A Comprehensive Review of LawBreakers Weapons

Rate this post

LawBreakers was a fast-paced, gravity-defying first-person shooter (FPS) that aimed to bring a fresh experience to the competitive multiplayer genre. Developed by Boss Key Productions, LawBreakers featured a wide variety of characters and classes, each equipped with unique abilities and, perhaps most notably, an array of weapons that were both inventive and designed to complement the game’s chaotic, anti-gravity environment. In this review, we’ll dive deep into the weapons of LawBreakers and explore their functionality, design, and how they contributed to the game’s overall identity.

Introduction to the Weapons of LawBreakers

Unlike traditional FPS games, where weapon mechanics are often predictable and rely heavily on standard models such as assault rifles, shotguns, and pistols, LawBreakers took a more creative approach. Weapons in the game weren’t just tools for dealing damage; they were extensions of the characters and their playstyles, designed to fit into the gravity-defying environments and frenetic combat situations the game was known for.

The developers introduced a variety of innovative mechanics that helped make the weapons feel distinct from what players were used to in more traditional shooters. Whether it was a gun that helped propel you through zero-gravity zones, a rocket launcher with remote detonation, or a melee weapon that doubled as a tool for mobility, LawBreakers weapons were crafted with both function and fun in mind.

Weapon Categories and Character Classes

In LawBreakers, weapons were tied to specific character classes, meaning that each character came equipped with a unique set of weapons designed to complement their role within the game. There were five roles or classes, with each class having both a “Law” and “Breaker” counterpart. These mirrored characters would often share similar abilities and playstyles, but their weapons, though functionally alike, often had distinct aesthetics and personalities. The five primary classes were:

  1. Enforcer
  2. Assassin
  3. Juggernaut
  4. Vanguard
  5. Battle Medic
  6. Titan
  7. Gunslinger
  8. Wraith
  9. Harrier

Let’s now break down some of the most iconic weapons associated with these roles and how they shaped the gameplay experience.

Enforcer’s Arsenal: Precision and Versatility

The Enforcer role in LawBreakers was built around traditional FPS mechanics, making the character feel somewhat familiar to those coming from other military shooters. However, what set the Enforcer apart were the unique twists on otherwise conventional weaponry, making the role both accessible and deep.

  • Law Side: Aerator Rifle (Maverick)
    The Aerator Rifle was a fully automatic weapon that excelled in medium-range engagements. It was reminiscent of the typical assault rifles seen in many other FPS games but had a slightly futuristic twist with its high rate of fire and pinpoint accuracy. This weapon was perfect for players who favored precision over brute force, and its fast time-to-kill (TTK) made it a go-to for those who could master its recoil.
  • Breaker Side: Badger
    The Badger was the Breakers’ equivalent to the Aerator, but with a more rugged and rebellious design. It still offered excellent versatility and accuracy at medium range, but the visual and audio design gave it a grittier, more chaotic feel. The difference in aesthetics between the Aerator and Badger reinforced the game’s central theme of order versus chaos.
  • LR15 Fullbore
    The secondary weapon for the Enforcer class was the LR15 Fullbore, a semi-automatic burst sniper rifle that provided high damage output at longer ranges. This weapon allowed the Enforcer to take on enemies from a distance, rewarding skilled players who could land headshots. The ability to switch between the Aerator and Fullbore provided a level of tactical flexibility that made the Enforcer one of the more balanced characters in the game.

Assassin’s Tools: Mobility and Melee Mastery

The Assassin class was all about high-speed movement and deadly melee combat. In a game like LawBreakers, where verticality and mobility were key to success, the Assassin’s weaponry played a crucial role in making the character feel agile and powerful.

  • Arc Blades (Kitsune and Hellion)
    The signature weapon of the Assassin was the Arc Blades, a pair of dual-wielded energy blades that allowed for quick and devastating close-range attacks. The Arc Blades were not just weapons but also key to the Assassin’s mobility, as they could be used to dash through the air and close the distance on enemies. These weapons required players to get up close and personal, but with the right timing and skill, they were capable of decimating opponents in seconds.
  • Romerus Energy Shotgun
    As a secondary weapon, the Assassin carried the Romerus Energy Shotgun, a compact and powerful weapon ideal for close-quarters combat. This weapon packed a punch, dealing significant damage at close range, making it an excellent tool for finishing off enemies after a quick dash with the Arc Blades. The shotgun’s design also made it a perfect match for the Assassin’s hit-and-run tactics, as it allowed for high burst damage before retreating back into the shadows.

Juggernaut’s Armory: Power and Endurance

Juggernauts were tanks on the battlefield, built to absorb damage and hold objectives. Their weapons reflected this role, providing immense stopping power and defensive capabilities.

  • Instigator Shotgun (Axel)
    The Juggernaut class’s primary weapon was the Instigator Shotgun, a slow-firing but incredibly powerful shotgun that dealt devastating damage at close range. The shotgun’s high damage output made it a formidable weapon in close-quarters engagements, capable of dropping enemies with just a few shots. While the weapon had a slower rate of fire, its high damage per shot meant that players who could get up close to their enemies were rewarded with massive firepower.
  • Breaker Side: Lobber
    The Lobber was the Breaker counterpart to the Instigator, featuring a slightly different aesthetic but similar functionality. The weapon’s design and feedback made it feel like a destructive force, emphasizing the tanky nature of the Juggernaut class. The Lobber was often used in conjunction with the Juggernaut’s defensive abilities, creating a playstyle that revolved around controlling space and soaking up damage while delivering heavy-hitting blows to enemies.

Vanguard’s Weapons: Aerial Domination

The Vanguard class in LawBreakers specialized in controlling the skies, using jetpacks and aerial combat to outmaneuver enemies. Their weapons were designed to support a playstyle that thrived on verticality and hit-and-run tactics.

  • Hydra Minigun (Maverick)
    The Vanguard’s primary weapon was the Hydra Minigun, a rapid-firing machine gun that excelled in medium- to long-range engagements. This weapon had a high rate of fire but relatively low accuracy, making it ideal for suppressing enemies and dealing damage over time rather than focusing on precision. In the hands of a skilled player, the Hydra Minigun could rain down a storm of bullets from above, punishing enemies who failed to keep track of airborne threats.
  • Breaker Side: Pulverizer
    The Pulverizer was the Breaker variant of the Hydra Minigun, offering a similar rate of fire and suppression potential but with a more chaotic and rebellious aesthetic. Like the Hydra, the Pulverizer was best used while taking advantage of the Vanguard’s jetpack, allowing players to harass enemies from the skies and control key areas of the map.

Battle Medic’s Weapons: Support with a Punch

The Battle Medic class brought an interesting blend of support and offensive capabilities to LawBreakers. Equipped with both healing and damaging tools, the Battle Medic was capable of turning the tide of battle in the hands of a skilled player.

  • Lobber Grenade Launcher (Turing)
    The Battle Medic’s primary weapon was the Lobber Grenade Launcher, a medium-range weapon that launched bouncing grenades capable of dealing splash damage to enemies. The Lobber required players to have good map knowledge and spatial awareness, as the projectiles could be bounced off walls to reach enemies hiding behind cover. This made the Lobber a versatile tool for both zoning enemies and dealing significant damage in group fights.
  • Breaker Side: Killer Whale
    The Killer Whale was the Breaker version of the Lobber, with a similar firing mechanic but a more anarchistic design. The grenades fired by the Killer Whale had slightly different visual effects, but functioned in much the same way, emphasizing area control and splash damage.

Titan’s Armory: Heavy-Hitting Destruction

The Titan class was all about high damage output and explosive power. As one of the heaviest classes in LawBreakers, the Titan’s weapons were designed to cause maximum destruction.

  • Hammerhead Rocket Launcher (Cronos)
    The Hammerhead Rocket Launcher was the Titan’s primary weapon, capable of dealing massive damage with its explosive projectiles. This weapon was perfect for taking out groups of enemies or dealing with opponents hiding in cover. The rockets could also be remotely detonated, allowing for even more tactical flexibility when it came to controlling space and dishing out damage.
  • Breaker Side: Vulcan
    The Vulcan was the Breaker variant of the Hammerhead, featuring a more chaotic design and explosive effects. Like the Hammerhead, the Vulcan was a high-damage weapon that excelled in team fights, where its splash damage could easily turn the tide of battle.

Gunslinger’s Weapons: Precision and Skill

The Gunslinger class in LawBreakers was built for players who thrived on accuracy, speed, and precision. Unlike other classes that focused on heavy firepower or support, the Gunslinger was a high-risk, high-reward class that required players to make every shot count.

  • Alpha Executioner (Law Side: Axel)
    The Alpha Executioner was a dual-barrel revolver with the capability to deal a substantial amount of damage in a short burst. Unlike fully automatic weapons, the Executioner required precise aim and timing to be effective. This weapon rewarded skilled players who could land consecutive shots quickly, as the burst fire mode offered significant damage output in skilled hands. Players often found themselves using the Alpha Executioner to quickly dispatch enemies at medium range before retreating or repositioning.
  • Breaker Side: Omega
    The Omega was the Breaker counterpart of the Alpha Executioner and functioned similarly, though with a more aggressive and rebellious design aesthetic. The dual-wielding nature of the weapon allowed for quick follow-up shots, which was essential in LawBreakers‘ fast-paced environment. The Breaker’s Omega, with its distinct sound and feel, provided players with a satisfying experience while requiring a steady hand to maximize its damage potential.
  • Equalizer Railgun (Secondary Weapon)
    Complementing the Alpha Executioner was the Equalizer, a semi-automatic railgun that packed a punch. This weapon was ideal for long-range engagements where precision was key, as it had a slower fire rate but offered significant damage for well-placed shots. The railgun was a favorite for players who enjoyed a sniping role in traditional shooters but wanted a more mobile, fast-paced experience. The Equalizer demanded perfect aim and rewarded those who could take advantage of its precision.

Wraith’s Arsenal: Speed and Disruption

The Wraith class brought unmatched speed and agility to the battlefield. This character excelled in outmaneuvering opponents and dealing rapid damage, which was reflected in their choice of weaponry. The Wraith’s weapons were designed to be fast and versatile, capable of creating chaos and confusion among enemy ranks.

  • Spektor Machine Pistol (Law Side: Deadlock)
    The Spektor Machine Pistol was a rapid-firing sidearm that fit perfectly with the Wraith’s high-speed playstyle. This weapon was highly effective at close range, delivering a barrage of bullets in a short time, but it required players to maintain mobility and avoid prolonged firefights, as it had a short range and lower damage output compared to other primary weapons. However, in the hands of a player who could quickly close the distance and dance around opponents, the Spektor was deadly.
  • Breaker Side: Neutron
    The Neutron was the Breaker version of the Spektor, designed with a more chaotic aesthetic that mirrored the lawless nature of the Breaker faction. It had similar functionality to the Spektor, but with visual effects and sound design that gave it a more aggressive and anarchistic feel. The Neutron’s rapid-fire nature made it a great tool for harassing enemies, creating openings for the Wraith to exploit.
  • Stinger Pistol (Secondary Weapon)
    The Wraith’s secondary weapon, the Stinger Pistol, was a burst-fire sidearm that complemented the Spektor by providing more precision in mid-range encounters. The Stinger’s burst damage made it effective for finishing off weakened enemies or dealing significant damage in quick bursts, further amplifying the Wraith’s ability to disrupt enemies and rapidly switch between targets.

Harrier’s Armory: Energy and Speed

The Harrier class was all about mobility and energy-based attacks, making them one of the most unique characters in LawBreakers. Their weapons were designed to provide a balance between offensive firepower and support, with a focus on energy-based projectiles that rewarded both accuracy and timing.

  • Shoc-Croc Laser Rifle (Law Side: Sunshine)
    The Shoc-Croc was a laser rifle that dealt consistent damage over time, making it ideal for harassing enemies and whittling down their health from a distance. The laser beam was highly accurate, and the weapon’s sustained fire allowed players to keep up pressure on enemies. However, the Shoc-Croc required players to maintain good aim and positioning, as missing shots or overexposing oneself could leave the Harrier vulnerable.
  • Breaker Side: Hydra Beam
    The Hydra Beam was the Breaker counterpart to the Shoc-Croc and functioned in a similar manner, with the main difference being its design and sound effects. The Hydra Beam had a more rebellious and rough aesthetic, fitting the Breaker faction’s theme of chaos. While it still required precision, the Hydra Beam offered a slightly different playstyle, with its energy pulses giving players a distinct sense of power when wielding it effectively.
  • Pulsar Beam (Secondary Weapon)
    The Pulsar Beam was a secondary weapon that could fire charged bursts of energy, dealing significant damage at medium range. This weapon allowed the Harrier to switch from sustained damage with the Shoc-Croc to more concentrated bursts of power, making them highly adaptable in a variety of combat situations. The Pulsar’s charge mechanic also added a layer of depth, as players had to time their shots carefully to maximize damage output.

Unique Mechanics and Weapon Design Philosophy

One of the key aspects that made the weapons in LawBreakers stand out was their integration with the game’s core mechanic: gravity manipulation. Weapons in LawBreakers were often designed with mobility and verticality in mind. For instance, certain weapons could help characters traverse the zero-gravity zones or disrupt enemies’ positioning within these areas.

For example, the Assassin’s Arc Blades were not just weapons for close combat; they also allowed players to zip through the air, further enhancing the class’s mobility and lethality. Similarly, the Vanguard’s Hydra Minigun was optimized for aerial combat, where the high rate of fire compensated for the difficulty of aiming while flying.

Another unique aspect of LawBreakers‘ weapon design was the use of hybrid roles. Each class in the game had access to both offensive and supportive abilities, meaning that even classes that were traditionally focused on damage-dealing (such as the Battle Medic) could also provide healing or utility for their team. This hybridization extended to the weapons as well, with many weapons featuring alternate fire modes or secondary effects that allowed them to be used in more versatile ways. For instance, the Gunslinger’s Equalizer Railgun wasn’t just for sniping; it could be used in close-range engagements to finish off enemies quickly.

Balancing Issues and Weapon Meta

While LawBreakers had an impressive arsenal of weapons, the game did suffer from some balance issues that affected the overall weapon meta. Certain weapons were seen as overpowered, especially in the context of competitive play. For example, the Assassin’s Arc Blades were considered too strong by some players due to their ability to quickly eliminate enemies at close range, combined with the character’s high mobility.

On the other hand, some weapons, such as the Battle Medic’s Lobber Grenade Launcher, were seen as underpowered due to their reliance on indirect hits and splash damage, which made them less reliable in direct firefights. The Battle Medic’s kit was also highly dependent on team coordination, which could be frustrating for solo players in public matches.

The weapon meta in LawBreakers shifted over time as players discovered new strategies and as the developers made balance adjustments. However, these balance patches came too late for many players, and the game’s population began to decline before the weapon meta could fully stabilize.

Weapon Variety and Creativity

One of the standout features of LawBreakers was the sheer creativity behind its weapon design. Unlike many other shooters, where weapons feel like slight variations of one another, LawBreakers‘ weapons were distinct and catered to a wide range of playstyles. Whether you preferred fast, close-quarters combat with the Assassin’s Arc Blades, long-range sniping with the Enforcer’s LR15 Fullbore, or chaotic area control with the Titan’s Hammerhead Rocket Launcher, there was a weapon (and class) for every type of player.

The weapons also felt satisfying to use, with each one having its own unique feedback in terms of sound, visual effects, and hit detection. For example, landing a direct hit with the Titan’s Hammerhead Rocket Launcher resulted in a satisfying explosion, while hitting an enemy with the Gunslinger’s Equalizer Railgun gave a distinct visual and audio cue that made every shot feel impactful.

Conclusion

In summary, the weapons in LawBreakers were one of the game’s most innovative and memorable features. From the precision-based Gunslinger to the chaotic destruction of the Titan, every class brought something unique to the table with its weapon loadouts. While the game may have struggled with balance issues and a declining player base, the creativity and thoughtfulness that went into the weapon design remain a highlight of the LawBreakers experience. Whether you enjoyed flying through zero-gravity zones with the Vanguard’s Hydra Minigun or slicing through enemies with the Assassin’s Arc Blades, the weapons in LawBreakers were as exhilarating as they were diverse.

Leave a Comment