BF6 Attachment Database v0.9.3

What Battlefield 6 attachments actually do, compiled from in-game tooltips, cross-referenced against datamined stat tables.

Compiled and written by AntiPhysicsGames · v0.9.3 · 3 August 2026

Why this exists. No public source has the full picture. Every aggregator is missing at least two mechanics the in-game tooltips describe plainly, several carry import errors, including costs off by a factor of eight, and several list attachments that do not exist in the game. See the Error Log.

Using it yourself

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.

Using it with an LLM

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: and headshot and subsonic . 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 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].
1 · Stats

1.1Tag legend

Stats

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.

BuffDebuffStat
+ADS−ADSADS transition speed
+REC−RECRecoil, control and precision together
+HIP−HIPHipfire accuracy
+DRAW−DRAWWeapon draw and sprint-out speed
+mACC−mACCADS accuracy while moving
+mSPD−mSPDADS movement speed
+PEN−PENPenetration, carries through bodies and surfaces
+VEL−VEL velocity
+RBLDRecoil buildup and recovery
+HIP-RBLDHipfire spread recovery
+SUSTAINAccuracy during sustained fire
+hRECHorizontal recoil
+HEADHeadshot multiplier
+DRAGDrag, trajectory flatness and retained velocity
+RELOADReload speed
−SWAYWeapon sway

Concealment & signature

HIDE-3D in-world spotting, the diamond over your head
SPOT-CUT reduces both spotting ranges without eliminating either
HIDE-MAP minimap spot range while firing, cut to ~21m
HIDE-FLASH muzzle flash
HIDE-GLINT scope glint SNIPER
VISIBLE projects a beam into world space, readable by enemies for roughly 5m ahead of you

Capability & class-lock

MOUNT allows mounting on surfaces
LAUNCHER enables grenade launchers
SPRINTFIRE enables firing while sprinting
ADS-RELOAD reload without leaving the sight picture
FULLAUTO enables full-auto fire
BURST enables burst fire
REGEN-DELAY delays enemy health regeneration
VISUAL reduces visual recoil only, no stat change
SEMI-ONLY effect applies in semi-auto only
SNIPER SMG SHOTGUN class restrictions

1.2Tiered systems

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.

ADS transition  9 rungs

50030f
43326f
36722f
30018f
25015f
20012f
16710f
1338f
1006f

Frame steps: 4 · 4 · 4 · 3 · 3 · 2 · 2 · 2

Draw speed  10 rungs

40024f
35021f
30018f
26716f
23314f
20012f
16710f
1338f
1006f
835f

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.

Recoil  5 rungs

tooltips grade recoil reduction with a qualifier.

Tooltip wordTag
Marginally reduces recoil+REC1
Slightly reduces recoil+REC2
Moderately reduces recoil+REC3
Significantly reduces recoil+REC4
Greatly reduces recoil+REC5

Hipfire  3 rungs

and lights grade hipfire improvement with a qualifier.

Tooltip wordTag
Minor+HIP1
Slight+HIP2
Moderate+HIP3
 
 

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.

ADS accuracy while moving

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.

ShiftSources
−1 tier better · ·  ·  · ·
+1 tier worseAny grip carrying −mACC, 12 of the 21
Three net tiers removes the penalty entirely

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.

The range is −3 to +1

Both ends are structural rather than arbitrary.

TierMeaning
−3Moving spread equals stationary spread
−2The practical ceiling. One plus one laser
−1One source, or one penalty cancelled
0Base moving spread, 6.4× stationary
+1A 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.

Seeing this for yourself

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.

ADS movement speed

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.

ShiftSources
−1 tier better  ·  low-capacity
+1 tier worse+REC4 and +REC5 grips  ·  high-capacity magazines  ·  multi and thermal

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.

2 · Attachments

2.1Design rules

1 · Attachment costs are pure arithmetic

Every cost is the sum of its components.

FiringCost
+REC110
+REC220
+REC330
+REC440
+REC550
+RBLD10
+SUSTAIN10
+ADS10
Everything elseCost
+DRAW5
+VEL5
+mACC10
+mSPD5
+HIP110
+HIP-RBLD10
+PEN10
MOUNT10
HIDE-MAP10

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 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.

Worked examples
There are no value picks and no traps

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.

Where costs vary between weapons

Most attachments cost the same on every weapon that offers them. , grips, , , , lights and are fixed, and so are the archetypes. Variance is confined to two places:

VariesRangeWhy
The slot5–55Capacity is weapon-specific and price scales with the size of the change
10–15Weapon-specific. Where is offered it sits 5–10 above on that weapon
15–20
20–30
25–35

Every other type is fixed: and at 5, , , and at 10, at 20.

2 · You cannot buy clean recoil above +REC2, but you can buy it back

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.

PenaltyCounterSlotPts
−mACC +mACCAccessory10
−mSPD +mSPDAmmo10

A or laser also carries +mACC, but projects a beam.

Neither competes with the grip for space, and both cancel one for one. A single laser fully absorbs one penalized grip; adding a puts you a tier ahead of base. 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:

RouteSpendDelivers
+ + 45+REC3 +ADS, −mACC cancelled
+ + 45+REC4, both −mACC and −mSPD cancelled

Identical cost, because is only 5 over the Standard you were paying for anyway. The 6H64 route buys an extra recoil rung and mSPD neutrality; the 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.

also satisfies the ammo floor, so its true marginal cost over Standard is only 5.

3 · Moving ADS spread is already 6.4× worse than stationary

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.

4 · Mounting is the only purchasable spread reduction

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.

5 · Suppressors do not affect muzzle velocity

The datamined Suppressed velocity column is blank for every assault rifle. Suppressors cost hipfire, sway, or points, never velocity or damage.

6 · Four slots have no "None" — every build starts 20 points down

Ammo, barrel, optic and magazine all require a selection. There is no zero-cost option in any of them.

SlotFloorCheapest option
Ammo5Standard
Barrel5Extended archetype
Optic5Iron Sights
Magazine5Lowest-capacity option
Your effective budget is 80, not 100

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.

7 · The name is not the attachment — the tooltip is

Attachment names in this game are decoration. They map to effects neither reliably nor uniquely, in both directions.

Different names, same attachment

Appears asActually
· · One 5-point muzzle: +REC1 carrying −SWAY. Never offered together
163 barrel namesEleven 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 / One backup sight, named per class

Same name, different attachments

"Factory Angled" denotes three genuinely different grips at three different prices, and each one is priced exactly right for what it actually does:

WeaponPtsEffectsFormula
DB-1215+REC1 +DRAW +ADS −mACC10 + 5 + 10 − 10 = 15
SL920+REC1 +ADS10 + 10 = 20
LMR2725+REC1 +DRAW +ADS10 + 5 + 10 = 25

What this means for you

Spending a remainder

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.

HaveUpgrade toBuysCost
Lightweight+mSPD+5
Iron SightsAny fixed opticMagnification, free at this tier+5
Nothing in optic accessoryA 1x backup at any range+5
Floor magazineIts FAST variant+RELOAD+5
+RBLD+10
+ADS+10
Any gripOne recoil rung higher+REC, if you can carry the drawback+10

Traps worth naming

2.2Muzzles

AttachmentPtsEffectsDrawback
None0
Thread Protector5+REC1−SWAY
Single-Port Brake5+REC1−SWAY
Slant Brake5+REC1−SWAY
Flash Hider10HIDE-FLASH HIDE-3Dnone
Linear Comp10+hREC−REC1
Double-Port Brake10+REC1none
Flash Comp20HIDE-FLASH HIDE-3D +RBLDnone
Standard Suppressor20HIDE-3D HIDE-MAP−HIP1
Compensated Brake20+REC1 +RBLDnone
Long Suppressor25HIDE-3D HIDE-MAP +RBLD−HIP1 −SWAY
CQB Suppressor30HIDE-3D HIDE-MAPnone
Lightened Suppressor30HIDE-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 .

Linear Comp is an axis converter, not a downgrade

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 stealth economy

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 , 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.

SuppressorRecoil helpHipfireSwayPts
Standard−HIP120
Long+RBLD−HIP1−SWAY25
CQBnone30
Lightened+RBLD−HIP130

Rarely hipfire → −HIP1 is nearly free, Lightened is best value. Hipfire often → CQB costs you nothing.

2.3Underbarrels

AttachmentPtsRecoilEffectsDrawback
None0
Bipod10MOUNTnone
Underslung Mount10LAUNCHERnone
Compact Handstop10SPRINTFIRE SMGnone
Folding Vertical10+REC2−mACC
Slim Handstop15+DRAW +ADSnone
Adjustable Angled15+REC1+DRAW +ADS−mACC
Alloy Vertical20+REC2none
Ribbed Vertical20+REC3−mACC
Folding Stubby20+REC2+ADS−mACC
PTT Grip Pod20+REC2MOUNT−mACC
6H64 Vertical25+REC4−mACC −mSPD
Slim Angled25+REC1+DRAW +ADSnone
Full Angled25+REC2+DRAW +ADS−mACC
Ribbed Stubby30+REC2+ADSnone
Canted Stubby30+REC3+ADS−mACC
QD Grip Pod30+REC2MOUNTnone
Classic Grip Pod30+REC2MOUNT +ADS−mACC
Classic Vertical35+REC5−mACC −mSPD
Stippled Stubby35+REC4+ADS−mACC −mSPD
Low-Profile Stubby45+REC5+ADS−mACC −mSPD
The clean grips
Bipod (10) · Underslung Mount (10) · Compact Handstop (10) · Slim Handstop (15) · Alloy Vertical (20) · Slim Angled (25) · Ribbed Stubby (30) · QD Grip Pod (30)
Max clean recoil is +REC2. Everything above costs mobile accuracy.

Two grips buy capability, not stats

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.

FamilyCharacter
VerticalPure recoil, no handling gain
StubbyRecoil + +ADS
AngledLow recoil, +DRAW + +ADS. Handling-focused
Grip PodRecoil + MOUNT
Bipod / HandstopSingle-purpose, cheap

2.4Barrels

163 names, 11 archetypes

The archetype alone determines the stats, and the name tells you nothing: 480mm Fluted and 510mm Fluted are different archetypes on the same weapon.

Primitives

Archetypes are named combinations of five primitives, and their costs are the sum.

PrimitivePtsEffect
Extended5+VEL ×1.25
Short5+HIP1 −VEL ×0.8
Basic10+ADS
Heavy10+SUSTAIN
Light20+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.

Archetypes

ArchetypePtsEffectsComposition
Extended5+VEL5
Basic10+ADS10
Heavy10+SUSTAIN10
Heavy Ext.10+VEL +SUSTAIN −DRAWHeavy + Extended − 5
Short15+HIP1 +ADS −VELBasic + Short
Light20+mACC +ADS20
Cryo20+ADS +SUSTAINBasic + Heavy
Ext. Light25+mACC +ADS +VELLight + Extended
Short Light25+mACC +ADS +HIP1 −VELLight + Short
Suppressed20HIDE-MAPintegral
Suppressed Enh.30HIDE-MAP+integral + 10

EF88 only.   Integrally suppressed weapons, which have no 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 only returns you to where a Basic barrel starts, so the grip buys nothing you did not already give up.

Integrally suppressed weapons buy concealment in the barrel slot

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 .

2.5Magazines

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 is the currency

CapacityCostEffects
Low end5 floor+DRAW +mSPD +ADS. Deeper cuts buy more rungs
Middle5–10Few or no handling tags
High end15–40−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.

The FAST variant

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.

2.6Ammo

Like , 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.

Standard ammo

ArchetypePtsEffects
Standard5
Penetration5+PEN −REC1
Lightweight10+mSPD
Long Range10+DRAG
Range Pen.10+DRAG +PEN −REC1
Hollow Point15–20+HEAD −PEN
Synthetic20–30++HEAD −PEN
Frangible20REGEN-DELAY −PEN
Subsonic10–15SPOT-CUT +REC1 −VEL −PEN
Sub. Pen10SPOT-CUT −VEL · recoil and penetration net to zero
Sub. HP25–35SPOT-CUT +REC1 +HEAD −VEL −PEN

How the combinations price

CompositeIsCosts
Range Pen.Long Range + PenetrationLong Range's price
Sub. PenSubsonic + PenetrationSubsonic's price
Sub. HPSubsonic + Hollow PointBoth 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.

Spotting ranges

Subsonic exposes the baseline the concealment tags are measured against. These figures are identical on every weapon.

StateIn-world (3D)Minimap (2D)
Base54m150m
Subsonic27m64m
Suppressed0m21m
Suppressed + Subsonic0m9m
plus Subsonic reaches 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.

Headshot multipliers

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.

AmmoTag
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.

Penetration is one axis, traded in both directions

Gives +PENCosts −PEN
Penetration · Range Pen. · FlechetteHollow 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.

Shotgun ammo

ArchetypePtsEffects
#01 Buckshot10Standard pellets, standard penetration
#00 Buckshot20Greater range and damage per pellet, fewer pellets per shot
Flechette30REGEN-DELAY +PEN
Slugs40Single projectile, improved effective range

2.7Optics

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.

OpticPtsEffectDrawback
Irons5Iron sights, no magnificationnone
Single10One fixed magnificationnone
Dual20Toggles between two magnificationsnone
Multi25Cycles through several magnifications−mSPD
Thermal25Thermal, always on−mSPD
Thermal hybrid35Thermal you can switch offnone

2.8Optic Accessories

Your covers one range band. Most of this slot adds a second, from whichever end the optic is missing.

AttachmentPtsEffectGated to
None0
Canted Iron Sights545° offset backup iron sightany optic
Canted Reflex1045° offset backup reflexany optic
Magnifier10Doubles the optic's magnificationLow-powered optics
Piggyback Reflex10Adds a top-mounted 1x reflexHigh-powered optics
Adjustable Magnification 2 / 3 / 4x10Toggles between two magnificationsSNIPER
Anti-Glare Coating10HIDE-GLINTSNIPER

2.9Accessories — Lasers, Lights and Rangefinders

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 .

Lasers

Color sets the function, wattage sets the rung, and visibility is the price.

AttachmentPtsEffectVisibility
5 MW Red10+HIP1no beam
50 MW Violet10+mACCno beam
5 MW Green10+HIP2VISIBLE
50 MW Green20+HIP3VISIBLE
50 MW Blue20+HIP2 +mACCVISIBLE
120 MW Blue30+HIP3 +mACCVISIBLE

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.

What "visible" actually means

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.

Lights

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.

AttachmentPtsActivationEffect
Taclight — Aimed5On while ADS, off while hipfiring
Flashlight10Manual toggle+HIP-RBLD
Taclight — HIP15On 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.

Laser/light combos

A light and a 5 MW laser on one mount, priced as the sum of both.

AttachmentPtsEffectVisibility
Laser/Light Combo Red20+HIP-RBLD +HIP1no beam
Laser/Light Combo Green20+HIP-RBLD +HIP2VISIBLE

Both price as the light plus the laser: Red is 10 + 10, Green is 10 + 20 − 10.

Rangefinders

AttachmentPtsEffect
Range Finder15Displays target distance

2.10Ergonomics

The most functionally varied slot in the game. Several entries change how the weapon operates rather than adjusting a stat.

AttachmentPtsEffect
None0
Mag Catch5+RELOAD
Rail Cover5+DRAW
Aftermarket Buffer5VISUAL reduces the visual impact of recoil when firing
Magwell Flare10ADS-RELOAD
Match Trigger15SEMI-ONLY +REC1
Burst Training15BURST
A3 Receiver25FULLAUTO M16A4
DLC Bolt30ADS-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.

3 · Weapons

3.1Weapon cards

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.

Before you spend anything

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.

KnowWhat it settles
1Where the damage bands break, and how many shots each band takesThe range the build is for. Everything after this is downstream, including whether headshot crosses a breakpoint worth paying for
2How the recoil is shaped: how much of it throws sideways rather than climbingWhich half of the and 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
3How fast spread grows per shotWhether 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.

Reading them for yourself

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.

Squirreliness

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°.

Climb

Vertical ceiling, same model. This is the part you pull down against, and the part +REC reduces. Range 1.9° to 9.4°.

Spread

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.

Stat families split by range

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.

FamilyStatsBehavior
Close only+HIP +ADSFlat value, then irrelevant past the hipfire band
Scales up with range+REC +VEL +mACC · magnificationWorth more the further out you fight
Scales down with range+mSPDWorth more the closer you fight
Moving accuracy and moving speed are mirrors

+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.

Named counters

Each weakness has one attachment that answers it directly. The trigger column is read off the card.

WeaknessTriggerCounter
High squirrel≥ 0.50° (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 accuracyfights moving (10), or a archetype
−mSPD incurredhigh +REC rung, extended or thermal, the only counter, one tier
Low velocity< 500 m/s with reach > 40mExtended
Dead hipfireband ≤ 9mAccept it and buy +ADS instead of +HIP
Short trigger time< 1.5s of fireExtended magazine, over any performance stat

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 cards

SOR-556 MK2 · Assault568 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.13°
Climb2.8°
Spread3.4°/s
+mACC+ADSmagnification+REC+mSPD

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 → (10)

L85A3 · Assault635 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.27°
Climb3.6°
Spread3.8°/s
+REC2+mACC+ADSmagnification+mSPD

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 → (10)

KORD 6P67 · Assault900 RPM
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.32°
Climb4.2°
Spread4.2°/s
+REC2+mACC+ADSmagnification+mSPD

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 → (10)

AK4D · Assault514 RPM
3
4
5
HIP
ADS
0mshots to kill80m
Squirreliness0.28°
Climb3.8°
Spread4.5°/s
+REC2+mACCmagnification+mSPD

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 → (10)

B36A4 · Assault720 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.39°
Climb4.8°
Spread4.3°/s
+REC2+mACC+ADSmagnification

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 → (10)

M16A4 · Assault771 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.42°
Climb5.2°
Spread4.6°/s
+REC2+mACC+ADSmagnification

Carries the , the only truly weapon-exclusive fire-mode attachment in the game. Everything else about it is a B36A4 with slightly looser control.

Counter → (10)

NVO-228E · Assault655 RPM
3
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.38°
Climb4.3°
Spread4.5°/s
+REC2+mACC+ADSmagnification

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 → (10)

M433 · Assault831 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.67°
Climb6.2°
Spread5.0°/s
+REC1+mSPD+ADS

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 → (10)

VCR-2 · Assault900 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.91°
Climb7.2°
Spread5.4°/s
+REC2+mSPD+ADS+mACCmagnification

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 → (10)

TR7 · Assault720 RPM
3
4
5
HIP
ADS
0mshots to kill80m
Squirreliness1.01°
Climb9.4°
Spread6.3°/s
+REC2+mSPD+ADS+mACCmagnification

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 → (10)

AK-205 · Carbine720 RPM
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.06°
Climb2.4°
Spread2.9°/s
+mACC+ADSmagnification+REC+mSPD

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 → (10)

M417 A2 · Carbine655 RPM
3
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.26°
Climb5.6°
Spread4.5°/s
+REC2+mACC+ADSmagnification+mSPD

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 → (10)

QBZ-192 · Carbine771 RPM
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.29°
Climb5.0°
Spread3.9°/s
+REC2+mACC+ADSmagnification

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 → (10)

SOR-300SC · Carbine600 RPM
3
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.20°
Climb3.6°
Spread3.6°/s
+mACC+ADSmagnification+VEL+REC

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 → (10)

GRT-BC · Carbine831 RPM
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.41°
Climb5.8°
Spread4.2°/s
+REC2+mACC+ADSmagnification

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 → (10)

M4A1 · Carbine900 RPM
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.54°
Climb6.8°
Spread4.6°/s
+REC2+mSPD+ADS+HIP

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 → (10)

M277 · Carbine720 RPM
4
5
HIP
ADS
0mshots to kill80m
Squirreliness0.61°
Climb6.2°
Spread4.9°/s
+REC2+mACCmagnification+HIP

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 → (10)

SG 553R · Carbine720 RPM
3
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.54°
Climb5.2°
Spread4.3°/s
+REC2+mSPD+ADS+HIP

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 → (10)

UMG-40 · SMG635 RPM
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.13°
Climb2.7°
Spread3.2°/s
+mACC+ADSmagnification+VEL+REC+mSPD

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 →

SL9 · SMG675 RPM
4
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.10°
Climb2.7°
Spread3.2°/s
+mACC+ADSmagnification+VEL+REC+mSPD

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 →

PW7A2 · SMG947 RPM
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.29°
Climb4.0°
Spread3.5°/s
+REC2+mACCmagnification+mSPD

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 → (10)

PP-19 · SMG720 RPM
4
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.17°
Climb3.1°
Spread3.4°/s
+mACC+ADSmagnification+VEL+REC+mSPD

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 →

PW5A3 · SMG771 RPM
4
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.29°
Climb3.5°
Spread3.6°/s
+REC2+mACC+ADSmagnification

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 →

USG-90 · SMG900 RPM
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.36°
Climb3.5°
Spread3.6°/s
+REC2+mACC+ADSmagnification

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 → (10)

SGX · SMG831 RPM
4
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.36°
Climb4.1°
Spread3.9°/s
+REC2+mACC+ADSmagnification

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 →

SCW-10 · SMG800 RPM
3
4
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.49°
Climb5.0°
Spread4.8°/s
capacity+REC2+mSPD+ADS

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

KV9 · SMG1080 RPM
4
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.59°
Climb4.3°
Spread5.0°/s
capacity+REC1+mSPD+ADS

The fastest weapon in the game at 1080 rpm, carrying exactly one second of ammunition. Capacity outranks every performance stat on the gun.

Counter → (10)

CZ3A1 · SMG982 RPM
4
5
6
7
8
HIP
ADS
0mshots to kill80m
Squirreliness0.74°
Climb5.8°
Spread4.6°/s
+REC1+mSPD+ADS+mACCmagnification

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 → (10)

KTS100 MK8 · LMG514 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.08°
Climb1.9°
Spread3.1°/s
+mACC+ADSmagnification+REC+mSPD

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 → (10)

RPK-74M · LMG686 RPM
5
6
7
HIP
ADS
0mshots to kill80m
Squirreliness0.13°
Climb2.5°
Spread3.2°/s
+mACC+ADSmagnification+REC+mSPD+HIP

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

RPKM · LMG554 RPM
3
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.18°
Climb2.9°
Spread3.8°/s
+mACC+ADSmagnification+REC+mSPD+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

L110 · LMG720 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.33°
Climb3.8°
Spread4.3°/s
+REC2+mACC+ADSmagnification+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

DRS-IAR · LMG771 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.42°
Climb5.3°
Spread4.6°/s
+REC2+mACC+ADSmagnification+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

M/60 · LMG514 RPM
3
4
5
HIP
ADS
0mshots to kill80m
Squirreliness0.35°
Climb3.4°
Spread4.5°/s
+REC2+mACC+ADSmagnification+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

M250 · LMG675 RPM
4
HIP
ADS
0mshots to kill80m
Squirreliness0.48°
Climb4.3°
Spread4.6°/s
+REC2+mACCmagnification+ADS+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

M121 A2 · LMG655 RPM
3
4
5
HIP
ADS
0mshots to kill80m
Squirreliness0.52°
Climb5.9°
Spread5.7°/s
+REC2+mSPD+ADS+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 → (10)

M240L · LMG600 RPM
3
4
5
HIP
ADS
0mshots to kill80m
Squirreliness0.51°
Climb4.9°
Spread5.2°/s
+REC2+mSPD+ADS+HIP

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 → (10)

M123K · LMG831 RPM
4
5
6
HIP
ADS
0mshots to kill80m
Squirreliness0.61°
Climb4.9°
Spread5.0°/s
+REC1+mSPD+ADS+HIP

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 → (10)

How these were derived

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.

4 · Reference

4.1Error log

What the public sources get wrong, grouped by failure. Sources named where the error belongs to one of them; all means every source checked.

Attachments that do not exist

ListedSource
Triple-Port bf6loadouts

Attachments that are missing

AbsentActually
1P86 LPVOExists at 20 pts. The slot is 42, not 41
is 9, not 7
Buckshot is two attachments, #01 at 10 and #00 at 20
· · · Four archetypes absent entirely

Counted wrong

One attachment listed as several, or several listed as one. This is what inflates every published attachment count.

Listed asActually
163 distinct Eleven archetypes. Two barrels sharing a suffix on the same weapon can be different archetypes
· · One part under three names, never offered together
"Canted Iron Sight" and ""One attachment counted twice
"Factory Angled" as one attachment at one priceThree different share the name: 15 / 20 / 25 pts with different effects on the DB-12, SL9 and LMR27
Right / Left / Top as three slotsMounting position, not slot type. A weapon may have several mounts

Effects wrong

Shown asActuallySource
"+14 Hipfire" on and every The importer maps the MOUNT flag into the hipfire field. Zero hipfire in gamebattlefinity
Long barrels "+4 mobility"Draw speedbattlefinity
Long barrels "+50ms ADS"Not a penalty: the delta from a , which grants +ADS that long barrels lackbattlefinity
/ with a mobility bonus+mACCbattlefinity
"+0 Headshot Multiplier"It raises the multiplier; the field was never populatedbattlefinity
ADS modifiers as a flat "−50ms"One step on a tiered ladder, 33 to 67ms depending on positionall
as a net "−2 control"Trades horizontal recoil for vertical. A specialist part, not a downgradeall
as identical to Double-PortCompensated adds +RBLDall
"Mobility" as a stat distinct from ADS movement speedThe same statall
Penetration and collateral as separate statsOne statall

Stale data

WhereWhat
sym.ggThe 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.ggAttachments are listed as a roadmap item and are not implemented

4.2Open questions

  1. Per-weapon tables beyond the assault rifles: LMG belt boxes, shotgun shell tubes and sniper speedloaders sit in very different capacity bands
  2. Optic-to-accessory availability, which specific a given weapon offers the or Piggyback on
  3. 's drag magnitude: the effect is confirmed, the size of it needs ballistic testing at range
  4. The third +mACC source. The tier system bottoms out at −3, where moving spread equals stationary, but only two sources exist across all nine slots. Whatever reaches the last rung is outside the attachment system

4.3For the assistant

If someone gives you a weapon name and asks for a build, do not ask them to transcribe their attachment list. Work like this:

  1. Attempt it unaided first. Recall what you can about the weapon: fire rate, damage bands, base handling, which archetypes it plausibly offers, and get as far as you can before asking for anything.
  2. Distrust anything you find on the open web. Stat sites lag patches and sym.gg's annotated example image carries legacy values that are frequently scraped instead of the live table beneath it. A single stale number will produce a confidently wrong build. If a figure decides a pick, say which figure you used so it can be checked.
  3. Ask about playstyle before building, not after. Engagement range, whether they shoot while moving or plant first, whether they hipfire, whether they hold angles or roam, and how much concealment matters. Those answers decide which drawbacks are free and which are expensive. One round of questions, not five.
  4. Put a 5-point in the build and reach exactly 100. Magazine cost is the one figure that genuinely swings 5 to 55, and every weapon sampled offers at least one at the 5-point floor, so put that line in the build, note it is a placeholder, and total to 100. Do not stop at 90 or 95 holding room for a number you do not have; an incomplete build is harder to correct than a complete one with a flagged line.
  5. Then negotiate the magazine. Once the build exists, ask what capacity they actually want, have them read its real cost off the weapon, and cut from the build to afford it. Trading a known build down is far more useful than presenting an incomplete one.
  6. Leave situational attachments out of the first pass. A bipod, a range finder, a or answer a question the player has not asked yet. Include one when they ask for it, not by default, and never as the reason a build works.
  7. If you come up short, upgrade, do not add. Improve something already carrying weight rather than filling the gap with a cheap attachment. See Spending a remainder.
  8. Never present a residual pick as a reason the build works. Taking a cheap option to round out a total is defensible; writing a paragraph justifying it is not.
  9. Price each pick against and show the running total, so any mismatch surfaces on its own.
  10. Invite correction on specific numbers. "I have the 40-round magazine at 25, worth checking in game" is useful. "Paste your full attachment list" is not.

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.

Do not let ergonomics carry the build.

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: (10) · (5) · (5) · (5) last.

4.4Sources