Arguably there are enough weapons around already, however if someone wanted to make more here are a few suggestions that I think are logical anti-specimen weapons that have not been implemented yet -
Berserker:
Pitchfork - cheap, long range, low damage, push specimens back
Halberd - expensive, long range, good damage on a swing. Alt. attack stab to push specimens back
Sledgehammer - slow, high damage, stuns.
Flail - Needs to "charged" (spun up) for a second before a strike, the strike itself is quick. High damage, stuns.
All of the above can't hit point-blank, need a bit of distance.
Shapshooter:
.22 rifle (Ruger 10/22) - cheap, a TON of ammo, scoped& very accurate, no recoil, semiauto, low damage. Possibly 30-round mags, or mag capacity increasing from 10 to 30 with level of SS.
Enfield - nuff said. Essentially a higher-damage, faster-reload LAR (Enfields can be loaded by swapping 10-round mags, you know). A bayonet alt-fire would be awesome, too.
.22 pistol (e.g. Ruger MK III) - an option, but inferior to 9mm in all respects except the huge amount of mags and no recoil.
Alternatively, Kel-Tec PMR or FN 5-7 would be pretty much like the 9mm but with less recoil and 30rnd mags.
Sawed-off bolt-action (e.g. Mosin-Nagant, or Enfield) - bolt-action pistol, essentially. No ironsights, bad accuracy, clumsy reload, but high damage. Poor man's Siren/Husk killer.
.50 BMG single-shot pistol - a pain to reload, but does a lot of damage. Poor man's M99, or a backup for M14.
S&W 500 Magnum - bear self-defense revolver. A logical choice for specimens. HUGE recoil, low ammo, heavy(4 blocks?), far more damage than the HC.
Support -
Taurus Judge or other .410 revolver - fires weak shotgun rounds. IRL it's a crappy weapon due to low damage of pellets. In-game, could possibly be used to clear crowds of chaff in a pinch.
Sawed-off shotguns - MOAR spread, less weight, same cost, less ammo capacity for the pump. Backup point-blank weapons.
Single-shot shotgun - has to be reloaded after every shot. Cheap.
Large-caliber shotgun (e.g. 4-gauge, or KS-23 Russian megashotgun) - these are still around, just not that many of them. Low ammo (try to find 4ga ammunition for sale), very heavy, high damage. Sort of Support's version of the LAW.
Demo -
Muha or similar disposable rocket launcher - single-shot LAW with a weight of 3 blocks and low cost.
Satchel charges - enough said.
Firebug -
Shmel (Bumblebee) rocket-propelled flamethrower. Essentially a LAW that also sets stuff on fire. A favorite of the Russian Army - a direct hit to a building does about as much damage as a 6-inch howitzer hit.
I think they come in a 2-pack of disposable launchers. Heavy, moderately expensive, you only get 2 shots.
KS bottle - a military-grade Molotov. A bottle with phosphorous mixture made to burn through tank armor, self-ignites when the bottle is broken. Would be nice if it could be made hazardous to the user in some way(they were IRL) - e.g. if you get hit while holding it, it explodes.
Commando -
Net launcher - doesn't do damage, but slows down a specific specimen for a time.
Best wishes,
Daniel
Berserker:
Pitchfork - cheap, long range, low damage, push specimens back
Halberd - expensive, long range, good damage on a swing. Alt. attack stab to push specimens back
Sledgehammer - slow, high damage, stuns.
Flail - Needs to "charged" (spun up) for a second before a strike, the strike itself is quick. High damage, stuns.
All of the above can't hit point-blank, need a bit of distance.
Shapshooter:
.22 rifle (Ruger 10/22) - cheap, a TON of ammo, scoped& very accurate, no recoil, semiauto, low damage. Possibly 30-round mags, or mag capacity increasing from 10 to 30 with level of SS.
Enfield - nuff said. Essentially a higher-damage, faster-reload LAR (Enfields can be loaded by swapping 10-round mags, you know). A bayonet alt-fire would be awesome, too.
.22 pistol (e.g. Ruger MK III) - an option, but inferior to 9mm in all respects except the huge amount of mags and no recoil.
Alternatively, Kel-Tec PMR or FN 5-7 would be pretty much like the 9mm but with less recoil and 30rnd mags.
Sawed-off bolt-action (e.g. Mosin-Nagant, or Enfield) - bolt-action pistol, essentially. No ironsights, bad accuracy, clumsy reload, but high damage. Poor man's Siren/Husk killer.
.50 BMG single-shot pistol - a pain to reload, but does a lot of damage. Poor man's M99, or a backup for M14.
S&W 500 Magnum - bear self-defense revolver. A logical choice for specimens. HUGE recoil, low ammo, heavy(4 blocks?), far more damage than the HC.
Support -
Taurus Judge or other .410 revolver - fires weak shotgun rounds. IRL it's a crappy weapon due to low damage of pellets. In-game, could possibly be used to clear crowds of chaff in a pinch.
Sawed-off shotguns - MOAR spread, less weight, same cost, less ammo capacity for the pump. Backup point-blank weapons.
Single-shot shotgun - has to be reloaded after every shot. Cheap.
Large-caliber shotgun (e.g. 4-gauge, or KS-23 Russian megashotgun) - these are still around, just not that many of them. Low ammo (try to find 4ga ammunition for sale), very heavy, high damage. Sort of Support's version of the LAW.
Demo -
Muha or similar disposable rocket launcher - single-shot LAW with a weight of 3 blocks and low cost.
Satchel charges - enough said.
Firebug -
Shmel (Bumblebee) rocket-propelled flamethrower. Essentially a LAW that also sets stuff on fire. A favorite of the Russian Army - a direct hit to a building does about as much damage as a 6-inch howitzer hit.
I think they come in a 2-pack of disposable launchers. Heavy, moderately expensive, you only get 2 shots.
KS bottle - a military-grade Molotov. A bottle with phosphorous mixture made to burn through tank armor, self-ignites when the bottle is broken. Would be nice if it could be made hazardous to the user in some way(they were IRL) - e.g. if you get hit while holding it, it explodes.
Commando -
Net launcher - doesn't do damage, but slows down a specific specimen for a time.
Best wishes,
Daniel