New World Interactive released this tactical shooter on 12 December 2018, and it still refuses to give you a crosshair, a killcam or a minimap. Matches run up to 14 versus 14 in PvP or as co-op Checkpoint missions against AI, and one rifle round through a doorway usually ends the argument. Focus Entertainment keeps shipping free updates, with Operation Shell Shock in October 2025 adding the S12K and US12 shotguns.
Your choice of weapons defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.
Weapons Rankings
| Weapon | Tier | Best For | Notes |
|---|---|---|---|
| M4A1 | S | Rifleman and Advisor players who want one gun that works on every map layout | The Security workhorse, controllable in bursts and cheap enough in supply points that you can still afford armour and an optic. |
| AKM | A | Insurgent Riflemen trading rate of fire for stopping power at short and medium range | The Insurgent counterpart, hitting noticeably harder per round with a stiffer recoil pattern that punishes full auto past 50 metres. |
| MP5A5 | A | Breachers clearing rooms and stairwells at under 20 metres | A controllable submachine gun that stays on target through a full burst indoors, which matters on Ministry, Precinct and the interiors of Hideout. |
| M249 | B | Holding a fixed lane or covering a flank on Crossing and Farmhouse | The Gunner light machine gun, limited to one player per team. |
| M110 SASS | B | Marksmen covering the long approaches to an objective before the assault begins | A semi automatic marksman rifle that keeps its lethality at range while allowing a fast second shot. |
S-Tier: M4A1
The Security workhorse, controllable in bursts and cheap enough in supply points that you can still afford armour and an optic. It handles the 50 to 150 metre band where most Push firefights actually happen.
| Attribute | Detail |
|---|---|
| Tier | S |
| Best For | Rifleman and Advisor players who want one gun that works on every map layout |
| Key Mechanic | Supply point loadout budget |
| Recommended Role | Rifleman |
How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.
Best builds using M4A1: Pairs naturally with Rifleman thanks to how their stat scaling lines up.
A-Tier: AKM
The Insurgent counterpart, hitting noticeably harder per round with a stiffer recoil pattern that punishes full auto past 50 metres. Its low supply cost is a large part of why it is so common.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Insurgent Riflemen trading rate of fire for stopping power at short and medium range |
| Key Mechanic | Eight roles with team limits |
| Recommended Role | Breacher |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using AKM: Pairs naturally with Breacher thanks to how their stat scaling lines up.
A-Tier: MP5A5
A controllable submachine gun that stays on target through a full burst indoors, which matters on Ministry, Precinct and the interiors of Hideout. Damage falls off quickly, so it is a poor choice on open maps.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Breachers clearing rooms and stairwells at under 20 metres |
| Key Mechanic | Commander and Observer fire support |
| Recommended Role | Marksman |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using MP5A5: Pairs naturally with Marksman thanks to how their stat scaling lines up.
B-Tier: M249
The Gunner light machine gun, limited to one player per team. Deployed on a windowsill or wall it suppresses an entire approach, but its weight and slow aim transition make it useless for anyone trying to move with the assault.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Holding a fixed lane or covering a flank on Crossing and Farmhouse |
| Key Mechanic | Magazine based ammunition |
| Recommended Role | Demolitions |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using M249: Pairs naturally with Demolitions thanks to how their stat scaling lines up.
B-Tier: M110 SASS
A semi automatic marksman rifle that keeps its lethality at range while allowing a fast second shot. It costs enough supply points that a magnified optic usually means going without heavy armour.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Marksmen covering the long approaches to an objective before the assault begins |
| Key Mechanic | Push and Checkpoint objectives |
| Recommended Role | Commander |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using M110 SASS: Pairs naturally with Commander thanks to how their stat scaling lines up.
Weapons Progression Path
The order you should acquire weapons as you progress:
- Starting gear → Enough to clear Farmhouse
- AKM → Your first real upgrade, available early
- MP5A5 → Mid-game upgrade with good scaling
- M4A1 → Best-in-slot, aim for this by late game
- Upgrade to max → The power spike from max upgrades is enormous
Weapons Tips
- Always upgrade your primary weapon before diversifying. One strong option beats three mediocre ones.
- Match your weapons to your build's stat priorities for maximum scaling.
- Lean with the dedicated keys instead of stepping out from cover. Peeking with a lean exposes a fraction of your body and lets you return behind the wall in one keypress, which is the difference between trading and dying.
- Check our tier list for how weapons rankings affect overall build effectiveness.
More Insurgency: Sandstorm Guides
- Insurgency: Sandstorm Insurgency: Sandstorm Overview
- Insurgency: Sandstorm Best Builds
- Insurgency: Sandstorm Tier List
- Insurgency: Sandstorm Walkthrough
- Insurgency: Sandstorm Beginner's Guide
- Insurgency: Sandstorm Tips & Tricks
- Insurgency: Sandstorm Combat Guide
- Insurgency: Sandstorm Boss Guide
- Insurgency: Sandstorm Maps & Locations
- Insurgency: Sandstorm Crafting Guide
- Insurgency: Sandstorm Classes & Characters
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