The tightest assault rifle in the game and the only one whose reach outruns its damage band by 50 m. Control is already solved, so every point spent on recoil is a point spent on nothing.
Counter → 50 MW Violet (10)
What Battlefield 6 attachments actually do, compiled from in-game tooltips, cross-referenced against datamined stat tables.
Work from it directly when you already know the weapon and are iterating on a build you have played, when you are adjusting one slot rather than starting over, or when you are testing a specific pick against feel. It is also faster than describing a weapon you have built ten times.
The last step is the same either way. Sum the components, compare to the in-game cost, and if the numbers disagree the tooltip has something in it you have not accounted for.
The bookkeeping suits it: a dozen interacting tags against a hard 100-point budget is exactly the kind of constraint satisfaction a model handles well. The weapon cards near the end give it the per-weapon numbers it would otherwise invent, so you should not have to feed it anything.
Costs are where it breaks, in two places: magazines and headshot and subsonic ammo. Those vary per weapon, so it will produce a plausible number rather than admit it does not know one. Read those two in game. Everywhere else Rule 1 prices an attachment from its effects, so you can check its arithmetic against your own.
Ask for two or three builds with different priorities rather than one best answer, have it show the running total, and tell it how you actually play. Much of this document is drawbacks that are free to one player and expensive to another.
Paste this with your weapon name:
Reference: https://antiphysicsgames.github.io/battlefield6-attachment-database/ Read the "For the assistant" section at the end of that page before you start. Building a loadout for the [WEAPON].
The sign is read the same way every time: + means better and − means worse, regardless of which way the underlying number moves. +DRAW is a faster draw, −DRAW a slower one. Most stats occur in both directions on real attachments; a dash means that direction has not been seen.
| Buff | Debuff | Stat |
|---|---|---|
| +ADS | −ADS | ADS transition speed |
| +REC | −REC | Recoil, control and precision together |
| +HIP | −HIP | Hipfire accuracy |
| +DRAW | −DRAW | Weapon draw and sprint-out speed |
| +mACC | −mACC | ADS accuracy while moving |
| +mSPD | −mSPD | ADS movement speed |
| +PEN | −PEN | Penetration, carries through bodies and surfaces |
| +VEL | −VEL | Muzzle velocity |
| +RBLD | — | Recoil buildup and recovery |
| +HIP-RBLD | — | Hipfire spread recovery |
| +SUSTAIN | — | Accuracy during sustained fire |
| +hREC | — | Horizontal recoil |
| +HEAD | — | Headshot multiplier |
| +DRAG | — | Drag, trajectory flatness and retained velocity |
| +RELOAD | — | Reload speed |
| — | −SWAY | Weapon sway |
Almost nothing in this game scales continuously. Stats move in discrete rungs, each buff or debuff shifts you exactly one rung, and the step size shrinks toward the strong end so diminishing returns are built into the ladder itself.
Every stat that has been examined is tiered. Treat an unfamiliar one the same way until something contradicts it.
Frame steps: 4 · 4 · 4 · 3 · 3 · 2 · 2 · 2
Frame steps: 3 · 3 · 2 · 2 · 2 · 2 · 2 · 2 · 1
A step is 17–50ms depending where you sit on the ladder, not a flat amount. +DRAW2 denotes a two-rung gain. The last rung is a single frame, half the gain of every step below it, so the move from 100 to 83 buys the least of any +DRAW on the ladder.
The rungs are ordinal. Actual gains vary by weapon, so a rung is a position, not a magnitude.
Where an attachment improves recoil or hipfire without stating a qualifier it is recorded as +REC1 / +HIP1.
The rung values are not published, so this one is mapped by its sources rather than by a ladder. Every attachment granting +mACC moves you one tier better; every attachment carrying −mACC moves you one tier worse.
| Shift | Sources |
|---|---|
| −1 tier better | Light barrel · Ext. Light barrel · Short Light barrel · 50 MW Violet · 50 MW Blue · 120 MW Blue |
| +1 tier worse | Any grip carrying −mACC, 12 of the 21 |
At +mACC ×3, firing while moving is identical to firing while standing still. Not reduced — eliminated. Moving ADS spread starts at 0.32° against 0.05° stationary, a 6.4× penalty on every shot taken while strafing, and three tiers collapse it to nothing.
Those two figures are the ADSStandMoveMin and ADSStandBaseMin values on sym.gg, listed per weapon in the base spread table on each weapon card.
Nothing else in the attachment system removes a drawback outright rather than trading it down.
Both ends are structural rather than arbitrary.
| Tier | Meaning |
|---|---|
| −3 | Moving spread equals stationary spread |
| −2 | The practical ceiling. One barrel plus one laser |
| −1 | One source, or one penalty cancelled |
| 0 | Base moving spread, 6.4× stationary |
| +1 | A penalized grip. The worst case possible |
Two tiers is the reachable maximum: one barrel and one laser, since a second laser cannot be mounted and no other slot grants +mACC. So −3 is modeled but has no known attachment route. Build for −2 and treat −3 as unproven.
The penalty does not stack either. −mACC exists in one slot only: the underbarrel, on 12 of its 21 grips. A weapon has one underbarrel, so +1 is the floor and a single +mACC source cancels it outright. A penalized grip still leaves you at −1 net with both sources equipped, which is the argument for a clean grip on a mobile build.
Dr. Smiley Henry's ADS Spread Simulator plots the spread circle shot by shot at every tier, for any weapon, standing or moving. It is the fastest way to see what a tier is actually worth on the gun you are building.
Mapped the same way as moving accuracy, on its own axis. Every +mSPD source moves you one tier better, every −mSPD one tier worse, and the shifts sum.
| Shift | Sources |
|---|---|
| −1 tier better | Lightweight ammo · low-capacity magazines |
| +1 tier worse | +REC4 and +REC5 grips · high-capacity magazines · multi and thermal optics |
This is the one stat three separate slots can charge at once, and it has a single counter in a fourth. A high-control, high-capacity, thermal build is three tiers down against one available tier back.
Every cost is the sum of its components.
Drawbacks run the same prices in reverse. A drawback listed on an attachment discounts it by exactly what the matching benefit costs to buy. A grip that gives up moving accuracy is 10† cheaper, which is what moving accuracy costs to add anywhere else. Nothing is hidden in the pricing, and no attachment is a bargain.
† −SWAY, −VEL, −DRAW and −mSPD discount by 5.
So the game is not finding underpriced parts. It is deciding which drawbacks you can afford to carry, across the slots you have, for the way you actually play.
Every point buys the same performance, so choose on effects rather than efficiency. Anything that does not fit the formula has a hidden effect you have not spotted.
Most attachments cost the same on every weapon that offers them. Muzzles, grips, optics, optic accessories, lasers, lights and ergonomics are fixed, and so are the barrel archetypes. Variance is confined to two places:
| Varies | Range | Why |
|---|---|---|
| The magazine slot | 5–55 | Capacity is weapon-specific and price scales with the size of the change |
| Subsonic | 10–15 | Weapon-specific. Where Synthetic is offered it sits 5–10 above Hollow Point on that weapon |
| Hollow Point | 15–20 | |
| Synthetic | 20–30 | |
| Sub. HP | 25–35 |
Every other ammo type is fixed: Standard ammo and Penetration ammo at 5, Lightweight ammo, Long Range, Range Pen. and Sub. Pen at 10, Frangible at 20.
Every grip above "slightly reduces recoil" carries −mACC, and +REC4 / +REC5 add −mSPD on top. Within the underbarrel slot, high control and mobile accuracy are mutually exclusive by design.
Both penalties have a counter, and both cost 10 points, in other slots.
| Penalty | Counter | Slot | Pts |
|---|---|---|---|
| −mACC | 50 MW Violet +mACC† | Accessory | 10 |
| −mSPD | Lightweight ammo +mSPD | Ammo | 10 |
† A 50 MW Blue or 120 MW Blue laser also carries +mACC, but projects a beam.
Neither competes with the grip for space, and both cancel one for one. A single 50 MW Violet laser fully absorbs one penalized grip; adding a Light barrel puts you a tier ahead of base. Lightweight ammo does the same job for −mSPD.
For a mobile build the grip choice costs you a tier of moving accuracy, not just points. Only two +mACC sources exist, so a clean grip caps you at −2 and a penalized one caps you at −1. Whether that tier is worth more than the recoil rung it buys depends entirely on how much of your shooting happens in motion.
Both drawbacks are recoverable, so the ceiling is a spending decision rather than a hard limit. Two routes land on the same total and deliver different things:
| Route | Spend | Delivers |
|---|---|---|
| Canted Stubby + 50 MW Violet + Standard ammo | 45 | +REC3 +ADS, −mACC cancelled |
| 6H64 Vertical + 50 MW Violet + Lightweight ammo | 45 | +REC4, both −mACC and −mSPD cancelled |
Identical cost, because Lightweight ammo is only 5 over the Standard you were paying for anyway. The 6H64 route buys an extra recoil rung and mSPD neutrality; the Canted Stubby route buys +ADS instead. Neither is strictly better, but the idea that high-rung grips are unaffordable for a mobile player does not survive the arithmetic.
Lightweight ammo also satisfies the ammo floor, so its true marginal cost over Standard is only 5.
Base values are 0.32° moving vs 0.05° stationary. −mACC stacks on an already-bad number, making it more expensive than the tooltip implies. Costly to players who shoot while repositioning, nearly free to players who plant first, and removable outright at three net tiers of +mACC.
Measured at roughly 50% recoil and 50% spread reduction while mounted, and it applies whether you are moving or not. No grip comes close: the +REC ladder barely touches precision.
+mACC also reduces spread, but only the moving penalty, and only down to the base stationary figure. Mounting is the only thing that improves on standing still.
The untracked cost is tempo. Mounting takes roughly a second to mount, settle and fire, and locks you in place. Mountable surfaces are plentiful, but the delay appears in no stat.
The datamined Suppressed velocity column is blank for every assault rifle. Suppressors cost hipfire, sway, or points, never velocity or damage.
Ammo, barrel, optic and magazine all require a selection. There is no zero-cost option in any of them.
| Slot | Floor | Cheapest option |
|---|---|---|
| Ammo | 5 | Standard |
| Barrel | 5 | Extended archetype |
| Optic | 5 | Iron Sights |
| Magazine | 5 | Lowest-capacity option |
Because the floors are unavoidable, upgrading within them is cheaper than it looks: an ammo or barrel upgrade costs only its difference over the floor.
Attachment names in this game are decoration. They map to effects neither reliably nor uniquely, in both directions.
| Appears as | Actually |
|---|---|
| Thread Protector · Single-Port Brake · Slant Brake | One 5-point muzzle: +REC1 carrying −SWAY. Never offered together |
| 163 barrel names | Eleven archetypes, built from five primitives. The name is not even a hint: 480mm Fluted and 510mm Fluted are different archetypes on the same weapon |
| Canted Iron Sight / Canted Iron Sights | One backup sight, named per class |
"Factory Angled" denotes three genuinely different grips at three different prices, and each one is priced exactly right for what it actually does:
| Weapon | Pts | Effects | Formula |
|---|---|---|---|
| DB-12 | 15 | +REC1 +DRAW +ADS −mACC | 10 + 5 + 10 − 10 = 15 |
| SL9 | 20 | +REC1 +ADS | 10 + 10 = 20 |
| LMR27 | 25 | +REC1 +DRAW +ADS | 10 + 5 + 10 = 25 |
Builds land on multiples of 5 and frequently come up short by one step. Spend it upgrading something already in the build, not adding a new slot.
| Have | Upgrade to | Buys | Cost |
|---|---|---|---|
| Standard ammo | Lightweight | +mSPD | +5 |
| Iron Sights | Any fixed optic | Magnification, free at this tier | +5 |
| Nothing in optic accessory | Canted Iron Sights | A 1x backup at any range | +5 |
| Floor magazine | Its FAST variant | +RELOAD | +5 |
| Standard Suppressor | Lightened Suppressor | +RBLD | +10 |
| Alloy Vertical | Ribbed Stubby | +ADS | +10 |
| Any grip | One recoil rung higher | +REC, if you can carry the drawback | +10 |
| Attachment | Pts | Effects | Drawback |
|---|---|---|---|
| None | 0 | — | — |
| Thread Protector | 5 | +REC1 | −SWAY |
| Single-Port Brake | 5 | +REC1 | −SWAY |
| Slant Brake | 5 | +REC1 | −SWAY |
| Flash Hider | 10 | HIDE-FLASH HIDE-3D | none |
| Linear Comp | 10 | +hREC | −REC1 |
| Double-Port Brake | 10 | +REC1 | none |
| Flash Comp | 20 | HIDE-FLASH HIDE-3D +RBLD | none |
| Standard Suppressor | 20 | HIDE-3D HIDE-MAP | −HIP1 |
| Compensated Brake | 20 | +REC1 +RBLD | none |
| Long Suppressor | 25 | HIDE-3D HIDE-MAP +RBLD | −HIP1 −SWAY |
| CQB Suppressor | 30 | HIDE-3D HIDE-MAP | none |
| Lightened Suppressor | 30 | HIDE-3D HIDE-MAP +RBLD | −HIP1 |
Thread Protector, Single-Port Brake and Slant Brake are weapon-specific variants of the same part, never available on the same weapon. See Design Rule 7.
It reduces horizontal recoil by 20–25% and increases vertical by roughly one rung. Vertical is a learnable pattern; horizontal is a random cone you cannot compensate for.
Take it above ~35° recoil direction variation. Skip it below ~20°, since there's no horizontal left to convert and you just eat the vertical penalty.
The spotting diamond is cheap. The minimap costs exactly 10 more.
Flash Comp (20) is the efficient pick when minimap concealment isn't required: it is Flash Hider plus +RBLD, with no drawback. Long Suppressor (25) is Lightened Suppressor (30) with −SWAY accepted for a 5-point discount.
Recoil stacks with the underbarrel, and it is the most expensive thing you can stack. The heaviest available pairing is Compensated Brake (20) plus a +REC5 grip (35): 55 points of a 100-point budget, with 20 already committed to the slot floors. Everything else on the weapon comes out of the remaining 25.
| Suppressor | Recoil help | Hipfire | Sway | Pts |
|---|---|---|---|---|
| Standard | — | −HIP1 | — | 20 |
| Long | +RBLD | −HIP1 | −SWAY | 25 |
| CQB | — | none | — | 30 |
| Lightened | +RBLD | −HIP1 | — | 30 |
Rarely hipfire → −HIP1 is nearly free, Lightened is best value. Hipfire often → CQB costs you nothing.
| Attachment | Pts | Recoil | Effects | Drawback |
|---|---|---|---|---|
| None | 0 | — | — | — |
| Bipod | 10 | — | MOUNT | none |
| Underslung Mount | 10 | — | LAUNCHER | none |
| Compact Handstop | 10 | — | SPRINTFIRE SMG | none |
| Folding Vertical | 10 | +REC2 | — | −mACC |
| Slim Handstop | 15 | — | +DRAW +ADS | none |
| Adjustable Angled | 15 | +REC1 | +DRAW +ADS | −mACC |
| Alloy Vertical | 20 | +REC2 | — | none |
| Ribbed Vertical | 20 | +REC3 | — | −mACC |
| Folding Stubby | 20 | +REC2 | +ADS | −mACC |
| PTT Grip Pod | 20 | +REC2 | MOUNT | −mACC |
| 6H64 Vertical | 25 | +REC4 | — | −mACC −mSPD |
| Slim Angled | 25 | +REC1 | +DRAW +ADS | none |
| Full Angled | 25 | +REC2 | +DRAW +ADS | −mACC |
| Ribbed Stubby | 30 | +REC2 | +ADS | none |
| Canted Stubby | 30 | +REC3 | +ADS | −mACC |
| QD Grip Pod | 30 | +REC2 | MOUNT | none |
| Classic Grip Pod | 30 | +REC2 | MOUNT +ADS | −mACC |
| Classic Vertical | 35 | +REC5 | — | −mACC −mSPD |
| Stippled Stubby | 35 | +REC4 | +ADS | −mACC −mSPD |
| Low-Profile Stubby | 45 | +REC5 | +ADS | −mACC −mSPD |
Underslung Mount (10) enables HE, Thermobaric and smoke grenade launchers to be mounted under the weapon. No stat penalty, and the only cost is forfeiting a grip. This is the largest utility swing available in the slot.
Compact Handstop (10) enables firing while sprinting, with no listed drawback, but it is SMG only. It removes the sprint-to-fire delay entirely, which no amount of +ADS can replicate, and it is the reason an SMG can contest a corner an assault rifle has to stop for.
| Family | Character |
|---|---|
| Vertical | Pure recoil, no handling gain |
| Stubby | Recoil + +ADS |
| Angled | Low recoil, +DRAW + +ADS. Handling-focused |
| Grip Pod | Recoil + MOUNT |
| Bipod / Handstop | Single-purpose, cheap |
The archetype alone determines the stats, and the name tells you nothing: 480mm Fluted and 510mm Fluted are different archetypes on the same weapon.
Archetypes are named combinations of five primitives, and their costs are the sum.
| Primitive | Pts | Effect |
|---|---|---|
| Extended | 5 | +VEL ×1.25 |
| Short | 5 | +HIP1 −VEL ×0.8 |
| Basic | 10 | +ADS |
| Heavy | 10 | +SUSTAIN |
| Light | 20 | +mACC +ADS |
The barrel slot is where three component prices appear that no other slot exposes: +VEL at 5, +SUSTAIN at 10, and the −5 discount for accepting −VEL or −DRAW.
| Archetype | Pts | Effects | Composition |
|---|---|---|---|
| Extended | 5 | +VEL | 5 |
| Basic | 10 | +ADS | 10 |
| Heavy | 10 | +SUSTAIN | 10 |
| Heavy Ext. | 10 | +VEL +SUSTAIN −DRAW | Heavy + Extended − 5 |
| Short | 15 | +HIP1 +ADS −VEL | Basic + Short |
| Light | 20 | +mACC +ADS | 20 |
| Cryo | 20 | +ADS +SUSTAIN | Basic + Heavy |
| Ext. Light† | 25 | +mACC +ADS +VEL | Light + Extended |
| Short Light† | 25 | +mACC +ADS +HIP1 −VEL | Light + Short |
| Suppressed‡ | 20 | HIDE-MAP | integral |
| Suppressed Enh.‡ | 30 | HIDE-MAP+ | integral + 10 |
† EF88 only. ‡ Integrally suppressed weapons, which have no muzzle slot. HIDE-MAP+ cuts minimap spotting to ~9m rather than ~21m.
Extended, Heavy, Heavy Ext. and Suppressed barrels grant no +ADS. Pairing one with an +ADS grip only returns you to where a Basic barrel starts, so the grip buys nothing you did not already give up.
Weapons with an integral suppressor have no muzzle slot. Their barrel archetypes are the suppressor instead.
Every muzzle suppressor cuts minimap spot range to ~21m; the enhanced integral barrel cuts it to 9m on its own, the same figure a suppressor reaches when paired with Subsonic ammo.
The one slot with no archetypes. Capacities are weapon-specific and costs scale per weapon family, so a tag set copied from one weapon means nothing on another. The shape is the same everywhere; only the numbers move.
Tags come from each magazine's own description, not from comparing it to the stock one. A magazine that says it handles faster carries +DRAW; one that says nothing about handling carries no tag. Measuring against stock would invert the reading on any weapon whose stock happens to be the smallest option or a FAST variant.
| Capacity | Cost | Effects |
|---|---|---|
| Low end | 5 floor | +DRAW +mSPD +ADS. Deeper cuts buy more rungs |
| Middle | 5–10 | Few or no handling tags |
| High end | 15–40 | −mSPD, scaling with the increase |
In every other slot you pay points. Here you pay points and capacity together, and capacity is not a tag, which is why a 20-round and a 30-round magazine can both cost 5 while the smaller one is better on every tracked stat.
Every capacity comes in a standard and a FAST version. FAST always grants +RELOAD, measured at 13% faster, and always costs one −DRAW rung against its standard counterpart. It costs +5 points unless the standard is already sitting on the floor.
Like barrels, ammo resolves to archetypes rather than names, and several archetypes are combinations of two others. Most costs are fixed; the four shown as ranges vary per weapon.
| Archetype | Pts | Effects |
|---|---|---|
| Standard | 5 | — |
| Penetration | 5 | +PEN −REC1 |
| Lightweight | 10 | +mSPD |
| Long Range | 10 | +DRAG |
| Range Pen. | 10 | +DRAG +PEN −REC1 |
| Hollow Point | 15–20 | +HEAD −PEN |
| Synthetic | 20–30 | ++HEAD −PEN |
| Frangible | 20 | REGEN-DELAY −PEN |
| Subsonic | 10–15 | SPOT-CUT +REC1 −VEL −PEN |
| Sub. Pen | 10 | SPOT-CUT −VEL · recoil and penetration net to zero |
| Sub. HP | 25–35 | SPOT-CUT +REC1 +HEAD −VEL −PEN |
| Composite | Is | Costs |
|---|---|---|
| Range Pen. | Long Range + Penetration | Long Range's price |
| Sub. Pen | Subsonic + Penetration | Subsonic's price |
| Sub. HP | Subsonic + Hollow Point | Both prices summed |
Penetration is free to add. It costs the same as Standard, so any "Pen." composite costs exactly what its other half costs. Combining two paid types instead sums them: Sub. HP is Subsonic plus Hollow Point at full price.
Penetration penalties do not stack. Subsonic and Hollow Point each carry −PEN; Sub. HP carries one, not two. And because Penetration's +PEN cancels Subsonic's −PEN, Sub. Pen is the only way to get spotting reduction without a penetration cost.
When Synthetic is offered, it is priced 5–10 points higher than Hollow Point on that weapon.
Subsonic exposes the baseline the concealment tags are measured against. These figures are identical on every weapon.
| State | In-world (3D) | Minimap (2D) |
|---|---|---|
| Base | 54m | 150m |
| Subsonic | 27m | 64m |
| Suppressed | 0m | 21m |
| Suppressed + Subsonic | 0m | 9m |
Subsonic roughly halves both ranges; a suppressor eliminates in-world spotting outright. Stacked, they reach the deepest concealment available, on any weapon that can mount both.
This is the same 9m the enhanced integral suppressor barrel reaches, so HIDE-MAP+ is not exclusive to integrally suppressed weapons.
Base headshot multiplier varies by weapon, and so does what Hollow Point and Synthetic do to it. There is no universal figure; read them per weapon.
| Ammo | Tag |
|---|---|
| Standard | — |
| Hollow Point | +HEAD |
| Synthetic | ++HEAD |
These multipliers cross kill breakpoints, and which one you need is weapon-specific: the jump from +HEAD to ++HEAD can convert a 4-shot kill into a 3-shot kill at a range where the smaller multiplier falls short. Always compute against the weapon's damage table.
| Gives +PEN | Costs −PEN |
|---|---|
| Penetration · Range Pen. · Flechette | Hollow Point · Synthetic · Frangible · Subsonic |
Nothing gives both headshot damage and penetration. −PEN is near-free when shooting exposed targets one at a time and real when working through cover.
| Archetype | Pts | Effects |
|---|---|---|
| #01 Buckshot | 10 | Standard pellets, standard penetration |
| #00 Buckshot | 20 | Greater range and damage per pellet, fewer pellets per shot |
| Flechette | 30 | REGEN-DELAY +PEN |
| Slugs | 40 | Single projectile, improved effective range |
Magnification does not affect cost: a 10-point 8.00x sits alongside a 10-point 1.00x. What you pay for is capability, and the slot has six.
| Optic | Pts | Effect | Drawback |
|---|---|---|---|
| Irons | 5 | Iron sights, no magnification | none |
| Single | 10 | One fixed magnification | none |
| Dual | 20 | Toggles between two magnifications | none |
| Multi | 25 | Cycles through several magnifications | −mSPD |
| Thermal | 25 | Thermal, always on | −mSPD |
| Thermal hybrid | 35 | Thermal you can switch off | none |
Your optic covers one range band. Most of this slot adds a second, from whichever end the optic is missing.
| Attachment | Pts | Effect | Gated to |
|---|---|---|---|
| None | 0 | — | — |
| Canted Iron Sights | 5 | 45° offset backup iron sight | any optic |
| Canted Reflex | 10 | 45° offset backup reflex | any optic |
| Magnifier | 10 | Doubles the optic's magnification | Low-powered optics |
| Piggyback Reflex | 10 | Adds a top-mounted 1x reflex | High-powered optics |
| Adjustable Magnification 2 / 3 / 4x | 10 | Toggles between two magnifications | SNIPER |
| Anti-Glare Coating | 10 | HIDE-GLINT | SNIPER |
Mounting position varies by weapon: the same laser sits on the right rail of one gun and the top rail of another. Position is not slot type.
A weapon can have more than one accessory mount, so running a light and a laser simultaneously is possible. How many mounts you get is weapon-specific. Accessories do not share space with the underbarrel.
Color sets the function, wattage sets the rung, and visibility is the price.
| Attachment | Pts | Effect | Visibility |
|---|---|---|---|
| 5 MW Red | 10 | +HIP1 | no beam |
| 50 MW Violet | 10 | +mACC | no beam |
| 5 MW Green | 10 | +HIP2 | VISIBLE |
| 50 MW Green | 20 | +HIP3 | VISIBLE |
| 50 MW Blue | 20 | +HIP2 +mACC | VISIBLE |
| 120 MW Blue | 30 | +HIP3 +mACC | VISIBLE |
Blue lasers are Green plus +mACC for 10 points at both rungs. 5 MW Red trades hipfire for a shorter beam; 50 MW Violet spends its 10 points on +mACC instead of hipfire.
VISIBLE means the laser projects a beam into world space, readable by enemies for roughly 5m in front of you. The practical cost is positional: a beam can round a corner before you do, or spill through a doorway you have not stepped into yet. For anyone playing slowly and holding angles, that is a real tell: it announces where you are about to be.
Every laser is noticeable on the weapon itself, including 5 MW Red and 50 MW Violet. Looked at directly from any range, the emitter is bright and obvious. VISIBLE is not the difference between hidden and seen: it is the difference between betraying yourself around cover and only being visible once someone already has eyes on you.
So 5 MW Red and 50 MW Violet are the positionally quiet options rather than invisible ones. If nothing on the build depends on the enemy failing to notice your gun, the 20–30 point tier is not disqualified; it just costs you the corner.
Every light grants one stage of +HIP-RBLD. What you pay beyond that is when it turns on: Taclight — Aimed is dark while hipfiring, so it never delivers the recovery at all, and its 5 points buy the automation alone.
| Attachment | Pts | Activation | Effect |
|---|---|---|---|
| Taclight — Aimed | 5 | On while ADS, off while hipfiring | — |
| Flashlight | 10 | Manual toggle | +HIP-RBLD |
| Taclight — HIP | 15 | On while hipfiring, off while ADS | +HIP-RBLD |
Taclight — HIP is the concealment-aware option for anyone who holds angles: lit only in close quarters where you are likely already spotted, dark whenever you are aimed in at range. The 5 points over the Flashlight buy the automation, not the light.
A light and a 5 MW laser on one mount, priced as the sum of both.
| Attachment | Pts | Effect | Visibility |
|---|---|---|---|
| Laser/Light Combo Red | 20 | +HIP-RBLD +HIP1 | no beam |
| Laser/Light Combo Green | 20 | +HIP-RBLD +HIP2 | VISIBLE |
Both price as the light plus the laser: Red is 10 + 10, Green is 10 + 20 − 10.
| Attachment | Pts | Effect |
|---|---|---|
| Range Finder | 15 | Displays target distance |
The most functionally varied slot in the game. Several entries change how the weapon operates rather than adjusting a stat.
| Attachment | Pts | Effect | |
|---|---|---|---|
| None | 0 | — | |
| Mag Catch | 5 | +RELOAD | |
| Rail Cover | 5 | +DRAW | |
| Aftermarket Buffer | 5 | VISUAL reduces the visual impact of recoil when firing | |
| Magwell Flare | 10 | ADS-RELOAD | |
| Match Trigger | 15 | SEMI-ONLY +REC1† | |
| Burst Training | 15 | BURST† | |
| A3 Receiver | 25 | FULLAUTO M16A4 | |
| DLC Bolt | 30 | ADS-RELOAD SNIPER‡ |
† Offered on a handful of weapons only. ‡ Every sniper except the Mini Scout.
Aftermarket Buffer (5) reduces screen shake and sight movement without changing any underlying value. Nothing about the bullets changes, but you can see your own impacts and correct mid-burst.
Magwell Flare (10) and DLC Bolt (30) are the same feature split by class: reload without leaving your sight picture.
Three entries change or tune the weapon's fire mode, and all three are weapon-specific. A3 Receiver (25) converts a semi-auto to full auto and appears on the M16A4 alone. Burst Training (15) adds burst, and Match Trigger (15) improves an existing semi-auto. Both are scattered across a handful of weapons. You are rarely choosing between them; on most weapons none are offered at all.
Every automatic weapon in the game, stock, derived from its own ballistics data rather than from stat bars. The bar shows shots to kill by range.
The ADS and HIP markers are the same measurement: the range at which half your shots still land on a torso, taken on the last shot of a kill rather than the first. Past it the weapon still fires, it just needs more rounds than the strip says. The shaded band is the hipfire cone widening as you shoot, solid where it can reach full width and still hit, fading out to where only an opening shot lands.
Three things about the weapon decide the build before you have spent a point, and none of them appear on the attachment screen. Reading them costs nothing and settles most of what follows.
| Know | What it settles | |
|---|---|---|
| 1 | Where the damage bands break, and how many shots each band takes | The range the build is for. Everything after this is downstream, including whether headshot ammo crosses a breakpoint worth paying for |
| 2 | How the recoil is shaped: how much of it throws sideways rather than climbing | Which half of the muzzle and grip options are worth reading. Vertical recoil is learnable and horizontal is not, so a weapon that wanders needs a different answer from one that climbs |
| 3 | How fast spread grows per shot | Whether recoil attachments have a ceiling. Where spread is the limiter, control bought past the first rung stops returning anything |
The cards below carry all three for every automatic weapon: the damage strip, the squirreliness figure and the spread figure.
sym.gg carries all three per weapon: damage bands and their break ranges, recoil direction variation, and spread increase per shot. Read the live table rather than the annotated example image above it, which still carries legacy values.
Horizontal dispersion ceiling, in degrees. Recoil and recovery balance out, so it settles at a cap rather than growing. This is the part practice does not fix. Range 0.06° to 1.01°.
Vertical ceiling, same model. This is the part you pull down against, and the part +REC reduces. Range 1.9° to 9.4°.
Cone growth in degrees per second, the per-shot increase times fire rate. A separate error source from recoil, and no attachment except mounting changes it. Range 2.9°/s to 6.3°/s.
Squirreliness says whether recoil spending helps, Climb says how much there is to fix, and Spread says whether either one is the limit.
The track under each number shows where it sits across all 38 weapons, left for low. It marks position rather than quality: a weapon sitting right on all three is a close-range weapon, and none of the three costs it anything inside its own band. Compare the three tracks against each other. The one furthest right is where points are worth spending; the others are already handled.
The target shrinks with distance while every angular penalty stays the same size. That splits the tag vocabulary into three groups that do not compete with each other.
| Family | Stats | Behavior |
|---|---|---|
| Close only | +HIP +ADS | Flat value, then irrelevant past the hipfire band |
| Scales up with range | +REC +VEL +mACC · magnification | Worth more the further out you fight |
| Scales down with range | +mSPD | Worth more the closer you fight |
+mACC gets better with range. Firing while moving costs about 3.6 points of hit rate at 15m and 8 to 12 at 70m, because the penalty is angular and constant while the target shrinks. Two tiers recover roughly 85% of it at every range.
+mSPD gets better as range closes. A strafing target's angular velocity is v/r, so a defender moving 5 m/s crosses 28.6°/s of the shooter's screen at 10m and only 5.7°/s at 50m.
Same slot conflict, opposite curves. It is also why the high +REC grips charging −mSPD hurt close-range weapons and barely register on long ones.
+mACC is worth most on weapons that are already accurate. On a squirrely weapon the moving penalty hides under the weapon's own dispersion; on a tight one it is the dominant error term, so removing it is most of the fix.
Each weakness has one attachment that answers it directly. The trigger column is read off the card.
| Weakness | Trigger | Counter |
|---|---|---|
| High squirrel | ≥ 0.50° | Linear Comp (10). Buys +hREC for −REC1, trading the recoil you can learn for the recoil you cannot |
| High climb | ≥ 6.0° | Any brake, or a +REC2 grip |
| Moving accuracy | fights moving | 50 MW Violet (10), or a Light barrel archetype |
| −mSPD incurred | high +REC rung, extended magazine or thermal | Lightweight ammo, the only counter, one tier |
| Low velocity | < 500 m/s with reach > 40m | Extended barrel |
| Dead hipfire | band ≤ 9m | Accept it and buy +ADS instead of +HIP |
| Short trigger time | < 1.5s of fire | Extended magazine, over any performance stat |
Linear Comp and the high grips separate cleanly. Squirrely weapons want the muzzle, high-climb weapons want the grip. Only a handful want both, and none can afford both.
The tightest assault rifle in the game and the only one whose reach outruns its damage band by 50 m. Control is already solved, so every point spent on recoil is a point spent on nothing.
Counter → 50 MW Violet (10)
Second-fastest bullet in the class at 778 m/s with a 38 m gap between where it stops killing quickly and where it stops hitting. A long-range rifle almost nobody builds as one.
Counter → 50 MW Violet (10)
Five shots to kill even point-blank, so it never wins a close fight and should not try. It exists to hold angles past 40 m, where a 0.32 degree ceiling beats every rifle with better damage.
Counter → 50 MW Violet (10)
Three-shot kill to 20 m with a 0.28 degree ceiling, good at both ends of the fight. Its 514 rpm is what pays for that: the long gaps between shots let recoil recover.
Counter → 50 MW Violet (10)
Dead centre of the class on every axis measured. No weakness worth countering and no strength worth leaning into, which makes it the one rifle where the build is genuinely your call.
Counter → 50 MW Violet (10)
Carries the A3 Receiver, the only truly weapon-exclusive fire-mode attachment in the game. Everything else about it is a B36A4 with slightly looser control.
Counter → 50 MW Violet (10)
Three-shot kill, but only inside 8 m, and it holds a burst to 47 m. The damage profile says brawler and the dispersion says marksman. Trust the dispersion.
Counter → 50 MW Violet (10)
The generalist, and the first rifle here where squirreliness starts costing real hit rate. +REC2 is the last rung that pays before the -mSPD costs more than the control returns.
Counter → Linear Comp (10)
900 rpm through a 50.3 degree cone. It puts more rounds into a wider spread than anything else in the class, so volume is the plan and 33 m is the wall.
Counter → Linear Comp (10)
Highest per-shot kick in the game at 1.16 degrees and the squirreliest weapon on the board. A three-shot kill to 20 m makes that survivable. Anything past 30 m does not.
Counter → Linear Comp (10)
A 0.06 degree ceiling, 7.4 degrees of direction variation, and the worst damage profile of any carbine. It never misses and never kills quickly, and no attachment fixes BTK.
Counter → 50 MW Violet (10)
Three-shot kill inside 8 m with a 47 m gap out to its reach. Highest climb in the class at 5.6 degrees, so it wants the grip more than it wants the muzzle.
Counter → 50 MW Violet (10)
Quietly one of the best-rounded weapons in the game. Top-five carbine reach, mid-pack damage, and nothing on it that urgently needs fixing.
Counter → 50 MW Violet (10)
Three-shot kill inside 8 m and 0.20 degree control, undercut by a 528 m/s bullet that needs real lead past 40 m. Velocity is the only thing holding it back.
Counter → 50 MW Violet (10)
831 rpm on a carbine frame with 5.8 degrees of climb. Fast and manageable, but the climb is what you are paying to fix here, not the wander.
Counter → 50 MW Violet (10)
Highest climb of any carbine at 6.8 degrees alongside a 0.54 degree ceiling. It needs help on both axes and cannot afford both, so take the vertical: it is the cheaper fix.
Counter → Linear Comp (10)
The only weapon in the game with no damage cliff before 75 m. Four shots to kill at any range you can hit, which makes its 42 m reach the entire limitation and the only thing worth buying up.
Counter → Linear Comp (10)
Three-shot kill inside 8 m, but a 483 m/s bullet and a 37 m wall. Strictly a close-range weapon that reads like a mid-range one on the stat screen.
Counter → Linear Comp (10)
A 0.13 degree ceiling on a submachine gun, which out-ranges most assault rifles on dispersion alone. The 467 m/s bullet is the only reason it is not broken.
Counter → Extended barrel
The second-tightest weapon in the game at 0.10 degrees. On an SMG that mostly buys the ability to lose slowly at ranges you should not be fighting at.
Counter → Extended barrel
947 rpm and a six-shot kill at every range, so volume is the entire weapon. It needs 0.4 seconds of uninterrupted fire to do its job, which is a lot to ask.
Counter → 50 MW Violet (10)
As tight as a marksman rifle and as slow as a thrown rock at 444 m/s. Everything past 30 m needs lead you will not naturally give it.
Counter → Extended barrel
408 m/s. At 40 m that is a tenth of a second of flight time, and that lead, not the dispersion, is the real ceiling on this weapon.
Counter → Extended barrel
51 rounds at 900 rpm is 3.4 seconds of fire, the longest trigger pull of any SMG. Built for holding a corridor rather than clearing a room.
Counter → 50 MW Violet (10)
378 m/s against a 47 m dispersion reach. The gap between where it can aim and where it can actually connect is the widest mismatch in the class.
Counter → Extended barrel
Sixteen rounds at 800 rpm is 1.2 seconds of trigger. The best sub-9 m weapon in the game, and it cannot afford a single wasted magazine.
Counter → extended magazine
The fastest weapon in the game at 1080 rpm, carrying exactly one second of ammunition. Capacity outranks every performance stat on the gun.
Counter → Linear Comp (10)
982 rpm through a 50.8 degree cone, the widest spray in the game. Nothing you buy makes it accurate, so buy the things that help you survive being close.
Counter → Linear Comp (10)
Longest reach in the game at 73 m, a 0.08 degree ceiling, an 808 m/s bullet and seven seconds of fire. This is a marksman rifle the game files happen to call a machine gun.
Counter → 50 MW Violet (10)
808 m/s and 0.13 degrees of wander across four seconds of sustained fire. Hipfire dies at 9 m, so it is an aimed-only weapon by design rather than by choice.
Counter → +ADS in place of +HIP
Three-shot kill inside 8 m on a weapon that holds a burst to 59 m. The problem is that hipfire is dead at 9 m, so it cannot use the band its damage was built for.
Counter → +ADS in place of +HIP
8.3 seconds of continuous fire. The dispersion ceiling matters more here than on any other weapon, because you will genuinely still be shooting when you reach it.
Counter → +ADS in place of +HIP
A 31-round LMG, which makes it an assault rifle with worse hipfire and a bipod you should ignore. Build it like one and it is fine.
Counter → +ADS in place of +HIP
Three-shot kill to 20 m and 11.7 seconds of ammunition, the longest trigger pull in the game. Hipfire at 7 m means you never open a fight with it, only finish one.
Counter → +ADS in place of +HIP
Four shots to kill at every range in the game, with no damage cliff at all. Its 48 m reach is the only thing standing between this and being unfair.
Counter → +ADS in place of +HIP
Three-shot kill to 20 m at 655 rpm off a 50-round belt, the fastest kill available in that band. Past 20 m the 0.52 degree ceiling takes it straight back.
Counter → Linear Comp (10)
Three-shot kill to 20 m from a 50-round belt, with hipfire dead at 7 m. Every engagement starts aimed, so ADS speed matters more here than the stat sheet suggests.
Counter → Linear Comp (10)
100 rounds at 831 rpm through a 47.7 degree cone. Seven seconds of fire that gets steadily less accurate and never recovers, which is suppression rather than killing.
Counter → Linear Comp (10)
Values come from BF6WeaponData on sym.gg. Per-shot recoil is RecoilAmount × RecoilAmountMultiplier ^ Exponent, a one-time correction rather than a per-shot decay. Recovery uses the Frostbite formula documented for BF1, whose every hardcoded constant BF6 exposes as a named per-weapon field. Ceilings are Monte Carlo over 3000 trials.
Three caveats. Vertical recoil is assumed fully compensated, so only horizontal counts toward hit rate. Spread decay within a burst is not modeled, which biases every weapon identically and makes long-range figures pessimistic. There is no term for ADS speed, movement speed or reload, which is where SMGs earn their place and why they rank low here.
What the public sources get wrong, grouped by failure. Sources named where the error belongs to one of them; all means every source checked.
| Listed | Source |
|---|---|
| Triple-Port Brake | bf6loadouts |
| Absent | Actually |
|---|---|
| 1P86 LPVO | Exists at 20 pts. The optic slot is 42, not 41 |
| Aftermarket Buffer | Ergonomics is 9, not 7 |
| #00 Buckshot | Buckshot is two attachments, #01 at 10 and #00 at 20 |
| Subsonic · Sub. Pen · Sub. HP · Range Pen. | Four ammo archetypes absent entirely |
One attachment listed as several, or several listed as one. This is what inflates every published attachment count.
| Listed as | Actually |
|---|---|
| 163 distinct barrels | Eleven archetypes. Two barrels sharing a suffix on the same weapon can be different archetypes |
| Thread Protector · Single-Port Brake · Slant Brake | One part under three names, never offered together |
| "Canted Iron Sight" and "Canted Iron Sights" | One attachment counted twice |
| "Factory Angled" as one attachment at one price | Three different grips share the name: 15 / 20 / 25 pts with different effects on the DB-12, SL9 and LMR27 |
| Right / Left / Top Accessory as three slots | Mounting position, not slot type. A weapon may have several mounts |
| Shown as | Actually | Source |
|---|---|---|
| "+14 Hipfire" on Bipod and every Grip Pod | The importer maps the MOUNT flag into the hipfire field. Zero hipfire in game | battlefinity |
| Long barrels "+4 mobility" | Draw speed | battlefinity |
| Long barrels "+50ms ADS" | Not a penalty: the delta from a Basic barrel, which grants +ADS that long barrels lack | battlefinity |
| 50 MW Blue / 120 MW Blue with a mobility bonus | +mACC | battlefinity |
| Hollow Point "+0 Headshot Multiplier" | It raises the multiplier; the field was never populated | battlefinity |
| ADS modifiers as a flat "−50ms" | One step on a tiered ladder, 33 to 67ms depending on position | all |
| Linear Comp as a net "−2 control" | Trades horizontal recoil for vertical. A specialist part, not a downgrade | all |
| Compensated Brake as identical to Double-Port | Compensated adds +RBLD | all |
| "Mobility" as a stat distinct from ADS movement speed | The same stat | all |
| Penetration and collateral as separate stats | One stat | all |
| Where | What |
|---|---|
| sym.gg | The annotated example image above the weapon table carries legacy values and is frequently read instead of the live table beneath it. The B36A4 reads 40° recoil direction variation in the diagram and 28° in current data |
| sym.gg | Attachments are listed as a roadmap item and are not implemented |
If someone gives you a weapon name and asks for a build, do not ask them to transcribe their attachment list. Work like this:
If you are unsure whether an attachment exists on that weapon, say so in the build and carry on. A build with two flagged assumptions is more useful than a questionnaire.
It is the only slot that is optional, always available and cheap, so a leftover 5 lands there by default. That is not wrong, but it should never be described as a reason the build works.
If a remainder has nowhere better to go, in order: Magwell Flare (10) · Mag Catch (5) · Rail Cover (5) · Aftermarket Buffer (5) last.