Bioshock Infinite Weapons & Upgrades: Bird's Eye Sniper Rifle, Barnstormer RPG, Huntsman Carbine

Bird's Eye Sniper Rifle
Minimum Damage: 595     Upgrades:
Maximum Damage: 805       Damage Boost 1: $349: +25% Damage (Hall of Heroes)
Critical Multiplier: 2.5           Damage Boost 2: $349: +25% Damage (The Factory)
RPM: 50                             Rate of Fire Increase: $654: +100% Rate of Fire (Finkton Docks)
Magazine Capacity: 4           Recoil Decrease: $288: -50% Recoil (Finkton Docks)
Reserve: 20

This is the Sniper Rifle of the game. Take aim with the Iron Sights and Booker will look through the scope. This is best at distance so you can simply blast your target away with a a shot. This is not a great weapon at close range. It is something you want to use when you find it but that is it. This is not a great game for trying to snipe unless you are exceptionally good at it (and have gotten the Rate of Fire increase).

Barnstormer RPG
Minimum Damage: 1250      Upgrades:
Maximum Damage: 1750        Damage Boost 1: $385: +25% Damage (Hall of Heroes)
Critical Multiplier: N/A            Damage Boost 2: $385: +25% Damage (Emporia)
RPM: 40                                Clip Increase: $816: +1 to Clip (Hall of Heroes)
Magazine Capacity: 2              RPG Speed Increase: $333: +100% RPG Speed (Downtown Emporia)
Reserve: 8

When you want something to go boom, this is your weapon. The round itself is slow moving, for something fired, but it will destroy several weaker enemies in a blast or kill one big enemy quickly. Whenever possible try to fire it at a distance against unaware enemies. This will stop Booker from taking any blowback damage. Finding the sweet spot for firing this takes some practice but so worth it against groups of enemies. Do note that it can ignite oil on the ground and works very similiar to the Devil's Kiss Vigor.

Huntsman Carbine
Minimum Damage: 213     Upgrades:
Maximum Damage: 287       Damage Boost 1: $375: +25% Damage (Hall of Heroes)
Critical Multiplier: 2.25         Damage Boost 2: $375: +25% Damage (Emporia)
RPM: 240                           Clip Increase: $484: +4 Clip (Finkton Dock)
Magazine Capacity: 8           Recoil Decrease: $333: -60% Recoil (The Factory)
Reserve: 72

Think of the Pistol's bigger, buffer brother and you have a good idea of what the Carbine is like. It is a semi-auto rifle. This gives it a good critical so aiming for head shots is encouraged while spraying ammo. As much as possible aim for heads while firing from the hip to watch things drop when doing burst fire. This is a great replacement for either the Pistol or the Machine Gun.