Weapons are used by operatives and enemies alike throughout missions and other gamemodes.
Entry Point currently features 6 types of firearms, with 11 guns in total. Most of them can be unlocked by simply purchasing them with money acquired throughout the course of the game, but a couple can only be unlocked through special events and gamepasses.
While some weapons are accurate portrayals of real life firearms, others are visual composites of other guns and don't have exact counterparts.
Melee
Melee is an alternate option that is mostly used during stealth. You must be holding a weapon to perform melee attacks by pressing "V". You can switch between the two modes by holding "V". The mode is indicated by a fist or a knife icon next to the health bar. The icon will flash with the other icon, and then fully turn to the other icon once you hold “V”. The knife is automatically equipped when a heist goes loud.
Having the Steady Aim perk will allow you to use melee attacks while sprinting with a mastered weapon.
Bash
A gun bash will silently knock out any NPC, leaving their disguise intact. Guards and civilians can be knocked out even after the alarm is raised, however it will not work on combatants. Gun bashes also do not affect the no kills bonus.
Knife
Stabbing somebody will ruin their disguise if it kills them. As opposed to bashing, knifing can damage combatants, dealing 300 damage. The damage of the knife is affected by armor, but not perks. Attacking with the knife is slow, and has a very limited range, so it is typically only viable in emergencies. Knifing is not recommended during stealth, as it will ruin your no-kill bonus and has less range than the gun bash. The knife cannot be used while dual wielding.
Notable Weapon Mechanics
While most of a weapon's stats are fairly self explanatory, such as rate of fire or ammo capacity, others can be difficult to convey in a concise manner. Notably, spread has several different values tied to it that make it difficult to concisely display exact info, and the exact meaning of a weapon's Penetration Factor can be a little unclear.
Headshot Damage
All weapons which use bullets deal 4x damage when hitting enemies in the head. Headshots do not ignore armor. The masks of Aegis armored units will cause bullets to only deal 1x damage, but these units can still take headshot damage if shot in the eyes, the sides or back or their head, or just parts of the mask due to the mask's hitbox not matching the visual of the mask.
Damage Falloff
Bullets have a maximum and minimum damage, as well as a damage falloff initiation range and a maximum range. Between 0 studs and the damage falloff initiation range, weapons will deal their maximum damage. Once a bullet passes the weapons damage falloff initiation range, it will begin to linearly lose damage, approaching the weapon's minimum damage as the bullet approaches the weapons maximum range. Bullets cannot exceed their weapons maximum range; attempting to shoot something beyond a weapon's maximum range will do nothing.
So for example, the F57 has a maximum damage of 45, minimum damage of 25, damage falloff initiation range of 60 studs, and maximum range of 400 studs. Between 0 and 60 studs, the F57 will deal 45 damage. From 60 to 400 studs, the damage will linearly decrease from 45 to 25. Beyond 400 studs, the F57 cannot hit anything.
Spread
Weapons have 4 sets of values for minimum spread and maximum spread. These 4 sets are for spread while aiming, spread while moving and aiming, spread while hipfiring, and spread while moving and hipfiring. Additionally, they have 2 more values for a spread increase, and a spread decrease. The corresponding minimum spread value will be the spread for your first shot, and after that spread will increase by the spread increase value for each shot fired in quick succession, until you reach the maximum spread. For any given shot, its spread can be anything up to and including the current spread value. After you stop shooting for long enough, your spread will decrease based on the spread decrease value until it reaches the minimum or you begin shooting again. It is not currently known how long the delay for spread to begin decreasing is or how exactly the spread decrease value is applied.
The tables on this page simply give an rough average of what a weapon's spread is like, you can find exact values are the individual pages for each weapon.
Penetration Factor and Surface Penetration
When a bullet is fired, that bullet can travel an amount of studs equal to the maximum range of the gun that fired it. When a bullet passes through a material, it basically acts as if it travelled a certain number of studs based on 3 factors. These factors are the amount of studs of material the bullet passed through, the surface factor of that material, and the penetration factor of the bullet. These 3 factors are then multiplied together to get the total amount of range spent on penetrating that material.
So, let's say a bullet fired from an F57 travels 20 studs, then passes through 2 studs of a material with a surface factor of 10, then travels 20 more studs and hits an enemy. The F57 has a penetration factor of 10 and a maximum range of 400 studs. When the bullet passes through 2 studs of a material with a surface factor of 10, since the bullet has a penetration factor of 10, the bullet will act as if it has travelled 200 (2 * 10 * 10) studs when passing through those 2 studs of material. So the bullet will act as if it had travelled 240 (20 + 200 + 20) studs when hitting the enemy.
However, if we take this same scenario except this time, the surface has a surface factor of 50, then that bullet would've effectively travelled 1020 studs (20 + (2 * 50 * 10)) after fully penetrating those 2 studs of material. The F57 only has a maximum range of 400, so the bullet is stopped inside the material.
Weapon Types
- The first row displays weapon and ammo type, purchase cost, and mission deployment cost.
- The second row displays
maximum → minimum damage,
damage falloff initiation range, and
maximum range.
- The third row displays
rate of fire,
armor penetration, and
surface penetration (penetration factor || approximate penetration ability).
- The fourth row displays
reload time (tactical + empty),
ammunition (magazine || reserve), and
concealment points.
- The fifth row displays
average spread,
recoil (vertical || horizontal), and
mobility. The recoil listed for the MM20, 480 MCS, and F57 assume a stock is equipped.
means that the weapon requires the Expanded Arsenal gamepass to purchase, unless unlocked through past events.
Pistols
An effective backup weapon in a pinch, pistols are small, cheap, and very easy to hide. No other weapons are necessary when stealth is the goal. Having the Pistol Mastery perk allows you to dual wield when having two pistols of the same model and reload a single equipped pistol 25% faster.
![]() UP9 |
"United Defense came under investigation after creating the UP9 in 2002. Shady business practices aside, the company created a cheap, low quality gun that quickly flooded the criminal arms market. Despite lawsuits, the weapon is still in production and is a favorite of lowlifes and gangs. It may not be dependable, but it's cheap, easy to get, and easy to conceal. Good enough, right?" |
"The K45 is a solid, reliable weapon that's been a staple of police and civilian arsenals since it's release in 1945. The strong .45 semi-auto remains one of Seigel Arms' most popular models. It may not be as flashy or as big as some of the other options out there, but it's reputation and dependability have earned it a place in the armories of many operators." | ![]() K45 |
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$11,500 Purchase | $100 Deployment |
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"Some people call it impractical. Sure, you'll never REALLY be able to justify a handgun of this caliber... Unless your job involves breaking and entering and casual shootouts with the police on Monday mornings. You used a model like this for years while you were freelancing, but your last Raven was stol- er... lost. But that doesn't mean this one can't perform just as well." |
SMGs
Similar to pistols, submachine guns are small in size and relatively easy to conceal, but they have a higher rate of fire. Having the SMG Mastery perk reduces the concealment cost of all SMGs by 2 points.
"Created in 1997, the S97 is a small frame 9mm submachine gun. Seigel Arms Company stopped manufacturing the weapon in 2012, but it's still fairly easy to obtain. The integrated folding grip and stock turn it into a very low profile weapon. While the 9mm caliber isn't effective at cutting armor, but the weapon remains popular with operators due to it's high rate of fire and high concealability." | ![]() S97 |
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$9,500 Purchase | $150 Deployment |
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"The MM20 was designed and developed in 2005 for the use of Chinese SOF. It's difficult to obtain in North America, but luckily for us the Armera is able to supply them. The compact gun features a three round burst with strong recoil compensation, designed for taking down targets at medium ranges. Operators like the MM20 for it's accuracy, stopping power, and it's concealability." |
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$33,000 Purchase | $350 Deployment |
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Shotguns
Shotguns excel in short range combat and one well placed shot is usually all you need. They make up for their shorter range and fire rate with high damage. Having the Shotgun Mastery perk is meant to increase the intimidation range of all shotguns by 50%, but currently this does not work.
"The Model 480 modular combat shotgun was designed to be a highly configurable pump-action for military personnel. While it lacks a rapid fire rate and armor piercing capabilities, the firepower of the weapon is enough to compensate. Cascade Technologies created the weapon in 1973, and operators have adopted the 480 MCS because of its high configurability and versatility." | ![]() 480 MCS |
Rifles
Not all enemies can be dealt with up close. Fortunately, rifles have the range and power required to take on foes at any distance, without hesitation. Having the Rifle Mastery perk decreases the spread of all rifles by 40%.
"United Defense created the F57 in 2004 as a military grade weapon, and since its introduction it's found its way into services in 14 different countries. Lucky for us, United Defense has never had an issue with under the table deals, and we get our supply directly. Operatives love the F57 for its power and high modularity. It can be modified to fit almost any role in a mission." | ![]() F57 |
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$23,500 Purchase | $400 Deployment |
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![]() CBR-C |
"The Compact Bullpup Rifle was created by the Tricorne Co. in 1990. The CBR-C is a variant of the CBR sold exclusively in Canada; It's shortened barrel allows it to comply with Canada's rifle laws. The quick fire rate and high accuracy make it a favorite for operatives in mid to long distance firefights. The 7.8mm rounds slice armor, but the fire rate and small magazine means frequent reloads." |
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$13,500 Purchase | $250 Deployment |
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Snipers
These rifles are slow yet powerful, and can even take on foes hiding behind thick cover. Having the Sniper Mastery perk increases the lowers the penetration factor of all snipers and allows them to pierce through ballistic shields, enemies, and bulletproof glass.
![]() CH-A |
"The CH-A was designed by Cascade Technologies to be the civilian counterpart to their more popular CMS-5 model. Released in 2004, Cascade marketed the CH-A as a light frame sport and hunting rifle. The rifle was never popular in the European market, but it found success overseas in America. Operatives that prefer the CH-A generally choose it for it's light weight and high stopping power." |
Heavy Weapons
Going loud might not be the safest way to heist, but it definitely can be fun shooting bullets. These weapons are among the most expensive and sure to slow you down without external help, such as perks. Having the Heavy Weapons Mastery perk is meant to reduce the movement speed penalty of all heavy weapons by 50%, but it instead sets their movement penalty to 10% (90% mobility).
"The "Sawblade" is a heavily modified LMG variant that comes directly from the Armera. Armera Custom weapons are infamous in the world of operatives, and the few with connections to get them gladly pay the high prices. The Sawblade in particular boast a hundred round magazine, high stopping power, and no tolerance for that "Stealth" nonsense. When you buy a gun like this, you use it." | ![]() Sawblade |
![]() Thumper |
"The Thumper is a 40mm, single shot, break action grenade launcher. Created by the Americans, it first saw use in the Vietnam War, and remains in use to this day. It's name comes from the distinctive sound it makes when firing. The launcher is simple but reliable, and operatives pick up the Thumper for it's portability and destructive potential. It can be used in combat, or as a versatile breaching tool. Just make sure to keep it away from Rose." |
Statistics
Modifications
Almost every gun has a variety of modifications and attachments available, ranging from optics and barrel additions to tactical and concealment options. There are many combinations available to suit the needs of each mission.
The Thumper is the only weapon that cannot equip modifications.
UP9
- Sight: Iron Sights, Glow Sight, Ring Sight, Mini Sight, Delta Sight
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Flashlight, Laser
K45
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Laser
Raven
- Barrel: Suppressor
- Sight: Iron Sight, Glow Sight, Mini Sight, Delta Sight.
- Tactical: Laser
- Frame: Default (Chrome), Matte, Steel, Gold, Split Gold (Anniversary 2021 Day 5 Reward)
S97
- Sight: Iron Sights, Mini Sight, Delta Sight, Red Dot, TG3X, T4XS
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Flashlight, Laser, Canted Sights
- Magazine: Normal Magazine, Short Magazine
MM20
- Sight: Iron Sights, Mini Sight, Delta Sight, Red Dot, TG3X
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Laser
- Grip: Folding Grip, Ergo Grip, Angled Grip, Stubby Grip
- Stock: No Stock, Stock
480 MCS
- Sight: Iron Sights, Mini Sight, Delta Sight
- Barrel: Flash Hider, Suppressor, Duckbill, Choke
- Tactical: Flashlight, Laser
- Stock: Normal Stock, Short Grip
CBR-C
- Sight: Mini Sight, Delta Sight, Red Dot, TG3X, T4XS, LS6X
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Flashlight, Laser, Canted Sights
- Grip: Folding Grip, Ergo Grip, Angled Grip, Stubby Grip
F57
- Sight: Iron Sights, Mini Sight, Delta Sight, Red Dot, TG3X, T4XS
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Flashlight, Laser, Canted Sights
- Magazine: Normal Magazine, Short Magazine
- Grip: Folding Grip, Ergo Grip, Angled Grip, Stubby Grip
- Stock: No Stock, Full Stock
CH-A
- Sight: Iron Sights, Delta Sight, Red Dot, TG3X, T4XS, LS6X
- Barrel: Flash Hider, Muzzle Brake, Suppressor
- Tactical: Flashlight, Laser
Sawblade
- Sight: Iron Sights, Mini Sight, Delta Sight, Red Dot
- Grip: Folding Grip, Ergo Grip, Angled Grip, Stubby Grip
Concealment
Any weapon can be concealed so that it is not visible when it is not pulled out. When a gun is over your concealment limit, it will be visible to guards and civilians giving you the armed status. You can increase your concealment limit with perks or decrease the needed concealment of a weapon by changing their modifications.
Concealment Values
By default, your concealment limit is 6. The Inner Pockets perk will passively increase the concealment limit by 1, and the Hidden Weapons perk unlocks Concealed Holsters, which can be equipped for an extra 1 concealment limit, making the max concealment 8. The exception to this is SMGs; with the SMG Mastery perk, the concealment value of all SMGs is decreased by 2. As a suppressor adds 2 points, only guns with a minimum concealment value of 6 or less can be concealed with a suppressor.
Weapon | Base | Min | Max |
---|---|---|---|
UP9 | 4 | - | 7 |
K45 | 4 | - | 6 |
Raven | 5 | - | 8 |
S97 | 5 | 1 | 9 |
MM20 | 5 | 3 | 13 |
480 MCS | 7 | 5 | 10 |
CBR-C | 8 | - | 14 |
F57 | 7 | 5 | 16 |
CH-A | 7 | - | 11 |
Sawblade | 10 | - | 14 |
Thumper | 7 | - | - |
Threat
Threat is a value that affects enemy targeting AI. When an enemy can see more than one player, they will shoot the player with the highest priority. Priority is based on a combination of threat and proximity: having a higher threat or being closer to the enemy will both raise your priority. Your threat value will depend on what weapon you are currently holding. When no weapon is being held, the threat value is 0.5. When dual wielding pistols, the threat of the pistol in your right hand is used. Flash hiders decrease threat value by 15% and suppressors decrease it by 25%.
Weapon | Base | With Flash Hider | With Suppressor |
---|---|---|---|
UP9 | 1.5 | 1.275 | 1.125 |
K45 | 2.5 | 2.125 | 1.875 |
Raven | 3 | - | 2.25 |
S97 | 2 | 1.7 | 1.5 |
MM20 | 2 | 1.7 | 1.5 |
480 MCS | 2 | 1.7 | 1.5 |
CBR-C | 2.5 | 2.125 | 1.875 |
F57 | 3.5 | 2.975 | 2.625 |
CH-A | 2.5 | 2.125 | 1.875 |
Sawblade | 10 | - | - |
Thumper | 10 | - | - |