatility

Best Used For: All Combat Scenarios, Mid-Range Engagements, Go-To Option

Advantages: Highly adaptable and effective in most combat situations

Disadvantages: Outclassed by specialized weapons at extreme ranges.&#x20;

### 2.2 Sniper Rifle

Weapon Type: Precision Weapon\
Features: High damage, High accuracy, and Long-Range Capability\
Best Used For: Long-Range Sniping, High-Value Target Elimination, Reconnaissance\
Advantages: Exceptional precision with devastating one-shot-kill potential at long ranges. \
Disadvantages: Slow fire rate and weak close-range performance; best used with good positioning and concealment

### 2.3 UZI

* Weapon Type: Submachine Gun (SMG)
* Features: High Fire Rate, Lightweight & Agile, Moderate Damage
* Best Used For: Close-Quarters Combat (CQC), Run-and-Gun Playstyles, Guerrilla Tactics
* Advantages: Exceptional mobility and a blistering fire rate make it perfect for rapid-response engagements.
* Disadvantages: Low long-range accuracy with severe damage drop-off.

### 2.4 Winchester&#x20;

* Weapon Type: Close-Range Weapon
* Features: High Burst Damage, Wide Pellet Spread, Close-Range Dominance
* Best Used For: Indoor Combat, Close-Quarters Encounters, Urban Warfare
* Advantages: Deals devastating damage at close range, making it ideal for sudden ambushes.
* Disadvantages: Limited effective range with poor performance at longer distances.

### 2.5 SPAS-12

* Weapon Type: Shotgun
* Features: High Fire Rate, Wide Pellet Spread, Close-Range Suppression
* Best Used For: Indoor Combat, Close-Quarters Encounters, Rapid Room Clearing
* Advantages: Rapid rate of fire provides dominant suppression capabilities in close quarters.
* Disadvantages: Short effective range and high ammo consumption.

### 2.6 Desert Eagle

* Weapon Type: Pistol
* Features: High Damage, Large Caliber, Reliable Sidearm
* Best Used For: Secondary Weapon, Close-Range Self-Defense, Emergency Back-up when Primary Ammo is Depleted
* Advantages: Packs massive stopping power while remaining highly portable.
* Disadvantages: Small magazine capacity and a relatively slow rate of fire for a handgun.

## 3. Special Weapons

### 3.1 Gatling Gun

* Weapon Type: Heavy Weapon / Rotary Cannon
* Features: Blistering Fire Rate, High-Capacity Magazine, Sustained Firepower
* Best Used For: Enemy Suppression, Clearing Groups of Targets, Point Defense
* Advantages: Exceptional sustained fire with immense psychological deterrence.
* Disadvantages: Greatly reduces mobility, requires spool-up time before firing, and burns through ammo quickly.

### 3.2 RPG

* Weapon Type: Heavy Launcher
* Features: High Explosive Damage, Area-of-Effect (AoE) Attack, Single-Shot
* Best Used For: Destroying Enemy Vehicles, Breaching Fortifications, Neutralizing Large Targets
* Advantages: Devastating destructive power with significant effectiveness against armored targets.
* Disadvantages: Long reload times and limited ammo capacity.

### 3.3 M32

* Weapon Type: Explosive Weapon
* Features: Area-of-Effect (AoE) Damage, Parabolic Trajectory, Fragmentation Effect
* Best Used For: Engaging Groups of Enemies, Area Denial, Striking Targets Behind Cover
* Advantages: Capable of striking enemies behind cover with massive AoE damage.
* Disadvantages: Long reload times, limited ammo, and poses a risk of self-inflicted damage at close range.

### 3.4 Arc Laser Gun

* Weapon Type: Energy Weapon
* Features: Beam Damage, Penetration Effect, Sci-Fi Aesthetic
* Best Used For: Mid-to-Long Range Combat, Piercing Cover, Engaging Multiple Targets
* Advantages: Can pierce through solid obstacles and delivers excellent sustained damage.
* Disadvantages: Constrained by energy consumption limits; underperforms in close-quarters combat.

### 3.5 Energy Jet Gun

* Weapon Type: Energy Weapon
* Features: High Energy Damage, Spray Effect, Area-of-Effect (AoE) Attack
* Best Used For: Mid-to-Close Range Combat, Zone Control, Clearing Packed Targets
* Advantages: Energy damage is highly effective against specific target types while providing great AoE coverage.
* Disadvantages: Constrained by energy consumption limits with poor effectiveness at long range.

### 3.6 Bubble Gun

* Weapon Type: Special Weapon
* Features: Non-Lethal, Slowing Effect, Playful Gimmick
* Best Used For: Restricting Enemy Movement, Supporting Teammates, Specialized Tactics
* Advantages: Effectively restrains enemy actions without causing lethal damage.
* Disadvantages: Low damage output; highly ineffective against armored or shielded targets.

### 3.7 Candy Gun

* Weapon Type: Special Weapon
* Features: Explosive Damage, Candy-Themed, Vibrant Visual Effects
* Best Used For: Casual/Fun Battles, Zone Control, Special Events
* Advantages: Features a unique visual aesthetic, making it perfect for casual or festive gameplay.
* Disadvantages: Raw damage output may fall short compared to conventional firearms.

### 3.8 Firework RPG

* Weapon Type: Special Launcher
* Features: Pyrotechnic Effects, Area-of-Effect (AoE) Damage, High Visual Impact
* Best Used For: Special Events, Celebration Scenarios, Area Attacks
* Advantages: Boasts spectacular, flamboyant visual effects, ideal for holiday events.
* Disadvantages: Lacks the raw utility and combat practicality of a standard RPG.

### 3.9 Fist RPG

* Weapon Type: Heavy Weapon
* Features: High Burst Damage, Heavy Rocket Impact, High Visual Impact
* Best Used For: Target Destruction, Breaching Defensive Lines, Neutralizing Heavy Units
* Advantages: Packs devastating single-shot damage with massive kinetic impact.
* Disadvantages: Long reload times and severely hinders player mobility.

### 3.10 Frost Gun

* Weapon Type: Special Weapon
* Features: Freezing Effect, Slowing Capability, Crowd Control (CC)
* Best Used For: Enemy Immobilization, Slowing Down Targets, Teammate Support
* Advantages: Restricts enemy movement and actions, creating pivotal tactical advantages for the team.
* Disadvantages: Direct damage output is relatively low; requires coordination with follow-up weaponry.

## 4. Weapon Rarity System

### 4.1 Regular Weapon Rarity

Regular Weapons feature 5 distinct Rarity tiers ranging from lowest to highest, each granting a specific damage bonus:

| Rarity Tier | Damage Bonus |
| ----------- | ------------ |
| N           | 0%           |
| R           | 2%           |
| SR          | 3%           |
| UR          | 4%           |
| CR          | 5%           |

### 4.2 Special Weapons

Special Weapons do not have Rarity tiers. This category includes: Arc Laser Gun, Gatling Gun, Energy Jet Gun, Bubble Gun, Frost Gun, Firework RPG, Candy Gun, and Fist RPG.

* Note: Special Weapons can only be acquired as battlefield drops and will disappear once the match ends.

## 5. Weapon Acquisition Methods

### 5.1 Regular Weapon Acquisition

* loot box Openings: Obtained by opening loot box in the game session.
* Weapon Synthesising: Synthesized using weapon shards collected throughout the game.
* Marketplace Trading: Purchased directly via the in-game Marketplace system.

### 5.2 Special Weapon Acquisition

* Battlefield Drops: Looted from defeated enemies or supply crates during an active match.

## 6. Weapon Selection Strategies

### 6.1 Selection Based on Combat Scenario

| Combat Scenario            | Recommended Weapon | Justification                                                                                |
| -------------------------- | ------------------ | -------------------------------------------------------------------------------------------- |
| Long-Range Combat          | Sniper Rifle       | High precision and massive damage; perfect for long-distance engagements.                    |
| Mid-Range Combat           | AKM                | Balanced overall performance; well-suited for the vast majority of combat situations.        |
| Close-Quarters Combat      | Shotgun, UZI       | Devastating burst damage or a blistering fire rate; ideal for close-range encounters.        |
| Indoor Combat              | Shotgun            | Wide pellet spread; highly effective in tight, confined spaces.                              |
| Engaging Groups of Enemies | Gatling Gun, M32   | Area-of-Effect (AoE) damage or sustained firepower; optimized for clearing multiple targets. |
| Engaging Heavy Targets     | RPG, Fist RPG      | High burst damage; excellent for destroying heavily fortified units or objectives.           |

### 6.2 Selection Based on Playstyle

| Playstyle          | Recommended Weapon         | Justification                                                                            |
| ------------------ | -------------------------- | ---------------------------------------------------------------------------------------- |
| Defensive Play     | AKM, Sniper Rifle          | Superior accuracy; ideal for holding angles and static defense.                          |
| Aggressive Assault | Shotgun, UZI               | High burst damage or high fire rate; perfect for rapid pushes and breaching enemy lines. |
| Tactical Support   | M32, Bubble Gun, Frost Gun | Strong crowd control (CC) capabilities; excellent for assisting teammates.               |
| Casual / Fun Play  | Candy Gun, Firework RPG    | Vibrant, unique visual effects; tailored for casual modes or festive gameplay.           |

### 6.3 Selection Based on Team Coordination

* Role Distribution: Select complementary firearms based on each team member's role within the squad.
* Range Synergies: Combine long-range and close-quarters weapons to ensure your squad can cover all combat distances.
* Utility Complement: Pair crowd-control (CC) weapons with high-damage firearms to maximize overall team combat effectiveness.

### 6.4 Selection Based on Resource Management

* Ammo Consumption: Consider total ammo capacity and fire rates to choose sustainable weapons for prolonged battles.
* Acquisition Difficulty: Choose weapons that are easier to acquire and upgrade based on your current stockpile of resources.
* Maintenance Cost: Factor in the long-term resource requirements needed for weapon repairs and upgrades.

Tip: For more detailed entries and weapon lore, please check the in-game Codex menu.

\
\ <br>


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://partyicons.gitbook.io/wiki/gameplay/weapon.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
