Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

GTFO Gun Comparison Guide (R4) 

 
Main Weapons 
 
 
Pistol    
Strengths: 
● Most ammo efficient main gun in 
the game 
● Very good at clearing mobs, 
killing strikers with 3 hits (1 to 
the head, two to the body) and 
  shooter with 2 
  ● Good hip fire accuracy 
Ammo Efficiency:  ★★★★★   
Time to Kill (TTK):  ★★★☆☆  Weaknesses: 
Range:  ★★★☆☆  ● Requires consistent headshots 
Difficulty: ★★★★☆  and great aim overall 
Reload Speed:  ★★★★☆   ● Semi-automatic 
  ● Easy to get overwhelmed 
   
SMG    
Strengths: 
● Fastest reload in the game (tied 
with Carbine) 
● Fully Automatic 
● Minimal Recoil 
● High rate of Fire 
   
Ammo Efficiency:  ★★★★☆  Weaknesses: 
Time to Kill (TTK):  ★★★☆☆  ● Bad for big strikers, big shooters, 
Range:  ★★☆☆☆  and hybrids 
● Low range, meaning bad damage 
Difficulty:  ★☆☆☆☆ 
fall off on decently sized rooms 
Reload Speed: ★★★★★  ● Short-ranged flashlight 
     
 
 
 

1
   
DMR   
Strengths: 
● 1 shots shooters 
● Great range for long hallways 
and big rooms 
 
Weaknesses: 
  ● 2 shots strikers, requiring follow 
Ammo Efficiency:  ★★★☆☆  up to maintain ammo efficiency 
Time to Kill (TTK):  ★★★★☆  ● Low ammo reserve capacity 
Range:  ★★★★☆  ● Deceivingly bad hip fire accuracy 
Difficulty:  ★★★★☆  ● Semi automatic 
Reload Speed: ★★★☆☆  ● Easy to get overwhelmed 
  ● Low rate of fire 
   
   
   
Assault Rifle   
Strengths: 
● Fully automatic 
● Good enough hip fire accuracy 
 
Weaknesses: 
● Very average; doesn’t excel at 
  anything 
Ammo Efficiency:  ★★★☆☆     
Time to Kill (TTK):  ★★★☆☆ 
Range:  ★★★☆☆ 
Difficulty:  ★★☆☆☆ 
Reload Speed: ★★★☆☆ 
 
 
   

2
Carbine   
Strengths: 
● Fastest reload in the game (tied 
with the SMG) 
● Extremely accurate with little 
recoil 
● Decent hip fire accuracy 
   
Ammo Efficiency:  ★★☆☆☆  Weaknesses: 
Time to Kill (TTK):  ★★★★☆  ● 4-Round Burst 
Range:  ★★☆☆☆  ● Poor Range 
Difficulty:  ★★★☆☆  ● Requires realistically 2-3 bursts 
Reload Speed: ★★★★★  for little strikers, and 1-2 for 
  little shooters, forcing wasted 
  bullets even with perfect 
  accuracy 
  ● Easy to get overwhelmed 
   
Autopistol   
Strengths: 
● Big ammo reserve capacity 
● Big mag capacity 
● Tungsten bullets make small 
enemies stagger easily 
● High fire rate 
  ● Great space provider for helping 
Ammo Efficiency:  ★☆☆☆☆  teammates and being 
Time to Kill (TTK):  ★★☆☆☆  overwhelmed 
Range:  ★★☆☆☆   
Weaknesses: 
Difficulty:  ★★☆☆☆ 
● Really bad damage per bullet 
Reload Speed: ★★★★☆  (requires about 15-20 bullets per 
  striker) 
 
● Forces player into a “support” 
   
role, only being able to kill 
consistently with special weapon 
   

3
   
Heavy Assault Rifle   
Strengths: 
● Kills faster than the assault rifle 
● Fully automatic 
 
Weaknesses: 
● Bad recoil and spread while ADS 
  ● Slow fire rate 
Ammo Efficiency:  ★★★★☆  ● Smaller mag size and less 
Time to Kill (TTK):  ★★★☆☆  reserve ammo than the assault 
Range:  ★★★☆☆  rifle 
Difficulty:  ★★★☆☆   
Reload Speed: ★★★☆☆   
   
   
 
 
 
   

4
Special Weapons 
 
Shotgun   
Strengths: 
● Reliably 1 shots small strikers, 
small shooters, chargers, and 
scouts 
● Surprisingly decent range 
● Big mag capacity 
 
● Effective at killing big strikers 
Ammo Efficiency:  ★★★★☆  and shooters 
Time to Kill (TTK):  ★★★★★   
Range:  ★★☆☆☆  Weaknesses: 
Difficulty:  ★☆☆☆☆  ● Low range compared to other 
Reload Speed: ★★☆☆☆  specials 
  ● Slow reload speed 
   
Combat Shotgun   
Strengths: 
● Fully Automatic 
● Can 1 shot small strikers, small 
shooters, and scouts (only on the 
back of the head) 
● Big mag size 
   
Ammo Efficiency:  ★★★☆☆  Weaknesses: 
Time to Kill (TTK):  ★★★★☆  ● Ridiculously wide spread, 
Range:  ★☆☆☆☆  resulting in sometimes taking up 
Difficulty:  ★★☆☆☆  to 3 shots to kill a striker at 
Reload Speed: ★★★☆☆  nearly point blank 
     
 
   

5
Revolver   
Strengths: 
● 1 shots small strikers, small 
shooters, and scouts (in the back 
of the head) 
● Great hip fire accuracy 
 
  Weaknesses: 
Ammo Efficiency:  ★★★★☆  ● Requires consistent headshots 
Time to Kill (TTK):  ★★★★★  and great aim 
Range:  ★★★☆☆  ● Only 6 shots in mag 
Difficulty:  ★★★★★  ● Slow reload speed 
Reload Speed: ★★☆☆☆  ● Easy to be overwhelmed 
  ● Not great at killing big strikers, 
  big shooters, or hybrids 
   
Sniper   
Strengths: 
● 1 shots every common enemy in 
the game 
● Very long range 
● 1 shot scouts and other enemies 
in other rooms, not waking up 
  anyone else in said rooms 
Ammo Efficiency:  ★★☆☆☆  ● Pin-point hip fire accuracy 
Time to Kill (TTK):  ★★★★☆   
Range:  ★★★★★  Weaknesses: 
Difficulty:  ★★★★☆  ● Only 12 shots at max capacity 
Reload Speed: ★★☆☆☆  ● Very ammo inefficient against 
  most enemies in the game 
  ● Only 1 shots big strikers, big 
    shooters, and hybrids in the back 
of the head 
   

6
   
Burst Cannon   
Strengths: 
● Can one burst almost anything in 
the game 
● Very low recoil 
● Can one shot scouts 
● Great for clearing multiple 
  smaller enemies in a line 
Ammo Efficiency:  ★★★☆☆   
Time to Kill (TTK):  ★★★★★  Weaknesses: 
Range:  ★★★☆☆  ● Very slow fire rate 
Difficulty:  ★★☆☆☆  ● Charge up required for each 
Reload Speed: ★★☆☆☆  burst 
  ● Easy to miss shots due to 
  blowing heads/holes on big 
  strikers and big shooters 
   
Choke Mod Shotgun   
Strengths: 
● Reliably 1 shots small strikers, 
small shooters, chargers, and 
scouts 
● Very long range and small 
spread 
  ● High rate of fire 
Ammo Efficiency:  ★★★★☆   
Time to Kill (TTK):  ★★★★★  Weaknesses: 
Range:  ★★★☆☆  ● 4 shots per mag 
● Slow reload 
Difficulty:  ★★☆☆☆ 
   
Reload Speed: ★★☆☆☆ 
 
 
   

7
Machine Gun   
Strengths: 
● Fully automatic 
● Reliable for killing all enemies 
(except unalerted scouts) 
● Big mag size 
 
  Weaknesses: 
Ammo Efficiency:  ★★★☆☆  ● Very high recoil 
Time to Kill (TTK):  ★★★★☆  ● Charge up time 
Range:  ★★☆☆☆  ● Slow reload 
Difficulty:  ★★★☆☆  ● Not very ammo efficient for big 
Reload Speed: ★★☆☆☆  strikers and big shooters 
 
   
Final notes:  
● The Combat Shotgun and Autopistol are very good “get off me” guns, 
staggering easily and making space, but typically all fully automatic weapons 
are good for making space in a pinch 
● The (Pump) Shotgun and Choke Mod Shotgun basically do the same job, with it 
really only being personal preference, but the shotgun’s weaknesses are 
typically more manageable 
● The AR and Heavy AR have the same relationship as the Shotgun and the Choke 
Mod, with the AR being more manageable, personally 
● There’s almost no reason to use the Carbine and DMR because of how wasteful 
they can be; the SMG realistically does whatever the Carbine can do but is also 
fully automatic and less wasteful on ammo 
● The Sniper Rifle is very niche and difficult to get the necessary angles to one 
shot big strikers, big shooters, and hybrids, while also making it hard to not 
waste ammo packs, therefore making it a liability in most cases 
● There’s a certain range where the Revolver and Combat Shotgun no longer 
one-shot scouts to the back of the head, making them a viable, but unreliable 
answer to killing scouts 
● The Shotgun and Choke Mod does NOT one shot big shooters, big strikers, or 
hybrids, despite having the same damage per shot as the Sniper Rifle, which 
can one shot them 
● Pistol destroys small striker heads in one shot, forcing two body shots to kill; 
there's a very small window where the fall off won’t get rid of the head, but 
does enough to 2 tap the strikers, whereas, most of the time, it won’t do 
enough damage to 2 tap anyway 

8
Quality Gun Builds: 
 
All-Around Build​: These combinations will be able to take care of every possible 
situation a player can be in; the best for solo/duo runs 
● Main: 
○ Pistol (if you can hit your shots) 
○ Assault Rifle / Heavy Assault Rifle (if you’re a potato) 
● Special: 
○ Combat Shotgun (more mob-based) 
○ Shotgun / Choke (more big-boy based) 
○ Machinegun (if shotguns aren’t your jam) 
 
Mob Killer Build​: This combination is strictly for killing small shooters and small 
strikers; only good if the rest of the team has something to kill big guys 
● Main: 
○ Autopistol (make space to reload your Revolver; good for finishing off 
Revolver body shots) 
○ Pistol (if you’re a god and you don’t need space; most ammo efficient 
small mob killing combo) 
● Special: Revolver 
 
Close-Quarters All-Rounder Build​: This build is for the really small-sized rooms where 
drop off doesn’t really matter as much and you’ll need quick answers for waves 
● Main: SMG 
● Special: 
○ Burst Cannon 
○ (Pump) Shotgun (if the Burst Cannon isn’t your jam, but I highly 
recommend giving it a good few tries) 
 
The Sniper Build​: If you REALLY need to bring the sniper and you have multiple 
teammates to cover your weaknesses, this is the build to go for 
● Main: Pistol (Great ammo efficiency is required and the pistol can take care of 
most situations by itself) 
● Special: Sniper Rifle 
 
 
 
 
 
 

9
Quick note about the Carbine and DMR 
I personally don’t recommend either of these weapons if you’re actively trying to win. 
If you don’t mind getting carried and just want to use these weapons because they’re 
fun, and you don’t mind throwing a little bit, then I’d personally say take the (Pump) 
Shotgun or Burst Cannon with the carbine (the Shotgun being the more versatile 
weapon between the two) and either the (Pump) Shotgun or the Combat Shotgun 
(depending on how many big boys are on the level) with the DMR. Potentially have 
another teammate focus headless strikers since the DMR is infamous for popping 
heads and not killing. At the end of the day, however, GTFO is a game and you should 
be having fun over anything else. This is just a simple guide comparing guns to each 
other. 
 
Sources​: 
 
Images from the Official GTFO Wiki 
https://gtfo.gamepedia.com/GTFO_Wiki 
 
Statistics from me and my friends’ personal experiences and the Weapons Data Sheet 
made by u/nokzou 
Original Post Here: 
https://www.reddit.com/r/GTFO/comments/jozbtv/weapons_and_ammo_efficiency_t
able/ 

10

You might also like