Resident Evil: The Mercenaries 3D default weapons include the M92F handgun (20% crit), M37 shotgun (400 damage per pellet), and S75 rifle (2600 damage).
M92F Handgun
Weapon type: Handgun
Ammo: 20/20
Max number of load: 40
Damage: 250
Reload speed: 1.70 seconds
Critical percentage: 20%
The M92F handgun is the weakest handgun in Resident Evil: The Mercenaries 3D. Its strengths lie in its ability to hold the most handgun ammo and starting with the most handgun ammo. It is best used against Town Majini or Base Majini on most stages. Against Zealot enemies, approximately five shots are needed before setting up a stun for most melees to achieve a kill. For characters like Wesker or Barry who rely on head stun melees, this weapon offers multiple chances for a head stun if a shot accidentally hits another body part. Due to its low power, it is unlikely to kill enemies directly. It possesses a 20% critical hit rate, which can be beneficial for characters focused on head stuns.
M37 Shotgun
Weapon type: Shotgun
Ammo: 7/7
Max number of load: 14
Damage: 400 x 7
Reload speed: 2.40 seconds
Critical percentage: 25%
From close range, the M37 (Ithaca) shotgun deals 2800 damage (400 x 7 pellets). The M37 shotgun features a tight pellet spread, increasing the likelihood of its full damage output at close range. It is most effective against larger boss enemies, such as the Executioner or Super Salvador, when used from close range. It can stun many bosses with about two or three shots. Unlike in RE5 Mercs where players had to stand still during the pump animation after each shot, in Resident Evil: The Mercenaries 3D, players can move while shooting, making the M37 shotgun significantly more effective.
S75 Rifle
Weapon type: Rifle
Ammo: 8/8
Max number of load: 13
Damage: 2600
Reload speed: 3.67 seconds
Critical percentage: 100%
The S75 rifle delivers the most damage among the available rifles in Resident Evil: The Mercenaries 3D. Each shot inflicts 2600 damage, slightly exceeding the L. Hawk magnum. However, it cannot stun a boss in the same way a magnum can. The primary drawback of this weapon is the need to eject the bullet casing after each shot, resulting in a slight pause between shots. This bullet ejection animation can be hazardous when facing certain boss enemies, necessitating careful planning for each shot. The S75 rifle serves as a capable combo-saving weapon when a kill combo is at risk. With its 2600 damage per shot, it has a good chance of eliminating a distant enemy. This rifle can also effectively set up a melee attack for a Big Man Majini when used in conjunction with skills that enhance a character's melee abilities.
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