If you want to change the course of history, there's no better tool for the job than a
gun.
Luckily, Wolfenstein: The New Order is full of 'em.
Let's get to the point: most of the arsenal on offer relies on a steady feed of ammo - but
even if you're out of bullets, there's always your trusty steel: when applied to the right
spot a blade's incisive attack will prove very effective.
You might think two knives overkill, but a spare is often useful to extend your range
- a deft toss and you can make your point silently across a room.
Most of the time though, you'll be going loud and tackling foes with your primary arm: and
the first you'll get your hands on is your trusty SMG.
The submachine gun is standard issue for the Allies in 1946, and it bears a striking similarity
to the American Thompson SMG.
While it lacks damage, it spews bullets at a prodigious rate, making it quite effective
at a close range - as long as your ammo supply holds out.
There's no shortage of enemy weapons lying about, however - and the Nazi equivalent is
the Model 1946 Assault Rifle, loosely based on the Sturmgewehr 44.
It packs more punch than the Allied option and can reach out further, although recoil
is heavy and output slower.
Find two, however, and there's nothing stopping you from wielding both: doubling your firepower
and shredding all who stand before you.
The updated post-war Model 1960 is a mite more refined, but suits a similar role.
Externally it resembles a G3 rifle, with the familiar rotary rear diopter sight a trademark
of similar weapons manufactured by Heckler & Koch.
It's the standard armament of most of the enemies you'll face,
and, like its predecessor, two held in unison can put on an impressive show.
Speaking of power, few weapons are as potent up close as a shotgun: and the double-barreled
is an iconic classic.
Although you're limited to two rounds between lengthy reloads, it's a potent choice in close
quarters that can quickly shut down a threat.
A slightly more high-tech alternative is the automatic shotgun: a heavy belt fed weapon
that draws from a 20-round magazine.
In tighter corridors there's not much that will stand up to such a barrage - and perhaps
even better is the fact that you can wield two at once.
Later on you'll discover the shrapnel shell mod, firing rounds which ricochet off hard
surfaces - potentially finding soft targets round corners and in cover.
Every good primary weapon deserves a sidearm, and you'll be able to find a pistol to call
your own from a fallen Nazi officer.
The Model 1946 handgun appears to be an iteration of the classic Pistole Parabellum 1908 - more
commonly known as the Luger.
Although weak in a firefight, the pistol serves an important role with the addition of the
silencer.
With the potential to take down foes with a single well-placed headshot, you can cut
deep behind enemy lines without them having the chance to raise an alarm.
The updated version, the Model 1960, has a slightly smoothed exterior and fires a three-round
burst by default.
This, paired with reduced recoil, grants slightly more effective stopping power - and, like
the older model this pistol can be silenced for covert use.
Single silenced headshots work wonders for sneaking your way through a compound, whilst
keeping enemies in the dark.
If white is more your colour, then there's even a space-age variant with a non-removable
silencer.
Similarly modern is the Marksman rifle - a precision weapon whose flat-sided construction
bears resemblance to more modern rifles such as the SCAR.
Its primary mode comes equipped with a telescopic sight, ideal for picking off enemies from
afar with well-placed headshots.
Its secondary mode, encountered later, is more interesting: a laser beam module, with
a generous battery capable of spewing blue high-energy laser light towards your target.
You'll need to find a recharger once depleted, but two laser rifles together boast considerable
output in the meantime.
The Marksman rifle isn't the only directed energy tool you'll encounter, either - and
while barely a weapon, the Laser Cutter is nonetheless essential to your survival - capable
of cutting through fences and chains that otherwise halt your progress.
It's not until you discover the upgraded model that things become more interesting: the Laserkraftwerk
can be employed as a very effective weapon.
It retains the ability to cut chain and thicker metal panels, but in its combat mode it will
kill opponents with just a couple of shots, making them explode in a particularly satisfying
way.
It's also extensively modifiable - you'll find a variety of mods in the field, from
one that makes the weapon fully-automatic, another which lets your shots reflect off
surfaces - and the portable reactor, which will slowly recharge the weapon.
If you're after a means to flush out your enemies - or just want to cause mayhem - then
the explosive options are a safe bet.
The hand grenades you'll find resemble the Model 24 Stielhandgranate, with a long stick
for a handle and an explosive charge surrounded by a fragmentation casing at the end.
They work well against larger groups of infantry in close proximity, and the threat of an imminent
explosion will dislodge stubborn foes from cover.
The post-war replacement is the Tesla Grenade - similarly explosive, but with an electric
twist that shuts down any electronics briefly within the blast radius.
This makes it particularly effective against heavily armoured opponents, opening up a window
of opportunity while they're stunned.
You can get more bang for your buck with a mod for the Model 1960 Assault Rifle: the
underslung rocket launcher affixes underbarrel, with explosive interdiction enough to tackle
all but the mightiest of opponent with a single round.
Top of the tree in firepower are the mounted machine guns: The MG46 is a rotary-barrel
minigun normally fired from an emplaced position, although you can detach the weapon if you
don't mind being lumbered with a huge hunk of steel.
Ammunition is limited, but while it lasts you'll shred the opposition - if you're looking
for sustained firepower, the MG delivers it in spades.
The updated version, the MG60, has a barrel shroud reminiscent of the MG42 - but the rotating
energy disc reveals that this is no ordinary machine gun.
Instead of firing regular bullets, the MG60 is a sustained-fire energy weapon, with a
stream of red bolts painting a swathe through any defensive line.
This also means that you can recharge the weapon - look for the same chargers that power
your laser cutter, and you can top up this portable turret for repeated use.
That's about all of the infantry weapons you'll find - but sometimes, you'll encounter emplaced
weapons on a larger scale - although these remain firmly rooted to the ground, as they're
much too large to be man-portable.
Still, make use of them when you can - you'll need all the help you can get under the heel
of an iron regime.
No doubt, there's one heck of an arsenal at your disposal - but it's up to you to make
it count.
Thanks for watching - and until next time, farewell!