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"Remnant: From the Ashes" - Basic Hand Guns Guide

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This guide covers the Basic Hand Gun weapons in Remnant: From the Ashes. These guns are your off-hand weapons, doing less damage than most long guns, but providing a second option in terms of damage application, like having an accurate long range pistol to compliment a high damage, short range long gun. Like with all basic weapons, these items can have any Basic Mod equipped within them, which offers a lot of versatility.

How to Understand the Stat Tables

I have taken the liberty to try to add some additional information that isn't readily available within the game that can help get a better idea of the different ways guns perform. For each weapon you will find three different tables of stats.

All weapons stats are shown at Level 20, without any item or trait effects.

Base Stats

The first table, Base Stats, should be familiar as mostly in-game info. Accuracy is calculated as a percent by using a method of analyzing screenshots. At 1920 by 1080 game resolution, the accuracy bar is exactly 200 pixels long, which means you can count the pixels of the bar and divide by half. This is what I did here.

Note: Base Stats are taken directly from the game, whereas observed stats below can fluctuate from the numbers in-game. There is some margin of error based on the frame rate, but shouldn't be much higher than -/+0.02 seconds for any calculation.

Observed Stats

These are stats based off carefully timed observations, using recordings, frame counting and further calculations to derive additional data to better take into account how the weapon will perform in practice. The abbreviations are as follows:

  • TT Rld (Time to Reload): Precise amount of time in seconds for the reload animation to play out, starting with the first frame of the animation after the final shot finishes, ending with the reticle re-appearing. This is the precise value affected by reload speed increasing effects.
  • Fire Rate: Precise amount of time in seconds it takes for a second bullet to be fired, after the first one leaves the barrel, or in the case of slower firing weapons, the time it takes for the firing animation to finish, after the bullet first leaves the barrel. This is the precise value that is changed by fire rate increasing effects.
  • D-Time (Down Time): Amount of time in seconds, from the last bullet of a clip to leave the barrel, until the first bullet from a newly reloaded clip is able to be fired. This is a combination of the Fire Rate animation speed and the Reload speed.
  • E-RPS (Effective Rounds Per Second): The effective rounds fired per second when accounting for reload speed and fire rate if one were to deplete all their ammo from start to finish.
  • E-DPS (Effective Damage Per Second): The average damage per second, adjusted for reload speed and firing rate, if you fired off all of your ammo without stopping.
  • CPM (Crits Per Minute): The average number of critical hits you would score, without any modifiers, if you fired straight for one minute, taking into account reload speed and fire rate.

⚠️ Important Note: E-DPS and E-RPS are heavily affected by the fact that you aren't reloading the first clip. For the Magnum revolver, you have 5 clips total, but will only reload 4 times before expending it all, because the first clip comes pre-loaded. This can swing values significantly than if one were to assume 5 reloads to 5 clips, which isn't actually accurate in practice.

Ammo Totals

This final table takes a look at how the weapon would perform if you emptied the entire supply of stored ammunition for that weapon, without picking up any additional ammo. This is to take a better look at the weapons longevity and sustainability.

  • Mag Dmg (Magazine Damage): The collective amount of damage done by all the bullets in a single clip, before it must reload.
  • Ammo Dmg: The total amount of damage that can be done with every bullet the weapon comes with, expending all clips.
  • Mag Time (Magazine Time): Amount of time in seconds it takes to fully deplete a clip or magazine. From the time the first bullet leaves the barrel to the final bullet is fired.
  • T-Time (Total Time): The amount of time it takes to deplete the entire ammunition supply for that weapon, starting at max ammo. This takes into account clip reloads.
  • Mag Crits: The average number of critical hits you would score per full clip or magazine expended.
  • T-Crits (Total Crits): The average number of critical hits you would score if you expended all available ammunition for the weapon, starting from max ammo.

Basic Hand Guns

Hunting Pistol

The Hunting Pistol is a single shot hand gun that forces you to reload after every round, but gives back in the form of a long range, ok accuracy and significantly high damage per round. The high crit chance doesn't really do much to close the gap of the slow effective fire rate, but one shoting your enemies can be a fairly common occurrence with this weapon anyways. If you have started to get the hang of finding enemy weakspots to focus on shooting, you might enjoy the extra oomph the Hunting Pistol provides when you nail a red hit on an elite, blowing them away with sometimes with single shots.

One little side bonus to the Hunting Rifle is it tends to do pretty well with ammo pickups, as they while they only provide 4-5 bullets, per pick up, that goes a long way wth this gun, more so than half a clip of SMG ammo does.

Hunting Pistol

Hunting Pistol

DamageRPSAccuracyCritRangeMagAmmo

315

-

82%

15%

22m

1

19

TT RldFire RateD-TimeE-RPSE-DPSCPM

1.85s

0.65s

2.5s

0.4

126

3.6

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

315

5,985

-

45.65s

-

2.85

Where to Find the Hunting Pistol

You can find the Hunting Pistol in the event Hunter's Hideout, found in the Earth dungeon Hidden Grotto.

remnant-from-the-ashes-basic-hand-guns-guide

Machine Pistol

*Requires Subject 2923 DLC

The Machine Pistol is kind of like a more accurate, longer ranged Submachine Gun that trades some of it's crit power and overall damage potential to offer a weapon capable of quick sniping bursts of fire. The kickback and spread on this weapon is pretty minimal, which makes landing a full burst or even entire clip, on an enemy at longer ranges possible. Since the clip can be expended so quickly however, it is important to line up your shots before hand to avoid wasting the entire magazine on an armored section or near miss.

Machine Pistol

Machine Pistol

DamageRPSAccuracyCritRangeMagAmmo

24

18

86%

5%

18m

24

240

TT-RldFire RateD-TimeE-RPSE-DPSCPM

2.10

0.055s

2.20s

6.8

163.2

20.4

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

576

5,760

1.33s

33.1s

1.2

12

Where to Find the Machine Pistol

The Machine Pistol is found in the Ward 13 section of the Subject 2923 DLC story mode campaign. While you are working to get the Ward powered up, you will eventually come to a point where you find a Fuse and insert it into a fusebox to power up the facility fully.

At this point you can look for a side room near the main portal room that has a couple of computers with what looks like a chess board with scrabble letters on it. This is actually a clue for one of the computers, which allows entering a pass code.

In the computer with a password prompt, enter this code: 2 4 1 3 5 1

Doing so will allow you to unlock a nearby door with the Machine Pistol inside. You can check the video guide below for more details.

Magnum Revolver

The Magnum Revolver is a 6 chamber hand gun that gives a middle ground for the more accurate long range pistols, with a moderate fire rate, high accuracy and high damage per round. While not the most damage per shot, it does carry the most per full mag, giving it good burst damage potential. Thanks to its clip size and fire rate it does have some ability to handle multiple targets, better than the Hunting Pistol or Twin Shot.

The Magnum Revolver unfortunately has the longest downtime of all weapons, requiring all 6 rounds to be reloaded individually, one after the other. You can interrupt this if you need to fire a short in an emergency, but it is not recommended as the regular interruption of the animation can severely reduce your damage output over time.

Finally while the accuracy is high, you still need to watch out for the significant kickback that can cause you to miss shots if taking them in quick succession at range.

Magnum Revolver

Magnum Revolver

DamageRPSAccuracyCritRangeMagAmmo

195

1.4

94.5%

5%

18m

6

30

TT-RldFire RateD-TimeE-RPSE-DPSCPM

3s

0.8s

3.8s

0.833

166.2

2.6

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

1,170

5,850

4s

35.2s

0.3

1.5

Strange Coin

Strange Coin

Where to Find the Magnum Revolver

To find the Magnum Revolver, first you must locate the Strange Coin quest item (orange glow) found randomly on Earth. This can be in any location that normally spawns a purple ring or amulet, that isn't a specific reward tied to the area. These items are also known as world drops, because they are picked randomly from a pool of items tied to the world they are spawned in.

Once you do find the coin, you can give it to Ace in Ward 13 for the Magnum Revolver.

The Strange Coin can be found anywhere on earth where you world normally find the purple, world drop items.

The Strange Coin can be found anywhere on earth where you world normally find the purple, world drop items.

Repeater Pistol

The Repeater Pistol is everyone's first hand gun in Remnant, but despite it's status as the starter weapon, is quite comparable to the rest of your available arsenal. The manual rate of fire does give rise to the output numbers fluctuating a bit, as does the Magnum, though the larger clip size and faster fire rate means small interruptions will make a bigger difference here.

For longevity purposes, the Repeater Pistol definitely gets high marks, which seems appropriate since everything will take longer to kill while you are still fresh out of Ward 13.

Repeater Pistol

Repeater Pistol

DamageRPSAccuracyCritRangeMagAmmo

51

7

76.5%

5

18m

15

120

TT-RldFire RateD-TimeE-RPSE-DPSCPM

1.8s

0.175

2s

2.85

145.7

8.6

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

765

6,120

3.5

42s

0.75

6

Where to Find the Repeater Pistol

You either receive the Repeater Pistol from Ace in Ward 13 during the tutorial or you will find it automatically in your inventory when you create a new character, if you skip the tutorial.

Minor Issues

When you first meet the Undying King in Rhom story mode, the cinematic has your character holding the Repeater Pistol even if you previously equipped a different weapon. Once the cinematic is over, you will still have the Repeater Pistol equipped and will have to manually switch back to your preferred weapon. Keep this in mind if you plan on fighting the Undying Kind immediately.

Sawed-Off

The Sawed-Off is a miniature shotgun that suffers from an incredibly short range that it trades for an immense amount of damage and damage sustainability. I would highly recommend the Sawed-Off to melee characters that want a backup weapon that compliments their range. Close range boss fights like The Unclean One or Barbed Terror are great times to take this weapon along as is any time you find yourself needing something to deal with large melee elites charging at you.

Thanks to the large bursts of damage, especially if hitting a weakspot, the Sawed-Off has a good chance of knocking your enemy over in a single shot, which is so immensely useful when you were seconds away from being gutted. A lot of elites are easily one shotted by these kinds of hits once you start getting the Exploiter trait leveled up.

One area the Sawed-Off is really lacking is in critical hit application. You won't be getting much if any crits out of this weapon unless you find other ways of bringing your chance up.

Sawed-Off

Sawed-Off

DamageRPSAccuracyCritRangeMagAmmo

375

3.5

60%

5%

5m

3

21

TT-RldFire RateD-TimeE-RPSE-DPSCPM

3.65

0.3s

3.95s

0.73

275.4

2.2

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

1,125

7,875

0.7s

28.6s

0.15

1.05

Where to Find the Sawed-Off

You can purchase the Sawed-Off from the world vendor Sebum who spawns in Reisum for 500 scrap. This merchant will spawn in one of the side dungeons normally reserved for events.

Sebum sells the Sawed-Off Shotgun.

Sebum sells the Sawed-Off Shotgun.

Submachine Gun

The Submachine Gun is the king of critical hits in its class of weapons, far outpacing the rest in crits per minute, crits per magazine and total crits if all ammo is spent. If you are utilizing other items that trigger an effect on a critical hit, the SMG will help you keep those buffs active.

Another interesting note is that while the Machine Pistol has better burst RPS, the larger mag size means it spends about half as much time reloading in the long run, which in turn leads to a higher effective RPS than the Machine Pistol by a decent margin. The one area it loses out on noticeably in this fight is the poor accuracy and shorter range of the Submachine Gun versus the Machine Pistol.

The SMG is personally my go-to favorite for all of it's benefits and would highly recommend it since it is easy to acquire right at the start of a new character.

Submachine Gun

Submachine Gun

DamageRPSAccuracyCritRangeMagAmmo

21

16

58%

5

13m

40

280

TT-RldFire RateD-TimeE-RPSE-DPSCPM

2.10

0.0675s

2.20

8.7

183.2

26.2

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

840

5,880

2.7s

32.1s

2

14

Where to Find the Submachine Gun

You can find the Submachine Gun in Ward 13 following a multi-step process. You can also check out the video guide below.

  1. Grab the Ward 13 keycard from the Founder's hideout on Earth.
  2. Use the card to open the secure doors on level B2 of Ward 13.
  3. Check the last room on the left for a Fuse item. It will glow orange like the keycard does.
  4. Go down to level B3 and pop it in the fuse box and switch the box on to turn on power.
  5. Walk over to the security doors on B3, open them, then come back to the fuse box and turn it back off.
  6. With the power off, go into the large bay you opened the door to, turn left and look to your left for a large vent shaft with a fan in it.
  7. The fan should be off as long as you turned the power back off, allowing you to walk down the vent tube and grab the Ward 13 Master Key at the end.
  8. With this key, turn the power back on and head up to B2 again. Go through the main hallway and the one that branches off, following the central path until you reach a dead end room with another door inside of it leading to a small staircase.
  9. Take the staircase up, use the Master Key to open the door and find the SMG waiting inside for you.

Twin Shot

*Requires Subject 2923 DLC

The Twin Shot is a mini crossbow that fires two arrows in quick succession with each press of the trigger, being similar to the Hunting Rifle in that it needs very constant and regular reloads that really reduce it's effective fire rate. That being said, the Twin Shot definitely takes the lead in effective damage per second at anything further than the face range of the Sawed-Off which is the only weapon that beats it.

Twin Shot

Twin Shot

DamageRPSAccuracyCritRangeMagAmmo

180

7.5

100%

15%

16m

2

34

TT-RldFire RateD-TimeE-RPSE-DPSCPM

1.7s

0.2s

1.9s

1

181.1

9.05

Mag DmgAmmo DmgMag TimeT-TimeMag CritsT-Crits

360

6,120

0.2s

33.8

0.3

5.1

Where to Find the Twin Shot

The Twin Shot is a reward from the Creeper's Peepers event that takes place in the Watcher's Hollow dungeon. In this event, you will find yourself rescuing a number of large rat creatures that are friendly towards you, locked in a large cage at the start of the map. You will find the Servant Cage Key that can be used to open this cage.

Once you are inside, look for one of the rats that has a single fake green eye. It will stand out when you see it as the rest of their eyes are all black. You will need to shoot this one, which drops the eye and the Swashbuckler's Signet ring, assuming you didn't kill the wrong one first.

Finally, take the eye and find a statue outside the dungeon in the main world zone, that looks like the one pictured below. Interact with it to place the eye in the statue, which rewards the Twin Shot.

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