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S.T.A.L.K.E.R. 2 Weapon Classes: What Each Is For and What Changed

A practical guide to S.T.A.L.K.E.R. 2’s weapon classes, their strengths and tradeoffs, and named additions documented through Update 2.0.
Length1 min Posted Quest giverVGSources Team
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S.T.A.L.K.E.R. 2: Heart of Chornobyl has seven broad weapon groups, but the available official guides and update notes do not establish a complete current list of every individual weapon. This guide explains what each class does, how to choose between them, and which named additions GSC Game World documented through Update 2.0 on September 1, 2026.

Weapon classes at a glance

GSC Game World’s official Weapon Types and Uses guide, published November 18, 2024, groups weapons into seven categories. It describes their general roles, not comparable numerical damage or accuracy figures.

Class Best suited to Main tradeoffs
Pistols Backup use and close encounters; quick to switch to and usable with a detector. Lightweight and common, but weaker at range and lower in firepower.
Submachine guns Mobile close-to-medium-range automatic fire. High rate of fire, low recoil, and cheaper ammunition than rifles; shorter range and rapid ammunition use in automatic fire.
Assault rifles Flexible use across situations, especially medium-range engagements. Versatile, but can be heavy, produce substantial recoil, and consume ammunition quickly.
Shotguns Close-range fights, confined spaces, and encounters with mutants. High close-range damage, but limited distance, significant weight, and frequent reloads.
Sniper rifles Distant targets where you have room to aim. High range and power, but heavy, slow to reload, low in rate of fire, and poor in close combat.
Machine guns Sustained fire when a large magazine and high rate of fire matter. Extremely heavy and poorly suited to mobile combat.
Grenade launchers and grenades Ammunition is limited; careless use can injure you or allies. Some weapons have under-barrel launchers.

How to choose a weapon for the encounter

For close quarters or mutants

A shotgun is the clearest fit when you can get close, especially in confined spaces or against mutants. Its reach is limited, and its weight and reload needs make it less convenient when fights stretch out. A pistol offers a lighter backup that is quick to switch to, but it gives up firepower and effectiveness at range.

For mobile automatic fire

Submachine guns trade reach for mobility and a high rate of fire. Their low recoil can help in close engagements, but holding the trigger in automatic mode burns through ammunition quickly. They are a better fit when movement matters more than long-range reach.

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For adaptable medium-range fighting

Assault rifles are the most flexible class in the guide. At medium range, use a scope where appropriate and favor single shots or short bursts: this helps control accuracy and conserve ammunition compared with prolonged automatic fire. Their weight and recoil are meaningful costs, not reasons to treat them as universally best.

For distant targets or sustained fire

Sniper rifles reward time and space to aim; they are a poor choice if enemies can close quickly. Machine guns suit sustained fire, but their extreme weight makes them awkward when mobility is important. Neither class is a one-size-fits-all primary weapon.

For enemies behind cover or in groups

Grenades and grenade launchers can reach groups or targets behind cover, but their ammunition is limited and an unsafe throw can harm you or allies. Some weapons support an under-barrel launcher, giving you another option without changing to a separate weapon.

What to compare before carrying a weapon

The official category guide provides qualitative roles rather than a complete numeric ranking. Compare the practical factors below for the weapons available in your current build; the best choice depends on the encounter and the ammunition you can spare.

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  • Range and accuracy: Consider whether you can keep the target at the weapon’s effective distance and whether aiming is practical.
  • Mobility and weight: Heavy weapons can be a burden when you need to move quickly; lighter options are easier to carry and switch to.
  • Recoil and firing rate: Rapid fire can help in close fights but may make ammunition disappear quickly. Short bursts or single shots can be more economical with rifles.
  • Magazine capacity and reload limits: A large magazine supports sustained fire, while frequent reloads can be a liability in a close encounter.
  • Ammunition availability: A weapon’s usefulness depends on having rounds for it. Keep ammunition for both primary and secondary weapons rather than assuming one supply will cover every fight.

These are decision factors, not a numeric weapon ranking: the official descriptions do not provide comparable damage, recoil, accuracy, rate-of-fire, or DPS measurements for the full roster.

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Named additions documented in official updates

The roster changes with updates. GSC’s November 2024 category guide is useful for understanding weapon roles, but it is not a current exhaustive inventory. The following are specific additions named in later official notes.

Update Named additions Other documented change
Patch 1.5 Three-Line Rifle and Kora handgun. Also changed ammunition rules and balance, including changes affecting sniper rifles and machine guns. Those are Patch 1.5 details, not a guarantee of current behavior.
Update 2.0, September 1, 2026 Arev (assault rifle), GP3A (DMR), SKP (DMR), and Fora-230 (submachine gun). Added an x3 scope for Western-bloc weapons and a red dot sight for Eastern weapons. GSC said one unique variant of one of the new weapons could be found in the Zone, without identifying which weapon.

For the named additions and their update context, see GSC’s Patch 1.5 notes and Update 2.0 notes. These notes establish the named items above; they do not establish every weapon currently available in the game.

Switch weapons, ammo, and firing modes

Controls vary by input method and can be changed, so check the live options screen if these inputs do not match your setup. GSC’s Beginner’s Guide & FAQs, published December 5, 2024, lists these keyboard-and-mouse controls:

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  • Change weapons with the mouse wheel, keys 1–5, or the radial menu.
  • Press N to change ammunition type.
  • Press B to change firing mode.
  • Hold B to switch to an under-barrel weapon; press B again to return to the main firing mode.

On controller, the radial menu is used for these actions. The same official FAQ recommends preparing ammunition for primary and secondary weapons, repairing gear with a technician, searching enemies and caches for resources, choosing a suitable weapon, and retreating when a fight is too dangerous.

Quick Recap

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