1. Grip
The Grip
The initial weapon in Control is the Grip. This weapon is very effective against all types of enemies and will serve you well for the majority of the game. Although each weapon has a purpose and is effective, I regularly found myself going back to Grip during some of the game's most challenging sections and always kept it in my rotation as a backup.
It doesn't require any particularly complicated mechanics to use the Grip. Each weapon in Control fits into a specific archetype, and the Grip resembles a typical pistol that works well in all circumstances since it is reliable and adaptable.
Grip is good for the following reasons:
- The weapon is potent and accurate. This is quite helpful later on in the game when you run into a lot of flying and quick foes.
- The best exclusive mods, like Eternal Fire, which constantly refunds your ammo on hit, are available only on Grip.
- Additionally adaptable, Grip can be efficient at both close and far distances.
How to get the Grip:
This weapon is given to you at the start of the game when Jesse inspects the director’s room. The specific mission is called “Welcome to the Oldest House”.
2. Charge
Jesse holding the Charge weapon
Jesse's Service Weapon's Charge form is one of the best in the game. In fact, if the Grip didn't exist, I'd easily pick this as the best weapon in the game. Later in the game, I frequently use it as a primary weapon, especially when there are a lot of enemies on screen, so it's great for crowd control. This form, like the others in the game, serves as a replacement for a rocket launcher.
Charge is the weapon in the game that requires the least expertise of all of them. Point and shoot is all there is to it. As was already established, its area of effect radius makes it perfect for dealing with large groups of foes, and it dispatches them quickly. It is, in my opinion, the best weapon for several of the game's bosses..
Charge is good for the following reasons:
- Packs a punch.
- Useful against large groups of enemies due to its AoE.
- Very strong against bosses such as the Former
How to get the Charge weapon:
You can gain access to the Charge weapon through the 6th story mission called “My Brother’s Keeper”.
3. Spin
Jesse Seizing an enemy.
Spin, which takes the form of a machine gun, deals some of the most consistent damage. Spin works well in small-scale encounters. The Spin is ranked lower than the Charge primarily because, because of its rapid reloading, it exhausts its ammunition considerably more quickly. In comparison to some of my favorite weapons, it is also the least accurate.
Again, I found the Spin to be quite helpful against smaller hordes. It quickly dispatches some of the simpler adversaries once you've added some of the better mods for it, such as ammo refund upon defeating foes. This eases the amount of time you have to reload.
Charge is good for the following reasons:
- Great for smaller mobs.
- It is also very good against quicker enemies as it does have a bit of sticking power.
- Fires the fastest and good at mid-range.
How to get the Spin:
You get the Spin from the story mission “Directorial Override”.
4. Shatter
Shatter in all it's glory.
Now that we are down to the final five, I think these are more opinion-based than the others. Shatter is one that I occasionally find handy because it assumes the form of a shotgun-type weapon and is excellent at close quarters. Although Shatter carries a powerful punch, I rate it low since I personally didn't feel like I used it much. I chose the Charge primarily in confined spaces, and even then. However, recoil and choke adjustments will help to lessen the spread it shoots if you decide to go with Shatter.
From all of the weapons, Shatter takes probably the least mechanical skill. Its range is wide and can take out multiple enemies at once.
Shatter is good for the following reasons:
- Low mechanical ability needed
- Easy to shoot
- Good for close range enemies and groups.
How to get Shatter:
You also gain access to Shatter from the story mission “Directorial Override”.
5. Pierce
Jesse aiming down Pierce sights.
In the game, Pierce takes the shape of a sniper and, as its name implies, pierces the armor of the enemy. This helps you defeat some of the later game's tougher foes. If you line it up just so, the piercing is very effective at great distances and can even take out several foes at once.
Pierce is good for the following reasons:
- Effective at long ranges due to sniper-like design
- Pierces armor at higher levels
- Can gain ammo from getting melee if you have the mod
How to get Pierce:
You gain access to Pierce through the story mission “Old Boys Club”.
6. Surge
Well hello there.
Due to the fact that Surge is only included in the DLC AWE (Altered World Events), I didn't really have a lot of time to use it. Surge takes the shape of a grenade launcher, but with a twist—it attaches to the targets and the environment, which can result in some creative set-ups.
Surge's mechanics are intriguing because the grenade detonations don't occur automatically. To ignite the detonation, you must shoot the grenades in key locations and then again to activate the explosion. It offers you some interesting set plays, and you can be really inventive with it.
Surge is good for the following reasons:
- Large area of effect.
- Can provide some cool moments with strategic set plays.
- Creativity feels rewarding
How to get Surge:
You get Surge only in the AWE DLC from the story mission “A Dark Place” .