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Made a tierlist for the pickup-able weapons of this game (that excludes the pistols and grenades)
Here's my ranking:
Rankings described (as tested on Very Hard):
PulseRifle: Insanely accurate, you can hold it to fire fast, or even tap as fast as you can to shoot at lightning speeds. Headshots are guaranteed. Very large mag size.
BattleHawk: Oneshots mob zombies in a single hit, even on Very Hard. Two-shots the lanky skinwalkers with buff. Very common drop.
AscSword: The best melee weapon. Long combo, altfire direct hit can two-shot Tintans.
Chainsaw: Second best melee weapon. Absolutely grinds through mob enemies, although quite weak against mutants.
N90: A step-down from PulseRifle, but still very accurate. Has a bug that gives it the fastest firing speed of any weapon if you hold mainfire and rapid-tap altfire.
MAS12: Best shotgun, large mag size. The only mag-based weapon whose reload you can cancel in case of emergencies.
CM2000: Huge damage, beautiful firing sound. Has the same fire rate as an SKS although very high recoil, which can be mitigated by quickscoping.
SKS: One step-down from the CM2000. If you don't have a BattleHawk, use this. Higher mag size and zoom but lower damage.
Shot12: One step-down from, and almost similar to MAS12. Has shell reloading and is more common. Extremely versatile.
SMG90: Good for headshots because of large mag size, very fast reload speed and very common. Another workhorse.
FlameThrower: Even if it looks cool, it's weaker and much more inconsistent than the Chainsaw in terms of a fixed attack range.
AP5: Good all-rounder weapon. Decent fire rate, accuracy and recoil.
KA47: IMO worse than AP5. Has more damage but worse fire rate and recoil.
GrenLauncher: Use it either as a mobility boost or to clear mobs of Zs, then drop it because you shouldn't be reloading this in the middle of a fight.
Phantom: Pitiful damage and terrible reloading speed. The scope is just a gimmick that doesn't help in any way whatsoever. It should also show the critical hit spots of all enemies.
Denma: Apparently the melee has a chain-lightning effect, but it's still weak. The altfire however is quite strong for quick mutant disposal.
AR4: The burst fire bullshit on this is abhorrent and makes it ammo inefficient. Hard to score headshots because of the kickback.
V014: A total downgrade from SMG90. Might be useful with the reload and ammo perks, but terrible otherwise.
Moss50: The worst shotgun. Fires slower than Zs can mob and surround you and has worse spread. Just use a Shot12 instead.
Katana: Slow and painful to use. The altfire takes way too long to charge and should not slow you down for it to be anything effective.
RocketLauncher: Probably the worst weapon in the whole game. Even grenades are more powerful than this. Slow reload speed and a terrible projectile to even try aiming. If you desperately want a rocket launcher, just use AscSword's altfire.
Weapons which are not tiered in the image:
Molotov Cocktail: Insanely helpful and should be in its own S+ tier. It's actually overpowered with the grenade perk.
Revolver: Two-shots mob enemies, infinite ammo. If you're a pistolero cowboy, you can use this for decent results.
Default Pistol: It's actually a decent weapon and can save your life if you're a headshot champ.
Fist: It does its job as a utility, but the buffs to make it actually decent are neither powerful enough and also hog up perk slots.
Cyber Pistol: Worse than the Default Pistol, as it not only feels underperforming but also hogs a precious perk slot. Do not sprint with this weapon in hand, or you'll blind yourself.
Sticky Grenade: Worse than the Default Grenade, as it might wander off 20 feet away from the danger zone if one of the Zs decides to run away randomly. Otherwise has the same damage as the default but also hogs up an extra perk slot.