// loadout
The EnfExt210 and Why 60 Rounds Matters #
Enforcer's defining weapon isn't its damage per shot — 48 is actually lower than Assault's Rifle0 at 37 + higher fire rate, so the damage-per-second is comparable. What makes the EnfExt210 different is the 60-round magazine. Every other primary in the roster reloads after 2-30 rounds. Enforcer doesn't reload for 60. That alone changes how a corridor fight resolves.
EnfExt210 Primary — extended-magazine machine gun #
48 dmg / 8 mag / 60 ammo
48 damage per round, 60-round magazine, 8 ammo reserves. Fully automatic. The damage-per-round is mid-tier, but the 60-round magazine is roughly 2× any competitor. In practice this means: if you start engaging an enemy unit and you don't kill them with the first burst, you can keep shooting until they're dead without ever reloading. Other classes have to break engagement to reload; Enforcer doesn't.
TTK math
TTK math: against Sniper (175 res), 4 rounds; against Infiltrator (200 res), 5 rounds; against Assault (250 res), 6 rounds; against another Enforcer (320 res), 7 rounds. At EnfExt210's fire rate, this is sub-second on the soft targets, ~1.2s on another Enforcer. The 60-round magazine is enough for 8 full Enforcer-vs-Enforcer kills back to back — you can hold a choke against an entire enemy team's reload cycles.
TT-02 Secondary — pistol #
108 dmg / 2 mag / 6 ammo
108 damage per round, 6-round magazine, 2 ammo reserves. Same as every class. As Enforcer, you'll almost never need it. The EnfExt210's 60-round capacity means most fights end before reload. But: if you are caught reloading mid-fight (rare), the TT-02 is a meaningful gap-filler because 108 damage matters even when 320 resistance is on your side.
Resistance, Speed, and the Mobility Tax #
320 resistance is the highest in the game. Against an enemy Sniper's TG-87 (152 damage), this means 2 unmissed body shots to disable you — same as Assault (which has 250 resistance, also requiring 2 TG-87 shots). The resistance threshold matters for the Rifle0 case: where Assault takes 7 rounds to drop, Enforcer takes 9. That extra 28% buffer is the difference between trading kills and winning trades. The cost is speed: 6.5 is the slowest in the roster, 1.5 below Sniper/Infiltrator (both 9). You will lose foot races to every other class. Commit to positions you can hold; don't try to chase.