Weapon Guide Standoff 2
In the guide, we talk about all the weapons in Standoff 2: including features and differences, as well as how to use them.
A lot of time has passed since the release of Standoff 2, which the developers from Axlebolt spent on significantly expanding the gaming arsenal. To obtain a tactical advantage in each situation, you need to know all the characteristics of the weapon used, as well as its differences from other analogues, so below we will take a closer look at all types of weapons in the Standoff 2 mobile game.
Contents:
Pistols Standoff 2
In addition to the start of the game, they are most often used in economic rounds for further accumulation of funds for useful weapons.
G22
Standard pistol available only to the attacking side. The weapon is equipped with a capacious magazine, and a high rate of fire makes it easy to get rid of several opponents.
Key Features:
- Armor Penetration: 47%.
- Rate of fire: medium.
- Recoil: low.
- Cost: $ 200.
- Kill reward: $200.
- Movement Speed: 245
- Number of rounds: 20/120 .
Damage:
- To the head without a helmet: 129.
- To the head with a helmet: 71.
- In the body without protection: 38.
- To the body with protection: 21.
- Unprotected hands: 24.
- Defense hands: 14.
- Unprotected legs: 23.
- In legs with protection: 13.
USP
An accurate pistol that is used only by special forces. Available in every round. When using this weapon, it is necessary to aim strictly at the head and fire one round with a slight delay.
Key Features:
- Armor Penetration: 55%.
- Rate of fire: high.
- Recoil: low.
- Cost: $ 200.
- Kill reward: $200.
- Movement Speed: 242
- Number of rounds: 12/36.
DAMAGE:
- To the head without a helmet: 130.
- To the head with a helmet: 69.
- In the body without protection: 37.
- To the body with protection: 20.
- Unprotected hands: 30.
- Defense hands: 16.
- Unprotected legs: 22.
- In legs with protection: 12.
P350
The best option for an economic round, as the pistol deals noticeably more damage to the body than the standard counterparts.
Key Features:
- Armor Penetration: 64%.
- Rate of fire: medium.
- Recoil: low.
- Cost: $ 300.
- Kill reward: $200.
- Movement Speed: 245
- Number of rounds: 13/52.
Damage:
- To the head without a helmet: 150.
- To the head with a helmet: 86.
- In the body without protection: 46.
- To the body with protection: 27.
- Unprotected hands: 37.
- Defense hands: 22.
- Unprotected legs: 27.
- In legs with protection: 16.
ECT-9
Despite the large spread of bullets, this pistol has a fairly high rate of fire. Destroys an enemy with a single headshot and is available to the attacking side.
Key Features:
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 500.
- Kill reward: $200.
- Number of rounds: 18/90.
Damage:
- To the head without a helmet: 1429.
- To the head with a helmet: 113.
- In the body without protection: 39.
- To the body with protection: 34.
- Unprotected hands: 34.
- Defense hands: 30.
- Unprotected legs: 24.
- In legs with protection: 21.
F / S
This pistol is slightly more expensive than the previous one, but it has its advantages: an increased rate of fire and high damage with good penetration. Available only to the defense side.
Key Features:
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 500.
- Kill reward: $200.
- Number of rounds: 20/10.
Damage:
- To the head without a helmet: 128.
- To the head with a helmet: 108.
- In the body without protection: 39.
- To the body with protection: 33.
- Unprotected hands: 32.
- Defense hands: 27.
- Unprotected legs: 24.
- In legs with protection: 21.
DESERT EAGLE
The weapon with the highest damage among pistols. One accurate headshot allows you to get rid of the enemy. The downside is the high return, which not every player can handle.
Key Features:
- Armor Penetration: 93.2%.
- Rate of fire: medium.
- Return: high.
- Cost: $ 700.
- Kill reward: $200.
- Movement Speed: 230
- Number of rounds: 7/35.
Damage:
- To the head without a helmet: 249.
- To the head with a helmet: 225.
- In the body without protection: 76.
- To the body with protection: 69.
- Unprotected hands: 61.
- Defense hands: 55.
- Unprotected legs: 45.
- In legs with protection: 41.
Shotguns Standoff 2
Helps to gain an advantage indoors in close combat situations against an opponent with an assault or sniper rifle. Destroy the enemy at a very close range when hit anywhere. Damage varies with distance, so averages are shown.
FABM
Pump-action shotgun with high damage. The rate of fire is lower than the more expensive counterpart, but is considered a good option for holding small spaces.
Key Features:
- Rate of fire: medium.
- Recoil: low.
- Cost: $ 1200.
- Kill reward: $600.
- Number of rounds: 7/35.
Damage:
- To the head without a helmet: 370.
- To the head with a helmet: 260.
- In the body without protection: 244.
- To the body with protection: 175.
- Unprotected hands: 115.
- Defense hands: 99.
- Unprotected legs: 90.
- In legs with protection: 65.
SM1014
Another pump-action shotgun, which differs from its counterpart in an increased rate of fire. It is considered more convenient to handle, although it costs a little more.
Key Features:
- Armor Penetration: 78%.
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 1700.
- Kill reward: $600.
- Movement Speed: 215
- Number of rounds: 7/35.
Damage:
- To the head without a helmet: 390.
- To the head with a helmet: 280.
- In the body without protection: 264.
- To the body with protection: 195.
- Unprotected hands: 135.
- Defense hands: 114.
- Unprotected legs: 110.
- In legs with protection: 95.
Standoff 2 submachine guns
The best option for a quick assault on the opponent's position. They have a high rate of fire and are effective only at close range.
UMP45
Most often used by players, as it is considered one of the most effective submachine guns in the game. Good control of the spread of bullets with little recoil makes it easy to deal with opponents even for a beginner.
Key Features:
- Armor Penetration: 65%.
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 1200.
- Kill reward: $400.
- Movement Speed: 235
- Number of rounds: 25/100.
Damage:
- To the head without a helmet: 104.
- To the head with a helmet: 63.
- In the body without protection: 29.
- To the body with protection: 18.
- Unprotected hands: 24.
- Defense hands: 15.
- Unprotected legs: 21.
- In legs with protection: 13.
MP5
A good analogue of the UMP with improved performance will be a great option if you don’t have enough money for an assault rifle and don’t want to use the simplest submachine gun.
Key Features:
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 1400.
- Kill reward: $400.
- Number of rounds: 30/120.
Damage:
- To the head without a helmet: 109.
- To the head with a helmet: 69.
- In the body without protection: 32.
- To the body with protection: 21.
- Unprotected hands: 27.
- Defense hands: 18.
- Unprotected legs: 21.
- In legs with protection: 14.
MP7
Not used at long ranges due to high spread of bullets. Recommended for buying if you don't have a lot of money.
Key Features:
- Armor Penetration: 65%.
- Rate of fire: very high.
- Recoil: low.
- Cost: $ 1500.
- Kill reward: $400.
- Movement Speed: 225
- Number of rounds: 30/90.
Damage:
- To the head without a helmet: 115.
- To the head with a helmet: 78.
- In the body without protection: 34.
- To the body with protection: 23.
- Unprotected hands: 29.
- Defense hands: 20.
- Unprotected legs: 21.
- In legs with protection: 14.
P90
The weapon with the highest rate of fire. A very effective submachine gun with a large magazine. This allows you to deal with the entire enemy team in a matter of seconds at close range.
Key Features:
- Armor Penetration: 70%.
- Rate of fire: very high.
- Recoil: low.
- Cost: $ 2100.
- Kill reward: $400.
- Movement Speed: 235
- Number of rounds: 50/100.
Damage:
- To the head without a helmet: 104.
- To the head with a helmet: 70.
- In the body without protection: 33.
- To the body with protection: 23.
- Unprotected hands: 24.
- Defense hands: 17.
- Unprotected legs: 20.
- In legs with protection: 14.
Standoff 2 assault rifles
The most popular type of weapon with high damage. Suitable for long range shooting.
FNFAL
Used by the attacking side. It has high recoil with low bullet spread. To achieve good shooting performance, it takes more time to master due to its not the best performance.
Key Features:
- Rate of fire: high.
- Return: high.
- Cost: $ 2000.
- Kill reward: $200.
- Number of rounds: 30/90.
Damage:
- To the head without a helmet: 128.
- To the head with a helmet: 93.
- In the body without protection: 37.
- To the body with protection: 27.
- Unprotected hands: 32.
- Defense hands: 24.
- Unprotected legs: 25.
- In legs with protection: 18.
FAMAS
The cheapest assault rifle on the defensive side. It has high damage with a small spread of bullets and the number of rounds in the magazine.
Key Features:
- Armor Penetration: 65%.
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 2200.
- Kill reward: $200.
- Movement Speed: 225
- Number of rounds: 25/90.
Damage:
- To the head without a helmet: 125.
- To the head with a helmet: 84.
- In the body without protection: 36.
- To the body with protection: 25.
- Unprotected hands: 31.
- Defense hands: 21.
- Unprotected legs: 25.
- In legs with protection: 17.
NAK
The most popular weapon in the game. Available for purchase only by the terrorist side. Deals the most damage among all assault rifles, so it allows you to quickly destroy opponents with accurate hits.
Key Features:
- Armor Penetration: 78%.
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 2700.
- Kill reward: $200.
- Movement Speed: 216
- Number of rounds: 30/90.
Damage:
- To the head without a helmet: 145.
- To the head with a helmet: 114.
- In the body without protection: 45.
- To the body with protection: 36.
- Unprotected hands: 35.
- Defense hands: 28.
- Unprotected legs: 27.
- In legs with protection: 22.
AKR12
A good weapon with low recoil and low spread of bullets. The rifle is equipped with a sight for use at a long distance.
Key Features:
- Armor Penetration: 90%.
- Rate of fire: high.
- Recoil: medium / low (without a sight / with a sight).
- Cost: $ 3000.
- Kill reward: $200.
- Movement Speed: 220
- Number of rounds: 30/90.
Damage:
- To the head without a helmet: 135.
- To the head with a helmet: 104.
- In the body without protection: 41.
- To the body with protection: 32.
- Unprotected hands: 34.
- Defense hands: 28.
- Unprotected legs: 26.
- In legs with protection: 21.
M4
Used by special forces to quickly eliminate the enemy with a convenient recoil that is easy to control. Doesn't kill with one headshot if armor is present.
Key Features:
- Armor Penetration: 70%.
- Rate of fire: high.
- Recoil: low.
- Cost: $ 3000.
- Kill reward: $200.
- Movement Speed: 225
- Number of rounds: 30/90.
Damage:
- To the head without a helmet: 134.
- To the head with a helmet: 96.
- In the body without protection: 41.
- To the body with protection: 30.
- Unprotected hands: 33.
- Defense hands: 24.
- Unprotected legs: 24.
- In legs with protection: 18.
M16
Used by the defense side. It has good accuracy, as it is equipped with a sight, but with a large spread of bullets. You can get rid of the enemy with one well-aimed shot. Most often not bought by players due to its high price and low accuracy while moving.
Key Features:
- Rate of fire: high.
- Recoil: medium / low (without a sight / with a sight).
- Cost: $ 3200.
- Kill reward: $200.
- Movement Speed: 220
- Number of rounds: 30/90.
Damage:
- To the head without a helmet: 133.
- To the head with a helmet: 104.
- In the body without protection: 40.
- To the body with protection: 32.
- Unprotected hands: 33.
- Defense hands: 26.
- Unprotected legs: 25.
- In legs with protection: 20.
Standoff 2 sniper rifles
Used by players to deal the most damage. Not recommended for beginners to buy.
M40
An inexpensive long-range rifle that eliminates the enemy with one accurate hit to the head.
Key Features:
- Armor Penetration: 85%.
- Rate of fire: low.
- Recoil: medium.
- Cost: $ 1800.
- Kill reward: $150.
- Movement Speed: 230
- Number of rounds: 10/50.
Damage:
- To the head without a helmet: 320.
- To the head with a helmet: 272.
- In the body without protection: 100.
- To the body with protection: 85.
- Unprotected hands: 80.
- Defense hands: 68.
- Unprotected legs: 60.
- In legs with protection: 51.
AWM
The longest-range sniper rifle with the highest damage in the game among all weapons. You can even destroy an opponent with an exact hit in the hand.
Key Features:
- Armor Penetration: 97.5%.
- Rate of fire: low.
- Recoil: big.
- Cost: $ 4350.
- Kill reward: $100.
- Movement Speed: 200
- Number of rounds: 10/50.
Damage:
- To the head without a helmet: 460.
- To the head with a helmet: 449.
- In the body without protection: 143.
- To the body with protection: 140.
- Unprotected hands: 115.
- Defense hands: 113.
- Unprotected legs: 86.
- In legs with protection: 84.
M110
The fastest sniper rifle that makes it easy to eliminate an opponent. Not often used by players due to its high cost. With each subsequent shot, accuracy decreases due to small recoil.
Key Features:
- Rate of fire: high.
- Recoil: medium.
- Cost: $ 4800.
- Kill reward: $150.
- Number of rounds: 20/90.
Damage:
- To the head without a helmet: 310.
- To the head with a helmet: 248.
- In the body without protection: 90.
- To the body with protection: 72.
- Unprotected hands: 75.
- Defense hands: 60.
- Unprotected legs: 60.
- In legs with protection: 248.
Standoff 2 tactical devices
Additional devices for obtaining a tactical advantage.
LIGHT GRENADE
Does not deal damage to the enemy, but allows you to blind him for a short time. The duration of the action depends on the location of the enemy relative to the explosion of the device. You can turn away to reduce the current effect.
Key Features:
- Cost: $ 200.
Frag Grenade
A thrown weapon used to inflict minor damage on an opponent. The strength of the action also depends on the distance to the explosion of the object.
Key Features:
- Damage: up to 80 units.
- Cost: $ 300.
- Kill reward: $300.
SMOKE GRENADE
A tactical device that allows you to create a small smoke screen that blocks the visibility of both sides.
Key Features:
- Cost: $ 300.
BOMB
Used for bookmarking in special game modes. After the time expires, the device explodes and deals damage to all players depending on the range of the players' location. In the event of an explosion, the attacking side wins. The defense can defuse the explosives and win the round.