The game offers over twenty various weapons. You can have six different types of arms on you, one of each kind. In other words, in a given moment you can run around with one pistol, one shotgun and so on. Every time you find a new weapon of the sort you already possess, you'll have to confirm your choice by pressing the left trigger. Changing guns amidst one type doesn't cause ammo loss.
Of course not all weapons are going to be available from the very beginning. The Ammu-Nation's offer widens as you progress in the game. When the opportunity arises, it's advisable that you buy the 'Fully Cocked'. It costs $10,000 but gives you access to most of the deadly toys.
You select a weapon using the touchscreen and pressing the gun icon; the game will pause giving you time to make a choice. Although Huang selects arms automatically, you can always switch to the next one by holding the right trigger. The list below presents the whole arsenal you'll have at your disposal (excluding the sniper rifle available in only a few missions). Acronyms used in the text mean the following: M - magazine, P - price you have to pay the dealer for the weapon, and D - a single delivery from Ammu-Nation.
You hit your opponent by pressing the A button. Press A, A, A rhythmically to do a round kick; by pressing A and B together you fell your enemy with a leap kick. This last combo is possible even when you use other weapons.
Teaser [M: 100+ || P: $300]
You order it at the local arms dealer. It's an interesting weapon to kill (or actually fry) individual opponents. Hold the A button to paralyze your target until he bursts into flames. The weapon recharges itself after a short while.
It can be found in several locations. Each hit knocks the enemy down but you'll still need three more strikes to kill him. Generally speaking a baseball bat is not the best choice, as you can find much more effective weapons just as easily.
The cops wield it from the very beginning of the pursuit. Despite greater swing speed, it proves ineffective in many situations. As the strike doesn't knock down your opponent, pedestrians can run away from you easily. Like the baseball bat, the night stick is not the best choice.
For some time in the game this will be your main weapon. Easy to be found on many construction sites, a chainsaw effectively gets rid of even several opponents at a time. Attack in short series by quickly pressing A and don't trouble yourself with 'long' slashes.
Known from the mission 'By Myriads of Swords'. If you want to practice using the sword earlier (or if you lost it), check out the trash can marked on one of the maps from the 'Health, Armor and Weapons' chapter. One slash kills whole groups of opponents. It's definitely the best contact weapon.
Pistol [M: 17 || P: $200 || D: 68]
The most popular gun in the game. Cops use it against you on every possible occasion. The pistol's drawbacks are rather medium range and not very great fire power. Among its merits are a fair price and a relatively capacious clip.
Twin Pistol [M: 34 || P: $450 || D: 24]
Grabbing a second pistol reduces your accuracy but at the same time increases your rate of fire and the number of shots you have to take. Gangsters don't usually run around with two pistols so the best way to acquire them is by making a purchase.
Revolver [M: 6 || P: $1,200 || D: 102]
It has a very good range and fire power. Its weak points are poor rate of fire and small capacity of the clip. Considering that most targets moving on foot won't live until the third shot (given a smaller distance even until the second one), it's a very good choice among pistols.
Micro SMG [M: 50 || P: $350 || D: 150]
A fairly reasonable purchase as long as you don't want to use it to destroy vehicles. The fire power, although good enough for pedestrians, is definitely too weak when it comes to cars. Another problem may be the speed of emptying the clip, inversely proportional to the effects of your actions.
SMG [M: 30 || P: $1,500 || D: 120]
A sub machine gun offers much greater fire power and better accuracy than the micro SMG. The smaller clip is not a problem as you don't need as many bullets as in the previous gun to get the same result. The SMG is perfect for shooting from a car.
Shotgun [M: 1 || P: $600 || D: 16]
An ideal weapon for shooting at point-blank. When you get into a close encounter with your opponent the one shot which you get before you have to reload is enough to beat his brains out. Though the shotgun destroys cars quite nicely, the necessity of reloading makes it an inconvenient weapon.
Stubby Shotgun [M: 2 || P: $800 || D: 32]
Favourite weapon of Ammu-Nation truck drivers. It's deadly at short as well as medium range, though it leaves a lot to be desired when it comes to accuracy. It's great for killing people and destroying their vehicles. Its main merit is that you can take two shots in a row.
Double Barreled Shotgun [M: 2 || P: $1,000 || D: 32]
The best shotgun in the game. It's characterized by high power, accuracy and range. Perfect at short and medium ranges, though it's also useful when it comes to shooting pedestrians from a long distance. It's extremely effective if you want to quickly blow up a vehicle.
Assault Rifle [M: 30 || P: $2,500 || D: 120]
A perfect weapon for eliminating pedestrians. Slightly lower rate of fire is compensated by exceptionally long range and outstanding fire power. Problems begin when it comes to destroying cars or helicopters; in such cases the assault rifle is just not powerful enough.
Carbine Rifle [M: 50 || P: $3,500 || D: 150]
A gun used mainly by the army. Its fire power is similar to the assault rifle's but it's rate of fire is much higher. Although the clip is almost two times more capacious, you won't even notice when you run out of ammo. If you're low on cash, shopping may be a problem.
Flamethrower [M: 500 || P: $6,000 || D: 3 000]
A perfect weapon if you have the 'flame retard' ability (which is a reward in the firetruck mission) making you immune to flames. The flamethrower is ideal at short distances, for you can set cars and people (and generally everything that moves) on fire. In spite of appearances the ammo lasts a long time if only you dose it sensibly.
RPG [M: 1 || P: $8,000 || D: 8]
The ratio of price to the amount of rockets you get is highly unsatisfactory. It's undeniable, though, that nothing brings you more joy than blowing up cars and helicopters. You fix their position by holding the right trigger. The RPG's range is also pretty impressive.
Minigun [M: 200 || P: $10,000 || D: 300]
The most expensive weapon in the game. It has an overwhelming rate of fire. Although the minigun's effectiveness is very high for almost any target (maybe excluding tanks), using it is very uneconomic in the long run.
Flashbang [P: $150 || D: 8]
Treat it as a curiosity rather than an actual weapon. After it explodes your enemies will stand stupefied for a few seconds. This gives you time to either attack or run away. It may be interesting to use it along with the sword but you can just as well wait for the moment in which your opponents reload their guns. It will give the same results.
Molotov Cocktail [P: $300 || D: 8]
The most effective weapon against security cameras scattered around town. You can of course waste time on producing them at a gas station (about fifteen bottles for $200) but purchasing them at Ammu-Nation is much more efficient.
Grenades [P: $350 || D: 8]
They have a bigger range than Molotov Cocktails, however the necessity of waiting two seconds for the explosion makes them rather useless. Remember also that they have an irritating custom of rebounding from the surfaces they hit.
Proximity Mine [P: $500 || D: 8]
The only way of acquiring mines is to buy them via the Ammu-Nation website. They prove useful when you want to get rid of your pursuers. After arming a mine the explosion occurs after about six seconds or when any target (including you) appears within the mine's scope.