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* The Stoner LMG, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, as while it does have clearer sights (though [[DamnedByFaintPraise there are very few weapons that don't]]) and a higher magazine capacity than the Tommy Gun, it also has lower damage without upgrades, fewer opportunities to upgrade given its higher tier (which also exacerbates the damage issue), and a slower reload. Generally not to be used except for completing daily challenges.

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* The Stoner LMG, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, as while it does have clearer sights (though [[DamnedByFaintPraise there are very few weapons that don't]]) and a slightly higher magazine capacity than the Tommy Gun, it also has lower damage without upgrades, fewer opportunities to upgrade given its higher tier (which also exacerbates the damage issue), and a far slower reload.reload time (which, compared to the Tommy Gun, translates to lower average DPS). Generally not to be used except for completing daily challenges.
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no it wasn't.


* To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using. The bug had been fixed afterwards however, making this a bit less of a problem.

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* To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using. The bug had been fixed afterwards however, making this a bit less of a problem.
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* The AR-15 Varmint Rifle, the Commando's starting weapon, pales in comparison to other, more powerful assault rifles - its main disadvantage lies in inability to fire full auto, with only the single and burst fire modes being present. While its not a ''bad'' weapon per se, many Commando players just opt to swap it for a better gun as soon as possible.

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* The AR-15 Varmint Rifle, the Commando's starting weapon, pales in comparison to other, more powerful assault rifles - its main disadvantage lies in its inability to fire full auto, with only the single and burst fire modes being present. It also suffers with somewhat cluttered sights that, while good enough for hitting precision shots, are bad at having any sort of peripheral vision around your target. While its it's not a ''bad'' weapon per se, many Commando players just opt to swap it for a better gun as soon as possible.



* The Mine Reconstructor is arguably the most clunky and awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is least worth their asking price, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better.[[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas.[[/labelnote]]

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* The Mine Reconstructor is arguably the most clunky and awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons poison zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion explosion, and like the [=HMtech-501=] Grenade Rifle it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), weapons, meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is least worth their asking price, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better.[[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas.[[/labelnote]]
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* The Road Redeemer is widely considered to be the worst weapon for the Berserker. Simply put, it has the same stats as Katana except its swing is much slower and the damage it deals is also pretty bad. As the final nail in its coffin, the Road Redeemer is put behind a DLC paywall.

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* The Road Redeemer is widely considered to be the worst weapon for the Berserker. Simply put, it has the same stats as the Katana except its swing is much slower and the damage it deals is also pretty bad. As the final nail in its coffin, the Road Redeemer is put behind what is effectively a DLC paywall.paywall, requiring you to own (or play with someone who owns) ''VideoGame/RoadRedemption''.



* AR-15 "Varmint", the Commando's starting weapon, pales in comparison to other, more powerful assault rifles - its main disadvantage lies in inability to fire full auto, with only the single and burst fire modes being present. While its not a ''bad'' weapon per se, many Commando players just opt to swap it for a better gun on the late waves.
* The L85 was, after one point in 2016, considered a pointless weapon to purchase. Its damage was the same as the AR-15, the starting weapon for the perk and thus took no less bullets to kill zeds, while also costing 650 dosh. While the L85 had its upsides, such as 50% higher mag capacity, full auto instead of burst-fire, a simpler to use holographic sight and more reserve ammo available, most Commandos preferred to keep their AR-15 and go straight for the tier 3 weapons that include the AK-12, MKB and M16. With the Tommy Gun's addition to the game in Christmas of 2018, the L85 ultimately lost much reason to be purchased, as its direct competitor offers an even higher mag size (although the Tommy Gun's sights are worse compared to even the AR-15's iron sights, much less the L85's holographic sight).

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* The AR-15 "Varmint", Varmint Rifle, the Commando's starting weapon, pales in comparison to other, more powerful assault rifles - its main disadvantage lies in inability to fire full auto, with only the single and burst fire modes being present. While its not a ''bad'' weapon per se, many Commando players just opt to swap it for a better gun on the late waves.
as soon as possible.
* The L85 was, after one point in 2016, considered a pointless weapon to purchase. Its damage was the same as the AR-15, the starting weapon for the perk AR-15 and thus took no less bullets to kill zeds, while also costing 650 dosh. While the L85 had its upsides, such as 50% higher mag capacity, full auto instead of burst-fire, a simpler to use holographic sight and more reserve ammo available, most Commandos preferred to keep their AR-15 and go straight for the tier 3 weapons that include the AK-12, MKB and M16. With the Tommy Gun's addition to the game in Christmas of 2018, the L85 ultimately lost much reason to be purchased, as its direct competitor offers an even higher mag size (although the Tommy Gun's sights are worse compared to even the AR-15's iron sights, much less the L85's holographic sight).



* The M4 Auto Shotgun was a MasterOfNone weapon that had a far smaller fire rate, magazine size, and carrying capacity than the [=AA12=], reloaded as slowly as the starting shotgun, and was too heavy to be a viable off-perk weapon for most classes. The Bullseye update largely fixed this by increasing the ammo capacity and making Support's carry weight go up by one every fifth level, so every Support above level 10 can carry an M4 and [=AA12=] simultaneously. Since the same update slightly nerfed the [=AA12=]'s damage per shot, the M4 is now arguably better for general use.

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* The M4 Auto Shotgun was a MasterOfNone weapon that had a far smaller fire rate, magazine size, and carrying ammo capacity than the [=AA12=], reloaded as slowly as the starting shotgun, and was too heavy to be a viable off-perk weapon for most classes. The Bullseye update largely fixed this by increasing the ammo capacity and making Support's carry weight go up by one every fifth level, so every Support above level 10 can carry an M4 and [=AA12=] simultaneously. Since the same update slightly nerfed the [=AA12=]'s damage per shot, the M4 is now arguably better for general use.



* Before it was buffed enough to fit [[ComplacentGamingSyndrome the other side of the spectrum]], the Hemogoblin was a pretty disappointing choice for a Medic. Apart from weighting a whopping ''eight blocks'', it had a pretty mediocre DPS and was more useful for laying debuffs rather than outright killing the Specimens. Its loading animation was also unforgivably slow, making its wielder an easy target. Fortunately, the Hemogoblin was finally saved from the heap and had since become one of Medic's most useful weapons.

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* Before it was buffed enough to fit [[ComplacentGamingSyndrome the other side of the spectrum]], the Hemogoblin was a pretty disappointing choice for a Medic. Apart from weighting a whopping ''eight blocks'', ''eight'' blocks, it had a pretty mediocre DPS and was more useful for laying debuffs rather than outright killing the Specimens. Its loading animation was also unforgivably slow, making its wielder an easy target. Fortunately, the Hemogoblin was finally saved from the heap and had since become one of Medic's most useful weapons.



* The HRG Tommy Boom, a reskinned version of the SWAT and Commando's Tommy Gun, ends up as a very mediocre weapon at best in spite of the huge [[RuleOfCool cool factor]] granted by a full-auto weapon with explosive bullets. The damage and explosive radius are inconsistent and often have trouble taking out even lowly trash zeds unless upgraded, to say nothing when it comes against the bigger threats. The weapon's mag size is also less than half of the Tommy Gun's, necessitating frequent reloads. The ultimate nail in the coffin however, is the weight which comes in at 7 KG, meaning it cannot be carried alongside the RPG, thus locking Demolitionist players who take it out from their best late-game weapon. It does have some advantages going for it, namely the cheap price that's typical for a tier 2 weapon, cleaner iron sights in comparison to the Tommy Gun (which, again, is very hard ''not'' to do) and the ability to pepper an entire area with nukes in Zed Time with use of the ''Destroyer of Worlds'' skill... but in the grand scheme of things, it's more practical to save up for the HRG Kaboomstick, M16 or even sticking with the starting HX-25 grenade pistol for self-defense than to sacrifice the weight needed for the Tommy Boom.

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* The HRG Tommy Boom, a reskinned version of the SWAT and Commando's Tommy Gun, ends up as a very mediocre weapon at best in spite of the huge [[RuleOfCool cool factor]] granted by a full-auto weapon with explosive bullets. The damage and explosive radius are inconsistent and often have trouble taking out even lowly trash zeds unless upgraded, to say nothing when it comes against the bigger threats. The weapon's mag size is also less than half of the Tommy Gun's, necessitating frequent reloads. The ultimate nail in the coffin coffin, however, is the weight which comes in at 7 KG, meaning it cannot be carried alongside the RPG, thus locking Demolitionist players who take it out from their best late-game weapon. It does have some advantages going for it, namely the cheap price that's typical for a tier 2 weapon, cleaner iron sights in comparison to the Tommy Gun (which, again, is very hard ''not'' to do) and the ability to pepper an entire area with nukes in Zed Time with use of the ''Destroyer of Worlds'' skill... but in the grand scheme of things, it's more practical to save up for the HRG Kaboomstick, M16 or even sticking with the starting HX-25 grenade pistol for self-defense than to sacrifice the weight needed for the Tommy Boom.



* To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using. The bug had been fixed afterwards however, making this a bit leff of a problem.

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* To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using. The bug had been fixed afterwards however, making this a bit leff less of a problem.
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* Before it was buffed enough to fit the other side of the spectrum, the Hemogoblin was a pretty disappointing choice for a Medic. Apart from weighting a whopping ''eight blocks'', it had a pretty mediocre DPS and was more useful for laying debuffs rather than outright killing the Specimens. Its loading animation was also unforgivably slow, making its wielder an easy target. Fortunately, the Hemogoblin was finally saved from the heap and had since become one of Medic's most useful weapons.

to:

* Before it was buffed enough to fit [[ComplacentGamingSyndrome the other side of the spectrum, spectrum]], the Hemogoblin was a pretty disappointing choice for a Medic. Apart from weighting a whopping ''eight blocks'', it had a pretty mediocre DPS and was more useful for laying debuffs rather than outright killing the Specimens. Its loading animation was also unforgivably slow, making its wielder an easy target. Fortunately, the Hemogoblin was finally saved from the heap and had since become one of Medic's most useful weapons.

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Re-arranging the Berserker folder to the top, to reflect how the perks are sorted in the game's perk menu.


[[folder:Berserker]]
* The Road Redeemer is widely considered to be the worst weapon for the Berserker. Simply put, it has the same stats as Katana except its swing is much slower and the damage it deals is also pretty bad. As the final nail in its coffin, the Road Redeemer is put behind a DLC paywall.
[[/folder]]



[[folder:Berserker]]
* The Road Redeemer is widely considered to be the worst weapon for the Berserker. Simply put, it has the same stats as Katana except its swing is much slower and the damage it deals is also pretty bad. As the final nail in its coffin, the Road Redeemer is put behind a DLC paywall.
[[/folder]]

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Changed: 80

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* AR-15 "Varmint", the Commando's starting weapon, pales in comparison to other, more powerful assault rifles - its main disadvantage lies in inability to fire full auto, with only the single and burst fire modes being present. While its not a ''bad'' weapon per se, many Commando players just opt to swap it for a better gun on the late waves.



[[folder:Berserker]]
* The Road Redeemer is widely considered to be the worst weapon for the Berserker. Simply put, it has the same stats as Katana except its swing is much slower and the damage it deals is also pretty bad. As the final nail in its coffin, the Road Redeemer is put behind a DLC paywall.
[[/folder]]



* Before it was buffed enough to fit the other side of the spectrum, the Hemogoblin was a pretty disappointing choice for a Medic. Apart from weighting a whopping ''eight blocks'', it had a pretty mediocre DPS and was more useful for laying debuffs rather than outright killing the Specimens. Its loading animation was also unforgivably slow, making its wielder an easy target. Fortunately, the Hemogoblin was finally saved from the heap and had since become one of Medic's most useful weapons.



* To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using.

to:

* To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using. The bug had been fixed afterwards however, making this a bit leff of a problem.
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None


* The Minigun, a DLC weapon, is considered to be lackluster for a multitude of reasons. It can be of great use when doing SYG objectives with its fast rate of fire, but during normal waves especially on the higher difficulties its issues become apparent. It slows down the Commando and lowers the aim sensitivity when fired, making them easy prey for stalkers and crawlers to sneak up on and makes it suicidal to use against any of the bosses. It also has a rather low mag size of just 90 rounds, which can be increased but at the cost of either faster reload speed (and the default speed for the weapon is sluggish) or loss of extra damage (which on Suicidal and Hell on Earth is considered a must-pick). Finally its weight of 10 KG prohibits any Commando weapons for secondary/backup use except the AR-15 and L85. Ultimately, picking any of the other weapons such as the AK-12, FN FAL, SCAR and [=HMTech=]-401 is more practical for multiplayer matches.
* The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the Masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are of noticeably lower quality compared to everything else in the game, standing out even with the game's already poor standard for DLC weapons with new animations.

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* The Minigun, a DLC weapon, is considered to be lackluster for a multitude of reasons. It can be of great use when doing SYG objectives with its fast rate of fire, but during normal waves especially on the higher difficulties its issues become apparent. It slows down the Commando and lowers the aim sensitivity when fired, making them easy prey for stalkers and crawlers to sneak up on and makes it suicidal to use against any of the bosses. It also has a rather low mag size of just 90 rounds, which can be increased but at the cost of either faster reload speed (and the default speed for the weapon is sluggish) or loss of extra damage (which on Suicidal and Hell on Earth is considered a must-pick). Finally its weight of 10 KG prohibits any Commando weapons for secondary/backup use except the AR-15 and L85. Ultimately, picking any of the other weapons such as the AK-12, FN FAL, SCAR and [=HMTech=]-401 is more practical for multiplayer matches.
matches. 2022's Tidal Terror update took steps to fix it by reducing its massive penalties to movement speed and increasing the speed of reloading, equipping it or putting it away.
* The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the Masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are of noticeably lower quality compared to everything else in the game, standing out even with the game's already poor standard for DLC weapons with new animations. Like the Minigun, the Tidal Terror update worked to try to at least salvage the Masterkey by speeding up its animations and firing speed, while also decreasing its spread somewhat.
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* The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the Masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are noticeably lower quality compared to everything else in the game.

to:

* The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the Masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are of noticeably lower quality compared to everything else in the game.game, standing out even with the game's already poor standard for DLC weapons with new animations.



** What truly made the weapon suffer for a long while was that the explosive attack did less damage than intended, due to a coding mistake. Because of this, it was actually faster to kill Fleshpounds with it if you used up all the ammo in the clip and then smacked it to death instead with the ammo-less alt-fire. It was eventually corrected in the ''Season's Beatings'' update, though its still not quite used to the extent of the Berserker's other weapons like the Zweihander or Bone Crusher.
* The HRG Tommy Boom, a reskinned version of the SWAT and Commando's Tommy Gun ends up as a very mediocre weapon at best in spite of the huge [[RuleOfCool Cool Factor]]. The damage and explosive radius are inconsistant and often have trouble taking out even lowly trash zeds unless upgraded, to say nothing when it comes against the bigger threats. The weapon's mag size is also less than half of the Tommy Gun's, neccesiating frequent reloads. The ultimate nail in the coffin however, is the weight which comes in at 7 KG, meaning it cannot be carried alongside the RPG, thus locking Demolitionist players who take it out from their best late-game weapon. It does have some advantages going for it, namely the cheap price that's typical for a tier 2 weapon, cleaner iron sights in comparision to the Tommy Gun and the ability to pepper an entire area with nukes in Zed Time with use of the ''Destroyer of Worlds'' skill... but in the grand scheme of things, it's more practical to save up for the HRG Kaboomstick, M16 or even sticking with the starting HX-25 grenade pistol for self-defense than to sacrifice the weight needed for the Tommy Boom.

to:

** What truly made the weapon suffer for a long while was that the explosive attack did less damage than intended, due to a coding mistake. Because of this, it was actually faster to kill Fleshpounds with it if you used up all the ammo in the clip and then smacked it to death instead with the ammo-less alt-fire. It was eventually corrected in the ''Season's Beatings'' update, though its it's still not quite used to the extent of the Berserker's other weapons like the Zweihander or Bone Crusher.
* The HRG Tommy Boom, a reskinned version of the SWAT and Commando's Tommy Gun Gun, ends up as a very mediocre weapon at best in spite of the huge [[RuleOfCool Cool Factor]]. cool factor]] granted by a full-auto weapon with explosive bullets. The damage and explosive radius are inconsistant inconsistent and often have trouble taking out even lowly trash zeds unless upgraded, to say nothing when it comes against the bigger threats. The weapon's mag size is also less than half of the Tommy Gun's, neccesiating necessitating frequent reloads. The ultimate nail in the coffin however, is the weight which comes in at 7 KG, meaning it cannot be carried alongside the RPG, thus locking Demolitionist players who take it out from their best late-game weapon. It does have some advantages going for it, namely the cheap price that's typical for a tier 2 weapon, cleaner iron sights in comparision comparison to the Tommy Gun (which, again, is very hard ''not'' to do) and the ability to pepper an entire area with nukes in Zed Time with use of the ''Destroyer of Worlds'' skill... but in the grand scheme of things, it's more practical to save up for the HRG Kaboomstick, M16 or even sticking with the starting HX-25 grenade pistol for self-defense than to sacrifice the weight needed for the Tommy Boom.



* The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil, a slightly faster reload, and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.

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* The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective AbnormalAmmo of the [[KillItWithFire flare shots]] and Spitfire]], [[KillItWithIce ice bullets]].HRG Winterbite]], and DLC [[RecursiveAmmo Rhino]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil, a slightly faster reload, and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.
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Tried out the Mac-10 on SWAT recently again, and it seems the last buffs it got do let it one-shot Crawlers with the Do T now. Still not enough to make it worth using outside of Firebug, but worth mentioning.


** Meanwhile for SWAT, it was at first a supbar choice compared to the P90 and UMP, before being rendered completely useless. It has a low magazine size that's only better than the [=MP7=] and UMP, and because of the way fire damage works[[labelnote:*]]Non-Firebug players are stuck with the default [=DoT=] timer and damage, regardless of level[[/labelnote]], the [=DoT=] aspect is rendered completely useless as it will not kill any full-health trash zed, even at level 25.

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** Meanwhile for SWAT, it was at first a supbar choice compared to the P90 and UMP, before being rendered completely useless. It has a low magazine size that's only better than the [=MP7=] and UMP, and because of the way fire damage works[[labelnote:*]]Non-Firebug players are stuck with the default [=DoT=] timer and damage, regardless of level[[/labelnote]], the [=DoT=] aspect is rendered completely useless nigh-useless as it will not kill any full-health trash zed, anything stronger than a Crawler with one shot, even at level 25.
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Felt this weapon could use an entry here.

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* The HRG Tommy Boom, a reskinned version of the SWAT and Commando's Tommy Gun ends up as a very mediocre weapon at best in spite of the huge [[RuleOfCool Cool Factor]]. The damage and explosive radius are inconsistant and often have trouble taking out even lowly trash zeds unless upgraded, to say nothing when it comes against the bigger threats. The weapon's mag size is also less than half of the Tommy Gun's, neccesiating frequent reloads. The ultimate nail in the coffin however, is the weight which comes in at 7 KG, meaning it cannot be carried alongside the RPG, thus locking Demolitionist players who take it out from their best late-game weapon. It does have some advantages going for it, namely the cheap price that's typical for a tier 2 weapon, cleaner iron sights in comparision to the Tommy Gun and the ability to pepper an entire area with nukes in Zed Time with use of the ''Destroyer of Worlds'' skill... but in the grand scheme of things, it's more practical to save up for the HRG Kaboomstick, M16 or even sticking with the starting HX-25 grenade pistol for self-defense than to sacrifice the weight needed for the Tommy Boom.
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None


* The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are noticeably lower quality compared to everything else in the game.

to:

* The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the masterkey's Masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are noticeably lower quality compared to everything else in the game.



* The Mine Reconstructor is arguably the most clunky and awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is worth their asking price the least, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better [[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].

to:

* The Mine Reconstructor is arguably the most clunky and awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is least worth their asking price the least, price, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better better.[[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].gas.[[/labelnote]]



* The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.

to:

* The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil recoil, a slightly faster reload, and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.



* The Crossbow has been hit by both ends of this trope. When it was first added as an off-perk weapon, it was widely considered overpowered as it could stun Scrakes and Fleshpounds with just one well-placed headshot (or chest core for Fleshpounds), allowing the whole team to easily eliminate them, even when taking into account that it's no longer hitscan unlike the first game. Cue the Bullseye update, which made its stunning capabilities less reliable, and people started to complain it's useless when taking into account its slow fire-rate and projectile attacks, and many people now go straight for the M14 EBR.

to:

* The Crossbow has been hit by both ends of this trope. When it was first added as an off-perk weapon, it was widely considered overpowered as it could stun Scrakes and Fleshpounds with just one well-placed headshot (or chest core for Fleshpounds), allowing the whole team to easily eliminate them, even when taking into account that it's no longer hitscan unlike like it was in the first game. Cue the Bullseye update, which made its stunning capabilities less reliable, and people started to complain it's useless when taking into account its slow fire-rate and projectile attacks, and many people now go straight for the M14 EBR.
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* The Stoner LMG, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, which for the high magazine capacity automatic weapon class, not only inexplicably has lower damage than the Tommy Gun without upgrades, but also a slower reload and is more expensive than Tommy Gun. Generally not to be used except for completing daily challenges.

to:

* The Stoner LMG, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, which for the high as while it does have clearer sights (though [[DamnedByFaintPraise there are very few weapons that don't]]) and a higher magazine capacity automatic weapon class, not only inexplicably than the Tommy Gun, it also has lower damage than the Tommy Gun without upgrades, but fewer opportunities to upgrade given its higher tier (which also exacerbates the damage issue), and a slower reload and is more expensive than Tommy Gun.reload. Generally not to be used except for completing daily challenges.
Is there an issue? Send a MessageReason:
Note seems unnecessary.


* The Mine Reconstructor[[labelnote:*]]A DLC weapon added in the same update as the Minigun[[/labelnote]] is arguably the most clunky and awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is worth their asking price the least, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better [[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].

to:

* The Mine Reconstructor[[labelnote:*]]A DLC weapon added in the same update as the Minigun[[/labelnote]] Reconstructor is arguably the most clunky and awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is worth their asking price the least, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better [[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].
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[[/folder]]

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* ScrappyWeapon:
** The Demolitionist's M79 Grenade Launcher used to be this, as it was often disliked for being underpowered for its cost: it's mostly the same as the RPG (single shot magazine, similar reload time and spare ammunition supply) but lighter and ''much'' weaker -- the explosion was less than one third as powerful and the impact did not do quadruple damage to Scrakes like the RPG's did. Since its price was close enough to the RPG (1100 vs. 1500), players often didn't bother with it unless they're desperately needing both explosives and a different primary weapon. After the Bullseye update however, the M79 was given a buff in damage radius and had moved to the tier 2 slot, reducing its cost to 650 (with the returning M16 with M203 taking the tier 3 slot and its higher price). While it's still not an amazing weapon, players now consider it much more useful for its cost and it can now also be carried alongside the RPG, giving demos both useful boss and trash-clearing capabilities.
** The same applies to the M4 Auto Shotgun, which was a MasterOfNone weapon that had a far smaller fire rate, magazine size, and carrying capacity than the [=AA12=], reloaded as slowly as the starting shotgun, and was too heavy to be a viable off-perk weapon for most classes. The Bullseye update largely fixed this by increasing the ammo capacity and making Support's carry weight go up by one every fifth level, so every Support above level 10 can carry an M4 and [=AA12=] simultaneously. Since the same update slightly nerfed the [=AA12=]'s damage per shot, the M4 is now arguably better for general use.
** The Crossbow has been hit by both ends of this trope. When it was first added as an off-perk weapon, it was widely considered overpowered as it could stun Scrakes and Fleshpounds with just one well-placed headshot (or chest core for Fleshpounds), allowing the whole team to easily eliminate them, even when taking into account that it's no longer hitscan unlike the first game. Cue the Bullseye update, which made its stunning capabilities less reliable, and people started to complain it's useless when taking into account its slow fire-rate and projectile attacks, and many people now go straight for the M14 EBR.
** After being added back into the game, the Husk Cannon was derided for having awful reload speed, fire rate, and for not having a niche in the Firebug's or Demolitionist's arsenal. It didn't do well against hordes (not enough splash damage) or elite Zeds (not enough explosive damage) and for Demo, it has no minimum distance requirement and ''would'' deal heavy damage to the Demo if fired at point blank range. The weapon was usually ignored for much better options, like the Flamethrower, Microwave Gun, Helios Rifle, RPG and M32.
*** The weapon was eventually buffed in the ''Back and Kickin' Brass'' Update, where its damage, radius and incap power when charged up increased, as well as its mag size, in return for a lower amount of reserve ammo and higher ammo costs. The weapon was received much more warmly afterwards.
** The Pulverizer is a crossperk weapon for the Berserker and the Demolitionist. It sucks on both of them, being expensive and low on ammo for a Berserker on the go, and it's especially bad for the Demolitionist who shouldn't be anywhere near melee range in the first place. The ''Neon Nightmares'' update increased its explosive radius and light melee damage, making it more useful for the Berserker, but Demolitionists are still recommended to avoid it.
*** What truly made the weapon suffer for a long while was that the explosive attack did less damage than intended, due to a coding mistake. Because of this, it was actually faster to kill Fleshpounds with it if you used up all the ammo in the clip and then smacked it to death instead with the ammo-less alt-fire. It was eventually corrected in the ''Season's Beatings'' update, though its still not quite used to the extent of the Berserker's other weapons like the Zweihander or Bone Crusher.
** The L85 for Commando was, after one point in 2016, considered a pointless weapon to purchase. Its damage was the same as the AR-15, the starting weapon for the perk and thus took no less bullets to kill zeds, while also costing 650 dosh. While the L85 had its upsides, such as 50% higher mag capacity, full auto instead of burst-fire, a simpler to use holographic sight and more reserve ammo available, most Commandos preferred to keep their AR-15 and go straight for the tier 3 weapons that include the AK-12, MKB and M16. With the Tommy Gun's addition to the game in Christmas of 2018, the L85 ultimately lost much reason to be purchased, as its direct competitor offers an even higher mag size (although the Tommy Gun's sights are worse compared to even the AR-15's iron sights, much less the L85's holographic sight).
*** Eventually the Dystopian Devastation update in 2021 gave it a well-needed buff, reducing its weight to 5 KG and increasing the damage to 32 instead of 30 (at the cost of less ammo on purchase and a higher cost to refill it). Thanks to these changes, the L85 is now a solid full-auto backup weapon to the Commando's high-tier firearms.
** The Stoner LMG for Commando, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, which for the high magazine capacity automatic weapon class, not only inexplicably has lower damage than the Tommy Gun without upgrades, but also a slower reload and is more expensive than Tommy Gun. Generally not to be used except for completing daily challenges.
** The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.
** The MAC-10 has had a rough history with this trope. To summarise:
*** When it was first added in Spring of 2018, it was surprisingly powerful against mid and high level enemies, as its damage [[GoodBadBugs was classified as the "shotgun" type instead of the "SMG" type]]. Coupled with being the Firebug's only ranged weapon that fired hitscan bullets instead of projectiles and its fast rate of fire, it made for a good self-defense weapon and picking off trash zeds at a distance.
*** The ''Treacherous Skies'' update nerfed it by correcting its damage type, causing some to consider it useless. Others argued that it still made for a decent trash-killing weapon that could compliment the Microwave Gun or the later-added Helios Rifle, if worse for mid-level enemies than the cheaper Spitfires.
*** Come the ''Neon Nightmares'' update of 2020 however, and the weapon became completely obsolete, due to the addition of the HRG Incendiary Rifle which did its job better, with higher raw bullet damage and incendiary grenades to lock down chokepoints with groundfire. All for only sacrificing 2 bullets per clip, 2 more blocks of weight and a slightly higher price tag (1200 dosh vs 1100).
*** Eventually it was buffed in the ''Perilous Plunder'' update, where it got a price decrease to 900 dosh and had its damage increased, both in terms of bullet and [=DoT=]. These changes allow it to be a cheaper light-weight alternative to the Incendiary Rifle, giving Firebugs more reasons to use it in their loadout.
*** Meanwhile for SWAT, it was at first a supbar choice compared to the P90 and UMP, before being rendered completely useless. It has a low magazine size that's only better than the [=MP7=] and UMP, and because of the way fire damage works[[labelnote:*]]Non-Firebug players are stuck with the default [=DoT=] timer and damage, regardless of level[[/labelnote]], the [=DoT=] aspect is rendered completely useless as it will not kill any full-health trash zed, even at level 25.
** The Minigun, a DLC weapon for Commando, is considered to be lackluster for a multitude of reasons. It can be of great use when doing SYG objectives with its fast rate of fire, but during normal waves especially on the higher difficulties its issues become apparent. It slows down the Commando and lowers the aim sensitivity when fired, making them easy prey for stalkers and crawlers to sneak up on and makes it suicidal to use against any of the bosses. It also has a rather low mag size of just 90 rounds, which can be increased but at the cost of either faster reload speed (and the default speed for the weapon is sluggish) or loss of extra damage (which on Suicidal and Hell on Earth is considered a must-pick). Finally its weight of 10 KG prohibits any Commando weapons for secondary/backup use except the AR-15 and L85. Ultimately, picking any of the other weapons such as the AK-12, FN FAL, SCAR and [=HMTech=]-401 is more practical for multiplayer matches.
** The Mine Reconstructor[[labelnote:*]]A DLC weapon added in the same update as the Minigun[[/labelnote]] for the Medic is arguably the most clunky and akward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's altfire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is worth their asking price the least, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better [[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].
** To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using.

to:

[[foldercontrol]]

[[folder:Commando]]
* ScrappyWeapon:
** The Demolitionist's M79 Grenade Launcher used to be this, as it was often disliked for being underpowered for its cost: it's mostly the same as the RPG (single shot magazine, similar reload time and spare ammunition supply) but lighter and ''much'' weaker -- the explosion was less than one third as powerful and the impact did not do quadruple damage to Scrakes like the RPG's did. Since its price was close enough to the RPG (1100 vs. 1500), players often didn't bother with it unless they're desperately needing both explosives and a different primary weapon. After the Bullseye update however, the M79 was given a buff in damage radius and had moved to the tier 2 slot, reducing its cost to 650 (with the returning M16 with M203 taking the tier 3 slot and its higher price). While it's still not an amazing weapon, players now consider it much more useful for its cost and it can now also be carried alongside the RPG, giving demos both useful boss and trash-clearing capabilities.
** The same applies to the M4 Auto Shotgun, which was a MasterOfNone weapon that had a far smaller fire rate, magazine size, and carrying capacity than the [=AA12=], reloaded as slowly as the starting shotgun, and was too heavy to be a viable off-perk weapon for most classes. The Bullseye update largely fixed this by increasing the ammo capacity and making Support's carry weight go up by one every fifth level, so every Support above level 10 can carry an M4 and [=AA12=] simultaneously. Since the same update slightly nerfed the [=AA12=]'s damage per shot, the M4 is now arguably better for general use.
** The Crossbow has been hit by both ends of this trope. When it was first added as an off-perk weapon, it was widely considered overpowered as it could stun Scrakes and Fleshpounds with just one well-placed headshot (or chest core for Fleshpounds), allowing the whole team to easily eliminate them, even when taking into account that it's no longer hitscan unlike the first game. Cue the Bullseye update, which made its stunning capabilities less reliable, and people started to complain it's useless when taking into account its slow fire-rate and projectile attacks, and many people now go straight for the M14 EBR.
** After being added back into the game, the Husk Cannon was derided for having awful reload speed, fire rate, and for not having a niche in the Firebug's or Demolitionist's arsenal. It didn't do well against hordes (not enough splash damage) or elite Zeds (not enough explosive damage) and for Demo, it has no minimum distance requirement and ''would'' deal heavy damage to the Demo if fired at point blank range. The weapon was usually ignored for much better options, like the Flamethrower, Microwave Gun, Helios Rifle, RPG and M32.
*** The weapon was eventually buffed in the ''Back and Kickin' Brass'' Update, where its damage, radius and incap power when charged up increased, as well as its mag size, in return for a lower amount of reserve ammo and higher ammo costs. The weapon was received much more warmly afterwards.
** The Pulverizer is a crossperk weapon for the Berserker and the Demolitionist. It sucks on both of them, being expensive and low on ammo for a Berserker on the go, and it's especially bad for the Demolitionist who shouldn't be anywhere near melee range in the first place. The ''Neon Nightmares'' update increased its explosive radius and light melee damage, making it more useful for the Berserker, but Demolitionists are still recommended to avoid it.
*** What truly made the weapon suffer for a long while was that the explosive attack did less damage than intended, due to a coding mistake. Because of this, it was actually faster to kill Fleshpounds with it if you used up all the ammo in the clip and then smacked it to death instead with the ammo-less alt-fire. It was eventually corrected in the ''Season's Beatings'' update, though its still not quite used to the extent of the Berserker's other weapons like the Zweihander or Bone Crusher.
**
The L85 for Commando was, after one point in 2016, considered a pointless weapon to purchase. Its damage was the same as the AR-15, the starting weapon for the perk and thus took no less bullets to kill zeds, while also costing 650 dosh. While the L85 had its upsides, such as 50% higher mag capacity, full auto instead of burst-fire, a simpler to use holographic sight and more reserve ammo available, most Commandos preferred to keep their AR-15 and go straight for the tier 3 weapons that include the AK-12, MKB and M16. With the Tommy Gun's addition to the game in Christmas of 2018, the L85 ultimately lost much reason to be purchased, as its direct competitor offers an even higher mag size (although the Tommy Gun's sights are worse compared to even the AR-15's iron sights, much less the L85's holographic sight).
*** ** Eventually the Dystopian Devastation update in 2021 gave it a well-needed buff, reducing its weight to 5 KG and increasing the damage to 32 instead of 30 (at the cost of less ammo on purchase and a higher cost to refill it). Thanks to these changes, the L85 is now a solid full-auto backup weapon to the Commando's high-tier firearms.
** * The Stoner LMG for Commando, LMG, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, which for the high magazine capacity automatic weapon class, not only inexplicably has lower damage than the Tommy Gun without upgrades, but also a slower reload and is more expensive than Tommy Gun. Generally not to be used except for completing daily challenges.
** The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.
** The MAC-10 has had a rough history with this trope. To summarise:
*** When it was first added in Spring of 2018, it was surprisingly powerful against mid and high level enemies, as its damage [[GoodBadBugs was classified as the "shotgun" type instead of the "SMG" type]]. Coupled with being the Firebug's only ranged weapon that fired hitscan bullets instead of projectiles and its fast rate of fire, it made for a good self-defense weapon and picking off trash zeds at a distance.
*** The ''Treacherous Skies'' update nerfed it by correcting its damage type, causing some to consider it useless. Others argued that it still made for a decent trash-killing weapon that could compliment the Microwave Gun or the later-added Helios Rifle, if worse for mid-level enemies than the cheaper Spitfires.
*** Come the ''Neon Nightmares'' update of 2020 however, and the weapon became completely obsolete, due to the addition of the HRG Incendiary Rifle which did its job better, with higher raw bullet damage and incendiary grenades to lock down chokepoints with groundfire. All for only sacrificing 2 bullets per clip, 2 more blocks of weight and a slightly higher price tag (1200 dosh vs 1100).
*** Eventually it was buffed in the ''Perilous Plunder'' update, where it got a price decrease to 900 dosh and had its damage increased, both in terms of bullet and [=DoT=]. These changes allow it to be a cheaper light-weight alternative to the Incendiary Rifle, giving Firebugs more reasons to use it in their loadout.
*** Meanwhile for SWAT, it was at first a supbar choice compared to the P90 and UMP, before being rendered completely useless. It has a low magazine size that's only better than the [=MP7=] and UMP, and because of the way fire damage works[[labelnote:*]]Non-Firebug players are stuck with the default [=DoT=] timer and damage, regardless of level[[/labelnote]], the [=DoT=] aspect is rendered completely useless as it will not kill any full-health trash zed, even at level 25.
**
* The Minigun, a DLC weapon for Commando, weapon, is considered to be lackluster for a multitude of reasons. It can be of great use when doing SYG objectives with its fast rate of fire, but during normal waves especially on the higher difficulties its issues become apparent. It slows down the Commando and lowers the aim sensitivity when fired, making them easy prey for stalkers and crawlers to sneak up on and makes it suicidal to use against any of the bosses. It also has a rather low mag size of just 90 rounds, which can be increased but at the cost of either faster reload speed (and the default speed for the weapon is sluggish) or loss of extra damage (which on Suicidal and Hell on Earth is considered a must-pick). Finally its weight of 10 KG prohibits any Commando weapons for secondary/backup use except the AR-15 and L85. Ultimately, picking any of the other weapons such as the AK-12, FN FAL, SCAR and [=HMTech=]-401 is more practical for multiplayer matches.
** * The FAMAS Masterkey is hated for only being able to fire in bursts, as opposed to controlled semi/full auto for other Commando weapons. That alone wouldn't be bad if its shotgun made up for that. Unfortunately, the masterkey's fire rate is far too slow to be of any use. Not helping is that the weapon itself is ugly as sin and its animations are noticeably lower quality compared to everything else in the game.
[[folder:Support]]
* The M4 Auto Shotgun was a MasterOfNone weapon that had a far smaller fire rate, magazine size, and carrying capacity than the [=AA12=], reloaded as slowly as the starting shotgun, and was too heavy to be a viable off-perk weapon for most classes. The Bullseye update largely fixed this by increasing the ammo capacity and making Support's carry weight go up by one every fifth level, so every Support above level 10 can carry an M4 and [=AA12=] simultaneously. Since the same update slightly nerfed the [=AA12=]'s damage per shot, the M4 is now arguably better for general use.
[[/folder]]
[[folder:Field Medic]]
*
The Mine Reconstructor[[labelnote:*]]A DLC weapon added in the same update as the Minigun[[/labelnote]] for the Medic is arguably the most clunky and akward awkward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's altfire.alt-fire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is worth their asking price the least, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better [[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].
[[/folder]]
[[folder:Demolitionist]]
* The M79 Grenade Launcher used to be this, as it was often disliked for being underpowered for its cost: it's mostly the same as the RPG (single shot magazine, similar reload time and spare ammunition supply) but lighter and ''much'' weaker -- the explosion was less than one third as powerful and the impact did not do quadruple damage to Scrakes like the RPG's did. Since its price was close enough to the RPG (1100 vs. 1500), players often didn't bother with it unless they're desperately needing both explosives and a different primary weapon. After the Bullseye update however, the M79 was given a buff in damage radius and had moved to the tier 2 slot, reducing its cost to 650 (with the returning M16 with M203 taking the tier 3 slot and its higher price). While it's still not an amazing weapon, players now consider it much more useful for its cost and it can now also be carried alongside the RPG, giving demos both useful boss and trash-clearing capabilities.
* The Pulverizer is a crossperk weapon for the Berserker and the Demolitionist. It sucks on both of them, being expensive and low on ammo for a Berserker on the go, and it's especially bad for the Demolitionist who shouldn't be anywhere near melee range in the first place. The ''Neon Nightmares'' update increased its explosive radius and light melee damage, making it more useful for the Berserker, but Demolitionists are still recommended to avoid it.
** What truly made the weapon suffer for a long while was that the explosive attack did less damage than intended, due to a coding mistake. Because of this, it was actually faster to kill Fleshpounds with it if you used up all the ammo in the clip and then smacked it to death instead with the ammo-less alt-fire. It was eventually corrected in the ''Season's Beatings'' update, though its still not quite used to the extent of the Berserker's other weapons like the Zweihander or Bone Crusher.
[[/folder]]
[[folder:Firebug]]
* After being added back into the game, the Husk Cannon was derided for having awful reload speed, fire rate, and for not having a niche in the Firebug's or Demolitionist's arsenal. It didn't do well against hordes (not enough splash damage) or elite Zeds (not enough explosive damage) and for Demo, it has no minimum distance requirement and ''would'' deal heavy damage to the Demo if fired at point blank range. The weapon was usually ignored for much better options, like the Flamethrower, Microwave Gun, Helios Rifle, RPG and M32.
** The weapon was eventually buffed in the ''Back and Kickin' Brass'' Update, where its damage, radius and incap power when charged up increased, as well as its mag size, in return for a lower amount of reserve ammo and higher ammo costs. The weapon was received much more warmly afterwards.
* The MAC-10 has had a rough history with this trope. To summarise:
** When it was first added in Spring of 2018, it was surprisingly powerful against mid and high level enemies, as its damage [[GoodBadBugs was classified as the "shotgun" type instead of the "SMG" type]]. Coupled with being the Firebug's only ranged weapon that fired hitscan bullets instead of projectiles and its fast rate of fire, it made for a good self-defense weapon and picking off trash zeds at a distance.
** The ''Treacherous Skies'' update nerfed it by correcting its damage type, causing some to consider it useless. Others argued that it still made for a decent trash-killing weapon that could compliment the Microwave Gun or the later-added Helios Rifle, if worse for mid-level enemies than the cheaper Spitfires.
** Come the ''Neon Nightmares'' update of 2020 however, and the weapon became completely obsolete, due to the addition of the HRG Incendiary Rifle which did its job better, with higher raw bullet damage and incendiary grenades to lock down chokepoints with groundfire. All for only sacrificing 2 bullets per clip, 2 more blocks of weight and a slightly higher price tag (1200 dosh vs 1100).
** Eventually it was buffed in the ''Perilous Plunder'' update, where it got a price decrease to 900 dosh and had its damage increased, both in terms of bullet and [=DoT=]. These changes allow it to be a cheaper light-weight alternative to the Incendiary Rifle, giving Firebugs more reasons to use it in their loadout.
** Meanwhile for SWAT, it was at first a supbar choice compared to the P90 and UMP, before being rendered completely useless. It has a low magazine size that's only better than the [=MP7=] and UMP, and because of the way fire damage works[[labelnote:*]]Non-Firebug players are stuck with the default [=DoT=] timer and damage, regardless of level[[/labelnote]], the [=DoT=] aspect is rendered completely useless as it will not kill any full-health trash zed, even at level 25.
[[/folder]]
[[folder:Gunslinger]]
* The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.
[[/folder]]
[[folder:Sharpshooter]]
* The Crossbow has been hit by both ends of this trope. When it was first added as an off-perk weapon, it was widely considered overpowered as it could stun Scrakes and Fleshpounds with just one well-placed headshot (or chest core for Fleshpounds), allowing the whole team to easily eliminate them, even when taking into account that it's no longer hitscan unlike the first game. Cue the Bullseye update, which made its stunning capabilities less reliable, and people started to complain it's useless when taking into account its slow fire-rate and projectile attacks, and many people now go straight for the M14 EBR.
[[/folder]]
[[folder:SWAT]]
*
To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using.using.
[[/folder]]
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* ScrappyWeapon:
** The Demolitionist's M79 Grenade Launcher used to be this, as it was often disliked for being underpowered for its cost: it's mostly the same as the RPG (single shot magazine, similar reload time and spare ammunition supply) but lighter and ''much'' weaker -- the explosion was less than one third as powerful and the impact did not do quadruple damage to Scrakes like the RPG's did. Since its price was close enough to the RPG (1100 vs. 1500), players often didn't bother with it unless they're desperately needing both explosives and a different primary weapon. After the Bullseye update however, the M79 was given a buff in damage radius and had moved to the tier 2 slot, reducing its cost to 650 (with the returning M16 with M203 taking the tier 3 slot and its higher price). While it's still not an amazing weapon, players now consider it much more useful for its cost and it can now also be carried alongside the RPG, giving demos both useful boss and trash-clearing capabilities.
** The same applies to the M4 Auto Shotgun, which was a MasterOfNone weapon that had a far smaller fire rate, magazine size, and carrying capacity than the [=AA12=], reloaded as slowly as the starting shotgun, and was too heavy to be a viable off-perk weapon for most classes. The Bullseye update largely fixed this by increasing the ammo capacity and making Support's carry weight go up by one every fifth level, so every Support above level 10 can carry an M4 and [=AA12=] simultaneously. Since the same update slightly nerfed the [=AA12=]'s damage per shot, the M4 is now arguably better for general use.
** The Crossbow has been hit by both ends of this trope. When it was first added as an off-perk weapon, it was widely considered overpowered as it could stun Scrakes and Fleshpounds with just one well-placed headshot (or chest core for Fleshpounds), allowing the whole team to easily eliminate them, even when taking into account that it's no longer hitscan unlike the first game. Cue the Bullseye update, which made its stunning capabilities less reliable, and people started to complain it's useless when taking into account its slow fire-rate and projectile attacks, and many people now go straight for the M14 EBR.
** After being added back into the game, the Husk Cannon was derided for having awful reload speed, fire rate, and for not having a niche in the Firebug's or Demolitionist's arsenal. It didn't do well against hordes (not enough splash damage) or elite Zeds (not enough explosive damage) and for Demo, it has no minimum distance requirement and ''would'' deal heavy damage to the Demo if fired at point blank range. The weapon was usually ignored for much better options, like the Flamethrower, Microwave Gun, Helios Rifle, RPG and M32.
*** The weapon was eventually buffed in the ''Back and Kickin' Brass'' Update, where its damage, radius and incap power when charged up increased, as well as its mag size, in return for a lower amount of reserve ammo and higher ammo costs. The weapon was received much more warmly afterwards.
** The Pulverizer is a crossperk weapon for the Berserker and the Demolitionist. It sucks on both of them, being expensive and low on ammo for a Berserker on the go, and it's especially bad for the Demolitionist who shouldn't be anywhere near melee range in the first place. The ''Neon Nightmares'' update increased its explosive radius and light melee damage, making it more useful for the Berserker, but Demolitionists are still recommended to avoid it.
*** What truly made the weapon suffer for a long while was that the explosive attack did less damage than intended, due to a coding mistake. Because of this, it was actually faster to kill Fleshpounds with it if you used up all the ammo in the clip and then smacked it to death instead with the ammo-less alt-fire. It was eventually corrected in the ''Season's Beatings'' update, though its still not quite used to the extent of the Berserker's other weapons like the Zweihander or Bone Crusher.
** The L85 for Commando was, after one point in 2016, considered a pointless weapon to purchase. Its damage was the same as the AR-15, the starting weapon for the perk and thus took no less bullets to kill zeds, while also costing 650 dosh. While the L85 had its upsides, such as 50% higher mag capacity, full auto instead of burst-fire, a simpler to use holographic sight and more reserve ammo available, most Commandos preferred to keep their AR-15 and go straight for the tier 3 weapons that include the AK-12, MKB and M16. With the Tommy Gun's addition to the game in Christmas of 2018, the L85 ultimately lost much reason to be purchased, as its direct competitor offers an even higher mag size (although the Tommy Gun's sights are worse compared to even the AR-15's iron sights, much less the L85's holographic sight).
*** Eventually the Dystopian Devastation update in 2021 gave it a well-needed buff, reducing its weight to 5 KG and increasing the damage to 32 instead of 30 (at the cost of less ammo on purchase and a higher cost to refill it). Thanks to these changes, the L85 is now a solid full-auto backup weapon to the Commando's high-tier firearms.
** The Stoner LMG for Commando, especially after the ability to upgrade weapons was introduced. Upgrading the Tommy Gun is preferable to using the Stoner LMG, which for the high magazine capacity automatic weapon class, not only inexplicably has lower damage than the Tommy Gun without upgrades, but also a slower reload and is more expensive than Tommy Gun. Generally not to be used except for completing daily challenges.
** The 1858 revolvers, the Gunslinger's starting weapons. They're not ''terrible'', doing twice the damage of the 9mm, but they're still considered the worst of the starting weapons, having the slowest reload among the handguns and an extremely low capacity (even [[GunsAkimbo spawning with two]] gives you less ammo at once than the 9mm) without the benefits other revolvers get like the .500 Magnum's extreme power boost (dealing three times as much damage as the 1858s) or the Spitfire and HRG Winterbite's respective [[KillItWithFire flare shots]] and [[KillItWithIce ice bullets]]. They were somewhat rescued with the update that lets you upgrade weapons, since, being tier-1 weapons, they are extremely upgradeable - so much so that they had to be nerfed in a later update, since before that point they could be upgraded to deal almost as much damage as the .500 Magnum revolver with much less recoil and a slightly higher capacity actually giving it higher damage-per-second. Even after the nerf they're still good when fully upgraded, though the high cost required for it means you're just as well dropping them for the 1911, which still deals almost as much damage when fully upgraded in return for clearer sights and a much faster reload.
** The MAC-10 has had a rough history with this trope. To summarise:
*** When it was first added in Spring of 2018, it was surprisingly powerful against mid and high level enemies, as its damage [[GoodBadBugs was classified as the "shotgun" type instead of the "SMG" type]]. Coupled with being the Firebug's only ranged weapon that fired hitscan bullets instead of projectiles and its fast rate of fire, it made for a good self-defense weapon and picking off trash zeds at a distance.
*** The ''Treacherous Skies'' update nerfed it by correcting its damage type, causing some to consider it useless. Others argued that it still made for a decent trash-killing weapon that could compliment the Microwave Gun or the later-added Helios Rifle, if worse for mid-level enemies than the cheaper Spitfires.
*** Come the ''Neon Nightmares'' update of 2020 however, and the weapon became completely obsolete, due to the addition of the HRG Incendiary Rifle which did its job better, with higher raw bullet damage and incendiary grenades to lock down chokepoints with groundfire. All for only sacrificing 2 bullets per clip, 2 more blocks of weight and a slightly higher price tag (1200 dosh vs 1100).
*** Eventually it was buffed in the ''Perilous Plunder'' update, where it got a price decrease to 900 dosh and had its damage increased, both in terms of bullet and [=DoT=]. These changes allow it to be a cheaper light-weight alternative to the Incendiary Rifle, giving Firebugs more reasons to use it in their loadout.
*** Meanwhile for SWAT, it was at first a supbar choice compared to the P90 and UMP, before being rendered completely useless. It has a low magazine size that's only better than the [=MP7=] and UMP, and because of the way fire damage works[[labelnote:*]]Non-Firebug players are stuck with the default [=DoT=] timer and damage, regardless of level[[/labelnote]], the [=DoT=] aspect is rendered completely useless as it will not kill any full-health trash zed, even at level 25.
** The Minigun, a DLC weapon for Commando, is considered to be lackluster for a multitude of reasons. It can be of great use when doing SYG objectives with its fast rate of fire, but during normal waves especially on the higher difficulties its issues become apparent. It slows down the Commando and lowers the aim sensitivity when fired, making them easy prey for stalkers and crawlers to sneak up on and makes it suicidal to use against any of the bosses. It also has a rather low mag size of just 90 rounds, which can be increased but at the cost of either faster reload speed (and the default speed for the weapon is sluggish) or loss of extra damage (which on Suicidal and Hell on Earth is considered a must-pick). Finally its weight of 10 KG prohibits any Commando weapons for secondary/backup use except the AR-15 and L85. Ultimately, picking any of the other weapons such as the AK-12, FN FAL, SCAR and [=HMTech=]-401 is more practical for multiplayer matches.
** The Mine Reconstructor[[labelnote:*]]A DLC weapon added in the same update as the Minigun[[/labelnote]] for the Medic is arguably the most clunky and akward weapon to use in the game. It shoots out mines that can be charged up, that poisons zeds and heal any players when they explode, which is done either on contact with a Zed or with the weapon's altfire. This sounds good on paper, but in practice the damage and healing from the mines are very minor at their base charge. And while they can be charged up for more damage and size, the weapon's clip size only allows for two fully charged mines before needing a lengthy reload. The mines also do not heal the player using it upon explosion and it also lacks the healing darts of the Medic's other weapons (save for the 501 AR), meaning constant swapping to another firearm will be needed when you need to get off a heal quickly. It can be of good use if the team is holding their ground, as the Medic can place mines on one chokepoint and then focus on another, but this still requires constant checking and re-applying mines as needed. If you ask players which DLC weapon they think is worth their asking price the least, the Mine Reconstructor will likely be their answer. Even later buffs in the 2021 ''Day of the Zed'' update did little to change its perception in the playerbase, not helped by the addition of the Corrupter Carbine, a DLC weapon considered to do the Mine Reconstructor's job much better [[labelnote:*]]The Corrupter Carbine can shoot a green seed that attaches to zeds, and if the target is killed before the seed expires, it explodes and releases healing gas from its position[[/labelnote]].
** To a far lesser degree than many of the others, the [=MP7=] when off-perk - such as picking one up off the ground and holding onto it to sell at the end of the wave - is considered an annoyance, not because of any deficiencies in the weapon itself but because it has ridiculously high priority in the primary weapon slot: not only does it get to the top of the slot over any other tier-1 weapon, but even several second- and third-tier weapons go below it for no reason, which just makes it annoying to have to press the button to select your primary weapon twice to select the weapon you're actually using.

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