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MWIII Weapons Guide
TABLE OF CONTENTS
- MWIII Weapons Guide
- TABLE OF CONTENTS
- Glossary of Shorthand
- Assault Rifles – ARs (Wannabe Pirates)
- Battle Rifles - BRs (aka BRazilians)
- Sub-Machine Guns - SMGs (A Brief Treatise Regarding SMG Mating Habits)
- Light Machine Guns - LMGs (Clever LMG-based joke goes here)
- Marksman Rifles - DMRs (Dude, My Rifles)
- Sniper Rifles (newspeak for: xXOptikQuik-Flikz420SnopezXx)
- Machine Pistols (YOU SEE, IVAN? WHEN YOU HOLD PEESTOL LIKE MACHINE GUN...)
- FULLY Semi-Automatic Pistols (safety: Always Off)
- Grug's Boom-Tube Collection
Glossary of Shorthand
BiC= Best-in-Class
WiC = Worst-in-Class
BiG = Best-in-Game
WiG = Worst-in-Game
Bestest /Worstest = Better/Worse than that class's normal BiC/WiC. Typically reserved for AM Kits, specific attachment setups, and/or niche situations.
ADS = Aim Down Sight Time
StF = Sprint-To-Fire Time
Handling = Both ADS & StF
(Stat Name) Floor = The lowest a stat can get via attachments
Split Handling Floors = A gun that can't reach its ADS Floor & StF Floor in the same attachment setup. Unsplit Handling Floors being when you can reach both in the same build.
RoF = Rate Of Fire
Eff Range = Effective Range (gun does full damage out to this range)
Min Range = Minimum Range (past this range, gun deals its lowest-possible damage)
TTK = Time-to-Kill
"#-tap" = How many shots it takes to get a kill
Saved TTK= Faster-than-normal TTK from landing enough headshots to lower the tap count.
Choked TTK= Slower-than-normal TTK from landing enough belly/limb or leg shots to raise the tap count.
OBK = A One-Burst-Kill with burst-fire weapons.
Recoil = How much your point-of-aim moves while firing in ADS, typically in a fixed pattern.
Stability = How much random side-to-side deviation is applied to the Recoil pattern. Short for "Firing Aim Stability".
Kick = How much the gun shaking obscures your view while firing in ADS (doesn't actually move your point-of-aim). Or, how much your reticle moves around while firing in Hipfire/Tac Stance.
Spread = How big your reticle gets while firing in Hipfire/Tac Stance. How much multiple-bullets-in-a-single-shot deviate from your reticle's center.
Magdump = Firing every shot in a single hold of the fire button.
Vert = Vertical
Horz = Horizontal
Rechamber = Short for "Rechamber Time", the duration of bolt-pulling/pump-pumping animations on certain Snipers/DMRs/Shotguns. DOES NOT AFFECT YOUR RoF. If your RoF is by-the-math slower than your Rechamber then you'll be unable to fire until well after the animation finished, and if your RoF is faster then you'll be able to interrupt the animation to fire "early" (tho this is typically awful for your accuracy).
Fastbolt = The Bolt (occasionally Guard or Lever) attachment for a gun that provides the largest RoF/Rechamber speed boost.
UBLs = Underbarrel Launcher.
Additional information that can be found in each entry:
YMMV = "Your mileage may vary", as in up to you whether these entries are a Pro, a Con, or neither.
Notes
Green boxes contain remarks and annotations about specific arms or classes in general
Bugs, Glitches etc.
Here you will find info on bugs, glitches etc. They will be labeled accordingly.
Warnings
Any serious or critical game/gun breaking issues will be put in these boxes.
QRD
QRD = Quick Rundown. Skip to these boxes if you just want the gun summed up in 1-2 quick sentences without all the shorthand.
If you're ESL or otherwise want me to add more shorthand/slang to this glossary just (You) me in the general.
Assault Rifles – ARs (Wannabe Pirates)
Notes
Unless said otherwise, all full-auto ARs 5-tap and have a 4-tap Saved TTK if at least 2 hits are headshots.
The WiC Saved TTK is still faster than the BiC TTK.
Burst OBK TTKs are faster than nearly any auto TTK/Saved TTK, though are potentially slower than the SVA's Saved+Hyperburst TTK & the Backsaw's Saved-or-Hyperburst TTK (these would be painful to test for, pls no bully).
However, non-OBK burst TTKs all fall somewhere between Second-WiC and Worstest.
Most ARs have Split Handling Floors, typically the neglected stat ends up 20-30ms above its Floor. Guns with Stockless can avoid this while typically also going ~10-20ms under their normal Floors, but at much worse Recoil.
DG-56/QBZ-97
Pros - BiC OBK TTK. BiC burst Handling/Floor. Second-BiC ADS Floor, Second-BiC StF/BiC StF Floor.
Cons - Third-WiC TTK. Second-WiC Eff Range (WiC for bursts), WiC Min Range. WiC burst Recoil (nothing compared to an auto AR, but the Vert can cause a longer-distance burst to partially miss). No Drill UBL.
QRD
Fastest-handling burst-fire, but awful range & lacking accuracy.
FR 5.56/FAMAS F1
Pros - Unsplit Handling Floors. BiC Eff Range, BiC burst Min Range. BiC Recoil (nearly zilch).
Cons - WiC TTK if you don't OBK. WiC RoF/Burst Delay. WiC StF, WiC Handling Floor. No Shotgun/Aftermarket UBLs.
QRD
Longest-range burst-fire, hella accurate but a tad sluggish.
Holger 556 Signal Burst Kit (Vs Burst ARs)
Pros - Only no-headshots OBK. Second-BiC Eff Range.
Cons - WiC OBK TTK unless you get 2 headshots, WiC non-OBK TTK. Second-Worstest ADS, Worstest StF. Second-Worstest Handling Floors. Most-Split Handling Floors. Worstest burst Recoil (prominent Vert mid-burst, and your aim starts shifting right if you magdump). Forced Laser can give away your position while ADS. No Barrel/Laser slots, no UBLs.
QRD
Easier burst-fire to one-burst-kill with since you don't gotta worry about headshots, but slow as fuck with annoying recoil.
BP50/F2000
Pros - BiC TTK/Saved TTK. BiC RoF. BiC ADS/Floor. BiC StF, Second-BiC StF Floor (BiC for autos). Split Handling Floors only hurt StF. Second-BiC overall auto Recoil (Vert goes a tad higher than the MCW. Horz trends very slightly rightwards but does so consistently).
Cons - Saved TTK is only on all-headshots. WiC Eff Range, Second-WiC Min Range. Second-WiC Stability (Recoil plot has noticeable but not severe width to it).
QRD
Absolutely phenomenal time-to-kill and handling speeds, very easy recoil, with the only downside being that its range just barely beats SMGs. Move over MTZ, there's a new AR-SMG hybrid in town!
SVA 545/"We have an AN-94 At Home"
Pros - Hyperbursts maintain TTK at longshot distances much better than changing to semi-auto on other ARs. Split Handling Floors only hurt StF. Second-BiC Min Range. BiC Recoil while Hyperburst-only.
Cons - Saved TTK w/ a leg hit needs 3 headshots, can't save on 2 leg hits. Second-WiC auto RoF after Hyperburst. Second-WiC auto StF.
YMMV - BiC TTK & Second-Bestest Saved TTK if Hyperburst hits, Worstest auto TTK/Saved TTK if Hyperburst misses. Hyperburst-only TTK is slower than an auto Hyperburst hit, but faster than an auto Hyperburst miss. Recoil has decent Vert, but Horz starts at ~20 shots and pulls substantially to the left.
Note
First auto shot & all semi-auto shots fire a nigh-instant 2 shot Hyperburst.
QRD
In full-auto this gun is like a BPD girl's mood swings. Hit your first shot and it's the best time-to-kill, miss your first shot and it's the worst. In burst it's fantastic if you're bad at landing one-burst-kills with the other burst ARs. Not the best handling speeds but still okay.
RAM-7/TAR-21
Pros - Saved TTK on 1 headshot if you don't hit legs twice. Second-BiC ADS Floor. BiC Min Range. BiC Hip/Tac Spread.
Cons - Third-WiC TTK/Saved TTK (Second-WiC for autos). WiC Stability & Kick make it nigh-impossible to see where you're shooting & noticeably widen Recoil plot.
YMMV - First 5 shots have stronger Vert Recoil, but total Vert is barely above Second-BiC auto. Second-WiC Horz on the first ~18 shots tends to draw a squiggly-line that shifts direction every ~6 shots (always right-left-right), but levels off into a mild up-right path for the rest of the magdump.
QRD
The combined awful kick and firing stability will make your view shake so much you'll get motion sickness. Build it for hipfire and embrace a no-aiming lifestyle and you might have fun with it.
MTZ-556/805 Bren
Pros - Second-BiC TTK/Saved TTK. Second-BiC RoF. BiC ADS/Floor. BiC auto Vert Recoil.
Cons - Saved TTK w/ a leg hit needs 3 headshots, can't save on 2 leg hits. WiC auto StF Floor. Second-WiC auto Ranges. Second-WiC Kick.
YMMV - BiC auto Vert Recoil, but WiC Horz pulls somewhat left on shots ~1-9, then switches to fairly hard rightwards for shots ~10-20 before leveling off to just Vert again. WiC Stability on first ~10 shots but improves somewhat afterwards.
QRD
Amazing time-to-kill and hella fast handling but the recoil pattern can be tricky to deal with.
Holger 556/G36
Pros - BiC auto Damage (4-tap, 3-tap on Saved TTK). Second-BiC Eff Range (BiC for autos). Second-BiC auto Vert Recoil, Horz pulls a bit right on shots ~7-14 but not too prominently.
Cons - WiC auto RoF. WiC Handling, Second-WiC auto ADS Floor. Most-Split Handling Floors. Stability on shots 15+ drops to Second-WiC .
YMMV - Third-BiC Saved TTK, Third-WiC TTK (Second-WiC for autos).
QRD
Nerfs have left it with terrible handling speed. Less shots-to-kill, but at a much slower rate-of-fire so misses will hurt your time-to-kill more, and said TTK is already lower-end unless you headshot. Recoil is on the easier side and the range is great, at least.
Holger 556 Signal Burst Kit (Vs Base Holger)
Pros - Headshot-less OBK substantially improves the TTK, especially if you Save. Overall RoF is the same but mid-burst RoF is a good deal faster.
Cons - Second-Worstest ADS & Worstest StF. Second-Worstest Handling Floors. Worse Recoil (zero'd-out Horz mid-burst, but much more intense Vert each individual shot). Forced Laser can give your position away while ADS. No Barrel/Laser slots & can't use UBLs.
YMMV - Is now 4-shot burst-fire rather than full-auto.
QRD
With how massively the handling speeds (especially the sprint-to-fire) get chonked, and how the recoil is liable to steal your one-burst-kills at a distance (or hamstring your handling even further if you build to keep it in line), it's questionable whether this kit is "worth it" over the base gun for all but camping-heavy playstyles.
Holger Backsaw Kit
Pros - Bestest TTK/Saved TTK if both bullets of first shot hit. Choked TTK still beats Second-BiC TTK. Bestest auto Vert Recoil barely pulls your view up. BiC Mag Capacity.
Cons - TTK may Choke due to the first shot's Spread (rarely @10m, but ~2/3rds of the time @25m). Second-WiC auto RoF. Worstest ADS, Worstest Handling Floors. Second-Worstest StF. Worstest Stability & Kick render the Recoil plot an incredibly wide & unreadable rectangle no matter how you build it. No Barrel/Underbarrel/Mag slots. Can't stay ADS while reloading.
YMMV - Semi-auto TTK is typically faster & more reliable than full-auto due to technically being a "2-tap" if every bullet hits. This also circumvents the terrible Stability, but not the Kick. Horz Recoil seems largely irrelevant to the gun's super-wide shot pattern.
NOTE
First auto shot & all semi-auto shots fire 2 bullets at once, one always lands on your crosshair but the other has random Spread.
BUG?
By the blog post's description this kit seems meant to work like the Ettin, firing 2 bullets every shot, rather than working like the SVA and only firing 2x on the first shot. If they fix this its TTK will be even more absurd that it already is.
QRD
Absolutely insane time-to-kill, but kept in check by nearly LMG-tier handling speeds & so much random shot spread that your accuracy is basically RNG-based.
MCW/ACR
Pros - Saved TTK on 1 headshot if you don't hit belly/limbs twice. Unsplit Handling Floors. BiC overall auto Recoil (Second-BiC auto Vert, sometimes has a "sneaky left" moment of Horz on shots ~12-15 but it'd only be relevant at very long distances). BiC Stability & Kick.
Cons - Second-WiC TTK (WiC for autos), WiC Saved TTK. Second-WiC ADS, WiC auto ADS Floor. WiC StF, Second-WiC auto StF Floor. Second-WiC auto Eff Range.
QRD
Easiest recoil of the full-auto ARs but their worst time-to-kill (besides the SVA when it's on the flow), and its handling speeds were nerfed into the ground.
MCW Raven Kit
Pros - Second-BiC TTK/Saved TTK, Second-BiC TTK. Saved TTK on 1 headshot if you don't hit legs 3 times. Second-BiC RoF. Unsplit Handling Floors. New Recoil pattern is arguably an alternate Second-BiC overall auto (BiC auto Vert, Horz kicks in on shots ~8-14 to draw a small "s" then trends slightly to the right). Second-BiC Stability.
Cons - Second-WiC Eff Range. WiC auto ADS Floor.
QRD
Same great time-to-kill as the MTZ with the added benefits of leg hits not ruining a headshot speedup & nicer recoil. However, notably slower aim speed than the rest of the fast-firing ARs.
DG-58 LSW Nightshade Kit
Pros - BiC TTK. BiC RoF. Bestest Handling, Second-BiC ADS Floor, Bestest StF Floor.
Cons - No Saved TTK. Most-Split Handling Floors. Worstest Eff Range, Second-WiC Min Range (WiC for autos). Worstest Recoil has shitloads of Vert (-especially- on the first ~6 shots) -and- draws a backwards "c" during shots ~8-22. Functionally-No Barrel/Laser/Underbarrel slots.
QRD
The best full-auto time-to-kill if you don't care about headshots, can't stand when the SVA is having an episode, and are only at SMG ranges. Fantastic handling speeds but the joke-gun-tier recoil basically forces you to give these up just to make it halfway-controllable.
Battle Rifles - BRs (aka BRazilians)
Notes
⭐KRC⭐ = Kool Range Club. Beyond-BiC Range that only gets a TTK penalty if you hit all-legs past Min Range, and can typically save all the way out to Min Range rather than only to Eff Range.
Most BRs in Full Auto 4-tap, and Save to a 3-tap from on-average 2 headshots.
Most BRs get a substantial Damage bonus in Semi-Auto, which lowers their tap counts by 1 so long as you don't hit legs. This at least partially compensates for the decreased RoF, and on lower-RoF guns may very well outclass their full-auto TTK.
Semi-Auto RoF caps do have some variance, but without a macro or some other fancy setup you're unlikely to actually hit the cap on any BR besides the Sidewinder.
All TTK ranks are regarding Full Auto.
The WiC Saved TTK still beats the -BiC TTK.
Most BRs have nearly-identical full-auto Vert Recoil, so only prominent exceptions will be noted for Vert descriptions.
All MWII BRs have a prominent first-shot Vert Recoil in Semi-Auto (all BRs otherwise form similarly-sized small "blobs" as their Semi-Auto recoil pattern).
MWII BRs can't use Aftermarket UBLs.
The SO-14's Handlings are so abysmally bad that I excluded it from the normal -BiC/WiC ranks as a statistical anomaly. It instead uses Bestest/Worstest ala an AM Kit.
SOA Subverter/ARX-200
Pros - BiC TTK, Second-BiC Saved TTK. Second-BiC RoF. BiC Kick.
Cons - Saved TTK needs 3 headshots. Second-WiC Range. WiC Handling, Second-WiC ADS Floor, WiC StF Floor. Split Handling Floors (one stat is inevitably stuck at Worstest, even in a hybrid build). WiC Horz Recoil pulls a slight left for ~5 shots, then a 45° right for ~10 shots, then a 45° left for the rest of a magdump, with shots at the final shift tending to draw a reverse-c. No Semi-Auto Damage Bonus.
YMMV- Weird Stability that, while it always has a decently-stable line width, instead makes the timing and angle of the Horz Recoil direction changes less consistent. BiC Semi-Auto Recoil is a fairly pinpoint blob (not that that's worth much w/o a damage bonus).
QRD
Fastest no-gimmicks time-to-kill for the class but that's about it. Poor range, lacking headshot/semi-auto damage, slow handling speeds, and an annoying back-and-forth recoil pattern keep it in check.
BAS-B/MCX Spear
Pros - Third-BiC Saved TTK. Second-BiC Range (only gains a tap at 40.7m). Horz Recoil just pulls slightly to the right. Second-BiC Tac Spread. BiC Semi-Auto Recoil is a fairly pinpoint blob.
Cons - A leg hit blocks the Saved TTK. Second-WiC StF, WiC StF Floor. Split Handling Floors (StF is stuck at Worstest if neglected or even in a hybrid build).
YMMV- Stockless option can push ADS Floor to Second-BiC but only somewhat helps StF.
QRD
Solid range & decent all-rounder stats bar for its poor sprint-to-fire time.
Sidewinder/"ACR in .450”
Pros - BiC Saved TTK. ⭐KRC⭐. Second-BiC ADS, Second-BiC Handling Floor. BiC Hip & Tac Spread (latter is basically pinpoint).
Cons - WiC RoF. Second-WiC Semi-Auto Recoil is basically its full-auto recoil at half-strength.
YMMV- First ~4 shots have near-zero Vert Recoil, but odd side-to-side Horz Recoil on every shot (-not- Stability) causes the pattern to run somewhat wide. BiC Full-Auto Damage has Semi-Auto tap counts. Semi-Auto doesn't lower the already-low tap count, but allows a Save from 1 head + 1 any at any range.
QRD
Hits like a truck at any range, with surprisingly fast handling, but if you miss shots the slow rate-of-fire will absolutely tank your time-to-kill. Weirdly-viable for Tac Stance builds.
Sidewinder Thunder Kit
Pros - Can still Save past Eff Range out to Min w/ 3 headshots. Same Recoil stats as the base Sidewinder until 15+ shots, at which point it becomes Bestest Recoil, Stability, & Kick. BiC Hip Spread, Second-BiC Tac Spread. Bestest Mag Capacity.
Cons - Any non-chest hit blocks the Saved TTK. Worstest ADS/Floor, Second-WiC StF Floor. Second-WiC Range.
YMMV - WiC RoF, Worstest TTK & Saved TTK at default RoF. Bestest RoF & TTK, Second-Bestest Saved TTK at Max RoF. Semi-Auto doesn't lower tap count, but lowers Save to 1 head + 2 belly-up & allows a Double-Save from 2 headshots while inside of Eff Range, keeps original 2 head + 1 any Save out to Min Range, and can 3-headshot Save beyond that.
NOTE
RoF speeds up during sustained fire, reaching the max at 15+ shots. It maintains this RoF Boost between bursts if the gap between firing isn't too long, but -does not- maintain the better Vert Recoil until you're at a 15+ shot burst again.
QRD
Starts out as "The Sidewinder but worse", but once you spin that rate-of-fire up its time-to-kill rivals the WSP Swarm's at much longer range. Half a dozen recoil reworks have even made it pretty controllable!
MTZ-762/Bren 2
Pros - Full-auto Saved TTK inside of Eff Range only needs 1 headshot if <2 leg hits. ⭐KRC⭐. BiC Handling Floor. Stronger first-shot Vert & Kick, but less Horz Recoil until ~8 shots, after which it has a very slight right. Second-BiC Semi-Auto Recoil has a bit of first-shot Vert but then is a mostly-pinpoint blob.
Cons - Third-WiC TTK/Saved TTK. Second-WiC ADS. Otherwise-decent Kick is offset by the first-shot jump and low-ish Stability.
YMMV - Split Handling Floors, but neglecting StF still leaves it Third BiC.
QRD
Wonderful range, solid recoil, and great headshot damage. However, it's got a slower time-to-kill, and the handling is poor unless you burn attachment slots on it. Try it in semi-auto!
MTZ 7.62 AK Heretic Carbine Kit
Pros - Second-BiC Handling, Bestest Handling Floor. Bestest Stability. Second-BiC Kick. Bestest Hip Spread, Second-BiC Tac Spread. Second-Bestest Mag Capacity.
Cons - No Saved TTK. Second-WiC Horz Recoil has straight but stronger Vert for first ~5 shots, then the next 5 shots have very little Vert but pull a hard left, then the gun matches the class average for ~20 shots, then finally it pulls a 45° left for the rest if you have Extd Mags. No UBLs.
YMMV - Split Handling Floors, but a hybrid build can still match the BiC Floor. Solid Stability that just causes Horz direction changes to be less consistent, but with a very clean line. Semi-Auto doesn't Choke at long range if you hit 2 head + 1 any.
QRD
SMG-esque handling potential, a solid rate-of-fire, and zippy move speed, for the arguably-modest cost of no headshot damage bonus. Its recoil pattern is tricky to learn, but pretty predictable once you've got it down.
Broadside Jawbreaker Kit/VPO-209
Pros - Third-BiC TTK. Bestest Saved TTK. ⭐KRC⭐. Saves on 1 head + 1 any and can still save on 2 head when beyond Min Range. Bestest ADS.
Cons - Second-WiC RoF. WiC StF Floor. Second-WiC Vert Recoil goes a bit above all other BRs while pulling slightly right. First shot has stronger Vert & pulls hard to the left. Worstest Stability runs the pattern horrifically wide. Worstest Kick due to Stability. No Semi-Auto fire mode. Worstest Hip & Tac Spread (basically useless in either). WiC Move Speed.
YMMV - BiC Full-Auto Damage has Semi-Auto tap counts. Stockless can get the gun to Second-BiC ADS Floor & an average StF Floor.
QRD
Higher-end time-to-kill & great headshot damage. Fantastic range on paper, though the unreliable recoil & random shot spread can get in the way of actually taking advantage of it, & the slow RoF makes misses that much more painful.
Lachmann-762/G3
Pros - Saved TTK only needs 1 headshot & no leg hits. Second-BiC ADS, Second-BiC Handling Floor.
Cons - Second-WiC TTK/Saved TTK. WiC Range (gains a tap at Eff Range, and another at Min Range). WiC Vert Recoil (goes substantially above all other BRs -and- has a very powerful first shot), also trends slightly right. WiC Semi-Auto Recoil (practically a full-auto recoil pattern). Second-WiC Stability. WiC Kick. WiC Tac Spread. No Shotgun UBLs.
YMMV - Can still Save with 3 headshots when past Eff Range, out to 34.2m.
QRD
The removal of "1-shot headshots at close range" as the "Battle Rifle Class Feature" has left this gun in a very dangerous place. The time-to-kill is slow, the recoil is awful, and the range falloff is even worse. Decent handling doesn't really make up for that trifecta.
Cronen Squall/RM277
Pros - Second-BiC TTK. BiC StF/Floor. Semi-Auto also gives a Range bonus (gains a tap at Min Range, instead of Eff Range). BiC Stability (note however that magdumps with Extd Mags degenerate), Second-BiC Kick.
Cons - No Saved TTK. Choked TTK if you hit legs (2 headshots makes up for 1 leg hit). Second-WiC ADS & Floor. Second-WiC Hip Spread, WiC Tac Spread.
YMMV - Second-BiC Vert Recoil gets even better at shots 10+, but then also curves 45° to the left.
WARNING
Composite Ammo reduces the Damage, locking you into the Choked TTK unless you land 1 head + 3 belly-up, or 3 head + 1 any.
QRD
One of the few MWII BRs to escape Carry Forward mostly unscathed. Its fantastic rate-of-fire, best sprint-to-fire for the class, arguably the best recoil and decent range more than make up for it lacking a headshot bonus & having a sluggish aim speed.
FTAC Recon/"AR-15 in .458
Pros - Honorary ⭐KRC⭐ (loses Saved TTK at 33.3m). BiC ADS/Floor, Second-BiC StF Floor.
Cons - WiC TTK/Saved TTK. Very strong first-shot Vert Recoil. WiC Tac Spread. WiC Mag Capacity.
YMMV - BiC Vert Recoil decreases over time during a magdump, but leftward Horz Recoil increases. Semi-Auto reduces tap count by 1 out to 42.8m, but it can no longer Save (except to compensate for range falloff).
QRD
What was once the undisputed king of semi-auto 1-shot-headshots has since been reduced to a whimpering, useless lump that can't get a kill in less than 3 hits. Look at the poor thing, those hammer-swinging bastards gave it depression.
TAQ-V/SCAR-H
Pros - BiC Range. BiC Horz Recoil (literally none), low-ish Stability just runs the pattern a tad wide.
Cons - No Saved TTK. WiC ADS, WiC Handling Floor. Second-WiC Kick. Second-WiC Tac Spread.
YMMV - Semi-Auto doesn't lower the tap count, but adds the ability to Save from 1 head + 2 body inside of Min Range or 2 head + 1 any at any range.
QRD
Very slow aim speeds, but the most consistent full-auto time-to-kill out of all the BRs (nearly the best range, and the only long-ranger with no leg penalty), with very easy recoil.
SO-14/M14
Pros - Saved TTK only needs 1 headshot & at least 1 of the remaining hits to be non-leg. BiC RoF.
Cons - WiC Saved TTK (Only 5-tap base/4-tap on Save BR). WiC Range (gains a tap at Eff Range, and another at Min Range). Worstest Handling/Floor (not even the Stockless-esque pistol grip Stocks can get it a better rank). Second-WiC Vert Recoil, Horz goes right-left-right (changes on the ~4th then ~12th shot). WiC Stability runs the pattern dangerously wide, though can clean up decent w/ attachments. WiC Kick. Muzzle Flash totally obscures iron sight view. WiC Hip & Tac Spread. No UBLs.
YMMV - Semi-Auto reduces tap count by 2 (matches it to the class standard) & possibly has the BiC semi-auto TTK thanks to the high RoF cap, but it can no longer Save and can now Choke from a leg hit w/o a headshot.
BUGS
In-game RoF display is incorrect. The gun's actual RoF is 750rpm.
QRD
If the MWII-to-MWIII headshot damage nerf left the Recon with depression and the Lachmann with depression & anxiety, then it left this gun outright lobotomized. I'm genuinely not sure who on the "balance team" said "yes, it's perfectly fine for a gun to be worse than every other gun in its class in every conceivable way", yet here we are.
Sub-Machine Guns - SMGs (A Brief Treatise Regarding SMG Mating Habits)
Notes
Typically, SMGs with >700 RoF 5-tap and those with <700 RoF 4-tap.
AM Kits can all 3-tap in some capacity (if you count akimbos firing thrice each as a "3-tap").
SMG Saved TTKs all beat the Second-BiC TTK. Excluding the Swarm & its Kit, the next-BiC Choked TTK is still slower than the WiC TTK.
Stockless Handling Floors aren't considered for BiC/WiC rankings, but it's worth noting they're typically around ~20ms better than base Handling. Floors, and further compound this boost on Split Handling Floor guns by making them Unsplit Handling Floors. Just bear in mind that Stockless will heavily tank your Recoil & Kick.
Even the Worstest SMG Tac Spread Floor is still tight enough to only rarely miss at 25m.
RAM-9/"9mm CTAR-21"
Pros - Second-BiC TTK, BiC Saved TTK on 2 headshots + 2 any (beats the BiG TTK). No Choked TTK. Second-BiC RoF. BiC Min Range. BiC Hip/Tac Spread.
Cons - Second-WiC StF, WiC StF Floor. Split Handling Floors (stronger effect on StF if neglected). WiC Horz Recoil (modest rightward pull intensifies on shots ~12-18, then changes to a strong leftward pull for remainder of magdump). Second-WiC Kick.
QRD
The solid time-to-kill's extra headshot capability gives the Swarm a run for its money, and at far better ranges, but the sprint-to-fire is basically an AR's. The recoil & kick are even worse than its AR brother's, but if you build it for Tac Stance it's got pinpoint spread and is much easier to control.
Striker 9/"LWRC 45 rechambered in 9mm"
Pros - Second-BiC Saved TTK on 2 headshots with no leg hits. No Choked TTK. Second-BiC StF Floor. Near-pinpoint Tac Spread Floor. Second-BiC Kick & Stability.
Cons - WiC Min Range.
YMMV - Second-WiC Vert Recoil, but BiC Horz Recoil (literally zero, just draws a line straight upwards).
QRD
If you calculate the average for any given stat for the SMG class, this gun's stats are always nearly if not EXACTLY at that average. Truly, the empirically proven jack-of-all-trades SMG.
Striker/UMP45
Pros - BiC StF Floor. Horz Recoil draws a subtle "(" shape during shots ~6-24, but it's gradual enough to be on the easier side. BiC Kick & Stability.
Cons - Second-WiC TTK, WiC Choked TTK on 3 belly/limb hits w/o a headshot. Second-WiC RoF. Second-WiC Eff Range.
QRD
The Striker 9's "special" sibling. Wants to be a jack-of-all-trades like its big bro, but its bad rate-of-fire & time-to-kill are holding it back. Easier recoil than the 9mm, at least.
HRM-9/PMX
Pros - Third-BiC TTK. No Choked TTK. Second-BiC Eff Range. Second-BiC StF/Floor.
Cons - Second-WiC Min Range. Very few Barrel/Stock options. WiC Kick.
YMMV - First ~5 shots have intense Vert Recoil & Horz that pulls sharply left, but remainder of the magdump has minimal Horz & Second-BiC Vert. Near-pinpoint Tac Spread Floor but poor Tac Kick.
QRD
Solid range and a super-consistent middle-of-the-road TTK. Initial recoil is hellish but the rest of the magdump is easy-breezy.
WSP Swarm/Micro Uzi
Pros - BiG TTK. Choked TTK if legshots > headshots still ties Second-BiC TTK. BiC RoF. BiC Handling/Floors.
Cons - Split Handling Floors. WiC Eff Range. WiC Recoil has loads of Vert, and Horz pulls left during shots 10+. WiC Stability makes the shot pattern quite wide.
QRD
Best "normal" TTK in the entire game (so excluding one-bursts, point-blank Akimbos, or headshots with a few guns), though it falls back to the average quickly due to its T-Rex-Arms range. Incredible handling even when you've built it to reign in the hellish recoil.
Swarm Akimbo Brace Kit
Pros - BiG TTK. BiG Hip Spread.
Cons - Choked TTK unless you hit 4 chest-up + 2 any, 3 chest-up + 2 belly/arms + 1 any, or 2 chest-up + 4 belly/arms. WiC Eff Range. Worstest StF Floor. Horz Recoil trends to the left overall, but Worstest Stability will randomly cause clusters of shots to suddenly pull right & throw off your aim.
YMMV - Bestest RoF if you count both guns, Second-WiC otherwise.
QRD
Slightly better time-to-kill than the base gun on paper, but typically much worse in practice due to limb damage penalties and a very shaky reticle. Poor sprint-to-fire speed holds back the benefit of not needing to account for ADS speed.
AMR9/"An AR-15 chambered in 9mm"
Pros - Saved TTK on 1 head + 3 chest or 2 head + 2 any. No Choked TTK. Second-BiC Recoil (Minimal Horz, Second-BiC Vert, higher-end Stability).
Cons - Third-WiC TTK. WiC Handling/Floors.
QRD
Painfully slow handling speeds and low-end base time-to-kill, but great recoil and one of the few SMGs that can speed up its TTK by landing headshots.
AMR9 Ettin Double Kit
Pros - Slightly faster than Second-BiC TTK. No Choked TTK (if both bullets hit on each shot). Second-BiC Hip Spread.
Cons - Worstest TTK if both bullets don't hit on every shot, which is especially prone to happen at a distance. WiC Eff Range, Worstest Min Range. WiC Handling, Worstest Handling Floors. Second-WiC Kick. WiC Mag Capacity.
YMMV - BiC or WiC RoF depending on if you count the 2x'd bullets. First 15 shots have BiC Vert Recoil, but the Horz draws a somewhat wide ")" shape. Extra shots from Extended Mags have Bestest Recoil (near-zero of either) but tanked Stability, causing their pattern to form a blob shape.
Note
Uses 2 bullets per shot, one always lands on your crosshair but the second has a moderate amount of Spread.
QRD
Hella fast time-to-kill, but suffers at range sooner and harder than even the Swarm does, and handles like cold molasses. Easy enough recoil, but annoying visual kick.
WSP-9/Uzi
Pros - Saved TTK on 2 head + 1 any. BiC StF, Second-BiC StF Floor. BiC Eff Range. BiC Recoil (Stronger Vert on first 4 shots but then BiC for the rest of the magdump, minimal Horz only applies on the last ~5 shots to pull a bit right).
Cons - WiC TTK. WiC RoF. Second-WiC ADS/Floor. Most-Split Handling Floors (stronger effect on ADS if neglected). Second-WiC Stability noticeably widens shot pattern.
QRD
If you can control its jitters enough to land headshots then it's got fantastic time-to-kill out to solid ranges, but if you hit center-of-mass it's the worst in its class. Slow-ass ADS speed but surprisingly fast sprint-to-fire.
WSP-9 Broodmother .45 Kit
Pros - Second-Bestest Eff Range. BiC StF. Bestest Recoil (Sharper first-shot Vert, followed by almost nothing for the magdump. Horz pulls just a bit right but very steadily/predictably).
Cons - WiC TTK, Worstest Choked TTK if you only hit belly/limbs. Worstest RoF. Worstest ADS/Floor. Mostest-Split Handling Floors (-very- heavy penalty to ADS if you go for StF Floor). Second-WiC Min Range. Worstest Tac Spread Floor.
QRD
Do you ~badly~ need 2 meters of extra range and babymode recoil? Just how badly? "Giving up your headshot time-to-kill speedup, then also tanking your limb damage, rate-of-fire, and ADS speed" badly? If yes, then boy do I have the AM Kit for you!
Rival-9/Scorpion EVO 3
Pros - Second-BiC TTK. Second-BiC RoF. Second-BiC Handling, Second-BiC ADS Floor. BiC Min Range. Second-BiC Hip Spread, Near-pinpoint Tac Spread Floor.
Cons - Choked TTK on 3 leg hits w/o a headshot. Second-WiC StF Floor. Second-WiC Eff Range. Second-WiC Horz Recoil draws a hard-to-control "C" shape on shots ~10-20.
QRD
Solid handling and time-to-kill at better range than the Swarm or Ettin, but with a far more confounding recoil pattern. Gave up its Hipfire championship belt to start a fruitful new career in the Tac Stance circuit.
IN MEMORIAM
Former BiG Hipfire Spread, nerfed but not forgotten.
Rival-9 Headhunter Kit
Pros - Bestest TTK on all-headshots OBK. Bestest Eff Range, BiC Min Range. You can hold the Fire button to auto-burst. Second-BiC Hip Spread, Near-pinpoint Tac Spread Floor.
Cons - Second-WiC ADS Floor, WiC StF Floor.
YMMV - Any belly/limb hit raises the shots-to-kill, but doesn't impact TTK too much as it's still a 2-burst-kill. Poor mid-burst Vert Recoil can make the OBK hard to land, and magdump adds right-drifting Horz, but overall Recoil is still much less than any full-auto SMG.
VS THE DG-56: More demanding OBK condition but much better multi-burst TTK. Worse StF, very slightly faster ADS (more with Stockless but good luck landing the OBK with that). Better Ranges. Worse mid-burst Vert Recoil and much worse Horizontal drift on magdump.
QRD
Poor handling limits and average time-to-kill make this a bit of a gimmick gun, but it also has AR-like range and piss-easy recoil. Whenever you're lucky enough to land the one-burst-kill you'll completely forget about the SUBOPTIMAL stats.
Light Machine Guns - LMGs (Clever LMG-based joke goes here)
Notes
Most LMGs with a RoF of >700 5-tap, while those with a RoF of <700 4-tap.
Most LMGs have a Saved TTK (typically from 2 headshots), and no Choked TTK aside from range falloff.
The WiC Saved TTK ties the BiC TTK.
A handful of LMGs have Open Bolt Delay that makes their in-practice TTK noticeably worse. TTK BiC/WiC ranks are based on the "raw" TTK value since that'd be the TTK if you pre-fire, but LMGs whose rank changes once Delay is accounted for will have it noted in their entries.
⭐KRC⭐ = Kool Range Club. LMGs in said club don't gain any shots-to-kill from range falloff unless you hit mostly/all-legs, and so are excluded from the regular Range BiC/WiC ranks.
LMGs not in the ⭐KRC⭐ typically gain 1 shot-to-kill at their Eff Range, but no additional shots-to-kill any further out.
No LMG can use UBLs. MWII LMGs besides the RAPP & HCR have limited Scope selections.
MWII LMGs can't use Handstops, and belt-fed MWIII LMGs (besides the Bruen) can't use Handstops or Angled Foregrips. However, most LMGs have unique-to-the-class Side Grips that mix together the effects of Angled and Vertical Foregrips.
TAQ Evolvere/FN Evolys (7.62)
Pros - Saves with 1 headshot if you don't hit legs. Second-BiC Range (no shot-to-kill gain until Min Range). BiC Kick.
Cons - WiC TTK & Saved TTK. WiC RoF. Third-WiC StF, Second-WiC ADS Floor, Third-WiC StF Floor.
YMMV - Third-BiC Vert Recoil with straight-upwards Horz Recoil and good Stability, but only for the first ~10 shots of a burst. On longer bursts Vert Recoil gets even better, but Stability tanks sharply to Second-Worstest, causing the shot pattern to go -very- wide and periodically recoil straight left/right.
Note
Open Bolt Delay drops effective TTK & Saved TTK to Worstest.
QRD
Very much a "beginner's LMG". It's easy enough to use to learn the "style" of the class, but its failure to specialize in any major stat alongside the -painfully- slow time-to-kill make it fall behind other options the majority of the time.
TAQ Evolvere (5.56 "AM Kit")
Pros - Second-Bestest TTK, BiC Saved TTK. Second-Bestest RoF. Third-BiC StF. Horz Recoil draws a very faint zig-zag, but the overall pattern is still straight-upwards. Third-BiC Kick.
Cons - Save is blocked by belly or leg hits. Second-WiC Handling Floor. Second-Worstest Range (gains a shot-to-kill at Eff Range, another about halfway between Eff & Min, and a third at Min). Third-WiC Vert Recoil. Otherwise-okay Stability lowers after ~10 shots (but not as severely as the base gun), widening the pattern a bit.
Note
Open Bolt Delay drops effective TTK to a tad slower than BiC, & effective Saved TTK to Third-BiC.
QRD
Great time-to-kill, but only at SMG-like ranges. Compared to the SMGs its competing with in its niche, it's got much better recoil & a huge magazine, but much slower handling.
Pulemyot 762/PKP Pecheng
Pros - Saves with 1 headshot if other hits are all chest. ⭐KRC⭐. BiC Swap Speed. BiC Vert Recoil after the first 3 shots, Horz Recoil trends just slightly right.
Cons - WiC TTK & Saved TTK. WiC RoF. WiC ADS & Floor. WiC StF. Split Handling Floor (hybrid setups still end up with Worstest ADS & Second-WiC StF Floors). Lower-end Stability runs the shot pattern a bit wide. Third-WiC Kick.
QRD
Good fun for hunkering down on objectives or your favorite camping spots & blasting away at longshot distances, but struggles to perform the closer you are to the enemy.
Pulemyot Annihilator Bullpup Kit
Pros - Third-BiC Saved TTK. Saves with 1 headshot if other hits are all chest/arms. Third-BiC StF. ⭐KRC⭐. Easy Horz Recoil just trends slightly right. Better Kick than the base gun.
Cons - Third-WiC TTK. Third-WiC RoF. Third-WiC Handling Floor. Split Handling Floors (even a hybrid build pushes ADS Floor further down to Second-WiC ). Less Barrel & Stock options than base gun. WiC Vert Recoil.
YMMV - First 3 shots have awful Stability and will vary position wildly. Shots ~4-16 have upper-end Stability, after which it starts to run somewhat wide.
QRD
Substantially improves the Puly's ability to do decent at medium ranges. However, while its shots-to-kill from far away stay the same in spite of the range penalty, the amped-up recoil can be a struggle to deal with at the long distances it formerly thrived at.
DG-58 LSW/QJB-95
Pros - Third-BiC ADS, Second-BiC Handling Floor. BiC Swap Speed. BiC Reload Speed.
Cons - Third-WiC TTK & Second-WiC Saved TTK. Split Handling Floors (hybrid setup can't maintain Handling Floor ranks).
YMMV - First ~5 shots have stronger Vert, pull distinctly left, and have very poor Stability. However, remainder of the burst just trends slightly left with average Vert & BiC Stability.
QRD
A decent no-frills option if you want an LMG that plays more like an AR. Its recoil is easy to handle, though the time-to-kill is a bit lacking.
TAQ Eradicator/FN HAMR Prototype
Pros - Third-BiC Handling Floor. BiC Range (no shot-to-kill gain until Min Range). BiC Swap Speed. BiC Reload Speed.
Cons - Save is blocked by a leg hit unless you land 3 headshots. Second-WiC StF. Split Handling Floors (hybrid setup can't maintain Handling Floor ranks).
YMMV - Fast Burst is Second-Bestest TTK & BiC Saved TTK, but regular RoF is Second-WiC TTK & Saved TTK. Fast Burst is Second-Bestest RoF while regular RoF is midline. Fast Burst has Bestest Recoil (basically none at all). The regular RoF has WiC Vert Recoil & poor Kick, but thankfully mostly-straight Horz Recoil & Second-BiC Stability.
Note
First ~6-7 shots have a substantially faster RoF. Refreshes when you haven't fired any shots for around a couple of seconds (takes longer than the gun's Centering Speed so it's a bit hard to gauge when it's "ready").
QRD
You will either love this gun because of the Fast Burst's ability to dunk on the opposition, or will hate it because every stat besides its handling speed tanks to mediocre while said Fast Burst is on cooldown.
Bruen Mk 9/FN Minimi
Pros - Third-BiC TTK & Saved TTK. Third-BiC RoF. ⭐KRC⭐. Very solid Vert Recoil (BiC for higher-RoF LMGs), Horz Recoil follows a very steady 45-degree left after shots 10+.
Cons - Third-WiC ADS, Second-WiC StF, Third-WiC StF Floor.
YMMV - Second-BiC Kick, but it's mostly offset by poor Stability running the pattern somewhat wide. Stockless can match Third-BiC StF Floor. WiC Swap Speed with Belt but Bestest Swap Speed with Mag. Bestest Reload Speed @ 60-round Capacity with Mag. No Side Grips, but only belt-fed that can use Angled Grips & Handstops.
Notes
Belt-fed Open Bolt Delay drops effective TTK to Second-WiC , Mag-fed Open Bolt Delay drops it to between Second-WiC & WiC . Saved TTK is dropped to Second-WiC or WiC .
QRD
On paper this gun is a very solid option that can perform above-average in most situations, especially if you throw the 60-round Mag on for the huge handling/speed boosts. However, in practice, open bolt delay tanking your time-to-kill makes its otherwise-solid stats stand out much less.
Holger 26/MG36
Pros - Saves with 1 headshot if you don't hit legs, and the 2-headshot Save is only blocked by 2 leg hits. BiC ADS & Floor, Second-BiC StF. ⭐KRC⭐.
Cons - Third-WiC TTK & Second-WiC Saved TTK.
YMMV - Split Handling Floors, a hybrid build is still Third-BiC ADS Floor but is Third-WiC StF Floor. Average Vert Recoil. Horz Recoil always pushes to the right (typically by ~30-degrees), but lower-end Stability makes the angle a bit inconsistent while also running the pattern slightly wide.
QRD
Basically a side grade of the DG-58 LSW's "this is just an AR with a big mag!" style. Tougher recoil than the DG, but much better range and better headshot damage.
Holger Burnout Kit
Pros - Bestest TTK (even with Range falloff, still beats the BiC TTK out to 31.6m). Bestest RoF. BiC ADS, Second-BiC StF, Second-BiC ADS Floor. Second-BiC Kick (still a bit hard to manage due to RoF tho).
Cons - No Saved TTK. Third-WiC StF Floor. Split Handling Floors (can't do a hybrid build, either ADS or StF has to go 20ms over their floor). Worstest Range (+2 shots-to-kill at Eff Range, another +2 at 31.6m, then -another- +2 at Min Range). Restricted Optic selection (No Hybrids, & select Optics of each type are unavailable based on physical size). No Barrel or Muzzle slots. Third-WiC Vert Recoil & Second-WiC Stability that runs the pattern quite wide for first 20 shots, but no Horz Recoil whatsoever. Shots ~21-26 abruptly pull almost straight right, then shots ~27+ have Worstest Vert Recoil, pull ~30-degrees left, and have Worstest Stability that renders the pattern incredibly wide.
Note
Recoil pattern "Overheats" and gets much more intense on bursts longer than 20 shots. You can avoid/reset this by briefly letting go of the fire button, but too fast of a gap won't count (it's seemingly based on whether or not the gun has properly started recentering).
BUG?
Overheated Recoil is tied to individual burst length, but the "barrel heating up" visual effect is tied to how many shots you've recently fired in general, and takes a few seconds to wear off. Given the kit's description, the Overheated Recoil activation may have been intended to be tied to the visual effect, rather than being cheesable by firing in barely-spaced-apart bursts.
QRD
You've heard of "full auto", now try "fuller auto"! The time-to-kill is blazingly fast even out to a few dozen meters, with all the rest of its stats besides range remaining surprisingly solid. Just be careful that you don't overheat the barrel, or you'll struggle to hit even the underside of a VTOL.
Sakin MG38/Negev NG7
Pros - BiC TTK & Saved TTK. Second-BiC Vert Recoil with a steady 45-degree left after the first 2-3 shots.
Cons - Needs 3 headshots to Save. Choked TTK if you get 3+ leg hits without a headshot. Third-WiC ADS, Second-WiC StF, WiC Handling Floor. Second-WiC Range. WiC Swap Speed. WiC Reload Speed. Second-WiC Stability runs the pattern quite wide. Second-WiC Kick.
QRD
A no-gimmicks time-to-kill that rivals all of the yes-gimmicks time-to-kills. The wide recoil blob is a bit odd to adjust to but very controllable once you've learned it, the main things keeping it in check are instead a molasses aim speed and somewhat below-average range.
RAAL MG/SIG MG 338
Pros - BiC StF, Second-BiC StF Floor. BiC Range (no shot-to-kill gain until Min Range).
Cons - Second-WiC TTK. Second-WiC RoF. WiC Reload Speed. Only Foregrip options are Side Grips and a Bipod. Can't use Mono/Low/High-Grain Ammos. Second-WiC Vert Recoil (even worse on first ~4 shots), trends slightly right.
YMMV - Okay Stability but less options to improve it than any other LMG. Stockless ADS Floor matches BiC. WiC Swap Speed but can be improved with Small Belt.
Note
Open Bolt Delay drops effective TTK & Saved TTK to Worstest.
QRD
A solid wave of buffs gave this lad surprisingly fast handling despite its heavy appearance, but a pathetically slow open bolt delay gives it one of the worst full-auto time-to-kills in the game, and on top of that you'll likely be missing shots due to the fierce recoil.
556 Icarus/Fightlite MCR
Pros - Second-BiC TTK. Second-BiC RoF. Better-than-average Vert Recoil that goes straight up for ~10 shots, then follows an ~50-55-degree right with much less Vert for the rest of the burst. Third-BiC Stability.
Cons - No Saved TTK. Second-WiC StF Floor. WiC Range. WiC Reload Speed. No Side Grips. WiC Kick (-only- LMG where it's just genuinely that bad, rather than being exacerbated by bad Stability).
QRD
One of the best "close-range" LMGs, with a balanced stat distro that neither over-specializes nor overly sacrifices any major aspect, but only if you can handle the severe visual-only kick. Try it with a Canted Laser to cheat your way out of the sight kick without sacrificing aim accuracy!
RAPP H/HK21
Pros - BiC TTK, Second-BiC Saved TTK. BiC RoF. BiC Range (no shot-to-kill gain until Min Range).
Cons - Second-WiC Handling, WiC Handling Floor.
YMMV - Straight Vert Recoil for first ~15 shots, but WiC Stability. Longer bursts curve ~30-degrees right and have substantially improved (albeit still a bit wide-patterned) Stability.
QRD
Basically a sidegrade of the Sakin's niche. Much better range & better headshot potential, nigh-identical zippy time-to-kill & slow handling, but stronger recoil that's harder to adjust to due to a mid-burst direction shift.
HCR 56/AUG HBAR-T
Pros - Third-BiC TTK. Second-BiC ADS, Third-BiC StF, Third-BiC ADS Floor, BiC StF Floor (35ms!). ⭐KRC⭐. BiC Swap Speed. Horz Recoil trends slightly left for ~10 shots then is mostly straight-up.
Cons - Save is blocked by a leg hit unless you land 3 headshots. No Side Grips. Third-WiC Vert Recoil (also stronger on first ~3-4 shots).
YMMV - Middling Stability doesn't run the pattern particularly wide, but occasionally causes random left/right curving for a few shots. Third-BiC Kick (albeit offset by Stability somewhat).
QRD
A further side grade for the "ARs disguised as LMGs" subclass. Keeps the Holger's extreme range while throwing in solid boosts to time-to-kill & handling speed, but with even stronger recoil that can be a bit inconsistent/tricky.
RPK/RPK
Pros - Third-BiC TTK. Doesn't gain a shot-to-kill until 125% of Eff Range.
Cons - No Saved TTK. Second-WiC StF. No Side Grips. Third-WiC Stability after the first ~9 shots. WiC Horz Recoil is the least consistent of any LMG (slight right for ~9 shots, then slight left for the rest of the burst, but shots ~18-25 pull a much sharper left than the rest), Vert Recoil is at least average after the first ~9 shots.
QRD
Very much tows the line between typical Mag-Fed and Belt-Fed LMG stat spreads. A decent all-rounder option in this regard, though lack of headshot damage & one of the game's weirder recoil patterns (even if it's not too intense) might mean you'll perform better running a more-specialized gun that fits your personal playstyle.
Marksman Rifles - DMRs (Dude, My Rifles)
Notes
Most MWIII DMRs can't Hold Breath unless you have a Scope with Small or higher Glint attached, excepting some Hybrid & Thermal options. MWII DMRs can all hold breath regardless of Optic choice.
DMRs with Split Handling Floors can all still run hybrid builds that are 15ms or less over both Floors.
Semi-Auto DMRs with >250 RoF 3-tap, while those with <250 RoF 2-tap. Bolt/Lever-Action DMRs besides the Outlaw can 1-tap chest-up out to their Eff Range but have horrifically bad TTKs on their 2-tap.
Most DMRs can get their Saved TTK with 1 headshot. The WiC Saved TTK still beats the BiC TTK. Conversely, all Choked & after-Range-falloff TTKs are slower than the WiC TTK. TTK ranks exclude 1-tap scenarios.
Most DMRs don't gain any taps from Range falloff until their Min Range (excluding bolt-actions losing their 1-tap chest).
Take "bad Kick" Cons with a grain of salt, on most DMRs with poor Kick it's still primarily only an issue if you're using higher-magnification Optics.
KVD Enforcer/SVK
Pros - Second-BiC TTK. 1-tap headshot out to Eff Range. Second-BiC ADS & Floor. Second-BiC Range (only penalty is loss of Save). Only MWIII DMR that can Hold Breath without attaching a Scope. BiC Recoil & Stability, in the absence of Sway all shots hit an incredibly tight grouping. Second-BiC Kick is manageable even on a Scope.
Cons - WiC Choked TTK if all shots hit belly-down. Second-WiC StF (substantially slower than its base ADS). Second-WiC non-bolt-action RoF. WiC semi-auto Reload Speed.
QRD
A solid stat spread bar for the weird starting sprint-to-fire, with a TTK that matches some of the best full-auto guns -and- has 1-shot headshot potential. Just make sure you always hit chest-up or the awful lower body damage will leave you weeping.
MCW 6.8/"A rechambered ACR"
Pros - Third-BiC ADS, Second-BiC ADS Floor. Third-BiC StF Floor. Doesn't lose ability to Save regardless of Range, falloff only adds a tap belly-down. Starts with Flinch Resist.
Cons - Second-WiC TTK. Split Handling Floors . Vert Recoil on the first two shots, and the remainder of a magdump has poor stability that runs the shot grouping larger & with noticeable gaps.
YMMV - Kick is decent at low magnification, but causes severe issues at full RoF on a Scope, as your actual point-of-aim will badly decouple from the Scope's dot/crosshair.
QRD
This gun's niche is "is kinda a piece of shit unless you land at least one headshot". Without that headshot the time-to-kill is slower than nearly every full-auto in the game, the recoil is lacking, and the handling is good but not amazing.
MCW 6.8 Full-Auto AM Kit
Pros - Third-BiC ADS, Third-BiC Handling Floor. Second-BiC RoF. Only full-auto DMR. 2x Mag Capacity for the same base handling as the regular gun.
Cons - No Saved TTK. Choked TTK if all shots hit belly-down. Split Handling Floors. Worstest Recoil (Steadily pulls upwards with a slight right, is the only non-bolt-action DMR to have actual Vert Recoil on every shot).
YMMV - Third-BiC Kick at low magnification, but the recoil makes Scopes basically incomprehensible.
WARNING
Centering Speed on this kit is bugged and sharply pulls your point-of-aim downwards when you stop firing, by as much as ~30-35° if you dumped the entire mag without any +Recoil attachments. Basically, when you move your mouse during a burst to compensate for the recoil, the game also moves the "Centering Spot" by the same amount, and then when you stop shooting it pulls your view down to wherever that spot has ended up.
QRD
This kit essentially turns the gun into a Sidewinder Sidegrade. Run it like you would a BR and don't land hits belly-down and I'd say it's mostly better than the base version. However, unless they eventually fix it, the bugged-out centering speed will drive you mad.
DM56/SL8
Pros - Third-BiC TTK, BiC Saved TTK. BiC ADS & Floor. Third-BiC StF, Second-BiC StF Floor (64ms!). BiC RoF. Second-BiC Recoil (goes a bit up-right on the first shot but with very tight grouping for the remainder). Second-BiC Stability. BiC Kick, even with a max-magnification Scope it's still minimal.
Cons - Split Handling Floors. Needs 2 headshots to Save. WiC Range (Eff Range adds a tap belly-down and prevents Save, Min adds a tap everywhere else).
QRD
This is my favorite gun in the entire game and there's no way I could write even a halfway-unbiased take on it. Ignore the Cons you won't even notice them 90% of the time, it just slaps that hard. Major case of "OG MWII FAL Energy".
MTZ Interceptor/Bren 2 PPS
Pros - Third-BiC TTK. 1-tap headshot out to Eff Range. Handling Floor reached in 4 attachments. Range only adds a tap to legs & blocks Save. BiC Recoil & Stability, in the absence of Sway all shots hit an incredibly tight grouping.
Cons - Second-WiC ADS. Third-WiC StF. Third-WiC Handling Floor. WiC non-bolt-action RoF. WiC 1-tap headshot Range.
YMMV - Unique Kick tilts your view straight upwards by a large amount between each shot, rather than the less-consistent "shaky-ness" of other DMRs' Kicks. Might be easier to deal with due to the predictability, might be harder due to how much further your view shifts.
QRD
Great time-to-kill regardless of hit location & incredibly accurate, just don't miss or the slow rate-of-fire & awful handling speeds will leave you a sitting duck. The visual recoil kick is a bit odd and might take some practice to adjust to.
EBR-14/Mk 14 EBR
Pros - Second-BiC ADS, Third-BiC ADS Floor. Keeps ability to Save even through Range falloff (1 head + 1 any becomes 1 head + 1 chest at Eff Range, 2 head at Min Range), only belly-down gains a tap.
Cons - WiC TTK & Saved TTK (possibly WiG TTK if you exclude guns that can 1-tap). WiC Horz Recoil (shot grouping runs wide due to back-and-forth recoil rather than Stability).
YMMV - Kick is good enough at low magnification, but causes strong issues at full RoF on a Scope, as your actual point-of-aim will decouple from the crosshair.
QRD
SHG not adjusting this gun's damage to let it remain a 2-shot-chest/1-shot-head was a mistake. "Really really long range and fast-ish" do not alone make for a viable gun when its time-to-kill is literally worse than every "can't score a 1-shot kill" gun in the game. Even its BR variant in semi-auto beats it out to 40m!
Tempus Torrent/SR-25
Pros - Only DMR that can use UBLs (grenades & buckshot). Decent Recoil & Kick after the first shot (grouping runs wide, & it gets pretty shaky, but a Scope crosshair still stays aligned with your point-of-aim even at full RoF).
Cons - Second-WiC TTK. Third-WiC ADS. Needs 2 headshots to Save. Second-WiC Range (Eff Range adds a tap on legs, Min adds a tap everywhere). WiC semi-auto first-shot Recoil (most Vert and also goes to the left).
QRD
Poor lad is struggling in just about every stat, but hey at least you can throw a noob tube onto it! Other DMRs can't do that!
LM-S/SR9
Pros - Third-BiC ADS, Second-BiC ADS Floor. Second-BiC StF, Third-BiC StF Floor. BiC "Infinite" Range (no penalty to tap count unless you bullpen).
Cons - Third-WiC TTK. Second-WiC semi-auto first-shot Recoil (lots of Vert and slight right). Poor Stability runs the shot grouping a bit wide. WiC Kick (the most-severe crosshair decoupling w/ a Scope, and the only DMR where the Kick is still pretty annoying on no-zoom Optics).
QRD
Zippy handling & no range penalties unless you shoot through cover, though the time-to-kill is on the slow side without a headshot & the recoil/kick are punishing.
TAQ-M/SCAR 17S
Pros - BiC TTK. 1-tap headshot out to Eff Range (BiC non-bolt-action 1-tap Range).
Cons - Choked TTK if all shots hit belly-down. Gains a tap belly-down at Eff Range. Third-WiC ADS. No MWIII Ammo types.
YMMV - Extra Vert Recoil on the first shot. Stability isn't perfect but doesn't run the shot grouping as wide as other low-Stability DMRs. Scoped Kick is pretty brutal (mostly due to the Stability), but doesn't decouple from the crosshair.
QRD
Basically a worse Enforcer. Time-to-kill still slaps, but handling & recoil are noticeably worse & it gets much more severe penalties at longshot range.
BAS-B Outlaw Kit
Pros - 1-tap headshot. Third-BiC ADS. Third-BiC StF Floor. BiC "Infinite" Range (no penalty to tap count unless you bullpen). BiC Recoil & Stability, in the absence of Sway all shots hit an incredibly tight grouping. BiC "bolt-action" RoF.
Cons - WiC TTK while ADS. Less Scope options, lower max magnification.
Note
~35% faster RoF while hipfiring.
BUG
In-game stat sheet's RoF is completely incorrect. According to CoDTubers who have high-speed cameras or whatever the fuck their higher-budget-than-mine techniques are, the actual RoF is ~145 in ADS and ~198 in Hipfire. Whatever it exactly is it's definitely slower than the MTZ's 214.
QRD
Pre-nerf this gun was an experience that rivaled the magical "how did something this OP make it through testing" feeling of the OG MWII Akimbo Models. Post-nerf it's still got a decent hipfire time-to-kill, but the aimed time-to-kill is painfully slow unless you pop a headshot.
SP-R 208/M24 SWS
Pros - 1-tap chest-up out to Eff Range, 1-tap headshot at any Range. Functionally recoilless, unless you're using the Fast Bolt at very long range each shot perfectly recenters (bar for Sway) before the next is ready.
Cons - Worstest TTK if you don't 1-tap. WiC Handling & Floor. Only foregrips are Bipods. WiC Swap Speed. WiC Flinch.
QRD
If you treat it like a fast-aiming, close-range-only Sniper its awful handling suddenly looks a lot nicer. Can get substantially better ADS than a similarly-built Longbow, but with only ~50% the potential 1-shot-chest range and a good bit slower of a RoF.
SA-B 50/M700
Pros - 1-tap chest-up out to Eff Range, 1-tap headshot at any Range. BiC StF Floor (33ms!).
Cons - Worstest TTK if you don't 1-tap. WiC Swap Speed. WiC Flinch. No MWIII Ammo types. No Handstops or Vertical Foregrips. WiC Recoil (each shot moves aim a large amount up and to the right). One of only two DMRs whose point-of-aim doesn't recenter after shooting, so you need to adjust your aim substantially more after each shot.
YMMV - Lack of recentering isn't too much of an issue at close ranges, but if you run a Scope the shifted point-of-aim can be so severe that targets completely leave your view for a moment.
QRD
Only ~1/3rd of the potential 1-shot-chest range of the Longbow, but absolutely wicked handling speeds make it the close-range quickscope king.
Lockwood Mk2/Marlin 336
Pros - 1-tap headshot out to Min Range. Second-BiC ADS, Third-BiC ADS Floor. BiC StF, Second-BiC StF Floor or (67ms!). Handling Floor reached in 4 attachments. Functionally recoilless, unless you're using the Fast Lever at very long range each shot perfectly recenters (bar for Sway) before the next is ready.
Cons - Second-Worstest TTK if you don't 1-tap. Reloads one shot at a time. No MWIII Ammo types. Pretty heavy Kick & Rechambering animation can make adjusting aim between shots difficult while maintaining full RoF, especially at Scope ranges.
YMMV - 1-tap chest-up out to Eff Range, but maximum Eff Range is only 8m.
QRD
You'll only be able to rely on the 1-shot-chest on the smallest of maps, so anywhere else you're better off trying to play it as a fast-aiming headshotter. Even with the Fast Lever its 2-shot time-to-kill is still awful.
Crossbow/Crossbow
Pros - 1-tap on chest out to Eff Range. Recoil is basically a non-factor due to the slow RoF.
Cons - WiC ADS. Third-WiC StF. Second-WiC Handling Floor. WiC "bolt-action" RoF (lengthy reload after every shot). Actual range the weapon is viable at is severely restricted by how bolts have incredibly low velocity, heavy drop past ~25m, and how attachments that improve Velocity/Drop add random left/right Spread that can cause bolts to miss.
YMMV - 1-tap headshot at any Range, but bolt drop makes landing it at long range unrealistic. Thermite Bolts will always kill on a direct hit thanks to the burn damage, except possibly if the target has EoD. Aim doesn't recenter after shooting but the RoF is so slow that this doesn't really hurt accuracy.
QRD
This is pretty much just a meme weapon, and there's typically no reason to ever run it over anything else unless your goal is to just dick around for style points or to farm camos. Thermite bolts can be neat for blocking chokepoints in objective modes though.
Sniper Rifles (newspeak for: xXOptikQuik-Flikz420SnopezXx)
Notes
⭐KRC⭐ = Kool Range Club. These snipers maintain their 1-tap locations at any range, bar for cover penetration decreasing a shot's damage.
The "standard" 1-tap locations for a Sniper are everywhere other than the legs, Snipers that don't mention 1-tap locations or lack thereof have the standard.
TTK BiC/WiCs are referring to 2-tap or "Missed, then got a 1-tap follow-up" situations.
RoF BiC/WiCs are identical to TTK BiC/WiCs, so they're unlisted.
The BiC bolt-action TTK ties the WiC semi-auto TTK (Fastbolt beats it by 55ms to nearly tie Second-BiC TTK).
The Second-WiC Fastbolt TTK still beats the midrange regular bolt TTKs.
On most Snipers, point-of-aim does -not- recenter to where your first shot fired, it instead ends up somewhere in-between where the shot landed and where the Kick temporarily hiked your view up to.
The standard lowest-magnification Optic most Snipers can equip is 2.5x ACOGs, though all Snipers can also equip the Incendio Reflex & MORS Dot Sight even if they can't normally use No-Zoom optics.
KV Inhibitor/SVCh-8.6
Pros - Second-BiC TTK matches WiG full-auto TTK. Second-BiC StF Floor. Second-BiC Spare Ammo. BiC Swap Speed. Starts with Variable Zoom. Second-BiC Kick only moves a bit past where the next full-RoF shot will land, and has a much smoother animation.
Cons - Can't 1-tap belly. Can't 1-tap chest/arms past Min Range. Split Handling Floors will push one stat or the other to Third-WiC unless you go for a hybrid build, in which case it still loses its StF rank. WiC base Flinch, Second-WiC Flinch @ ADS Floor.
YMMV - Second-Lowest-Magnification default Optic. Full-RoF Recoil steadily moves up-right (WiC Horz & Third-WiC Vert), but it's also one of only 2 snipers whose aim re-centers to where the first shot hit if you fire slower than RoF.
BUGS
Custom Suppressor can't be unlocked (PaYpIGs cAn GeT iT fRoM tHe ClEaRcUt tRaCeR pAcK tHo)
The aim-recentering is touchy, and might still try to drag your aim down after a burst even if you were moving the mouse, if the game feels like you didn't move it enough.
QRD
Phenomenal rate of fire, but somewhat restrictive one-shot potential that gets even worse at longshot distance. Has love-it-or-hate-it recoil mechanics.
Signal 50/GM6 Lynx:
Pros - Third-BiC TTK nearly reaches full-auto TTK speeds. Can use Reflex/Holo optics. Starts with Variable Zoom.
Cons - Can't 1-tap arms or belly past Eff Range. Third-WiC Range. Second-WiC ADS & Floor. Second-WiC Recoil moves shots prominently but inconsistently upwards and noticeably to the right. WiC semi-auto Kick. WiC Swap Speed.
QRD
A rate-of-fire that beats all the bolties without sacrificing 1-shot-kill locations. Instead, it sacrificed its aim speed and range.
Carrack .300/WA 2000
Pros - BiC TTK matches mid-tier LMG & Second-WiC AR TTKs. Second-BiC ADS. Hits Handling Floor in only 4 attachments. Second-BiC Swap Speed. BiC Recoil if you fire at full RoF (first shot/all shots while firing slowly have a small bit of Vert and go a bit left, but rapid shots are Kick-only and will keep hitting the same spot bar for Sway). Extended Mags come with disproportionately extra Spare Ammo.
Cons - Can only 1-tap the head, and only out to 58.3m. Becomes a 3-tap on bodyshots at Min Range.
YMMV - Bipod is equipped via Barrel slot.
QRD
The blisteringly-fast rate-of-fire and great recoil are held back by how it can only one-shot on a headshot, but the time-to-kill regardless competes with a lot of full-auto weapons, so it can be a fun option if you're the type to hitmarker a lot with snipers anyway.
Longbow/"AK-Bolty7"
Pros - Third-BiC TTK nearly reaches full-auto TTK speeds. BiC bolt & Fastbolt TTK (Fastbolt is Second-BiC TTK). Can use any Optic. BiC Handling & Floors. BiC Recoil & Kick, near-zero on both. BiC Mag Capacity & Spare Ammo. BiC Swap Speed. Fastbolt Rechamber is so fast you won't even notice the increased shake.
Cons - Can't 1-tap belly. WiC Range loses chest/arms 1-tap past ~22.9m. WiC base Flinch.
YMMV - Lowest-Magnification default Optic. Split Handling Floors, but a hybrid build still keeps both stats at Second-BiC.
BUG
Custom Ironsights are only equippable via its Conversion Kit, despite being listed in its progression as a regular attachment.
QRD
This fast-handling, fastish-firing, nigh-recoilless DMR snuck its way into the Snipers section by wearing a Scope on its head, and the devs still haven't noticed. Stay within SMG ranges to keep the upper-body one-shot-kill, then listen as those delicious rage mics start rolling in.
Longbow JAK Tyrant 762 Kit
Pros - Second-BiC bolt TTK beats every non-Longbow Fastbolt TTK. ~10m longer 1-tap Range on average vs comparable base Longbow builds. Can use any Optic. Bestest ADS & Second-BiC ADS Floor. BiC StF & Second-BiC StF Floor. BiC Recoil/Kick (both near-zero). Second-BiC Mag Capacity & Spare Ammo. BiC Swap Speed.
Cons - Second-WiC Range loses arms/belly at ~28m, then chest at Min Range. WiC base Flinch. No Magazine, Bolt, or Ammo slots. Poor Velocity has noticable hit delay and drop past ~50m.
YMMV - Starts with Ironsights. Still Split Handling, but the neglected stat is now only hit by a negligible ~15ms.
QRD
1-shot-kill locations that rival "real" sniper rifles out to better ranges than the base gun, in exchange for locking you to the Slow Bolt rate-of-fire.
XRK Stalker/CDX-50 Tremor
Pros - Second-BiC Fastbolt TTK. Can use any Reflex/Holo Optic & ironsights.
Cons - Third-WiC TTK. Can't 1-tap belly or hands past Eff Range. Handling Floor Barrel has Second-WiC Range. Second-WiC Flinch @ Handling Floor. Second-WiC Swap Speed. Fastbolt's Rechamber view shake keeps going for a good bit even after you're able to fire.
YMMV - Highest-Magnification default Optic. Lower-end Vert Recoil doesn't hike view too much, but Second-WiC bolt Horz pulls inconsistently to the right.
QRD
Great potential in a lot of stats is held back by the attachment downsides being much more prominent. Fire rate with the Fast Bolt is great but without it is terrible, aim speed without the super-short barrel is sluggish but equipping it utterly tanks your lower-body one-shot-kill range, etc.
MORS
Pros - Third-BiC ADS Floor. ⭐KRC⭐. BiC Swap Speed. Can use any Optic. Starts with a Bipod.
Cons - WiC TTK & Fastbolt TTK (needs to reload every shot). Can't stay ADS while reloading. WiC Flinch @ ADS Floor. Needs certain barrels equipped to use Foregrips.
YMMV - Second-BiC Recoil (aim just moves the -tiniest- bit upwards each shot), but this is mostly irrelevant due to the reload forcing you out of ADS. Split Handling Floors severely impact the neglected stat, though a hybrid build keeps both stats within 1 rank of their Floor values.
Notes
Anti-Materiel Slugs let you 1-tap the upper legs inside of Eff Range (but -not- lower legs).
QRD
Handling that approaches Longbow speeds with some of the best 1-shot ability & range for the class, the only downside being a very punishing rate-of-fire if you miss or are outnumbered. Or as Grug put it because he technically won the "Dubs writes the QRD": "Grug love this thunder-stick for showing Zoom-Grugs Grug's fast-bonking skills on BigRock!"
MORS Photonic Barrel AM Kit
Pros - 1-tap anywhere other than lower legs. Second-BiC ADS & Floor. Shares all other Pros with base gun.
Cons - Uncharged shot Velocity is noticeably slow, with severe drop that will cause misses at long range. Shares other Cons with the base gun (tho the AM barrel allows Foregrips).
YMMV - Shared with base gun.
Notes
Despite in-game description, only Velocity & drop seem affected by charge, not damage. Even past Eff Range an uncharged shot to the upper leg is still a 1-tap, it'll just be hard to land due to the drop.
BUG
Uncharged shots fire with full charged shot Velocity (seemingly introduced in the same patch that nerfed lower leg damage).
QRD
Even better handling and 1-shot locations than the base gun, you just have to mind the bullet drop at medium-long range unless you have the time to charge it.
KATT AMR/HvS .50-M1
Pros - Always a 1-tap. ⭐KRC⭐. Starts with a Bipod. Second-BiC Vert Recoil only moves aim up minimally.
Cons - Second-WiC TTK & Fastbolt TTK (if a shot penetrating cover becomes a 2-tap). WiC Handling, WiC ADS Floor, Third-WiC StF Floor. Second-WiC Swap Speed. WiC bolt Horz Recoil pulls to the right. Fastbolt's Rechamber view shake is comedically intense. Very prominent bullet trail reminiscent of Halo's sniper rifles will give your firing position away even if you're using a Suppressor & Ghost.
YMMV - Second-Highest-Magnification default Optic. Weird Kick moves the gun's model much further up than where it temporarily tilts your view angle, but the actual view angle jump is below-average.
NOTE
Slow Bolt actually marginally raises your RoF, but doesn't seem to noticeably change the Rechamber pattern.
QRD
It kills in one shot no matter where you hit them, no matter how far away they are (as long as you aren't shooting them through cover), so who cares if the handling speeds are like molasses in the wintertime! Be careful about the bullet trail giving you away if you miss tho.
MCPR-300/MRAD
Pros - Second-BiC Range. Third-BiC StF Floor. Second-BiC Spare Ammo. Only Sniper that can use the Canted Laser, can also use an ironsight.
Cons - Fastbolt barely improves RoF. Can't 1-tap hands. Can't 1-tap arms past Eff Range. WiC Swap Speed. Second-WiC Vert Recoil hikes point-of-aim up noticeably on each shot. Fastbolt stat changes are miniscule.
YMMV - Can't 1-tap belly past Min Range, but only Ground War and the largest 6v6 maps have sightlines that long.
QRD
The median performer by which all other Snipers are judged. The rate-of-fire is a tad slow but the solid handling speeds, range, and 1-shot-kill consistency more than make up for it.
Victus XMR/AW50
Pros - Can use Holo Optics. BiC Range. BiC Recoil (fully re-centers between shots, well before RoF catches up).
Cons - No Fastbolt. Can't 1-tap arms. Third-WiC ADS Floor.
YMMV - Highest-Magnification default Optic. Can't 1-tap belly past Eff Range, but only Ground War and the largest 6v6 maps have sightlines that long.
BUG
Stat changes erroneously show that the +ADS Stock would unequip the +Handling Grip if the Grip was put on first, but you can put both on together just fine.
QRD
Wait what the FUCK do you mean "it's a .50 Cal but it can't one-shot-kill the arms"? And "the aim speed and rate-of-fire are ass, too"??? Don't even tell me the pros, I am no longer interested.
FJX Imperium/M200 Intervention
Pros - Hits Handling Floor in only 4 attachments.
Cons - Third-WiC TTK, Second-WiC Fastbolt TTK. Can't 1-tap arms or belly past Eff Range. WiC Vert Recoil hikes point-of-aim up substantially on each shot. Second-WiC Swap Speed. Not much RoF boost from Fastbolt.
YMMV - Bipod is equipped via Barrel slot. Second-Highest-Magnification default Optic.
Notes
The Short Barrel's ADS boost decreases as you equip other non-Optic +ADS parts, hitting 0ms benefit in as little as two other parts if you're building for the Handling Floor, so make sure you don't accidentally waste a slot on it.
BUG
MW3-era Ammo variants can't be unlocked.
QRD
Its stats are suboptimal compared to numerous other snipers, but it's still decent enough, just like how it stacked up back in '09. Go climb that Highrise rooftop and pretend it's the good ol' days.
SP-X 80/M2010 ESR
Pros - Third-BiC bolt TTK, Second-BiC Fastbolt TTK. Starts with Variable Zoom.
Cons - Second-WiC StF & Floor. Can't 1-tap arms past ~51.5m, can't 1-tap belly past Min Range. WiC Vert Recoil hikes point-of-aim up substantially on each shot. Fastbolt's Rechamber view shake still goes for just a bit after you're ready to fire.
YMMV - Second-Lowest-Magnification default Optic.
IN MEMORIAM
Former ADS champ of the "not low-range nor bad 1-shot locations" Snipers, until it was nerfed like 3 times.
QRD
Incredible rate-of-fire for a boltie with a consistent 1-shot-kill, but intense recoil will make missed shots harder to recover from, and its handling speeds have suffered from numerous nerfs
LA-B 330/Mk 13 Mod 0:
Pros - Third-BiC bolt TTK, Second-BiC Fastbolt TTK. Starts with Variable Zoom.
Cons - Second-WiC StF, WiC StF Floor. Second-WiC Vert Recoil hikes point-of-aim up noticeably on each shot.
YMMV - Can't 1-tap arms past ~50m, can't 1-tap belly past Min Range, but Third-BiC Min Range. Second-Lowest-Magnification default Optic.
BUG
+Ammo Comb still speeds up ADS rather than slowing it down as per its description, despite multiple patches claiming to have fixed this.
QRD
Same great rate-of-fire & 1-shot consistency as the SP-X, with better recoil & range but worse handling & mobility.
Machine Pistols (YOU SEE, IVAN? WHEN YOU HOLD PEESTOL LIKE MACHINE GUN...)
Notes
"5-6mERC" is dumb shorthand for "In the Worst-in-Class 5-6m Effective Range Club™".
Most MPs 6-tap.
Every MP has a Saved TTK, typically needing 2 headshots.
MPs w/o a listed ADS Floor rank are all only at most 10ms slower than the BiC.
MPs w/o a listed StF or StF Floor rank are all nigh-identical (80ms base, ~55ms Floor) and technically WiC .
Every MP can hit its Handling Floor with at least 1 attachment slot still open (even the AM Kits).
CLASSWIDE WARNING
MWII Machine Pistols have an unlisted Akimbo -Damage- Penalty of ~50%, in addition to the 50% Range Penalty all Akimbos have.
Renetti Ferocity Kit/CAA Roni
Pros - Bestest Ranges (50% better Min Range than BiC) even outclass most SMGs. BiC Stability. Second-BiC Hip & Tac Spread.
Cons - Worstest TTK & Saved TTK. Second-WiC RoF. No Fastdraw or Akimbo. WiC ADS, Second-WiC ADS Floor. Worstest StF/Floor. Second-Worstest Vert & Horz Recoil (snakes right-left-right-left during the magdump). WiC Swap Speed.
BUG
RoF on the in-game stat sheet doesn't show any change from the base gun, but tests have shown that the RoF is actually buffed from 621 to 857.
QRD
Aside from the great range, this kit is unfortunately a pretty straight downgrade from the base Renetti, and underperforms compared to every other machine pistol due to its lacking time-to-kill and aggravating recoil pattern.
WSP Stinger/Micro Uzi
Pros - Second-BiC TTK & Saved TTK. Second-BiC RoF. BiC ADS. BiC StF/Floor is nigh-instant. Hits Handling Floor in 2 attachments. BiC Recoil (least Vert, -very- slight rightward trend). BiC Tac Spread. Second-BiC Akimbo Spread, BiC Akimbo Kick.
Cons - Saved TTK needs 3 headshots. No Optic or Underbarrel slots. 5-6mERC, WiC Min Range. Third-WiC Stability somewhat widens the shot pattern, and may cause the Horz Recoil trend to randomly flip to the left unless you build for it. WiC Kick. WiG full-auto Velocity has prominent hit delay and bullet drop even before 50m.
YMMV - Ridiculous Kick & poor first-shot Recoil w/o a Stock essentially mean you need to aim -below- your target to hit them effectively. Using a Stock helps alleviate this and gives it Bestest Recoil, but Worstest ADS/Floor.
No Akimbo Damage Penalty, but Akimbo cuts the RoF of each gun in half.
QRD
A reliable time-to-kill and zippy handling speeds, but its ludicrous visual kick can only be reigned in by utterly tanking the aim speed with a stock, or by making it a dedicated Hipfire/Tac Stance gun.
FTAC Siege/Tec-9
Pros - BiC TTK. Second-BiC Saved TTK (also on only 1 headshot if <3 leg hits). DOUBLE-Saved TTK on 3 head & <2 leg hits matches BiC Saved TTK. BiC RoF. BiC ADS Floor, Second-BiC StF Floor. BiC Min Range. BiC Hipfire/Akimbo Spread. BiC Mag Capacity.
Cons - No Fastdraw. 5-6mERC. Second-WiC Stability noticeably widens the shot pattern, and can only be somewhat improved via the Compensated Flash Hider muzzle. WiC Akimbo Kick. Second-WiC Swap Speed.
YMMV - Stocks substantially alter the iron sight view, basically giving you a free Reflex Optic. Stockless Recoil is WiC Vert and trends a bit to the right, but Stocked Recoil is Second-Bestest and doesn't impact the gun's Handling Floor ranking.
QRD
Fantastic time-to-kill, and throwing on a stock gives you great recoil control without much of an impact to its solid aim speed.
X13 Auto/Glock 18
Pros - BiC ADS. BiC Min Range. Second-BiC Stockless Recoil (barely higher than the Stinger, but trends noticeably left).
Cons - WiC TTK/Saved TTK. Saved TTK needs -5- headshots. Choked TTK on as little as 1 leg hit (leg hit count to Choke varies based on how many belly/arms hits you get, if headshots are compensating, etc). No Tac Stance. No Underbarrel or Stock. 5-6mERC. WiC Stability heavily widens the shot pattern and can't be substantially improved from attachments (MWII Silencers only help a -very- tiny bit). WiC Hipfire/Akimbo Spread. Second-WiC Kick.
QRD
A sluggish time-to-kill and restrictive attachment options unfortunately hold this gun back from properly competing with its classmates. Recoil & visual kick are decent if you're a No Stocks Allowed purist but that still doesn't exactly make up for its shortcomings.
X13 Impact Point "Kit"
Pros - ¯\(ツ)/¯ Second-BiC Stability & BiC Min Range, I guess!
Cons - Same TTK downsides as base gun. No Fastdraw or Akimbo. 5-6mERC. WiC Tac Spread, Second-WiC Hip Spread.
Only 4 attach slots, yet worse ADS and Recoil than the base gun. Worstest Recoil is either Worstest Vert + a leftward trend while Stockless, or Stocked has WiG Recoil that seems -genuinely- random irrespective of Stability (I have had it recoil -downwards- for a few shots on some magdumps).
GLITCH
In MWII you could glitch Akimbo onto this, then save it as a Custom Blueprint to not lose it. Thanks to its ability to equip a Hipfire Underbarrel while Akimbo this was BiG Akimbo Spread. RIP to the "Glicks".
QRD
Why yes, I would like a conversion kit that just makes my gun worse in every meaningful stat, how did you know?
GS Magna/"Illegal Deagle"
Pros - BiC Saved TTK. 1 headshot blocks Choked TTK. BiC Eff Range.
Cons - WiC Choked TTK on all belly/arms or 1 leg hit. DOUBLE-Choked TTK on all leg hits (worse than Ferocity's TTK). WiC RoF. No Tac Stance. No Laser. WiC ADS/Floor. Second-WiC Min Range. WiC Kick & Akimbo Kick. WiC Hipfire/Akimbo Spread. WiC Mag Capacity.
YMMV - WiC first-shot Vert Recoil but the rest of the magdump isn't that strong, just has lots of Kick and trends a bit rightwards.
QRD
Amazing time-to-kill if you land headshots, but very punishing limb damage can quickly push it behind every other machine pistol. Painfully slow aim speed for the class on top of awful visual kick also makes actually landing your shots a real challenge.
FULLY Semi-Automatic Pistols (safety: Always Off)
Notes
Lo-Cal = Can't one-tap, Hi-Cal = Can one-tap.
TTK BiCs exclude 1-tap situations. All TTKs assume you're using a Handgun's highest-RoF Trigger.
Lo-Cal Handguns are on-average a 3-tap, and only occasionally have a Saved TTK or Choked TTK (never both).
Lo-Cal Saved TTKs still only match the middle-of-the-road TTKs. Choked TTKs land between the WiC and Second-WiC Lo-Cal TTKs.
Lo-Cals with no listed ADS/Floor BiC/WiC ranks are all nearly tied for BiC (~150ms base, ~120ms Floor).
All Handguns with no listed StF/Floor BiC/WiC ranks are nearly tied for Second-BiC (~80ms base, ~40-55ms Floor).
Every Handgun can reach its Handling Floor with at least 1 attachment slot still open.
"None Recoil" is the baseline Handgun experience, so for the most part only guns w/ WiC Recoil ranks will have any mention of the stat.
All Hi-Cals have WiC Hip Spread to some degree or another.
Akimbo applies a Range penalty of ~50% that doesn't list on the in-game stats sheet.
CLASSWIDE WARNING
MWII Akimbos have an unlisted ~50% Damage penalty in addition to the Range penalty.
COR-45/Glock 21C
Pros - BiC TTK if you can click fast enough, still nearly Second-BiC even when past Eff Range. BiC non-burst RoF. Hits Handling Floor in just 3 attachments. BiC near-pinpoint Tac Spread, Second-BiC Hip & Akimbo Spread.
Cons - WiC Eff Range.
YMMV - Akimbo has no Damage penalty, which can make the TTK potential absurdly high if every shot lands.
QRD
An incredibly solid & gimmick-free Handgun in just about every stat. Its range is a bit lacking, but the high rate-of-fire cap makes up for it by preserving its zippy time-to-kill even after the damage lowers.
COR-45 Binary Trigger Kit
Pros - Second-BiC TTK. BiC RoF mimics a machine pistol's. BiC Lo-Cal Min Range.
Cons - No Fastdraw or Akimbo. WiC ADS, Worstest Lo-Cal ADS Floor. Worstest StF/Floor. Second-WiC Eff Range. Worstest Vert Recoil mimics a machine pistol's.
YMMV - Second-WiC per-shot damage (only 4-tap Handgun). Bestest Hip Spread & solid Tac Spread, but Worstest Hip/Tac Kick can make staying on-target a hassle.
Note
Fires a shot on Fire Button press -and- release, making it much easier to reach the max RoF.
WARNING
Hipfire Kick has an incredibly slow centering speed that can and will keep trying to drag your aim gradually downwards for multiple seconds after you stop shooting.
QRD
The only high-rate-of-fire handgun where you never need to strain your finger to shoot at max speed! Has a great time-to-kill as a result, but sacrifices quite a bit in the handling speed & recoil control departments to get there. Surprisingly tight hip spread gives the Snakeshot Revolvers a run for their money at better potential ranges, but only if you can keep the reticle in check.
Renetti/B92FS
Pros - Saved TTK on 1 headshot & <2 belly/limbs, or 2 head & 2 any. BiC StF/Floor. Second-BiC Lo-Cal Eff Range. Second-BiC Tac Spread, BiC Akimbo Spread.
Cons - Second-WiC Lo-Cal TTK due to burst delay. WiC Horz Recoil & Stability causes shot pattern to go a bit wide (Stock mostly alleviates this).
YMMV - WiC per-shot damage (only 5-tap Handgun). Akimbo "One-Bursts-Kill" is the sleeper Bestest TTK. Akimbo w/o Stock has a shitload of Kick, while Akimbo w/ Stock has a bit more Spread but no Kick.
QRD
The burst-fire is a gimmick that only serves to tank your time-to-kill, without offering any substantial benefit over other pistols, but in Akimbo it can absolutely slap due to how firing both guns at once can technically get you a one-burst-kill.
P890/SIG P220
Pros - Saved TTK on 1 headshot + 1 any.
Cons - WiC Lo-Cal TTK. WiC Lo-Cal RoF. No Tac Stance. WiC Min Range. WiC Lo-Cal Vert Recoil & Kick. WiC Lo-Cal Hip & Akimbo Spread.
QRD
150 HP taking away this gun's 1-shot-headshot potential has unfortunately left it pretty much dead in the water compared to every other low-caliber handgun, as its TTK is now at best middling and at worst godawful.
X12/Glock 17
Pros - BiC Eff Range (For Lo-Cal, >2x all but the Renetti).
Cons - Choked TTK on 2 belly/limb hits, or 1 belly/limb hit with no headshots. WiC Tac Spread. Second-WiC Lo-Cal Hip & Akimbo Spread.
QRD
Much better range than any other low-caliber handgun, but tricky limb damage requires you to be extra-accurate to take proper advantage of it.
9mm Daemon/Staccato P
Pros - BiC Hip Spread. BiC Reload Speed w/ Magwell Grip.
Cons - Choked TTK on 2 leg hits, or 1 leg hit with no headshots. No Tac-Stance. WiC ADS, WiC Lo-Cal ADS Floor. Second-WiC Eff Range. Abnormally rapid Range falloff pushes it up to a 5-tap even with a headshot at just 25m. WiC Lo-Cal Reload Speed. Non-Fastdraw Swap Speed is WiC .
YMMV - Second-BiC Akimbo Spread Max, but WiC Akimbo Spread Min. Akimbo Damage penalty has a less-pronounced effect on shots-to-kill so is still a TTK speedup.
QRD
Decent surface-level stats are marred by a bunch of gimmicky crap (like the Reload & Swap Speeds both being ass w/o their respective Rear Grips equipped), and a deceptively fast range falloff that quickly tanks the time-to-kill.
Tyr/Rsh-12
Pros - Only Hi-Cal w/ Tac Stance. Second-BiC StF/Floor. BiC Min Range. BiC 1-tap Range (~11.5m chest, always on headshot). Higher-Zoom Scopes than the Basilisk.
Cons - WiC TTK & RoF. WiC ADS. WiC Eff Range. WiC Hi-Cal Recoil. WiC Kick even with Stocks. WiC Reload Speed.
YMMV - Second-BiC Hi-Cal ADS Floor, but Second-WiC overall ADS Floor. BiC near-pinpoint Tac Spread, but only if you skip out on a Fast Trigger.
BUG
RoF doesn't account for Trigger Response Time, so the listed value on the stat sheet is innaccurate (the actual RoF is <200rpm even with the fastest Trigger).
GLITCHES
Snakeshot Spread while moving isn't penalized by the Scarlet Laser, so using it gives near-pinpoint Hip Spread unless you're midair. This makes the Snakeshot a consistent 2-tap out to the Min Range line, or a potential 1-tap machine out to just shy of 10m if further paired with Akimbo and the Long Barrel.
Also, Snakeshot Spread is zero while ADS with any Optic equipped, essentially firing a slug (same 2-tap effect as Scarlet Laser).
In either Glitchshot's case, the pellets and/or "slug" cease to exist midair at the Min Range line.
QRD
Solid 1-shot-kill potential with handling speeds that are still reasonable, but most guns can kill you before you get a second shot off if you miss. Akimbo Snakeshot spread glitches can help it 1-shot way more consistently, albeit by giving up your ability to hit further-away targets.
Tyr Beholder Kit
Pros - Bestest Ranges (Chest 1-taps out to Eff Range, ~5-8m further than the base gun depending on part setups). Bestest Hi-Cal Recoil & Kick.
Cons - WiC TTK & RoF. No Fastdraw or Akimbo. Worstest ADS/Floor. WiC Reload Speed.
YMMV - Alternate Scope options than base gun. Worse Tac Spread than base, but better Tac Kick. Snakeshot uses the base gun's Range (with no ability to use the Long Barrel), but the Kit's improved Kick.
BUG
Same RoF bug as base gun. The Kit is supposed to block the Rear Grip and Barrel slots but doesn't, equipping parts in these slots has no effect (or in the case of the Short Barrel causes the gun to completely shit itself).
GLITCHES
Same as the base Tyr's, sans the ability to go Akimbo.
QRD
A nice chunk of extra 1-shot range, but at the expense of an aim speed that's slower than most DMR primaries.
Basilisk/S&W M500
Pros - BiC Hi-Cal ADS, BiC ADS Floor.
Cons - Second-WiC TTK & RoF. Second-WiC Eff Range (loses 1-tap chest at Eff Range line, and 1-shot headshot at 23m). Limited Laser options. WiC Hip Kick.
YMMV - BiC Hi-Cal Hip/Akimbo Max Spread, but WiC Hi-Cal Hip/Akimbo Min Spread. Akimbo can still "1-tap" if both shots hit despite the Damage penalty.
Note
Due to Trigger Response Time the Match Grade Trigger gives a higher RoF than the by-the-stat-sheet "fastest" trigger.
BUG
Same RoF bug as Tyr. Loader attachments have had no stat effects since like S2 of MW2. ADS Floor will be even lower if they ever fix that.
QRD
Somewhat shorter 1-shot ranges than the Tyr, but much faster aim speed & a slightly upped rate-of-fire.
.50 GS/Desert Eagle
Pros - BiC Eff Range. Hits Handling Floor in just 3 attachments.
Cons - WiC Hi-Cal Damage can only 1-tap on headshots inside of Eff Range. WiC ADS/Floor. Akimbo can only "1-tap" if one of the shots is a headshot inside of ~8.5m.
YMMV - BiC Hi-Cal TTK & RoF, but still a slower TTK than any Lo-Cal.
QRD
The best high-caliber handgun if you're bad at landing the 1-shot-kills, but at that point why not just use a low-caliber that'll have way better handling speeds and time-to-kill?
Stay frosty -Guide anon Changelog
Grug's Boom-Tube Collection
Notes
This section was ghost-written by the homeless guy who lives in the alleyway next to our apartment building, Grug. I tried to quote his descriptions as closely as possible.
Idk what country/language Grug/his name might originate from, but he mumbles to himself a lot about "big scary long ice" and how he "misses sharp-tooth and fuzz-tusk meat", so maybe somewhere up north?
He's a nice dude, waves and says hi any time I walk by, always seem cheery, but he can barely speak English and just didn't seem to have much to do to keep his mind stimulated, so sometimes I bring my older laptop I don't really use anymore out to him & let him play video games on it while I read a book nearby or w/e.
CoD is one of his favorites, he runs Launchers and Melee exclusively, so I asked him if he wanted to share his Launcher-related thoughts for the guide as a fun break from his normal stimulus. I'm not sure if he actually understands what a "guide" is, he kept calling it a "guide-Grug", but either way he seemed to enjoy the activity.
He also told me to say "Tell codg-Grug that Grug say happy hi with big wave!"
Stormender/CERBAIR Chimera
Pros - Boom makes metal boom-monsters go: Waaaah why can I no boom???. As many booms as Grug wants!
Cons - Booms on not-Grug just makes them face itchy.
QRD
Grug love this boom for make BIG SHOUT. Yell at boom-monsters that Grug not afraid, then boom-monsters get so scared of Brave Grug they boom themself, because Grug's shout is very stronger than them.
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RGL-80/AV-140 MSGL
Pros - Full of much booms!
Cons - Booms are tiny-weak & take many booms to win fight with not-Grug.
QRD
Grug says don't use as boom-tube, use as bonk-tube! Work more good that way on not-Grugs, like bonking them with stick but for far away.
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PILA/SA-25
Pros - Smart booms never miss the metal birds that tell not-Grugs you're best hiding spots.
Cons - Boom is not fast and not big, has hard time winning fight with not-Grugs.
QRD
Grug use these booms to hunt metal birds, not not-Grugs. Sad there is no meat from hunt, but with birds hunted Grug can sneak up on not-Grug better for bonking them with stick.
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JOKR/FGM-148 Javelin
Pros - Huuuge boom! Flies above not-Grugs to come down and boom them on head by surprise.
Cons - Boom only likes to fly if it can watch booming spot careful & spot is far away. Boom takes veeeery long time to come down after fly up.
QRD
Grug sometimes wish Grug could fly, then Grug could fly up-and-down to surprise not-Grugs with bonking them on head from above with stick!
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RPG-7/RPG-7
Pros - Best boom to kill not-Grugs with easy, very nice boom-size.
Cons - Boom drank too much fire-water and no whoosh straight.
QRD
As long as Grug use boom up close (but not so close Grug could bonk not-Grug with stick), Grug no have to worry about boom whooshing bad into wall!
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Strela-P/Carl Gustaf M4
Pros - Haha boom go whoosh very fast.
Cons - Metal sky monsters take many fast-booms to hunt. Smaller boom only good for fighting one not-Grug at time.
YMMV - Strong magic-looker good for find metal monsters, but make it hard to point boom at not-Grugs if they're close to Grug.
QRD
Best Not-Grug say this boom is good for hunt metal ground-monsters that carry not-Grugs like horse in "Big Dirt Large Fight", but Grug no play that fight, it too big for bonking not-Grugs with stick good.