Experimental weapons are enhanced weapons with increased based stats compared to their 5-crown counterparts that include a special ability.
Contents
- 1 Experimental Weapons (Unfinished List)
- 1.1 Experimental Klaucke 17
- 1.2 Experimental AG 4
- 1.3 Experimental Pvg 90
- 1.4 Experimental 12 Gauge Pump-Action
- 1.5 Experimental Grg m/49
- 1.6 Experimental M46 "Kpist" SMG
- 1.7 Experimental KVM 89
- 1.8 Experimental KVM 59
- 1.9 Experimental .44 Magnus
- 1.10 Experimental Algstudsare Hunting Rifle
- 1.11 Experimental Sledgehammer
- 1.12 These weapons do not have experimental variant yet
- 2 Experimental Ammunition
- 2.1 .32 ACP Experimental Ammo Types
- 2.2 .44 Experimental Ammo Types
- 2.3 9mm (Handgun) Experimental Ammo Types
- 2.4 9mm (SMG) Experimental Ammo Types
- 2.5 5.56mm Experimental Ammo Types
- 2.6 7.62mm Experimental Ammo Types
- 2.7 .243 Experimental Ammo Types
- 2.8 .270 Experimental Ammo Types
- 2.9 .50 BMG Experimental Ammo Types
- 2.10 12 Gauge Experimental Ammo Types
- 2.11 m/49 Experimental Ammo Types
- 3 How to Obtain Experimental Weapons
- 3.1 Quick Overview:
- 3.1.1 Obtaining Experimental Weapons via The Reaper
- 3.1.2 Gaining Experimental Weapons via Killing Rivals
- 3.1.3 Gaining Experimental Weapons via Control Points AND Base Defense
- 3.1 Quick Overview:
Experimental Weapons (Unfinished List)[]
Experimental Klaucke 17[]
Ability: Chance to cause a small EMP explosion when shooting machine components.
Firing Modes: Semi-Auto
Available Attachments: Extended Magazines, Pistol Silencers
Additional Information: The EMP explosion has a very small chance of triggering and it only triggers when hitting machine components. Thus Making it an unreliable EMP weapon.
Experimental AG 4[]
Ability: Sets components on fire using heated bullets.
Firing Modes: Semi-Auto, Full-Auto
Available Attachments: Extended Magazines, Red Dot Sights, 1-4x Rifle Scope, 4-8x Rifle Scope (Tested: Confirmed), Assault Rifle Silencer/Extended Barrel
Experimental Pvg 90[]
Ability: Increased muzzle velocity and penetration. Penetration can hit multiple components on a single target.
Firing Modes: Semi-Auto
Available Attachments: Extended Magazine, 6-12x Scope, 8-16x Scope, All available vision modules (IR, OPV, NV)
Additional Information: Enemy component positional knowledge is best utilized with this weapon.
Experimental 12 Gauge Pump-Action[]
Ability: Fires Flechette rounds that embed and explode shortly after impact.
Firing Modes: Pump
Available Attachments: Red Dot scope, 1-4x Shotgun Scope, Shotgun Choke, Shotgun Suppressor
Additional Information: Birdshot ammunition increases the range and quantity of projectiles.
Experimental Grg m/49[]
Ability: Loads and fires two rockets in the same burst with one trigger pull.
Firing Modes: Burst
Available Attachments: N/A
Experimental M46 "Kpist" SMG[]
Ability: Has an additional firing mode, "Overdrive"
Firing Modes: Overdrive, Full-Auto
Available Attachments: Extended Magazine, Red Dot Sight, Submachine Gun Compensator/Suppressor/Barrel Extension
Additional Information: Its better to switch off Overdrive mode when enemies are engaging from a long distance giving improved recoil control and allowing more shots to land. And switch back to Overdrive when enemies get close enough for its increased fire-rate to hit more often than it misses.
Experimental KVM 89[]
Ability: Becomes more accurate, gains more stability, and does more damage as it heats up. Can overheat.
Firing Modes: Full-Auto
Available Attachments: Extended Magazine, Machine Gun Compensator/Suppressor
Additional Information: Try to keep this weapon in the red heat range to maximize its damage output, tapping the trigger to keep it from cooling too much, but not holding it so that it overheats. If it overheats it takes a good amount of time to cool, leaving you extremely vulnerable in the middle of battle.
Experimental KVM 59[]
Ability: Chain lightning: adds a random chance of triggering a chain lightning effect that also damages nearby enemies. Also has a chance of tricking the user if standing too close to the target.
Firing Modes: Full-Auto
Available Attachments: Extended Magazine, Red Dot Sight, Machine Gun Compensator/Suppressor
Experimental .44 Magnus[]
Ability: Shrapnel Shot: This gun fires unstable projectiles that penetrate targets and materials. As the projectile exits it shatters into a blast of deadly shrapnel.
Firing Modes: Semi-Auto
Available Attachments: 2-4x Handgun Scope, Handgun Compensator, Handgun Silencer, All Vision Modules (IR, OPV, NV)
Addition Information: Rounds fired from this weapon penetrate through surfaces and will only burst into shrapnel upon passing through a penetrated surface. The shrapnel will burst outward on the other side of the surface like a shotgun blast. Will burst out of machines as well. Line up machines behind your target to damage them in collateral.
Experimental Algstudsare Hunting Rifle[]
Ability: The longer the bullet travels, the more damage it does.
Firing Modes: Bolt-Action
Available Attachments: Rifle Suppressor
Additional Information: On the Iron sights, the ticks (from top to bottom) are used for 30 meters, 60 meters, 90 meters, and 120 meters. Supposed max range is 300 meters.
Experimental Sledgehammer[]
Ability: Shocks enemies, and causes an EMP explosion on a fully charged hit.
Firing Mode: N/A
Available Attachments: N/A
Additional Information: The Experimental Sledgehammer only drops from the Reaper itself.
These weapons do not have experimental variant yet[]
- Brännboll Bat
- Resistance Pitchfork
- Möller PP
- N9 Handgun
- Volkov Handgun
- Sjöqvist Semi-Auto
- HP5
- COM-10
- Vosa vz. 68
- Meusser Hunting Rifle
- Kotenok Sniper Rifle
- S21
- Vintovka 1891
- AI-76
- Automatgevär 5
- N16
- AT-WAD assault rifle
- N60 Machine gun
- PM-71
- G79 Grenade Launcher
- RLG-7 Rocket Launcher
- Resistance Flamethrower
- Resistance Heavy Bow
Experimental Ammunition[]
Experimental Ammunition cannot be collected from enemies anymore, and can only be crafted. More description on Ammo types will be added eventually.
.32 ACP Experimental Ammo Types[]
- 32. ACP Medical Ammo - This ammunition type deals no damage to machines. And has a radial effect to heal allies close to the point of impact. Great for healing support. (Does not repair the machine companion.)
- 32. ACP Radioactive Ammo - Radioactive rounds that disable visual feed on machines. Firing these rounds irradiates the user dealing damage over time. Use responsibly.
.44 Experimental Ammo Types[]
- .44 Explosive Ammo - Fires ammunition that can be shot onto surfaces to plant a small proximity charge with good stumble power. Can also be shot directly at targets but has small chance to cause secondary explosion that deals more damage than surface fired proximity charges.
- .44 Tar Ammo - Subsequent shots compound a slow effect on target, but can also risk setting the user of said ammunition on fire.
9mm (Handgun) Experimental Ammo Types[]
- 9mm Shock Ammo - Fire two rounds at different bots and have electricity become chained between them. Can also be used to lay down electrical tesla traps by firing them onto surfaces. (Note: You can hurt yourself by running into the tesla arcs between placements! Do not run into them!)
- 9mm HEAT Ammo - Does significant damage to components, but does far less damage to non-components, and does no damage to armor.
9mm (SMG) Experimental Ammo Types[]
- 9mm Corrosive Ammo - Does significant damage to armor plates, but deals heavily reduced damage to components.
- 9mm Explosive Ammo - Fires ammunition that can be shot onto surfaces to plant a small proximity charge with good stumble power. Can also be shot directly at targets but has small chance to cause secondary explosion that deals more damage than surface fired proximity charges.
5.56mm Experimental Ammo Types[]
- 5.56mm Corrosive Ammo - Does significant damage to armor plates, but deals heavily reduced damage to components.
- 5.56mm HEAT Ammo - Does significant damage to components, but does far less damage to non-components, and does no damage to armor.
7.62mm Experimental Ammo Types[]
- 7.62mm Tar Ammo - Subsequent shots compound a slow effect on target, but can also risk setting the user of said ammunition on fire.
- 7.62mm Shock Ammo - Fire two rounds at different bots and have electricity become chained between them. Can also be used to lay down electrical tesla traps by firing them onto surfaces. (Note: You can hurt yourself by running into the tesla arcs between placements! Do not run into them!)
.243 Experimental Ammo Types[]
- .243 HEAT Ammo - Does significant damage to components, but does far less damage to non-components, and does no damage to armor.
- .243 Explosive Ammo - Fires ammunition that can be shot onto surfaces to plant a small proximity charge with good stumble power. Can also be shot directly at targets but has small chance to cause secondary explosion that deals more damage than surface fired proximity charges.
.270 Experimental Ammo Types[]
- .270 Shock Ammo - Fire two rounds at different bots and have electricity become chained between them. Can also be used to lay down electrical tesla traps by firing them onto surfaces. (Note: You can hurt yourself by running into the tesla arcs between placements! Do not run into them!)
- .270 Medical Ammo - This ammunition type deals no damage to machines. Has a radial effect to heal allies close to the point of impact. Great for healing support. (Does not repair the machine companion.)
.50 BMG Experimental Ammo Types[]
- .50 BMG Explosive Ammo - Fires ammunition that can be shot onto surfaces to plant a small proximity charge with good stumble power. Can also be shot directly at targets but has small chance to cause secondary explosion that deals more damage than surface fired proximity charges.
- .50 BMG Medical Ammo - This ammunition type deals no damage to machines. Has a radial effect to heal allies close to the point of impact. Great for healing support. (Does not repair the machine companion.)
12 Gauge Experimental Ammo Types[]
- 12G Slug Corrosive Ammo - Does significant damage to armor plates, but deals heavily reduced damage to components.
- 12G Slug Medical Ammo - This ammunition type deals no damage to machines. Has a radial effect to heal allies close to the point of impact. Great for healing support. (Does not repair the machine companion.)
m/49 Experimental Ammo Types[]
- Highly-Radioactive Dual-Purpose Rounds - Radioactive rounds that disable visual feed on machines. Firing these rounds irradiates the user dealing damage over time. Use responsibly.
- Highly-Corrosive Dual-Purpose Rounds - Does significant damage to armor plates, but deals heavily reduced damage to components.
How to Obtain Experimental Weapons[]
Quick Overview:[]
Experimental weapons can be obtained a few different ways. They can be given by killing the Reaper, Generation Zero's only boss, killing Rivals, completing Base Assault missions at hostile controlled Control Points, and Base Defense missions at Control Points you own.
Obtaining Experimental Weapons via The Reaper[]
To get experimental weapons from the Reaper, you first need to get it to spawn. To spawn a Reaper, you must obtain FNIX Coordinate Data by killing non-Soviet rivals. Once you have 200 data, go to a Level 3 FNIX base and look for a hatch (hatches are highlighted when you destroy all the shield generators, and can only be accessed after destroying the generators). You can then go inside and access the Terminal and spawn a Reaper with the Coordinate Data.
Another thing to consider with the Reaper is that an experimental weapon isn't always guaranteed, Although the chances are significantly higher than using the method of killing rivals.
Gaining Experimental Weapons via Killing Rivals[]
Experimental weapons have a chance to drop from killing a Rival. It's best to target level 4 Rivals since they have a higher chance of dropping an experimental weapon. If you wish to level a Rival up before killing it to improve your chances, hunt and kill any machines in the region your Rival belongs to. This levels Rivals up. If you are trying to farm Reapers, it's a good idea to only kill Rivals in a region with a low threat level, or a region that you don't intend to use for trying to spawn a Reaper. A note, It is possible to collect an experimental weapon from a level 1 rival, but highly unlikely.
But before you can collect Experimental weapons, you have to be Player Level 25.
Gaining Experimental Weapons via Control Points AND Base Defense[]
These are pretty easy. Simply take over the control point and hope for an experimental. Same with base defense, complete the assignment, and hope that you get your weapon. If you do get an experimental weapon, it will be automatically allocated into your characters inventory. (Note: It is widely believed Experimental Weaponry drops at its greatest possible chance when doing base defense missions.)