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GTFO Gun Comparison Chart (R4)
GTFO Gun Comparison Chart (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: ★★★☆☆
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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
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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: ★★★☆☆
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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
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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
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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: ★★☆☆☆
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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
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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
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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/
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