Callisto Protocol has a total of 7 weapons that are presented to players, some are given in the main storyline, like the GRP or the stun baton, but some are pretty missable and can be skipped over if the player doesn’t derail from the main mission. In our Callisto Protocol Best Weapons guide, we will discuss all weapons in detail, alongside a small ranking of them!
- There are 7 weapons, including melee, guns as well as the GRP, which allows players to grip onto enemies.
- The main benefit of knowing which weapon fits you best is that player’s progression becomes a lot easier, and end-game enemies will seem easier to tackle.
- The best way to get your hands on all weapons is to explore more freely rather than only following the main storyline!
Kicking things off with the Riot Gun, it’s known to be a primary weapon, and it is described to be a two-handed shotgun that is essentially designed for riot suppression. One of the main reasons why it is ranked so high is simply because of the sheer amount of damage that it is able to deal against enemies.
With a base ammo capacity of 4, it already becomes pretty viable in combat, and it also has pretty good stability whenever it is being wielded by players in any kind of battle. If you bring it in combat and are being hoarded by enemies, you can surely know the Riot Gun will have your back, as its alt-fire can take out any kind of enemy with little to no effort.
There are a total of 4 upgrades that players will be able to get their hands on whenever they are using the riot gun, but one thing that players should know is that upgrades cost a hell of a lot of Callisto credits, and the resources are scarce as is. Therefore, players should focus on what upgrades they should prioritize rather than mindlessly upgrading everything when they get the chance.
One of the first upgrades that players will be able to get their hands on will be known as the stability upgrade, and it is quite self-explanatory. The main aim of the stability upgrade will be to reconfigure the print so that it adds a foregrip to the weapon in a way whereby players will be able to experience lesser weapon recoil. It costs a total of 300 credits.
Magnum Rounds Damage Upgrade
As the name suggests, the Magnum Rounds will go basically up the player’s overall damage against enemies. It increases the overall damage potential, and it basically does that by adding an extra propellent to its ammunition. It costs 300 credits.
High Capacity Magazine Upgrade
Once again, as the name suggests, pay a total of 900 credits to get an increased ammo capacity for the gun.
Explosive Rounds Upgrade
For spending 2700 Callisto credits, players will be able to have the projectiles of the riot gun upgraded, which will continue to hit enemies and then explode. It also ends up dealing increased overall damage to enemies that are in the general radius.
Moving onto the next weapon, we have the Skunk Gun, which is going to be ranked as the second-best weapon in our books. This weapon once again holds out on its own and has one of the highest damage outputs that any gun can provide in Callisto.
The weapon works insanely well both at long-range while also dishing out death after death in short-range combat as well. One thing that players should keep in mind is that the magazine capacity is on the lower end, and starting out, players can only get 2 bullets in, therefore increasing the need to reload more and more.
The base ammo capacity is 2, and players need about 800 credits in order to print it. It is basically a one-handed shotgun that can be found in chapter 3.
As far as the upgrades are concerned, players will be able to get a total of 4 upgrades as usual, and they are going to range from the High Capacity Magazine Upgrade, Stability Upgrade, Magnum Rounds Damage Upgrade as well as the Swarming Rounds upgrade.
High Capacity Magazine Upgrade
This is going to be one of the best upgrades for the gun since it will alter the magazine capacity in a way whereby the skunk gun will now be able to accept high-capacity magazines, and it will cost players 400 credits.
As far as the stability upgrade is concerned, it will simply come in handy in order to have the player experience decreased weapon recoil, so the weapon is easier to use. It simply increases the overall stability and costs 1200 credits.
Magnum Rounds Damage Upgrade
As for the third upgrade, it will simply enhance the overall damage output of the gun to make it more viable for combat, and it will cost about 1200 credits.
Swarming Rounds Upgrade
With the fourth upgrade costing a whopping 3600 credits, players will be able to have their weapon modified in a way whereby nearby opponents will continuously get swarmed by ammo that is shot out by the gun.
Moving onto the next weapon, we have the Hand Cannon, which will early-game gun that is handed to players whenever they are playing the Aftermath chapter. The weapon is a pretty solid choice, and it will be able to carry you through early-midgame pretty easily *if* you manage your ammo well.
It is described to be a custom and powerful pistol that is able to assist players in combat pretty well. It can be printed at the reforge for a total of 800 credits, and it will have a base ammo capacity of 6.
As for the upgrades, there will be four upgrades once again, one of them being a stability upgrade and the other three being a High Capacity Magazine Upgrade, Magnum Rounds Damage Upgrade, and TK23 Boom Bullets.
With the stability upgrade in hand, players will be able to have their overall hand cannon recoil reduced, making it all the easier to use the weapon where required, and it will cost you back 200 Callisto credits.
High Capacity Magazine Upgrade
Players need to have access to the stability upgrade before spending 200 credits to get the high-capacity upgrade. It will basically increase the overall ammo capacity of the pistol.
Magnum Rounds Damage Upgrade
For a total of 600 Callisto credits, you will be able to experience an increase o your overall damage with the magnum rounds upgrade.
TK23 Boom Bullets
Last but not least, the TK23 Boom Bullets will add up an alt-fire module to the weapon, which will allow you to shoot out explosive rounds from the pistol, and it will cost about 1800 credits.
As for the next weapon, we have the Stun Baton on hand. It is quite possibly the only melee weapon that you are able to get your hands on, and it will be obtained through the “Outbreak” story chapter whenever you are in the early game.
The stun baton is quite strong and allows for close combat that can take out enemies with little to no difficulty. However, since you are in such close range to the enemies, you are quite vulnerable to their attacks, which is where the dodging helps you to evade their attacks and output melee attacks against them in return.
As for the upgrades, the upgrade tree for the stun baton is quite larger as compared to the guns since the game is so focused on melee combat as well. They are listed as follows:
- Blocking Counter Attack: Costs 300 credits and unlocks a new low attack that will help players to have a new block whenever they are able to block an enemy’s final attack.
- Blocking Protection: While blocking attacks incoming from enemies, you will be able to take in less damage if you pay 900 credits to unlock the upgrade.
- Blocking Feedback Damage: With 2700 credits, the upgrade will allow the player to release a charge in retaliation whenever they are blocking an attack against an enemy.
- Increased Velocity Alloy Sheath: One of the base combo upgrades and cost 300 credits, players will have their overall melee combo length enhanced.
- Block Break: With 900 credits, The block break upgrade will rip off an opponent’s arm if they end up blocking one of your attacks.
- Targeting Module Upgrade: With 2700 credits, it will enhance the chance of an aim snap that is dealt to the center of an exposed enemy.
- Riot Control Swing: With 300 credits, players will gain a heavier attack.
- Damage Upgrade Level One: 900 Credits cost, and it simply enhances the overall damage.
- Damage Upgrade level two: 2700 credits to increase the damage even more.
The next weapon will be the assault rifle, which is one of the end-game weapons that you will be able to get your hands on. However, while it does have decent stability as well as a decent ammo capacity, it isn’t all that great at dishing out great damage as compared to the skunk gun or the riot gun.
Against end-game enemies, it doesn’t really stand out, and players will have to eventually rely on weapons that they were able to get in early-game such as the skunk gun.
The assault rifle will have the same three upgrades that all the other guns had, which were the high capacity magazine upgrade, magnum rounds, as well as stability upgrade, alongside having its very own TK 63 Homing Rounds upgrade.
- High Capacity Magazine Upgrade Costs players 500 credits, and it will simply enhance the overall ammo capacity of the rifle.
- Magnum Rounds Damage Upgrade: With 1500 credits gone from your end, you will have your overall damage increased whenever the assault rifle is being wielded.
- Stability upgrade: With a whopping cost of 4500 credits, it will simply reduce the overall weapon recoil.
- TK63 Homing Rounds: With an overall cost of 4500 credits, it will add an alt-fire module to the weapon.
The final gun that will be achieved will be known as the tactical pistol, and if we’re being honest, it’s not all that good. The overall damage of the gun itself is pretty disappointing, considering the fact that you quite literally get it in the extremely late game, as you will be able to get it when you are getting through the “Below” chapter.
Its saving grace might be that it will have a decent base ammo capacity of 10, but other than that, it’s pretty much replaceable by any other gun out there.
As for the upgrades, it will have the Magnum ROunds Damage Upgrade, High Capacity Magazine Upgrade, Stability Upgrade, as well as the TK33 Burst Mode upgrade.
- Magnum Rounds: With 300 credits gone, it will increase the overall damage of the tactical pistol.
- High Capacity Magazine Upgrade: With 900 credits, it will increase the ammo capacity of the pistol.
- Stability Upgrade: With a cost of 900 credits, it will simply reduce the total amount of weapon recoil.
- TK 33 Burst Mode: Costing 3600 credits, it simply grants the pistol an alt-fire mode.
The GRP isn’t really going to be listed as the worst weapon since it’s not really known to be a “weapon” that can actually deal physical damage, but it is rather handy to push and pull weapons and use environmental kills to take enemies out.
Like the Stun Baton, the GRP has a large upgrade tree:
- GRP Recharge Speed Upgrade Small: costing 300 credits, it increases the GRP recharge rate.
- GRP Recharge Speed Upgrade Medium: Costing 900 credits, it will enhance the recharge rate even more.
- GRP Recharge Speed Upgrade Max: Costing 2700 credits, it maxes out the overall recharge rate for the GRP.
- Energy Upgrade Small: Costing 300 credits, it enhances the GRP’S overall max energy.
- Energy Upgrade Medium: It costs 900 credits to do exactly what the small upgrade does but more.
- Energy Upgrade Max: Completely maxes out the energy of the GRP for 2700 credits.
- GRP Velocity Upgrade Small: With 300 credits on the line, it will enhance GRP’S launch strength.
- GRP Velocity Upgrade Medium and Max: With 900 and 2700 credits, it will enhance the launch strength even more.
And there we have it! All 7 weapons and how they perform in combat! And with that, we will wrap up our Callisto Protocol Best Weapons guide!
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