Weapon Effectiveness: A complete guide to all Allied weapons.

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This topic contains 9 replies, has 7 voices, and was last updated by  Red Leader 11 months, 2 weeks ago.

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  • #4304

    Polarfuchs
    Participant

    “Ground soldiers often tell me how lucky I am to fly so close to heaven…” “… But in reality we just get a running start for a dive into the deepest depths of hell”.
     
    Disclaimer:
    The weapons will be arranged from least effective (top), to most effective (bottom). The order is based off effectiveness at mid range (and my experience with the weapons, feel free to leave suggestions!), although pros and cons will include all ranges, and skill levels.
     
    Pistol:
        All can agree that the pistol is the least combat effective weapon on the battlefield. It is the first weapon for both the medic and officer class units. The pistol in question shall be to the specs of the standard(ish) issue Browning 1911 .45 ACP, as it was the most common pistol in US service.
     
    Pros:
        The 1911 has a high rate of fire, low reload speed, and is very good at suppressing the Germans and if close enough, making them into a lump of Swiss cheese. As a starting weapon you need no upgrades to get it, and it can be a lifesaver in an urban combat environment.
     
    Cons:
        Everything has a bad side, and for the 1911, there are a lot of bad sides. For one the effective range is shorter than spitting distance and the thing constantly jams if under constant combat conditions. These conditions, along with the lowered rifle skill of the medic and officer, make the 1911 worse than a moldy sock in most combat situations.
     
    Tips for Usage:
        As a general rule of combat while grinding up your medic to intensive care, or you officer to get a gun and start being useful, you need to get in close. REAL CLOSE. At the distances where you are able to get kills with this weapon the Germans will rush up and try to beat you to death. You could use you officer or medic as a HMG rusher, kicking the Germans off their gib devices and then leaving them to be picked off by the squad, but the best way to use the pistol is to not. Using officers and medics as point men while more combat effective troops pick off the enemy units will allow them to level up and ditch the stupid thing in the mud.
     
     
    Melee/CQC/CQB:
    Melee/CQC/CQB is what happens when you get juuuust a little too close to the Germans, who like their personal space to be kept intact. Note how this more combat effective than a pistol.
     
    Pros:
        Everybody can punch someone in the face, and the damage and speed of attacks increases with rank and experience. It is also an easy way to level up medics, because, as far as I can tell, combat skill does not heavily impact melee damage as much as exp.
     
    Cons:
        You need to get right up into the krauts face and slap him before he’s willing to try and beat you to death, and you have to run up to them to do this, usually getting hurt in the process, and then not being able to win the ensuing fight.
     
    Tips of Usage:
        Preferably don’t use this method of combat. Although spec ops are very good at melee and can be leveled up quickly this way due to their speed boost. This is one of the methods that can be used to get rid of the pistol that plagues the officer and medical corps. In general it’s better to back away and take a point blank shot, unless the German in question has an MP-40, MP-44/StG-44, MG-34/42, or FG-42, as all of these weapons are automatic and insanely powerful in close quarters. In general it is only a last resort if you are being overrun, as your troops, and the Germans, won’t engage units that are in CQC.
     
     
    Sten Gun Mk IV.:
    Although a good weapon in theory, in most situations the Sten Gun is under par in terms of usefulness
     
     
     
    Pros:
        Let’s start with the basics. The Sten Gun is an automatic weapon, proficient in short range scenarios and urban combat. It has a fast reload, pretty good RPM, and looks cool, yes, looking cool increases combat effectiveness. These features, aside from looking cool, make the Sten an excellent weapon under certain circumstances, and the gun comes with Spec Ops, and can also be used by the scout through upgrades.
     
    Cons:
        But the scout and spec ops are rarely able to use the gun to its full, and the thing has a lot of disadvantages. The Sten Gun fires 9x19mm Parabellum, the same round as the MP-40. The MP-40 and sten gun both do only around 10 damage per shot, so if you’re up against a few more than 1 Krauts you just don’t have the firepower with the sten gun to keep them dead or pinned down.
     
    Tips of Usage:
        The key to using the Sten Gun is to get in close, get your kills, upgrade to something better, and get the hell out of dodge before your squad gets blown to bits. The Sten is only ranked above the pistol and melee, and is  not very useful in all situations. Remember, situational effectiveness is not very useful if the situation you need never arises.
     
     
    M1 Carbine
    A Carbine is a Light (Semi)Automatic Rifle, with a high fire rate, and good accuracy. But in the M1 Carbine you don’t get that accuracy or punch that it used to have in Mnb2, but we won’t go over this topic
    today.
     
    Pros:
        The Carbine is a starting weapon for the rifleman, and is the weapon for a few other soldiers throughout the upgrade lines. It has good fire rate, and is highly effective at close-mid range combat, as carbines are designed for this ranged combat. It comes with the rifleman, and has an appreciable upgrade in suppressing power over the Springfield, and Garand. Also if we ever see paratroopers (allied obviously, we already have Luftlande (the guys with FG-42s) units) it would come standard, being the most common airborne assault rifle in the paratrooper corps.

    Cons:
        The Carbine is not good at longer range engagements, and from my experience is prone to jam after 15-20 rounds of fire, this is very inconvenient as the M1 Carbine is game seems to come with the 30 round magazine. Light Rifles also don’t pack much of a punch, and so the carbine has less stopping power than the alternative Garand, Springfield, or the opposing K98k.
     
    Tips of Usage:
    Get in somewhat close, but not enough to be in melee range, this is where the carbine makes a mark (usually a bloody one) in the Germans. The carbine can and will be a very effective weapon in urban combat or when rushing a hedge row, due to the high fire rate and good enough damage.
     
     
    M3 Grease Gun:
    This weapon, although powerful in close quarters, is more situational than the the other good SMG, the Thompson.
     
    Pros:
        High fire rate, fast reload, perfect for urban combat. Insane suppression ability, and can destroy anything that gets too close. A very nifty weapon to dig the medic out of his pistol issues, and get some nice combat abilities in the process.
     
    Cons:
        Very low range, and highly inaccurate, the grease gun is little more than a toy in medium range combat and at long range you’re lucky to hit the broadside of a barn.
     
    Tips of Usage:
    Get in close, and open up. At close range the grease gun will turn the krauts into Swiss cheese. I can’t really think of much about the grease gun as it is in many ways just a better Sten. As all SMGs are used the same way, just some are more effective than others.
     
    M1A1 Thompson
    The Thompson Gun is a highly effective SMG, but has the same downfalls as all the other SMGs, namely range issues.
     
    Pros:
    The Thompson packs a punch compared to the other SMGs, has a good magazine size of 30 rounds, and has a fast reload. From my experience the gun rarely jams and is a very effective support and front line weapon. The M1A1 has an incredible ability to deal damage in close combat, and can, if you’re soldiers are good enough, punch holes at medium ranges.
     
    Cons:
        Low effective range at 200(pixels?). A soldier needs good combat skill to be able to use the gun to it’s full potential, and even then you can be lucky to get a shot on target. The Thompson shares the same .45 ACP cartridge as the 1911, and M3, and so has low damage output and stopping power. According to sources in the Irish Civil War only 32% of soldiers hit by the Thompson were severely wounded or killed outright.
     
    Tips of Usage:
        Same as the grease gun, but you don’t need to get as close. The Thompson can also be used as a support weapon much like the BAR or Lewis gun.
     
    Browning Automatic Rifle (BAR Gun)
    A rifle, that’s automatic, made by browning, and it sucks at it’s job.
     
    Pros:
        It fires the same round as the Garand rifle, 30.06, or ~7.62mm round. This gives the BAR a huge stopping power and the automatic fashion of the weapon allows it to be amazing in the hands of an experienced soldier. The weapon has moderate accuracy and can be effective at medium range under the right conditions.
     
    Cons:
        The BAR counts as a machinegun, which is understandable because it was classified as an LMG by the U.S. Army. The BAR is more like a battle rifle in many ways and if you use spec ops it is just better to stick with the Tommy Gun and save that last upgrade for max health and morale. The BAR also only has a 20 round magazine and therefore is a pain to get going, especially with the MG reload penalty.
     
    Tips of Usage:
    Get the thing out of your hands ASAP, the Bren Gun is much, much better. But really the BAR is not very useful in combat but is overall a good weapon that can be used effectively against Jerry.
     
    Vickers Gun:
    An outdated but effective piece of technology, the Vickers gun is able to lay down effective suppressive fire.
     
    Pros:
        A large magazine and .303 rounds are extremely effective against any German courageous enough to poke his head up. The Vickers is a real machine gun (unlike the BAR mentioned previously), and therefore the MG loading penalty can not be considered a flaw.
     
    Cons:
        Low fire rate compared to more modern machine guns such as the Bren an M1919A1. Low accuracy comparatively, and horrible at longer ranges. Prone to jams during sustained firing periods and overall not useful at suppressing due to the lower rate of fire.
     
    Tips of Usage:
        Use exclusively as a support weapon, making sure to keep the wielder behind the main line to keep the fire up. Generally not a bad weapon but not the best either. Try to get out of the first two weapons tiers (this and the BAR) as soon as you can, at least if you want some effective fire on target.
     
    Springfield M1903:
    The Springfield M1903 is outdated during the time of MnB3, being 41 years old as a weapon design and gone without care throughout the interwar period, though the Springfield can still be an effective weapon.
     
    Pros (no scope):
        Fires the powerful 30.06 cartridge and has a long effective range. Usually capping at the soldier’s view range. The 30.06 cartridge packs a punch and the rifle very rarely jams due to it’s bolt action nature.
     
    Cons (no scope):
        The Springfield is a bolt action rifle, and so after every shot the soldier has to manually load a new round in through moving the bolt. This incredibly reduces the rate of fire of the weapon and reduces overall combat effectiveness.
     
    Pros (with scope):
    With the scope the Springfield has practically unlimited range within line of site of the user. This allows the accuracy of the rifle to really to come into play as the Springfield excels at long range combat.
     
    Cons (with scope):
        The scope makes the rifle less effective in close range engagements as there is no iron sights to aim down reducing the shooting to good guesses.
     
    Tips of Usage:
        Stay at ranges, use the weapon as it was made, a long range accurate rifle to pick off enemies from afar, then move up to secure the position, repeat. The Springfield is rarely used to full potential as it is the standard weapon and is quickly thrown away for more effective(ish) weapons.
     
    M2/M3 Carbines:
    These weapons are both assault rifles, with the M3 Carbine being a more effective version of the M2 only available in supply drops.
     
    Pros:
        It’s an assault rifle, high fire rate, moderate damage, good range, and very good suppression. All of these factors combined make the M2 or M3 Carbine a murder machine in the correct hands.
     
    Cons:
        Due to the ahead of time nature of these weapons they are prone to jam, and the reload is not as fast as it could be. Because of the fire rate the 30 round magazine barely lasts and the weapon is horrible at longer ranges.
     
    Tips of Usage (M2):
        Stay at close-mid ranges and use the strengths of an accurate automatic weapon to your advantage. The M2 is a direct counter to the StG44 and is highly effective.
     
    Shotgun (Most Likely Winchester M12):
    “Really?”, you might be asking, “How is a Shotgun more effective than an assault rifle?!?!”
     
    Pros:
        The shotgun, being a shotgun, fires many pellets at it’s target and is therefore very inaccurate, but the one in MnB3 is a bit broken and can hit targets consistently at longer ranges. Until this is patched the shotgun will be more effective at longer range than most non rifle weapons. Also the high damage output can knock down Germans instantly, and being a pump action weapon, the shotgun very rarely jams.
     
    Cons:
        The Shotgun only achieves sniper status with high combat skill units, such as upgraded engineers or scouts. Otherwise you need to get in close to be effective.
     
    Tips of Usage:
        Keeping the shotgun on my soldiers with high combat has destroyed the Germans but it is much better to upgrade to the higher weapons. Get in close and open up. With the shotgun blowing the Krauts’ guts all over the floor from point blank range has never been so easy!
     
    INTERMISSION
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Bren Gun:
    Bren Guns win wars.
     
    Pros:
        Good fire rate and packs a punch with the standard .303 round that British and Commonwealth forces use. The reload speed is okay for a machinegun and the suppressive abilities are greater than that of its main counterpart, the American BAR Gun.
     
    Cons:
        30 Round magazine runs out quickly and the Bren needs A LOT of reloads during sustained combat. The Bren also has less suppressive ability than it’s earlier British companion the Vickers Gun.
     
    Tips of Usage:
        Like the other machineguns use the Bren as a support weapon, keeping the wielder back and keeping the Krauts cowering in their trenches or behind their sandbags. It also sounds cool, so thumbs up for that!
     
    M1919A1 .30 Caliber LMG:
    The classic “30 Cal”, the M1919A1 has many friends and enemies due to its unique traits in MnB3.
     
    Pros:
        The thing has a huge box magazine filled with lethal 7.62mm ammunition ready to destroy everything in its path. A Gunner with this weapon and good skill can stop an entire German infantry division if you give him enough time. The M1919 has a high fire rate, and therefore the most suppression ability out of all the weapons in game.
     
    Cons:
        Insane reload speed if unassisted, after all this thing was meant to be manned by a three man team, not just one guy! Without good combat skill the only thing the M1919 will do is pin down the Germans, rarely hitting or killing them outright.
     
    Tips of Usage:
        Like the other machine guns the M1919 has the potential to be a laser beam murder device but is more viable as a support weapon that can cover your retreats. Keep a soldier next to the gunner at all times to ensure a timely reload to keep up the support fire.
     
     
    M1 Garand:
    The standard infantry rifle throughout the second world war for U.S. Soldiers, the Garand is incredibly effective due to it’s tried and true methods of putting a Kraut dead on the floor.
     
    Pros:
        The Garand makes a Pang. The M1 Garand fires the powerful 30.06 cartridge, this is the same cartridge used in the Springfield, and is very powerful, it has the potential to one shot German infantry and will most likely knock them down and leave them to die a slow and painful death of blood loss.
     
    Cons:
        The Garand makes a Pang. The M1 only has an 8 round magazine and this is depleted quickly. Did I mention the Garand makes a Pang?
     
    Tips of Usage:
        Stay at range and shoot the Germans, and when the gun runs dry listen to that classical Pang. Then proceed to murder Nazis again.
     
    T26 Garand (Prototype)
    The most effective medium range weapon, the T26 Garand has been upgraded with a 10 round magazine, and is much more powerful.
     
    Pros:
        All the reliability and damage of the M1 Garand, but with more bullets and a better fire rate.
     
    Cons:
        Only available to the rifleman class and maybe through air supply, although I have not seen if it is possible through air supply yet. It doesn’t make the classic Pang.
     
    Tips of Usage:
        Same as the M1 Garand above, but without the Pang, and with more dead Nazis.
     
     
    Before I end this off I would like to say that the ratings are based on my experience with the weapons in the normal combat situation around D+ 25 – D+ 50. For those who have had more experience feel free to leave your opinions below.

    #4307

    Polarfuchs
    Participant

    *** Forgot to include Lee Enfield, but it is on par with the scoped Springfield in all categories and should be used the same way, it has a edge in the fact that it has a 10 round magazine.

    #4318

    Arise
    Participant

    Very Nice weapon article, I assume you must playing good @polarfuchs. >o<

    In case it sure will be good to see player start their investigation about the game mechanic, I also believe @urbzz will love this one.

    #4331

    ZoMgY
    Participant

    Yes, I’ve been waiting for a mnb3 wiki.

    #4341

    Lance
    Moderator

    Pistol. Worst for sure but even more so then described here for me.
    Not even at point blank range with maxed combat (medic or officer) I can not confirm a single kill so far.
    I would love to see someone get a kill with this weapon. Confirmation please.

    Melee/CQC/CQB: Wrong descriptions. In WW2 and here the terminology that should be used is HtH (Hand-to-Hand) Combat.
    Melee is obsolete by 1900’s. COC stands for Close-Quarters-Combat and refers to firearms used at very close range and may include HtH but not as its designated means. Same goes for Close quarters combat. Look it up folks in case you are not sure.

    All around it is a big gamble to get anyone into HtH combat since hits are rather lethal from both sides.
    XP is an important factor since you want to get more swings in then your opponent.
    Also the more men you commit to a single fight the higher the chance to kill the opponent(s) before they kill you.

    Browning Automatic Rifle (BAR Gun)
    A rifle, that’s automatic, made by browning, and it sucks at it’s job.

    True that this gun is way under the capability of what it was famous for.
    In game the accuracy is terrible as well as the reload time.
    Commando with this at max combat turns into a second gunner with poor aim and a gunner with this has poor aim and worse poor pinning capability.

    M2/M3 Carbines: Actually I think the description M3 in the crate could be flawed since why should there be 2 different designations for the same gun in game.
    Although I would love to have the “The M3 carbine was an M2 carbine with an active infrared scope system.”
    Maybe M3 is suppose to be the Grease Gun so it is bugged?
    Overall, as with all weapons, the COMBAT value is very important when looking at killing effectiveness of a weapon.
    Personally I do good with the M2 and a combat of over 50. Good pinning + killing power at mid range.

    T26 Garand (Prototype)
    The most effective medium range weapon

    Description is still flawed. The T26 has not the larger mag but a shorter barrel for tank and airborne use.
    Should be T20E2 M1 Garand variant; select-fire conversion (not used here), capable of using BAR magazines.
    This is the predecessor of the M14 of Recon.
    Personally this is the best long range weapon in the game. A maxed Rifleman with his 80 combat easily out-kills a maxed Marksman with his 95 combat and skills.

    #4342

    Polarfuchs
    Participant

    @lance First thing up, the pistol, medics and officers with enough combat skill, and with support from other units can kill enemy units and I have had I happen before, it usually takes around 4-5 magazines to hit the target enough to kill him.
    Next: Hand to Hand, yes I know the name is wrong but go with it, and yes it is dangerous but at least it can kill stuff. I really didn’t do much in depth research on what punching somebody In the face in war is called, so my bad.
    For the M3 Carbine, it is a M3 Carbine, I got one in my first crate drop and it when compared to a rifleman with the M2 Carbine (35 combat), it was more effective (Grunt 30 combat), as it seemed to have slightly better fire rate, and a higher accurate range. Although it might just be an isolated incident, as I have not called in enough supply drops to see if the weapon re-appears and if it is reliably different.
    As for the *T26*, I went in game and checked on my rifleman when he got to enough XP, and it was called T26 Garand, and it said in the description *10 Round Magazine*, so if information is wrong about the T26, or as it should be according to you T20E2, then it is my fault for not checking on research, although in my research I did dig up something about the T26 being for paratrooper usage and/or tank crew weaponry.
    Sorry if anything in my reply sounded a bit harsh, and thank you for the feed back.

    #4392

    urbzz
    Keymaster

    Wicked guide man. We should post this up on the front page as a post.

    #5394

    The Lone Ranger
    Participant

    IMO I think that the shotgun should be a bit higher since when maxed out that thing becomes a whole new weapon.

    #5398

    The Lone Ranger
    Participant

    Now I know why its so hard to rank up the riflemen.

    #7682

    Red Leader
    Participant

    The T26 is available through air drops.

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