Key recommendations
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Nosin Makant: Underrated starter rifle with long range scope for early game headshots.
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Spawn: Decent assault rifle for early game, but trades in more powerful options as you progress.
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Sector VRIZZ: Inexpensive submachine gun with high volume bullets, ideal for close combat.
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ZZ Vel is considered the best weapon in Zero Sievert.
Welcome to another day in Zakov, before you board that train into the waste of the waste Zero Sievert there are some things worth knowing. Every run to those irradiated places will be very dangerous, and depending on your loadout, it could be a short trip.
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There is a decent variety of weapons covering long, short and medium engagements. Plus, the customization options are plentiful and unique enough that you can turn a pea shooter into an armor-shredding menace with relative ease. For those tired of being chewed up by thugs and ghouls over and over again, here are the best weapons in Zero Sievert.
10
Nosin Makant
An old classic in a modern setting
One of the first weapons you can get your hands on when starting out. Nosin is often underrated, but it can get you pretty far in the early game. It's the only starting weapon that comes with a long-range scope and is very good at headshotting thugs from a distance.
The only downfalls are its rate of fire, armor penetration, and the scope can be a bit difficult to use at first. But for beginners in the first zones, running as a stealth sniper can be a real lifesaver. Plus, even if you run out of ammo, you can use the scope to scout ahead for threats.
Shooting with a telescopic sight guarantees 100% accuracy because there is no bullet travel time. It's instant damage regardless of weapon type.
9
appear
A low range but useful assault rifle
The first assault rifle you'll likely come across, and one that most patrolling thugs carry, the Apar is a decent weapon to hang on to. If you're down for ammo and a gun, it's worth taking. It doesn't deal a lot of damage, but it's still pretty robust and good at suppressing a target long enough for you to walk away.
With some attachments it can be a bit more useful in fights. But in general, if you find something more powerful, it's worth changing the Appear once you start going further and further. Especially if you start encountering hostiles equipped with military grade equipment, as they will shred your armor like paper.
8
EC 74
An AK in all but name
An ergonomic yet mildly damaging assault rifle, the EC 74 is a sturdy workhorse that will see you through most of the game's mid-range levels. Most thugs will have some form of EC or ES variant of this rifle as it is the gaming version of the Kalashnikov.
Bonding stocks, suppressors, and a larger magazine like a drum mag can improve an EC 74 substantially, but even the basic version can still pack a solid punch. It's also a very light gun, weighing in at three pounds, so it won't slow you down too much when you're running.
While you may feel the urge to throw a target, don't. Doing this with lower weapon durability will cause them to jam more quickly and after a few hits. In a fire, that's a death sentence.
7
ZZ Vel
Special Spetsnaz
Considered by many to be the best weapon in the entire game, ZZ Vel is an absolute demon when it comes to damage. Its main selling point is that it comes with a suppressor and has a staggeringly high rate of fire that can turn an entire room of thugs into swiss cheese in seconds.
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However, its main drawbacks are that it drains its ammo pool and its range isn't great. But, you can get around this with a drum shop, scope and a good grip to stabilize it. Your biggest problem is finding one, as it's only available after killing Lazar or as a reward from the Clear The Swamp and Missing Group quests. So there are at least three you can get, eventually.
The ZZ Vel has an option for muzzle attachments, but its suppressor cannot be removed or a new barrel modification attached. It's a weird bug.
6
Boulder
A reliable sweeper
If volume over accuracy is your forte, then the Boulder is definitely worth picking up. This drum-fed shotgun hits a nice, wide four-by-two grid size with a respectable 54 damage per pellet. Its accuracy isn't anything to speak of at home, but given the amount of rounds going into a target, it won't matter.
It's also pretty light, at five pounds for the base model. The disadvantage is the price, which is around 43 thousand rubles. But it has a lot of modifications to make it an absolute badass. To get your hands on one, head to the Bunker and talk to Alexei Andreevich of the Green Army. He will gladly sell it to you.
Boulders design is that of RE4's Striker rifle, which is based on the real-life Armsel Striker or Street Sweeper Shotgun. Which is a 12-round shotgun with a rotating cylinder.
5
Marauder 700 Modern
Clearing heads from miles away
A modern version and a genuine update to the bolt-action Marauder 700, the Modern is a sleek military version that you definitely want in your inventory. With the right scope, you can send an awesome 65-damage NATO round right between someone's eyes. Watch out for that knockback though, as it's a very strong 120.
Its accuracy without a scope is also ridiculously high at 99, and with an attractive price of 52 thousand rubles it is quite an investment. Unfortunately, it's very hard to get your hands on, as it's only available through Daniel Baker of Crimson Corporation. In addition, you also need a relationship score of at least 600 with him before he will sell it to you. But it's worth the effort.
4
VRIZZ sector
More fire hose than firearm.
A submachine gun that many people in the Zero Sievert community recommend, the VRIZZ Sector is a bullet saw. Now, normally, these little bullet launchers are a bad idea unless you're walking around all the time. But, the VRIZZ has a trick up its sleeve that sets it apart from the rest, a magazine mode with 50 round reels and a high rate of fire.
With a drum machine attached to this extremely inexpensive little submachine gun, you can make all your problems disappear under a plume. They are sold by Joel Emerson and are only 25 grand each. Damage rate is 15 but again volume is what you focus on as it is 1200 rounds per minute. So it's super fast. They also take 45 rounds of ACP. So if you're stocked with pistol rounds, you can pour them into it. Ergonomic, economical and powerful, the VRIZZ is a very good weapon.
3
SCOPE H
A big gun with a big profile
The last assault rifle you'll need in the game when you start unlocking all the maps, the SKOP H is bought from members of the Crimson Corporation. It's a very strong and powerful NATO weapon that will just chew through armored bandits and large ghouls with ease.
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Its damage is a respectable 25 for an assault rifle, but its 87 accuracy is what should get your attention. It reliably hits targets despite its high recoil, but you can ease this with some stocks. There are two variants and it is very light at four kilograms, but the asking price of 41 thousand rubles will skin your wallet a bit.
Play with the Keep Inventory setting on, as late game gear gets very expensive, especially if it's your first time.
2
Vloc 17
Elegant, simple and solid
A handgun from Zero Sievert is often rejected by the Community. Keeping your other hand free is often more useful, plus many of the hand weapons are pretty useless. Except for one, Vlok 17.
The Vlok 17 is based on the Austrian Glock and is just as useful. Hit for 19 damage, has a high accuracy of 70, a rate of fire of 514 and a clip size of 17. So you can fire off a lot of rounds with a relatively low miss rate. In addition, with a scope and laser attached, you can pick out targets without further problems.
1
NC47 Chimera
Fully customizable from top to bottom
A brilliant all-around weapon that is highly customizable, the NC47 Chimera will carry you far into the mid to late game. Based on the real-life TR-15, the Chimera fires seven point six two rounds and is super light at just three and a half pounds.
Its damage is pretty average at only 22, but its 86 accuracy is great and its customization is its best selling point. For example, you can throw a 60 round magazine at it and let it break. Or go the suppressor and scope masked route. There are so many things you can stack to solve any situation.
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