/codg/ guide format testing zone
This is the WIP page for what will eventually be the final "Thank goodness I no longer have to worry about constantly re-editing for balance patches" version of the MW3 Gun Guide. Progress has been slow the past week and a half while I powergrind my way to Prestige 10 in Blops, but once Season 1 has been out for a week or two I will probably finally be burnt out enough on that to get to work on this again.
Might also add a BO6 sub-guide eventually but right now the in-game stat sheet displays in that game are painfully buggy, so it'll be at least a patch or two before I'll be properly considering that.
AR Class Notes
13 of the 27 ARs have identical base StF. "Standard" StF stands in for the normal "Below Average" rank.
11 ARs have identical base Hipfire Spread. "Standard" Hip Spread stands in for the normal "Below Average" rank.
10 ARs have nigh-identical Swap Speeds. "Standard" Swap Speed stands in for the normal "Above Average" rank.
Tac Stance Floor, Hipfire Floor, and Run Speed Cap averages are disproportionately pulled down by the MWII ARs, such that "Average" for those stats is worse than most if not all of the Non-AM MWIII guns. For extra rank context, those stats on MWIII ARs will sometimes include an additional ranking comparing them to just the average of MWIII ARs.
The standard amount of attachments for an AR to hit a Speed Cap (typically either Aim + Run together, or both Sprints together) is 4. Handling & CQC Floors typically need all 5 slots.
STG44 | Sturmgewehr 44 | ![]() |
|
---|---|---|---|
QRD | Zippy reload, high velocity | Awful aim time, bad head/limb damage | Decent Recoil |
TTK | Average | RoF | Second Worst |
Saved TTK? | No | Save Difficulty | N/A |
Choked TTK? | Yes, Worse | Choke Condition | Worse: 3 Leg Hits |
Range | Average | Saves at Range? | Has an easy Unchoke, but it has a gap |
Vertical Recoil | Above Average | Horizontal Recoil | Average |
Stability | %%TBD%% | Kick | %%TBD%% |
ADS | Nearing Worst | ADS Floor | Second-Worst |
StF | Standard | StF Floor | Above Average |
Tac Spread | Nearing Worst | Tac Floor | Average (Worst from MWIII) |
Hip Spread | Standard | Hip Floor | Above Average (Worst from MWIII) |
Aim Speed | Average | Aim Speed Cap | Nearing Worst |
Run Speed | Average | Run Speed Cap | Above Average (Worst from MWIII) |
Sprint Speed | Worst-In-Class | Sprint Speed Cap | Below Average |
Reload Speed | Best-In-Class* | Swap Speed | Worst-In-Class |
Capacity | Average | Flinch | Average |
Recoil Pattern: %%TBD%%
1-10: More vert, ~15° left, Middling Stability
11-15: Less vert, ~10° right, Great Stability
16-25: Almost no vert, 60° right, Good Stability
26+: 11-15's vert, ~25° right, Low-end Stability
Range Breakpoints & Headshot Requirements
+1 @ 36.8/Effective, +1 @ 53.3/Minimum
From 36.8m to 44.5/Eff+21%, can -1 via 1 Headshot w/o any Leg hits.
Past 53.3m, can -1 via 2 Headshots w/o any Leg hits.
Attachment Information
Pros: Has an Integrally Suppressed Barrel with better Range, ADS, and Run Speed for only slightly worse StF & Recoil.
YMMV: Run Speed is faster than Sprint Speed if you build the weapon toward its Run Cap.
Cons: No Canted Ironsight Scope.
Notes
*For partial reloads. Empty reloads are Below Average.
Best-In-Class Velocity has a hitscan distance of nearly 50m, and stretches 11.2m past the gun's first +1.
>Editorializing
>In the wake of its headshot damage & range getting nerfed this gun now excels at nothing, and instead lags behind in every major stat block except for recoil (and even that it's just okay at). Even if you're considering an AR for a truly all-rounder/adaptive playstyle, any other "non-specialized" AR is probably a better pick.
BAL-27 | "We have an FB Grot B at home" | ![]() |
|
---|---|---|---|
QRD | Great mobility, range, and CQC | Gimmicky TTK | Decent recoil, mixed handling |
TTK | Average* | RoF | Above Average** |
Saved TTK? | No | Save Difficulty | N/A |
Choked TTK? | No | Choke Condition | N/A |
Range | KRC | Saves at Range? | N/A |
Vertical Recoil | Below Average | Horizontal Recoil | Nearing Best |
Stability | %%TBD%% | Kick | %%TBD%% |
ADS | Average | ADS Floor | Best-In-Class |
StF | Standard | StF Floor | Nearing Worst |
Tac Spread | Best-In-Class | Tac Floor | Nearing Best (Average for MWIII) |
Hip Spread | Best-In-Class | Hip Floor | Nearing Best (Average for MWIII) |
Aim Speed | Nearing Best | Aim Speed Cap | Nearing Best |
Run Speed | Best-in-Class | Run Speed Cap | Best-In-Class |
Sprint Speed | Best-in-Class | Sprint Speed Cap | Nearing Best |
Reload Speed | Below Average | Swap Speed | Second-Worst |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%TBD%%
1-8: ~10° right, Good Stability
9-11: Cuts 45° right
12+: ~5° right, Low-End Stability
Vert intensity is consistent the whole time other than at the cut.
Range Breakpoints
Kool Range Club: At worst might gain a shot-to-kill on too many leg hits at some point.
Attachment Information
Pros: Integrally Suppressed Barrel option with minimal penalties and a Velocity bonus. Extended Magazine doesn't penalize Mobility or Reload Speed. CQC Floor in 4 attachments.
YMMV: Run Speed equals Sprint Speed if you build the weapon toward its Run Cap.
Cons: No UBWs. No Round Nose/Mono/Incendiary Ammo. No Non-Grip Bipods. No Canted Iron Scope, Canted Reflex Scope, or Canted Hybrid. Split Aim and Run Speed Caps.
Notes
Rate Of Fire raises on 5+ shots. This increase is maintained between trigger pulls if they're close enough together.
*Nearing Worst for the first 4 shots of a trigger pull, then Nearing Best
**Below Average for the first 4 shots of a trigger pull, then Second-Best
No Semi-Auto Firemode
Second-Best Velocity has a 40m hitscan distance.
**AM Kit's entry can be found in the Burst-Fire class section.
>Editorializing
>gun is a 5-shot kill
>doesn't get its proper RoF until the 5th shot
Thankfully, with how fast you can move with this thing even with a 60-rounder, pre-firing every encounter is totally an option.
MTZ-556 | CZ 805 BREN A2 | ![]() |
|
---|---|---|---|
QRD | Solid base stats & great potential for most stats | Poor headshot damage/range | Slightly tricky recoil |
TTK | Above Average | RoF | Nearing Best |
Saved TTK? | Yes, Average | Save Difficulty | A Bit Harder: 2 head + 2 bellyup |
Choked TTK? | No | Choke Condition | N/A |
Range | Nearing Best | Saves at Range? | Yes, harder after a gap then cuts off |
Vertical Recoil | Above Average | Horizontal Recoil | Above Average |
Stability | %%%% | Kick | %%%% |
ADS | Best-In-Class | ADS Floor | Second-Best |
StF | Above Average | StF Floor | Average |
Tac Spread | Above Average | Tac Floor | Nearing Best (Above Average for MWIII) |
Hip Spread | Average | Hip Floor | Nearing Best (Average for MWIII) |
Aim Speed | Average | Aim Speed Cap | Best-In-Class |
Run Speed | Above Average | Run Speed Cap | Best-In-Class |
Sprint Speed | Nearing Best | Sprint Speed Cap | Second-Best |
Reload Speed | Nearing Worst | Swap Speed | Average |
Capacity | Average | Flinch | Above Average |
Recoil Pattern: %%TBD%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 @ 37.0/Effective+39%
Loses Save @ 26.7/Eff
From 37.0-47.0/Minimum, can -1 via 5 headshots.
Attachment Information
YMMV: Run Speed is faster than Sprint Speed if you build the weapon towards its Run Cap.
Cons: Speed Cap needs 5 attachments.
>Editorializing
>wow, cool gun!
RAM-7 | IWI Tavor CTAR-21 | ![]() |
|
---|---|---|---|
QRD | Absurd CQC potential, great range | Eye-bleeding recoil | Subpar TTK but an easier headshot |
TTK | Below Average | RoF | Above Average |
Saved TTK? | Yes, Below Average | Save Difficulty | Much Easier: 1 head + 3 bellyup |
Choked TTK? | No | Choke Condition | N/A |
Range | Second-Best | Saves at Range? | Yes, but is much harder |
Vertical Recoil | Nearing Worst | Horizontal Recoil | Below Average |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Above Average |
StF | Above Average | StF Floor | Nearing Best |
Tac Spread | Average | Tac Floor | Best-In-Class |
Hip Spread | Standard | Hip Floor | Best In Class |
Aim Speed | Below Average | Aim Speed Cap | Average |
Run Speed | Above Average | Run Speed Cap | Nearing Best (Below Average for MWIII) |
Sprint Speed | Average | Sprint Speed Cap | Average |
Reload Speed | Average | Swap Speed | Standard |
Capacity | Above Average | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 43.2/Effective+31%
Past 33.0/Eff, needs 4 headshots to Save.
Attachment Information
Pros: Integrally Suppressed +Range Barrel for just a modest ADS/StF cost. Glow Irons.
YMMV: Run Speed is faster than Sprint Speed if you build the weapon towards its Run Cap.
Cons: No Incendiary Ammo. No Scarlet/Sapphire/Verdant Lasers.
Notes
Possibly Best-in-Game CQC Spreads, pending my checking the other classes.
>Editorializing
>wow, cool gun!
BP50 | FN F2000 Tactical | ![]() |
|
---|---|---|---|
QRD | Great TTK, solid handling | Awful range, terrible headshot damage | Stronger but predictable recoil |
TTK | Second-Best | RoF | Second-Best |
Saved TTK? | Yes, Nearing Best | Save Difficulty | Worst-In-Class: 4 headshots |
Choked TTK? | No | Choke Condition | N/A |
Range | Second-Worst | Saves at Range? | No, also loses it early |
Vertical Recoil | Nearing Worst | Horizontal Recoil | Average |
Stability | %%%% | Kick | %%%% |
ADS | Above Average | ADS Floor | Above Average |
StF | Nearing Best | StF Floor | Nearing Best |
Tac Spread | Average | Tac Floor | Above Average (Below Average for MWIII) |
Hip Spread | Above Average | Hip Floor | Second-Best |
Aim Speed | Average | Aim Speed Cap | Above Average |
Run Speed | Average | Run Speed Cap | Nearing Best (Average for MWIII) |
Sprint Speed | Below Average | Sprint Speed Cap | Average |
Reload Speed | Below Average* | Swap Speed | Worst-in-Class |
Capacity | Below Average | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 @ 19.8/Effective+42%, +1 @ 35.3/Minimum
Loses Save @ 14.0/Eff
Attachment Information
Pros: Unique extra grenade launcher? (Preliminary testing indicates it's a -smaller- explosion than the regular one tho)
YMMV: Run Speed is faster than Sprint Speed if you build the weapon towards its Run Cap.
Cons: Split Hipfire & Tac Stance Spreads.
Notes
*For partial reloads. Empty reloads are Second-Worst.
Best-in-Class Velocity-to-Range ratio, the hitscan range extends beyond all range breakpoints.
**AM Kit's entry can be found in the SMGs class section.
>Editorializing
>wow, cool gun!
SVA 545 | "Oh fuck, what happened to that poor AN-94?" | ![]() |
|
---|---|---|---|
QRD | Great handling & mobility | Intense recoil | Gimmicky TTK |
TTK | Varies* | RoF | Nearing Worst |
Saved TTK? | Yes, Varies* | Save Difficulty | A Bit Harder: 2 head + 2 bellyup |
Choked TTK? | No | Choke Condition | N/A |
Range | Above Average | Saves at Range? | Yes, might get harder?** |
Vertical Recoil | Nearing Worst | Horizontal Recoil | Worst-in-Class |
Stability | %%%% | Kick | %%%% |
ADS | Above Average | ADS Floor | Nearing Best |
StF | Above Average | StF Floor | Nearing Best |
Tac Spread | Nearing Best | Tac Floor | Second-Best |
Hip Spread | Nearing Worst | Hip Floor | Above Average (Below Average for MWIII) |
Aim Speed | Average | Aim Speed Cap | Above Average |
Run Speed | Above Average | Run Speed Cap | Nearing Best (Average for MWIII) |
Sprint Speed | Above Average | Sprint Speed Cap | Best-In-Class |
Reload Speed | Nearing Best | Swap Speed | Standard |
Capacity | Above Average | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 44.4/Effective, +1 @ 61.0/Minimum **
Past 61.0, can -2 via 5 headshots.
Attachment Information
Pros: Integrally Suppressed Barrel also boosts Handling & Mobility, with penalized range still being Average.
YMMV: Run Speed equals Sprint Speed if you build the weapon towards its Run Cap.
Cons: No Round Nose/Mono/Incendiary Ammo.
Notes
First shot of a trigger pull fires 2 bullets almost at once in a "hyperburst". Semi-Auto fires a hyperburst every trigger pull.
*Second-Best if the hyperburst hits, Second-Worst if it misses.
**The two-round hyperburst makes headshot requirements at range incredibly difficult to test for. Take the headshot data and whether the +1s are "chest-down" or "full" with a grain of salt.
>Editorializing
>Just make sure you don't miss the first shot. Semi-Auto also slaps pretty hard!
Holger 556 | H&K G36 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Average | RoF | Worst-in-Class |
Saved TTK? | Yes, Nearing Best | Save Difficulty | Average: 2 head + 1 bellyup |
Choked TTK? | Yes, Worst-In-Class | Choke Condition | Average: 3 leg hits w/o a headshot |
Range | Nearing Best | Saves at Range? | Yes |
Vertical Recoil | Below Average | Horizontal Recoil | Average |
Stability | %%%% | Kick | %%%% |
ADS | Second-Worst | ADS Floor | Nearing Worst |
StF | Worst-in-Class | StF Floor | Average |
Tac Spread | Average | Tac Floor | Nearing Best (Average for MWIII) |
Hip Spread | Nearing Worst | Hip Floor | Above Average (Nearing Worst for MWIII) |
Aim Speed | Below Average | Aim Speed Cap | Nearing Best |
Run Speed | Average | Run Speed Cap | Nearing Best (Below Average for MWIII) |
Sprint Speed | Below Average | Sprint Speed Cap | Above Average |
Reload Speed | Average | Swap Speed | Best-in-Class |
Capacity | Worst In Class | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 @ 36.8/Effective
Attachment Information
YMMV: Unique reflex optic replaces the NRG-IV. Run Speed equals Sprint Speed if you build the weapon towards its Run Cap.
Cons: Handling Floors have a more prominent split than most ARs. Aim Speed Cap needs 5 attachments.
Notes
Signal Kit's entry can be found in the Burst Fire class section.
>Editorializing
>wow, cool gun!
Backsaw Holger 556 | "What if the Gilboa Snake, but a G36" | ||
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Complicated* | RoF | Twice-Beyond Worst |
Saved TTK? | Yes, Complicated* | Save Difficulty | Harder: "2" headshots, if all 4 bullets connect |
Choked TTK? | Yes, Complicated** | Choke Condition | Complicated** |
Range | Nearing Best*** | Saves at Range? | Yes, but has a gap |
Vertical Recoil | Beyond Worst | Horizontal Recoil | Below Average |
Stability | %%%% | Kick | %%%% |
ADS | Above Average | ADS Floor | Second-Worst |
StF | Nearing Worst | StF Floor | Beyond Worst |
Tac Spread | Second-Best | Tac Floor | Above Average (Below Average for MWIII) |
Hip Spread | Second-Best | Hip Floor | Average (Beyond Worst for MWIII) |
Aim Speed | Average | Aim Speed Cap | Below Average |
Run Speed | Above Average | Run Speed Cap | Nearing Worst (Thrice-Beyond Worst for MWIII) |
Sprint Speed | Below Average | Sprint Speed Cap | Beyond Worst |
Reload Speed | Second-Worst | Swap Speed | Best-in-Class |
Capacity | Beyond Best**** | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 bullet @ 37.6/Minimum
Loses Save @ 29.5/Effective
Past 37.6m, can -1 via 2 headshots + 3 chest hits (doesn't actually buff the TTK unless a bullet missed)
Attachment Information
Pros: Unsplit Speed Caps. Hits Non-Aim Speed Caps in 2 attach slots (including the AM kit itself), Hip Floor or Aim Speed in 3, Tac Floor in 4.
YMMV: Unique Reflex replaces the NRG-IV
Cons: No Barrel, Magazine, Muzzle, or Underbarrel Slots.
Notes
Fires 2 bullets per shot. Shots land spaced slightly left/right of the sight dot in ADS, on the inner edges of the left/right reticle lines in Hipfire, and slightly up-left of the bottom & down-right of the top reticle lines in Tac Stance. The spacing becomes more prominent at longer ranges.
*Beyond Best if both bullets hit with each shot, Beyond Worst if only one bullet hits with each shot.
**Technically Better: 3 Leg hits w/o a chest hit or 4 leg hits, but since the gun is a "3-shot-kill" from 5 bullets this doesn't actually affect the TTK unless one or more bullets also miss.
***Doesn't affect TTK so long as both bullets hit with each shot.
****100 bullets, albeit only 50 shots when numerous ARs can hold 60.
No Semi-Auto Firemode
>Editorializing
>wow, cool gun!
MCW | Remington ACR | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Nearing Worst | RoF | Below Average |
Saved TTK? | Yes, Nearing Worst | Save Difficulty | Easier: 1 head + 2 chest + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Average | Saves at Range? | Yes, but has a gap then is much harder |
Vertical Recoil | Below Average | Horizontal Recoil | Best-in-Class |
Stability | %%%% | Kick | %%%% |
ADS | Third-Worst | ADS Floor | Average |
StF | Worst-in-Class | StF Floor | Above Average |
Tac Spread | Below Average | Tac Floor | Second-Best |
Hip Spread | Worst-in-Class | Hip Floor | Nearing Best (Average for MWIII) |
Aim Speed | Average | Aim Speed Cap | Nearing Best |
Run Speed | Above Average | Run Speed Cap | Best-in-Class |
Sprint Speed | Average | Sprint Speed Cap | Average |
Reload Speed | Above Average | Swap Speed | Standard |
Capacity | Above Average | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 @ 35.7/Effective+34%, +1 chest @ 45.2/Minimum
Loses Save @ 26.7/Eff
Past 35.7m, can -1 via 4 Headshots w/o any leg hits.
Attachment Information
Pros: Integrally Suppressed Barrel that also boosts Mobility & Handling, albeit at a large Range cost.
YMMV: Run Speed is faster than Sprint Speed if you build the weapon towards its Run Cap.
>Editorializing
>wow, cool gun!
Raven MCW | ACR in .300 BLK | ||
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Average | RoF | Nearing Best |
Saved TTK? | Yes, Average | Save Difficulty | Beyond Best: 1 head + 1 bellyup + 2 |
Choked TTK? | No | Choke Condition | N/A |
Range | Second-Worst | Saves at Range? | Yes, and only gets harder at very long range |
Vertical Recoil | Above Average | Horizontal Recoil | Above Average |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Below Average |
StF | Average | StF Floor | Beyond Best |
Tac Spread | Above Average | Tac Floor | Second-Best |
Hip Spread | Nearing Best | Hip Floor | Second-Best (Above Average for MWIII) |
Aim Speed | Nearing Best | Aim Speed Cap | Best-in-Class |
Run Speed | Beyond Best | Run Speed Cap | Nearing Best |
Sprint Speed | Beyond Best | Sprint Speed Cap | Above Average |
Reload Speed | Above Average | Swap Speed | Standard |
Capacity | Worst-in-Class | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 19.8/Effective, +1 chest @ 35.5/Eff+79%
From 19.8-35.5m, can -2 (full Saved TTK) via 4 headshots.
Past 35.5m, can -2 via 5 headshots.
Past 45.7/Minimum, -1 becomes 3 head + 3.
Attachment Information
Pros: Integrally Suppressed Barrel that also boosts Mobility & Handling, albeit at a large Range cost.
YMMV: Run Speed equals Sprint Speed if you build the weapon towards its Run Cap.
Cons: No High Velocity or Incendiary Ammos. Needs all 5 slots to hit a Speed Cap.
Notes
Kills don't leave Skull icons.
Nearing Worst Velocity, though hitscan range still goes past the first +1.
>Editorializing
>wow, cool gun!
Patriot M16 | M16 | ||
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Above Average | RoF | Nearing Best |
Saved TTK? | Yes, Average | Save Difficulty | Harder: 3 head + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Above Average | Saves at Range? | Yes, gets a bit harder then much easier |
Vertical Recoil | Twice-Beyond Worst | Horizontal Recoil | Second-Worst |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Second-Worst* |
StF | Above Average | StF Floor | Nearing Worst** |
Tac Spread | Below Average | Tac Floor | Worst-in-Class |
Hip Spread | Average | Hip Floor | Nearing Worst |
Aim Speed | Below Average | Aim Speed Cap | Average*** |
Run Speed | Below Average | Run Speed Cap | Average (Beyond Worst for MWIII) |
Sprint Speed | Worst-in-Class | Sprint Speed Cap | Nearing Worst**** |
Reload Speed | Nearing Best | Swap Speed | Standard |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 39.4/Effective+24%, +1 chest @ 50.8/Minimum
Save changes to 4 headshots @ 31.8/Eff, then to 2 head + 3 @ 39.4, then to 1 head + 5 @ 50.8m
Attachment Information
Cons: No Barrel Slot. No Riser Optics or Canted Iron Scope. No Incendiary Ammo. No Aftermarket UBWs.
Notes
Optics are all misaligned; shots land slightly below your aim dot. A laser can be used to show your true point-of-aim.
No Semi-Auto Firemode
*Above Average, **Second-Best, ***Nearing Best, and ****Average respectively, if you can bear using a 15-round Magazine.
Base weapon's entry can be found in the Burst-Fire class section.
>Editorializing
>wow, cool gun!
Nightshade DG-58 LSW | QBZ-95B-1 | ||
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Second-Best | RoF | Second-Best |
Saved TTK? | Yes, Nearing Best | Save Difficulty | Easier: 1 head + 2 chest + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Second-Best | Saves at Range? | Yes, but gets harder |
Vertical Recoil | Above Average | Horizontal Recoil | Above Average |
Stability | %%%% | Kick | %%%% |
ADS | Beyond Best | ADS Floor | Above Average |
StF | Second-Best | StF Floor | Best-in-Class |
Tac Spread | Nearing Best | Tac Floor | Above Average (Nearing Worst for MWIII) |
Hip Spread | Beyond Worst | Hip Floor | Below Average (Beyond Worst for MWIII) |
Aim Speed | Nearing Worst | Aim Speed Cap | Beyond Worst |
Run Speed | Beyond Best | Run Speed Cap | Below Average (Twice-Beyond Worst for MWIII) |
Sprint Speed | Above Average | Sprint Speed Cap | Below Average |
Reload Speed | Nearing Worst | Swap Speed | Average |
Capacity | Worst-in-Class | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 40.6/Minimum
At 19.1/Effective, Save becomes 2 head + 2.
At 30.6/Eff+60%, Save becomes 4 headshots.
Past 40.6, Save drops back to 2 head + 3.
Attachment Information
Pros: Unsplit Speed Caps, reaches them in 3 attachments (including the AM Kit).
Cons: No Barrel, Underbarrel, or Laser Slots. 4 less Hybrid Optics, no Riser 2.5x. Split Hip/Tac Spreads. Handling Floors have a more prominent Split than most ARs.
Notes
Base weapon's entry can be found in the LMGs class section.
>Editorializing
>wow, cool gun!
TAQ-56 | FN SCAR-L | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Worst-in-Class | RoF | Nearing Worst |
Saved TTK? | Yes, Worst-In-Class | Save Difficulty | A Bit Easier: 2 head + 2 |
Choked TTK? | No | Choke Condition | N/A |
Range | KRC | Saves at Range? | Yes |
Vertical Recoil | Above Average | Horizontal Recoil | Nearing Best |
Stability | %%%% | Kick | %%%% |
ADS | Below Average | ADS Floor | Below Average |
StF | Standard | StF Floor | Worst-in-Class |
Tac Spread | Below Average | Tac Floor | Below Average |
Hip Spread | Standard | Hip Floor | Average |
Aim Speed | Nearing Worst | Aim Speed Cap | Nearing Worst |
Run Speed | Below Average | Run Speed Cap | Nearing Worst |
Sprint Speed | Worst-in-Class | Sprint Speed Cap | Worst-in-Class |
Reload Speed | Above Average | Swap Speed | Below Average |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
Kool Range Club: At worst might gain a shot-to-kill on too many leg hits at some point.
Attachment Information
Pros: Speed Cap in just 2 attachments.
Cons: No Incendiary Ammo, no AM UBWs.
>Editorializing
>wow, cool gun!
M4 | Geissele M4A1 URG-I | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Above Average | RoF | Nearing Best |
Saved TTK? | Yes, Average | Save Difficulty | Harder: 3 head + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Below Average | Saves at Range? | Yes, gets easier, then eventually cuts off |
Vertical Recoil | Average | Horizontal Recoil | Nearing Best |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Nearing Best |
StF | Standard | StF Floor | Nearing Worst |
Tac Spread | Worst-in-Class | Tac Floor | Worst-in-Class |
Hip Spread | Average | Hip Floor | Average |
Aim Speed | Average | Aim Speed Cap | Above Average |
Run Speed | Above Average | Run Speed Cap | Above Average |
Sprint Speed | Average | Sprint Speed Cap | Average* |
Reload Speed | Nearing Best | Swap Speed | Standard |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 26.7/Effective
Past 26.7m, Save becomes 2 head + 3
Loses Save @ 45.7/Minimum
Attachment Information
Pros: Speed Cap in 3 attachments.
YMMV: Run Speed is faster than Sprint Speed if you build the weapon towards its Run Cap.
Cons: No Incendiary Ammo, no AM UBWs, no Canted Iron Scope.
Notes
*Above Average Tac Sprint, Below Average Sprint.
AM Kit's entry can be found in the Battle Rifles class section.
>Editorializing
>wow, cool gun!
STB 556 | Steyr AUG A3 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Below Average | RoF | Average |
Saved TTK? | Yes, Below Average | Save Difficulty | Harder: 3 head + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Average | Saves at Range? | Yes, is easier for part of it & only harder at extreme range |
Vertical Recoil | Second-Best | Horizontal Recoil | Nearing Best |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Nearing Worst |
StF | Best-in-Class | StF Floor | Best-in-Class |
Tac Spread | Below Average | Tac Floor | Nearing Worst |
Hip Spread | Standard | Hip Floor | Worst-in-Class |
Aim Speed | Nearing Worst | Aim Speed Cap | Worst-in-Class |
Run Speed | Below Average | Run Speed Cap | Below Average |
Sprint Speed | Nearing Worst | Sprint Speed Cap | Nearing Worst |
Reload Speed | Below Average | Swap Speed | Best-in-Class |
Capacity | Second-Worst | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints
+1 chest @ 30.5/Effective
Past 30.5m, -1 via 1 head + 4
Past 39.5/Eff+30%, -1 via 3 head + 2
Past 54.6/Minimum, -1 via 5 headshots.
Attachment Information
Pros: Unique extra ACOG Optic. Speed Cap in 3 attachments, CQC Floors in 4.
YMMV: Integrally Suppressed +Range/+Recoil Barrel, but it utterly tanks your ADS, Mobility, & CQC.
Cons: No Incendiary Ammo, No Handstops, no AM or Shotgun UBWs. Non-Grip Bipods require one of the Barrels that have a long extended rail.
Notes
AM Kit's entry can be found in the DMRs class section.
>Editorializing
>wow, cool gun!
Kastov 762 | AK-103 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Average | RoF | Second-Worst |
Saved TTK? | No | Save Difficulty | N/A |
Choked TTK? | No | Choke Condition | N/A |
Range | Below Average | Saves at Range? | Gets an Unchoke until very long range |
Vertical Recoil | Nearing Worst | Horizontal Recoil | Nearing Worst |
Stability | %%%% | Kick | %%%% |
ADS | Nearing Worst | ADS Floor | Nearing Worst |
StF | Standard | StF Floor | Average |
Tac Spread | Nearing Worst | Tac Floor | Nearing Worst |
Hip Spread | Standard | Hip Floor | Below Average |
Aim Speed | Nearing Worst | Aim Speed Cap | Below Average |
Run Speed | Below Average | Run Speed Cap | Below Average |
Sprint Speed | Nearing Worst | Sprint Speed Cap | Average |
Reload Speed | Above Average | Swap Speed | Nearing Best |
Capacity | Worst-in-Class | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 @ 27.9/Effective
From 27.9m to 43.6/Eff+56%, can -1 via 1 headshot.
From 43.6m to 51.8/Minimum, can -1 via 3 headshots.
Attachment Information
YMMV: Uses Large Muzzles, so more Suppressor options but less Compensators/Flash Hiders.
Cons: No Incendiary Ammo, No Aftermarket UBWs, No Canted Iron Scope.
Notes
The Requiem AM Kit is moreso just a very powerful barrel attachment, rather than a full conversion that substantially changes a bunch of stats/mechanics and warrants its own entry. It gives the weapon Best-in-Game full-auto Recoil in exchange for marginally lowering the TTK (it's still Average) & RoF (to Worst-in-Class), as well as a modest Velocity penalty.
>Editorializing
>wow, cool gun!
M13B | SIG MCX VIRTUS | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Nearing Best | RoF | Second-Best |
Saved TTK? | Yes, Above Average | Save Difficulty | Average: 2 head + 1 bellyup + 1 |
Choked TTK? | Yes, Less Bad | Choke Condition | Least Bad: 4 Leg hits w/o a headshot |
Range | Nearing Worst | Saves at Range? | Yes & get easier |
Vertical Recoil | Above Average | Horizontal Recoil | Above Average |
Stability | %%%% | Kick | %%%% |
ADS | Above Average | ADS Floor | Above Average |
StF | Standard | StF Floor | Worst-in-Class |
Tac Spread | Average | Tac Floor | Average |
Hip Spread | Standard | Hip Floor | Below Average |
Aim Speed | Average | Aim Speed Cap | Below Average |
Run Speed | Average | Run Speed Cap | Below Average |
Sprint Speed | Average | Sprint Speed Cap | Nearing Worst |
Reload Speed | Above Average | Swap Speed | Standard |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+2 chest @ 33.5/Effective, +1 @ 48.8/Minimum
Past 33.5m, can -1 via 1 headshot + 5 bellyup hits, or -2 via 4 headshots + 1.
Past 48.8m, -2 only gains +1 chest rather than a full +1.
Attachment Information
Pros: Speed Cap in 3 attachments.
Cons: No Incendiary Ammo, No Aftermarket UBWs.
>Editorializing
>wow, cool gun!
Chimera | Honey Badger | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Average | RoF | Nearing Best |
Saved TTK? | Yes, Average | Save Difficulty | Much Easier: 1 head + 2 bellyup + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Nearing Best | Saves at Range? | No |
Vertical Recoil | Nearing Best | Horizontal Recoil | Nearing Worst |
Stability | %%%% | Kick | %%%% |
ADS | Below Average | ADS Floor | Average |
StF | Standard | StF Floor | Average |
Tac Spread | Average | Tac Floor | Below Average |
Hip Spread | Standard | Hip Floor | Nearing Worst |
Aim Speed | Average | Aim Speed Cap | Average |
Run Speed | Above Average | Run Speed Cap | Average |
Sprint Speed | Average | Sprint Speed Cap | Average |
Reload Speed | Above Average | Swap Speed | Standard |
Capacity | Below Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 @ 35.6/Minimum
Loses Save @ 21.6/Effective
Attachment Information
YMMV:Uses Large Muzzles, so more Suppressor options but less Compensators/Flash Hiders.
Cons: Using the Muzzle slot requires changing the Barrel first. No Incendiary or High Velocity Ammo, No UBWs, 2 less Full Bipods.
Notes
Suppressed by default.
Kills don't leave skull icons.
Nearing Worst Velocity, drop & delay are pretty noticeable past ~50m. Third-Worst Velocity-Range ratio, hitscan ends before even the Save Loss breakpoint.
>Editorializing
>wow, cool gun!
ISO Hemlock | B&T APC556 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Average | RoF | Second-Worst |
Saved TTK? | Yes, Third-Best | Save Difficulty | Harder: 3 headshots |
Choked TTK? | Yes, Worse | Choke Condition | Average: 3 leg hits w/o a headshot |
Range | Below Average | Saves at Range? | Yes, but cuts off eventually |
Vertical Recoil | Best-in-Class | Horizontal Recoil | Average |
Stability | %%%% | Kick | %%%% |
ADS | Nearing Worst | ADS Floor | Average |
StF | Standard | StF Floor | Average |
Tac Spread | Nearing Worst | Tac Floor | Below Average |
Hip Spread | Standard | Hip Floor | Average |
Aim Speed | Average | Aim Speed Cap | Average |
Run Speed | Average | Run Speed Cap | Below Average |
Sprint Speed | Worst-in-Class | Sprint Speed Cap | Below Average |
Reload Speed | Below Average | Swap Speed | Standard |
Capacity | Below Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 23.4/Effective
Loses Save @ 32.3/Eff+38%
Attachment Information
YMMV: Integrally Suppressed Barrel than just has a moderate -Range penalty, but unless you really want to run it for its look it's strictly worse than the Shadowstrike & Echoline Suppressors.
Cons: No Aftermarket UBWs.
Notes
Second-Best Velocity-Range ratio, the hitscan distance extends past all range breakpoints.
>Editorializing
>wow, cool gun!
.300 BLK ISO | APC556 in .300 BLK | ||
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Below Average | RoF | Beyond Worst |
Saved TTK? | Yes, Above Average | Save Difficulty | A Bit Easier: 2 head + 1 |
Choked TTK? | Yes, Beyond Worst | Choke Condition | A Bit Worse: 1-2 Legs w/o a chest-up hit or 3 Legs w/o a headshot |
Range | Below Average | Saves at Range? | Yes, varies both easier & harder |
Vertical Recoil | Nearing Best | Horizontal Recoil | Beyond Worst |
Stability | %%%% | Kick | %%%% |
ADS | Nearing Worst | ADS Floor | Second-Worst |
StF | Standard | StF Floor | Below Average |
Tac Spread | Nearing Worst | Tac Floor | Nearing Worst |
Hip Spread | Standard | Hip Floor | Below Average |
Aim Speed | Average | Aim Speed Cap | Below Average |
Run Speed | Average | Run Speed Cap | Below Average |
Sprint Speed | Worst-in-Class | Sprint Speed Cap | Below Average |
Reload Speed | Below Average | Swap Speed | Standard |
Capacity | Below Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 32.9/Effective+52%, +1 chest @ 40.5/Eff+87%
From 21.6/Eff to 32.9m, Save becomes 3 headshots.
From 32.9m to 40.5m, -1 via 1 headshot + 2 chest + 1, Full Save via 3 headshots.
From 40.5m to 47.8/Minimum, -1 via 1 headshot + 4 chest, -2 via 4 headshots.
Past 47.8m, -1 via 2 headshot + 3 chest, loses the -2.
Attachment Information
Cons: Only Base, Armor Piercing, & Frangible Ammo*. Only MWIII Silencers.* No Aftermarket UBWs.
Notes
Equipped via the Ammo slot rather than the Conversion Kit slot.
Kills don't leave skull icons.
Worst-in-Class Velocity, Second-Worst Velocity-Range ratio. Shot travel time & bullet drop are quite noticable at just 40-50m, and hitscan range ends before even the first range breakpoint.
*Other .300 BLK ammo types incorrectly use the 5.56 stat profile. Equipping the Integrally Suppressed Barrel or any MWII Suppressor (anything past the Colossus in the select list) also bugs the weapon back to the 5.56 stat profile.
>Editorializing
>wow, cool gun!
Tempus Razorback | HSP VHS-K2 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Nearing Best | RoF | Third-Best |
Saved TTK? | Yes, Above Average | Save Difficulty | A Bit Harder: 2 head + 2 bellyup |
Choked TTK? | No | Choke Condition | N/A |
Range | Below Average | Saves at Range? | Yes, gets easier, back to normal, then harder |
Vertical Recoil | Average | Horizontal Recoil | Nearing Worst |
Stability | %%%% | Kick | %%%% |
ADS | Best-in-Class | ADS Floor | Second-Best |
StF | Second-Best | StF Floor | Third-Best |
Tac Spread | Second-Best | Tac Floor | Average |
Hip Spread | Average | Hip Floor | Average |
Aim Speed | Worst-in-Class | Aim Speed Cap | Nearing Worst |
Run Speed | Nearing Worst | Run Speed Cap | Nearing Worst |
Sprint Speed | Average | Sprint Speed Cap | Below Average |
Reload Speed | Average | Swap Speed | Below Average |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 22.9/Effective
From 22.9m to 39.4/Eff+72%, -1 via 1 head + 4 bellyup.
From 39.4m to 48.5/Minimum, -1 via 2 head + 3 bellyup.
Past 48.5m, -1 via 4 head + 1.
Attachment Information
Pros: Glow Irons. Unique AFG (Massive 35% Horizontal Recoil boost for 50/20 Handling cost). Integrated Reflex Barrel also boosts ADS & CQC for a modest Range cost, and can still equip other Optics if you want.
YMMV: Integrated ACOG Barrel also boosts Range & Recoil, but tanks ADS by 95ms, substantially penalizes Aim Walk Speed, and has small penalties to other Mobility stats & CQC.
Cons: No Incendiary Ammo. No Aftermarket or Shotty UBWs. No Canted Iron Scope or Heinreichter Hybrid.
Notes
Second-Best Velocity-Range ratio, the hitscan distance extends 13m past the +1.
>Editorializing
>wow, cool gun!
FR Avancer | FAMAS Valorisé | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Best-in-Class | RoF | Best-in-Class |
Saved TTK? | Yes, Second-Best | Save Difficulty | Harder: 3 headshots + 1 |
Choked TTK? | Yes, Least Bad | Choke Condition | A Bit Better: 3-4 leg hits w/o a headshot, or 5 leg hits |
Range | Nearing Worst | Saves at Range? | Yes, gets easier |
Vertical Recoil | Above Average* | Horizontal Recoil | Average* |
Stability | %%%% | Kick | %%%% |
ADS | Worst-in-Class | ADS Floor | Worst-in-Class |
StF | Standard | StF Floor | Below Average |
Tac Spread | Second-Best | Tac Floor | Above Average (Only MWII AR to beat a non-AM MWIII AR) |
Hip Spread | Nearing Best | Hip Floor | Above Average (Only MWII AR to beat a non-AM MWIII AR) |
Aim Speed | Best-in-Class | Aim Speed Cap | Below Average |
Run Speed | Worst-in-Class | Run Speed Cap | Worst-in-Class |
Sprint Speed | Above Average** | Sprint Speed Cap | Average** |
Reload Speed | Average | Swap Speed | Average |
Capacity | Average*** | Flinch | Above Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 24.8/Effective, +1 chest @ 47.8/Minimum
Past 47.8, -1 via 2 head + 4, -2 via 5 headshots.
Attachment Information
Pros: Speed Cap in 2 attachments.
YMMV: No Level Aim Bipod, but has a unique bipod with the same stats.
Cons: No Aftermarket or Shotty UBWs. No Grip-Pods & no Cornerstone Bipod. No XRK Edge Handstop or FTAC SP-10 AFGs. No Canted Iron Scope, VX350 & Teplo-Op3 Thermals, or Riser Optics.
Notes
*When estimating for 30 rounds, these become Average and Below Average respectively. Proper measurements pending for when I'm gathering Recoil Pattern data.
**Nearing Best Sprint Cap but Beyond WorstTac Sprint Cap.
***Only AR with a sub-30 base capacity, but has the 60-round Above Average max capacity.
>Editorializing
>wow, cool gun!
M13C | SIG MCX Rattler | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Below Average | RoF | Above Average |
Saved TTK? | Yes, Below Average | Save Difficulty | Average: 2 head + 1 bellyup + 1 |
Choked TTK? | No | Choke Condition | N/A |
Range | Best-in-Class | Saves at Range? | Yes, varies worse-better-worse |
Vertical Recoil | Second-Best | Horizontal Recoil | Average |
Stability | %%%% | Kick | Likely Worst-in-Class |
ADS | Average | ADS Floor | Nearing Worst |
StF | Above Average | StF Floor | Nearing Worst |
Tac Spread | Average | Tac Floor | Nearing Worst |
Hip Spread | Average | Hip Floor | Second-Worst |
Aim Speed | Best-in-Class | Aim Speed Cap | Average |
Run Speed | Above Average | Run Speed Cap | Average |
Sprint Speed | Average | Sprint Speed Cap | Average |
Reload Speed | Above Average | Swap Speed | Standard |
Capacity | Below Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 47.0/Effective+27%
From 36.8m to 47.0m, Save becomes 4 headshots.
From 47.0m to 57.4/Minimum, -1 via 2 head + 3.
Past 57.4m, -1 via 4 head + 1.
Attachment Information
Pros: Speed Cap in 3 attachments.
Cons: No High Velocity or Incendiary Ammo. No Aftermarket UBWs. Needs one of the +Range Barrels equipped to use UBWs & Pure Bipods.
Notes
Kills don't leave skull icons.
Worst-in-Class Velocity & Velocity-Range ratio. Shot travel time & bullet drop are quite noticable at just 40-50m, and hitscan range ends nearly 30m before the gun's +1.
>Editorializing
>wow, cool gun!
TR-76 Geist | Malyuk | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Nearing Best | RoF | Nearing Worst |
Saved TTK? | No | Save Difficulty | N/A |
Choked TTK? | Yes, Average | Choke Condition | Worst: 3 belly-down hits w/o a headshot |
Range | Average | Saves at Range? | Gets a -1 at long ranges |
Vertical Recoil | Below Average | Horizontal Recoil | Average |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Average |
StF | Nearing Best | StF Floor | Above Average |
Tac Spread | Below Average | Tac Floor | Below Average |
Hip Spread | Standard | Hip Floor | Nearing Worst |
Aim Speed | Below Average | Aim Speed Cap | Nearing Worst |
Run Speed | Average | Run Speed Cap | Nearing Worst |
Sprint Speed | Average | Sprint Speed Cap | Average |
Reload Speed | Nearing Worst | Swap Speed | Nearing Worst |
Capacity | Below Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 @ 33.0/Effective, +1 @ 44.5/Eff+35%
From 44.5m to 55.9/Minimum, -1 via 2 head + 3.
Past 55.9m, -1 via 4 head + 1.
Attachment Information
Pros: Speed Cap in 2 attachments.
YMMV: Integrally Suppressed +Recoil/+Velocity Barrel, but it tanks ADS, Mobility, & CQC. Uses Large Muzzles, so more Suppressor options but less Compensators/Flash Hiders.
Cons: No Incendiary Ammo. No UBWs. No Canted Irons Scope.
Notes
AM Kit's entry can be found in the DMRs class section.
>Editorializing
>wow, cool gun!
Lachmann-556 | H&K HK33 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Nearing Worst | RoF | Average |
Saved TTK? | Yes, Nearing Worst | Save Difficulty | Easier: 1 head + 3 chest |
Choked TTK? | No | Choke Condition | N/A |
Range | Average | Saves at Range? | Yes |
Vertical Recoil | Nearing Best | Horizontal Recoil | Nearing Best |
Stability | %%%% | Kick | %%%% |
ADS | Average | ADS Floor | Below Average* |
StF | Standard | StF Floor | Worst-in-Class** |
Tac Spread | Below Average | Tac Floor | Nearing Worst |
Hip Spread | Standard | Hip Floor | Second-Worst |
Aim Speed | Nearing Worst | Aim Speed Cap | Nearing Worst*** |
Run Speed | Below Average | Run Speed Cap | Nearing Worst**** |
Sprint Speed | Worst-in-Class | Sprint Speed Cap | Below Average***** |
Reload Speed | Worst-in-Class | Swap Speed | Below Average |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 @ 33.3/Effective, +1 chest @ 44.7/Eff+34%
Attachment Information
Pros:
Cons: No Incendiary Ammo, No Aftermarket UBWs, No Canted Irons Scope.
Notes
*Nearing Best, **Nearing Best, ***Average, ****Average, and *****Average respectively, if you can bear using a 15-round magazine.
>Editorializing
>wow, cool gun!
Kastov-74U | AKS-74U | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Second-Best | RoF | Nearing Worst |
Saved TTK? | Yes, Best-in-Class | Save Difficulty | Harder: 3 headshots |
Choked TTK? | No | Choke Condition | N/A |
Range | Worst-in-Class | Saves at Range? | Yes, gets better at very long range |
Vertical Recoil | Worst-in-Class | Horizontal Recoil | Second-Best |
Stability | %%%% | Kick | %%%% |
ADS | Nearing Best | ADS Floor | Nearing Best |
StF | Standard | StF Floor | Average |
Tac Spread | Above Average | Tac Floor | Average |
Hip Spread | Average | Hip Floor | Below Average |
Aim Speed | Average | Aim Speed Cap | Above Average |
Run Speed | Average | Run Speed Cap | Average |
Sprint Speed | Nearing Best | Sprint Speed Cap | Nearing Best |
Reload Speed | Nearing Best | Swap Speed | Standard |
Capacity | Below Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 8.9/Effective, +1 chest @ 30.4/Effx3.42, +1 chest @ 47.0/Minimum
Past 47.0m, -1 is via 2 head + 4.
Attachment Information
Cons: No Incendiary, Mono, or Round Nose Ammos. No UBWs. No Scopes (Including the Canted Iron, Canted Reflex, & Drexsom Thermal).
>Editorializing
>wow, cool gun!
Kastov 545 | AK-105 | ![]() |
|
---|---|---|---|
QRD | %green%%% | %crimson%%% | %gold%%% |
TTK | Second-Worst | RoF | Nearing Worst |
Saved TTK? | Yes, Second-Worst | Save Difficulty | Second-Easiest: 1 head + 1 chest-up + 2 |
Choked TTK? | No | Choke Condition | N/A |
Range | Above Average | Saves at Range? | Yes, but gets a bit harder early |
Vertical Recoil | Second-Best | Horizontal Recoil | Nearing Worst |
Stability | %%%% | Kick | %%%% |
ADS | Nearing Best | ADS Floor | Nearing Best |
StF | Standard | StF Floor | Average |
Tac Spread | Below Average | Tac Floor | Nearing Worst |
Hip Spread | Below Average | Hip Floor | Nearing Worst |
Aim Speed | Average | Aim Speed Cap | Average |
Run Speed | Average | Run Speed Cap | Average |
Sprint Speed | Average | Sprint Speed Cap | Above Average |
Reload Speed | Nearing Best | Swap Speed | Standard |
Capacity | Above Average | Flinch | Average |
Recoil Pattern: %%%%
pattern goes here
Range Breakpoints & Headshot Requirements
+1 chest @ 39.6/Effx2.6, +1 chest @ 53.3/Minimum
Past 15.2/Effective, Save becomes 2 head + 2.
Past 53.3m, can -2 via 5 headshots.
Attachment Information
Cons: No Incendiary, Mono, or Round Nose Ammos. No Aftermarket UBWs. No Canted Irons Scope.
Notes
The Requiem AM Kit is moreso just a very powerful barrel attachment, rather than a full conversion that substantially changes a bunch of stats/mechanics and warrants its own entry. It gives the weapon Best-in-Game full-auto Recoil in exchange for marginally lowering the TTK (to Worst-in-Class) & RoF (it's still Nearing Worst), as well as modest Mobility & Velocity penalties.
>Editorializing
>wow, cool gun!
ALL TEXT BELOW THIS LINE WAS TESTING STUFF, ALL TEXT ABOVE THIS LINE IS MY "WIP ZONE" FOR ACTUAL DRAFT UPDATES
Sample Entry:
In-Game Gun Name | ![]() |
Real Gun Name | |
---|---|---|---|
QRD | Something Good | Something Bad | Something Else |
TTK | TTK Rank | RoF | RoF Rank |
Saved TTK? | Saved TTK Rank | Save Difficulty | Save Description |
Choked TTK? | Choked TTK Rank | Choke Condition | Semi-Shorthand of Condition |
Range | Range Rank | Saves at Range? | Semi-Shorthand Description |
Vertical Recoil | Vert Recoil Rank | Horizontal Recoil | Horz Recoil Rank |
Stability | Stability Rank | Kick | Kick Rank |
ADS | ADS Rank | ADS Floor | ADS Floor Rank |
StF | StF Rank | StF Floor | StF Floor Rank |
Tac Spread | Tac Spread Rank | Tac Floor | Tac Floor Rank |
Hip Spread | Hip Spread Rank | Hip Floor | Hip Floor Rank |
Aim Speed | Aim Speed Rank | Aim Speed Cap | Aim Cap Rank |
Run Speed | Run Speed Rank | Run Speed Cap | Run Cap Rank |
Sprint Speed | Sprint Speed Rank | Sprint Speed Cap | Sprint Cap Rank |
Reload Speed | Reload Speed Rank | Swap Speed | Swap Speed Rank |
Capacity | Capacity Rank | Flinch | Flinch Rank |
Recoil Pattern: Overall Recoil Rank
Shot-by-shot description of recoil pattern
Range Breakpoints & Headshot Requirements
Ranges the weapon gets a +1, and headshot requirements for any Saves/-1s/-2s that don't follow "normal +1 math".
Attachment Information (Color?)
Pros: Unique attachments, ability to hit floors/caps in less than the average, etc
YMMV:Unique attachments that kinda suck, very niche build options, etc.
Cons: Attachment restrictions relative to the least-restrictive gun for the weapon's class, etc
Notes
Extra tidbits regarding weapon stats, unique mechanics (ex AN94's hyperburst), etc
*Sometimes tied to asterisks
>Editorializing
>My personal take on the gun/attempts to write el funi quipperinos.
Current idea for the "ranks" is:
Beyond Best, Twice-Beyond-Best, and etc in blue, for AM Kits with stats that surpass the best Non-AM gun of the class
Best-In-Class & Second-Best (& sometimes Third-Best, if the variety is wide) in green for the best stats of the class
Nearing Best in lime green for stats a good deal better than the average
Above Average in lime for stats notably but not incredibly better than the average
Average in gold for stats at or very near the average (because Yellow in Rentry is absurdly bright for some reason)
Below Average in dark orange for stats notably but not incredibly worse than the average
Nearing Worst in red for stats a good deal worse than the average
Worst-In-Class & Second-Worst, (& sometimes Third-Worst, if the variety is wide) in crimson for the worst stats of the class
Beyond Worst, Twice-Beyond-Worst, and etc for AM Kits with stats that are even worse than the worst Non-AM gun of the class.
Best-In-Game, Worse-In-Game, & Second-s for each of those in green/blue & red/brown-adjacent colors TBD
Stability & Kick will use slightly different ranks, since my ability to measure those is much more heavily based on eyeballing the differences than being able to actually measure/record exact data. For Stability, my current WIP for ranks is as follows:
Fantastic - Basically always the same line. No measurable improvement from attachments.
Great - Minimal deviation that won't affect accuracy in 99% of cases. Only improved marginally by attachments, hard to even see the difference.
Good - Small amount of deviation, only likely to affect accuracy at long range. Measurable improvement from attachments but practical boost is still typically negligible unless it's a Longshot.
Middling - Noticeable amount of deviation that may turn headshots or glancing hits into misses at mid-range. Attachments can in most cases bring this in line with Good or Great.
Low-End - More noticeable amount of deviation that's more likely to impact mid-range accuracy. Attachments typically can't get this better than Middling or the very edge of good.
Poor - Substantial amount of deviation that also noticeably exaggerates the weapon's Kick due to how much your point-of-aim is shifting around.
Awful - Like Poor but even worse.
Stat names' colors are grouped by "stat type", being TTK/Range stuff, ADS/StF, Hip/Tac Spreads, Move Speed stuff, Misc stuff (reload, capacity, swap speed, flinch, max magnification if i feel the need to add it), and Recoil.
Right now it's two stats per row because most stats can be paired Base/Floor or similar, but lmk if you think it'd be better to try cramming 4 per row if it feels like the entries have too much verticality?
Can def still divide entries with the classic "MWII green electric laser"
I'll probably need to rewrite the terms glossary from scratch.
Random Rambling about some of the logic that went into ranking certain stats:
Averages were calculated including every gun in the class, but I also separately calculated averages using only MW3/MW2 guns, and currently I'm thinking I'll mentioning this "alternate MW3-only average" on stats where the MW2 guns are disproportionately skewing the "total average" into being much worse as compared to the MW3-only numbers (such as with AR Hipfire/Tac Spreads)
Range rankings are somewhat subjective. Whether a gun that gets just one +1-shot-to-kill at 10m is "better" or "worse" than a gun that gets +1 at 20m and a second +1 at 30m somewhat comes down to player preference, but I tried my best to "weigh" inexact comparisons as fairly as possible. (Ex. an SMG that gets +1 at 20m and 60m I would count as better than another that got a single +1 at 10m, because 60m is so
far beyond the "normal SMG use case" that it's rarely going to be an issue.
Stats like Sprint Speed & Reload Speed ranks are slightly subjective due to how Sprint/Tac & Partial/Empty Reload speeds don't always match 1:1 proportionately (ex the Avancer has an above-average sprint cap, but a below average tac sprint cap). In most cases I've "weighed" Regular Sprint & Partial Reload as the "more valuable" stats unless the difference is particularly notable.
ADS/StF Floor ranks are -ever so slightly- subjective in that I'm no longer nearly as pedantic when considering Split Handling Floors as I was before. Floors are now based on whatever the "most well-balanced hybrid build" I could make was, as in nearly all cases so far this has meant that neither stat is more than ~15ms over its "true floor". Guns with more-severely split floors will still have that mentioned in their Notes.