More experimental weapons idea

I love experimental weapons and I heard that the devs might look at it again in the future, so I would like to share some ideas for new experimental weapons that I would love to see come to the game, feel free to share your own ideas as well!

Exp. AG5
I would love to see an exp. weapon chambered in 5.56, seeing how this ammunition is slightly weaker than the 7.62 of the AG4, but offers better magazine size and handling, I would go for an experimental feature that buffs accuracy on long engagement ranges, allowing you to engage smaller enemies from some distance without aiming them down precisely and open yourself for attack from larger machines, my idea would be that the bullets have a percentage to home in on enemies, this would only work for dogs, hunters and lynx machines tho.

Exp. AI-76
This gun is all about being a powerhouse, so an exp. variant should build on that.
My idea would be an alternative firing mode, that has a cooldown of 10-15 seconds, basically when selecting this firing mode, you are allowed to fire this mode till the magazine you have loaded is empty, it adds a slightly increased firing rate and much faster and harder hitting bullets, but significantly higher recoil, could replace the burst firing mode or just add a 4th firing mode to the gun.

Exp. Moller:
Pretty straightforward, only experimental that offers higher magazine size than the 5C version, changed from 16 to 20 shots and has a full auto mode that buffs damage to fired bullets on short range, AP bullets have standard damage to 150% to armor and full damage to components, HP has 100% to armor and 150% to components, drawback is that the spread makes it impossible to effectively use the auto fire on more than very close range.

Exp. Meusser:
A stealth sniper, bullets that are fired from stealth have 300% increased damage to both armor and components, as well as a 50% chance to instantly kill a dog, hunter, lynx when it is hit from stealth, regardless of where it is hit.

Exp. HP-5:
Slightly increased fire rate and damage as well as full explosive ammo that unlike with the experimental explosive ammo has a 100% detonation chance if it hits an enemy, highly decreased damage against armor but also highly increased damage against components.
Using experimental explosive ammo on it will unlock the proximity mine effect and buff the damage the explosions do.


Apart from weapons, I would also like to see experimental attachments like scopes that have a highlighting enemy function and increase the damage to enemies shot while looking through the scope.
Could be adjusted for each weapon individually.

And experimental clothing schematics, special effects for the FNIX and experimental clothing that have a higher buff than the 5C variants, while the FNIX boots give a running speed increase, the pants a stamina increase, the top a resistance boost to explosions and bullets and the helmet has a vision device that boosts the distance we can see enemies with when using scopes or something like that.

Maybe we will eventually also see experimental weapons of the US and Soviet weapons, who knows?

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I like many of your ideas, however there is one change I’d make, switch the MP5/HP5 setup with the magnus revolver. While I’d love to see an MP5 experimental version, the magnum REALLY needs an upgrade like the explosive rounds exactly how you explained. That would be something I’d actually use, versus just the basic gold version which is practically useless compared to the other options of weapons available.

Seriously awesome ideas, though!

That sounds nice too, my idea for the revolver would actually be something similar, explosive bullets that however I would make it so, that once every 6 shots of the revolver, the first component hit by the bullet is marked for 8 seconds and every shot that hits the component deals 25% more damage than the shot before, my attempt at fusion with the explosive ammo for the magnus would be, that after the end of the 8 seconds marking time, 75% of the damage dealt in that time by the revolver will be turned into a larger splash explosion that deals damage to the component again and all surrounding ones on larger machines.

I thought of something like guided bullets for the magnus. The explosive rounds sound good indeed.

What if the first bullet is a signal-bullet that guides the other 5 bullets into the target?
First shot: mark target
Second shot fires all remaining 5 bullets automatically and they will fly into the target if this 2nd shot was done within 10 seconds after the first.

With an explosive effect on it, it could work perfectly against firebirds.

Also interesting, if we went for the guidance thing, I however would still include the increased damage percentage per shot, maybe it is only me, because I never really used the magnus, but I don’t know if the damage that a magnus can deal will be enough to be really good against firebirds, I tend to go with assault rifles like the AG5 sometimes but mainly the AG4 with the fire bullets, theoretically we don’t have to think of a new special effect for every experimental tho, I think a guided exp. AG5 and Magnus with the increased damage for the low magazine size would both work well.
But from the ideas I brought in, I would probably enjoy most to nuke a tank with an experimental AI-76 on alternative fire mode for insane damage or rip apart hordes of doggos and hunters with an exp. Moller on close range full auto.

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I just used the experimental pvg against them.
Sometimes I just need 8 good hits in the turbines (2 each) and they go down, sometimes they move and fire so much that I’m busy dodging the shots most of the time and can hardly hit them.

Therefore a non-op gun like the magnus, but with guided bullets would be awesome.

Agreed, the devs posted a roadmap for the future a few days ago with a December update that will include new experimental weapons, and I am really hyped for it and hope it is not just one, but several, because I am slowly getting tired of wrecking with the same few experimentals over and over again, so some different stuff is appreciated, doesn’t even have to be as OP as the pvg, but some useful and cool features would be super nice.
So if a dev is reading this, and they still need some ideas, maybe this will help, who knows?

Maybe they can even review the current experimental weapons.

Don’t get me wrong, I love the pvg, but sometimes it’s boring to be able to shoot everything in pieces with it in seconds.

Maybe the damage could be decreased a lot for distances below 100m and could get higher the further the target is, until it reaches the current damage level.


The experimental AG-4 could get an overheat after 150 to 200 shots per minute for example. Comes along with a cooldown of 10 seconds where you have to wait (or change the weapon if you can’t wait).


The experimental KVM59 already has the sideeffect that you can be hit by its lightnings. Maybe it could get disabled for about 10 seconds if there is a nearby emp-effect.


For the experimental kpist, 12G and Granatgevär I currently have no ideas or wishes.


Sometimes I feel the 12G is too weak and should have a greater manstop which could stun machines or throw them back. But it’s perfect against cars, gas tanks and gas stations.


The kpist is the one I used fewest. Maybe I could give it another try with tons of explosive rounds, now where uranium is at almost every edge :wink:


The experimental klaucke is ok as it is and the granatgevär, too. Maybe a slot for a scope or a red dot with distance meter would be cool. At least because of an ability to add vision modules then.

I agree with the PVG, it is insanely powerful, but I think the Klaucke, the AG4 and the 12G are under powered, the AG4 and Klaucke a bit, the 12G massively to a point where it is useless for me compared to almost all other experimental weapons and even most 5C weapons.

For the Klaucke I would either buff the chance to get an EMP as it seems really inconsistent for me, either that or that it just has it guaranteed once every magazine or something.

The AG4 should have its fire buffed quite a bit as it does not look like it does any damage at all for me, in fact I never actually saw a component getting destroyed by it or even a dog that I littered with it blow up, I think that for dogs every bullet fired should remove 6% of the max health of the machine per second for every bullet and the burning effect lasts for 15 seconds and caps stacking at 8 bullets.
That way you can just litter them all a bit, and they will quickly die down, or you can blast them to pieces with a grenade easily when they are weak, but they also don’t instantly melt away.
Hunters should have 4% of their max HP removed per second per bullet, and every component hit should remove 5% of the component max HP per second.
Harvesters 2% per second and 3% for components and armour.
Tanks should not suffer health withering when not hit at components or armor as that would make them too weak opponents, but 2% for components and armour.
Fire at their optics component should also immediately blind them to a degree, which would mean decreased accuracy from their weapons and missiles etc.
That way the AG4 would be much more worth using as an experimental, and it would justify a penalty like you mentioned, overfiring it would disable the gun for 10 seconds and that happens when you fire 3 magazines down without stop, overheating would also set you on fire for 5 seconds or something.

The 12G needs some buffs, damage is good, but they should just give it average or just slightly decreased range compared to other shotguns and slugs should be buffed immensely in range.
Especially as I find that the experimental sledgehammer is just a much better pick for melee range fighting than the 12G overall,

I’m sorry.
I see we drift away from ideas for the new experimental weapons.

Just one addition and/or question regarding the experimental 12G. We know that its effective range depends on the used ammo and we know that it’s turned vice versa to the normal 12G.

While birdshot has the shortest range for the normal 12G it has the best range for the experimental 12G for example.
But what about damage output?
Didn’t check it yet honestly, but is there a noticeable difference between the different ammo?

I never really used birdshot at all, so I don’t really know, I just know that buckshot is kinda ok on the Exp. 12 gauge and while slug can deal huge damage, you have to go into melee range for it to even hit at all, and I don’t want to eat a tank melee charge or sword from a hunter, when I can instead use other experimentals, with which I will have much better results overall.
It just does not seem as useful or have a use compared to other, especially stronger experimental weapons.

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Like I said before. It’s the best and most ammo saving way to destroy cars and gas tanks. You just need one or two shots. Nothing but a granatgevär is faster.
But use birdshot if you don’t want to stand right next to the explosions :wink:

I would rather use the Grg or a grenade for that, the ammo types and grenades are also widely available and not hard to come by, but I get your point.

One more thing.
For healing my friends I sometimes use it with experimental health ammo.
Nice side effect: it’s one of the best ways to free yourself or friends from being stuck somewhere. :sweat_smile:

I just would love to have a magazine instead of 6 single bullets. Faster reload is necessary for the 12G.

Agreed. also for experimental ammo, I am really looking forward to seeing which special effects using these ammo types will have on potential new experimental weapons that will be coming

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Maybe a pansarvärnsrobot 56 “BiLL” or a “sjömålsrobot” are good alternatives. BiLL was primary for tanks or armored vehicles. “Sjömålsrobot” as to destroy boats. Both these was carried within a squad. There should have been these in the area of the game.

As I’ve said before, I’d like them to add weapons that make better use of “bad” ammo. An idea would be for them to add “trials” weapons.


Here’s the Kpist m/90, a “modern” SMG that fires .380 ammo.


Here’s the Fälthagelgevär m/87, a double-barreled pump-action shotgun.

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I think this system would work better with a better ratio to transform “Bad Ammo” to “Good Ammo”, crafting exists already, and we can create ammo if we have the Schematics for it, we just need to disassemble ammo we don’t want, we will get lead and explosive from it as far as I am aware and can use this again to produce the wanted ammo, but the ratio is in most cases bad.
But fundamentally I agree on your concept, I would however prefer a way to change our existing weapons to shoot different ammo, by either adapting the ammo we have that is for another gun, to work on the gun we want, or by having something that we can use on our guns to make them compatible with other ammo types. I prefer the first one tho.
Obviously, then the devs could add several sub variations of existing ammo for our guns that each have different specs.
Like for the .380 ammo, being a bit weaker than the standard 9 mm, doing less damage but significantly improving recoil and handling of the weapon as well as firerate and magazine capacity, but for a lot less damage.
While 9 mm is the ground between .380 and .45 ACP, which reverses the listed effects,
So A lot more punch for more recoil, less handling, firerate and magazine capacity.

This would be an awesome idea, and as it would use an already established system, that could be pretty awesome. Personally in my builds I don’t use the marking system at all, but it would be very interesting to have it integrated into one of the weapons. I would definitely use this!

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Actually i think we need one of the Hunting rifles to have an experimental version, a bigger ammo clip, more power, and some cool extra function.
As others mentioned before, EXP revolver, EXP moller (or finaly a Scorpion SMG) and an EXP AG5 and AL76(with no recoil) would be amazing.
But we will need a bigger storage! or we will have a less lot of room for ammo.