[Top 10] Insurgency: Sandstorm Best Weapons That Wreck Hard

insurgency sandstorm best weapons
This is my rifle, this is my gun. This is for fighting, this is for fun.


What are some of the best guns in Insurgency: Sandstorm?

Insurgency: Sandstorm is a hardcore tactical FPS. The game accurately depicts the lethality of weapons. A bullet or two to the chest, depending on the caliber of the gun, could mean death. That is why playing slow and checking every corner is an absolute must in every game of Insurgency: Sandstorm.

There are almost 50 weapons you could use in-game. Each with its own unique characteristics and is better suited for some situations. So, today, we’ll be taking a look at 10 of the most devastating weapons from Insurgency: Sandstorm.

 

10. MP7

Small but terrible.

The MP7 is a fast-firing submachine gun exclusively available for the Security Breacher class. It fires 4.6x30mm armor-piercing rounds, making it one of the few guns in the game that uses armor-piercing bullets. It costs four supply points. Its high rate of fire and short length make it an excellent weapon for clearing rooms and fighting indoors.

Easy to control and brutal at close range, the MP7 excels in urban areas where enemies are forced into close-quarters combat. It takes three body shots to kill at most but is compensated by the high rate of fire. And thanks to its low recoil, a full-auto spray is easily controllable, even at medium range. Combine this with a recoil grip, and you’ll have a laser-accurate submachine gun.

The MP7’s standard magazine contains only 20 bullets, but this can be upgraded with an extended magazine, increasing the capacity to 40. It also has a fast reload time, allowing for fast re-engagement after dumping a magazine.

Why the MP7 is great:

  • Lethal at close range
  • Has low recoil, making it easy to control
  • Fast reload

MP7 full details: https://insurgency.fandom.com/wiki/MP7

 

9. TOZ-194

Pump up your kills with this pump-action shotgun.

The TOZ-194 is a pump-action shotgun exclusive to the Insurgents Breacher class. You can one-shot enemies at close range with its deadly 12-gauge buckshot. It only costs two supply points and has a standard attachment pool to suit your needs and playstyle.

Its Security counterpart is the M870. In-game, these two shotguns are the same. They both have the same recoil, penetration, and rate of fire, but what makes the TOZ-194 one step ahead is its less obstructive iron sight. This advantage over the M870 is essential, especially during close-quarters combat.

There are two ammunition upgrades for the TOZ-194: flechette rounds and slug rounds. A flechette round contains hundreds of small arrow-like projectiles, perfect for penetrating armor with less spread over the standard buckshot rounds. A slug round is a single heavy projectile. Slug rounds have the best damage, accuracy, and range but lack bullet spread. So, you’ll have to be accurate with every shot.

The TOZ-194 is a powerful weapon as long as you can compensate for the slow rate of fire and reload. Just don’t miss your first shot, know when to push, and you’ll be an absolute unit on the battlefield.

Why the TOZ-194 is great:

  • Deadly at close to medium range
  • Costs only two supply points
  • Can decimate if used well in the right situations

TOZ-194 full details: https://insurgency.fandom.com/wiki/TOZ-194

 

8. AKM

Everybody knows this gun, right...?

A powerful and cost-effective weapon, the AKM is an improvement over the widely known AK-47. It is available to the Insurgents Rifleman, Demolitions, Observer, and Commander classes. It fires 7.62x39mm rounds, allowing it to retain most of its damage when engaging enemies at long range. It costs only three supply points, making it a cheap but highly effective weapon. Compared to other rifles, it has a low rate of fire, but its damage and versatility make up for it.

The AKM takes only two body shots at most to kill, with or without body armor. Combine its stopping power with a decent attachment pool, and you’re golden. Is recoil too high? Attach a recoil grip for easier control. Often find yourself engaged at long distances? You have scope attachments to choose from to engage enemies at medium to long range. The AKM is perfect for those looking for a viable weapon for any situation.

Why the AKM is great:

  • It only costs three supply points
  • High stopping power
  • Effective especially at close to medium range
  • Versatile

AKM full details: https://insurgencysandstorm-archive.fandom.com/wiki/AKM

 

7. G3A3

Your enemies will never know what hit 'em.

The G3A3 is a battle rifle available to the Security Rifleman, Demolitions, Observer, and Commander classes. It costs four supply points, and of all the rifles in the game, the G3A3 has the slowest firing rate. Despite its drawbacks, the G3A3 is a killing machine even at long range. Thanks to its 7.62x51mm NATO rounds, it can take down enemies with ease at any distance, but its low rate of fire makes it more suitable for medium to long-range.

A standard magazine contains 20 rounds but is upgradeable with an extended magazine. I would recommend using any remaining supply points on attachments, such as a recoil grip and a compensator, for better control. Going semi-auto can also help for better accuracy.

High stopping power but comes with high recoil. It has its ups and downs like every other gun. The G3A3 stands out due to the raw power in every round it fires. As long as you can control its high recoil, you’ll be dropping insurgents on the battlefield with ease.

Why the G3A3 is great:

  • Great for medium to long-range engagement
  • High stopping power
  • Can penetrate many covers

G3A3 full details: https://insurgency.fandom.com/wiki/G3A3

 

6. Mk 17 Mod 0

Drop them dead.

The Mk 17 Mod 0, or better known as the SCAR-H, is a battle rifle exclusively available to the Security Advisor class. A solid weapon best suited for close to medium range engagements. It fires 7.62x51mm NATO rounds and costs only three supply points.

A strong option for close to medium ranges, the Mk 17 is perfect for those looking for the most firepower for a low price. The Mk 17 isn’t well equipped for long-range engagements due to its high recoil and needing two shots to kill (despite having the same cartridges as the FAL). The Mk 17 is most effective for close to medium ranges, where the recoil won’t be too noticeable.

A standard magazine of the Mk 17 contains only 20 rounds but is upgradeable to 30 with an extended magazine.

Why the Mk 17 is great:

  • Costs only three supply points
  • High firepower
  • Lethal at medium range

Mk 17 Mod 0 full details: https://insurgency.fandom.com/wiki/Mk_17_Mod_0

 

5. MG3

I am the heavy weapons guy... and this is my weapon.

The MG3 is a general-purpose machine gun and a modernized version of the MG42. It can tear through many covers thanks to its 7.62x51mm NATO armor-piercing rounds. It costs four supply points and is exclusively available to the Insurgents Gunner class.

Holding an angle on defense or laying down suppressive fire on offense, the MG3 makes it look easy. Its quick fire rate of 1,000rpm will render flanking routes useless, forcing enemies to find another path or hide behind smoke. An extended mag will double the MG3’s mag capacity from 50 to 100, meaning less reload and more shooting.

The MG3 is massive and will slow you down, making you an easy target. But that doesn’t matter since you’re much more viable when holding certain angles or providing covering fire for pushing teammates.

Why the MG3 is great:

  • Can pierce through thick cover
  • Great for both defense and offense
  • Very high rate of fire

MG3 full details: https://insurgency.fandom.com/wiki/MG3

 

4. SVD

Professionals have standards.

The SVD is a Russian-made semi-automatic sniper rifle that is exclusively available to the Insurgents Marksman class. It fires powerful 7.62x54mmR rounds. It costs four supply points and is an excellent weapon for picking off enemies from afar.

The SVD is one of the strongest weapons in the game. It is very effective at medium to long-range engagements. As a defender, set up camp from afar to stop incoming attackers or eliminate enemies one by one as an attacker. The SVD is a solid weapon for these types of situations.

Why the SVD is great:

  • High stopping power
  • Effective at any range
  • Very lethal, a one-shot kill most of the time

SVD full details: https://insurgency.fandom.com/wiki/SVD

 

3. Mk 14 EBR

Boom. Headshot.

The Mk 14 EBR is a designated marksman rifle exclusive to the Security Marksman class. Chambered with 7.62x51mm NATO rounds, it is a viable weapon for many situations, and it costs five supply points.

The Mk 14 EBR is versatile, having full-automatic and semi-automatic firing modes, allowing flexibility. In situations where you need to push with your teammates, you have a full-auto firing mode for close-range engagements. The only downside is the 20 round capacity of a single magazine. There is no option for an extended mag, so you’ll find yourself reloading more often in a fight.

It can one-shot unarmored enemies, two shots if armored and at a distance.

Why the Mk 14 EBR is great:

  • Versatile
  • Effective at medium to long-range
  • Powerful

Mk 14 EBR full details: https://insurgency.fandom.com/wiki/Mk_14_EBR

 

2. FAL

What can I say? This gun hits harder than a truck.

The FAL is a powerful battle rifle. It fires 7.62x51mm NATO rounds and is a well-rounded and versatile weapon. A heavy-hitter, usually taking only one or two shots to the chest to kill. It costs five supply points and is available to the Insurgent forces.

A well-rounded and powerful weapon, the FAL excels in many situations. It is one of the highest damage and one of the best raw firepower weapons for the Insurgents with a powerful penetration power, allowing you to shoot enemies behind cover. The high caliber rounds make it an effective and deadly weapon, even at long range.

The FAL is a favorite weapon among many players due to its balanced characteristics.

Why the FAL is great:

  • Powerful
  • Versatile
  • Well-rounded

FAL full details: https://insurgency.fandom.com/wiki/FAL

 

1. M82A1 CQ

This gun will blow their minds. Literally.

The M82A1 CQ is a semi-automatic anti-material rifle and is exclusively available to the Security Marksman class. It has the highest penetration and recoil, along with the M99 available to the Insurgents, and costs only three supply points.

The M82A1 CQ can tear limbs with a single shot and can take out a technical with just two rounds to the very front. It is also a one-hit kill, regardless of distance. And a direct hit will send enemies out flying, even when behind cover.

But despite being a hand-held meat grinder, the M82A1 is more of a handicap when used due to its immense weight and heavy recoil. It’s loud and will give out your position with each shot. It’s also not suitable for close range due to the slow ADS caused by the weight. Moving with this weapon will quickly tire you, causing less accuracy.

Why the M82A1 CQ is great:

  • Very fun to use
  • Extremely powerful
  • Effective against technicals
  • Very high penetration power

M82A1 CQ full details: https://insurgency.fandom.com/wiki/M82A1_CQ

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Gamer Since: 2012
Favorite Genre: FPS
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