BATTLEFIELD 3 WEAPONS GUIDE
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Version 1.01--TheFlamingWó-pwish@fsmail.net--7th June 2013
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TABLE OF CONTENTS:
[1] INTRODUCTION [INT]
[2] STATS: FOR NOOBS [SFN]
[3] ATTACHMENTS AND OPTICS [AAO]
[4] ASSAULT RIFLES [ASR]
[5] CARBINES [CAR]
[6] LIGHT MACHINE GUNS [MAC]
[7] SNIPER RIFLES [SNR]
[8] PDWs [DEF]
[9] SHOTGUNS [SGU]
[10] PISTOLS [PST]
[11] FAQS [FRQ]
[12] LEGALESE AND THANKS [LAT]
If you want to skip to a specific section in this guide, as
it is kinda long, press Ctrl + F and type in the code next
to each section in the contents to get there.
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VERSION HISTORY-
Version 1.0 [7th June 2013]- Finally finished something that
amounts to two months of hard work! Finished all sections
apart from the shotgun section, which will be coming soon
hopefully. Now to think of ideas for later...
Version 1.01 [11th June 2013]- Now the guide has been
accepted, made a few changes to make it look more
aesthetically pleasing to the internet viewer.
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[1] INTRODUCTION [INT]
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Hello Internet! If you are reading this, I assume you want
to learn about the weapons in BF3, and their characteristics
when playing with them. The reason Iíve wrote this guide is
despite BF3 being out of over a year now, I donít feel there
is a definite guide yet that gives you the stats for each
weapon and their advantages and disadvantages in one place,
but also how to maximise each weaponís effectiveness on the
battlefield, something which I think is really important
information to have. However just to point out I am not the
best player in Battlefield history, I am at best an average
player so donít expect me to tell you how to play the game.
My reviews are my opinion based on the experience I have
with the weapon and its stats, so feel free to disagree.
In this guide I will cover attachments and optics, all the
weapons available for use in BF3 (including the weapons
introduced over the five DLC expansions), and the stats for
each individual weapon, as sourced from symthic.com, and
correct as of the release of End Game, the final DLC. Before
I begin, here are a few bullet points just to get it over
with...
*	 This guide is my own work, and so if you plagiarise
it, I will hunt you down. Seriously, if you see any
plagiarism or copying of this guide on other sites or
here, please email me so I can sort it out.
*	This guide is written for PS3, so if you are an Xbox
360 owner (May the Lord pity you) or you play BF3 on a
PC, you should still be able to use this guide fully,
although any button commands I include in here will
obviously be different.
*	As I said before, all weapon stats are quoted from
www.symthic.com, and are correct as of March 2013.
Since End Game is the last DLC to be released and
everything is now rolling towards Battlefield 4, I
donít imagine DICE will change the weapons much more or
at all, but I may be wrong, so if Iíve missed
something, again feel free to email me and I will
update the guide accordingly.
*	Unless it is on the authorised website list in the
legal section, this guide is only authorised to be used
on GameFAQS.com. Any unauthorised use of this guide on
another site will result in you being ranted at, and
probably worse, so please ask permission first.
*	Finally, if you have any questions about the weapons in
BF3, or about this guide please yet again feel free to
email me.
So without further ado, I present to you...
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[2] STATS: FOR NOOBS [SFN]
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In this section I will go through the various stats I will
use later on, and an example of how I will lay out the
guide.
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[Name of weapon]
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List of unlocks- What scopes and attachments you can unlock
for this weapon, and how many kills with the weapon it takes
to unlock them.
How to unlock: Ummm... how to unlock the gun. Pretty self-
explanatory.
Rate of fire: How many shots the gun can fire in a minute.
Muzzle velocity: How fast the bullet is when it leaves the
barrel of the gun.
Maximum range: How far this gun can theoretically fire.
Suppression: The percentage amount of suppression that a
single bullet makes.
Max to min damage: The maximum damage a bullet from this
weapon can do, and the minimum damage a bullet from this
weapon can do.
Damage drop off- start: The distance at where the bullet
stops doing its maximum damage.
Damage drop off- end: The distance at where the damage stops
dropping and reaches its minimum value.
Fire modes- What mode the weapon can fire in, whether it can
fire semi-automatically (one round at a time), burst fire
(two or three rounds at a time), and/or fully automatic.
Ammunition capacity- How many rounds the gun can hold at a
time.
Type of ammunition- What type of ammunition the gun uses.
Reload time- The time to takes to reload the gun, one with
rounds left in the chamber and one when the gun is empty.
Recoil- How hard and in which direction the gun moves when
you have fired a shot.
1st Shot recoil multiplier- How high or low the first shotís
recoil is compared to the overall recoil.
Spread- the spread is how accurate the weapon is, for when
you are stationary or moving, and are standing, crouching or
have gone prone, or when you are aiming down the sights
(ADS) or hipfiring, when you fire without aiming. The lower
the value, the more accurate the weapon is.
These stats all dictate how a weapon behaves and its
characteristics in different styles of combat, so for
example a weapon with a high rate of fire will kill quicker
and therefore be more suited to close quarters compared to a
weapon with a low rate of fire. On the flipside, a weapon
with a poor accuracy wonít be as good at range as a weapon
with excellent accuracy. This may seem obvious, but I still
players who use the FAMAS and try to get someone from a long
way away and just getting hopelessly flamed. However, some
people do find success with using weapons in environments
which donít exactly suit them. So donít feel Iím dictating
when and where to use each weapon, just bear it in mind.
Also I may miss out certain categories of stats when they
arenít relevant, for example list of unlocks for pistols,
since you canít unlock attachments for pistols by getting
kills with them.
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[3] ATTACHMENTS AND OPTICS [AAO]
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In BF3, there are three slots for customizing your weapon:
two for adding attachments, and one for an optic.
Attachments are parts which can be added on to a weapon to
change or enhance some of its characteristics, and can
completely change a weapon handles. You can choose two
different attachments for each weapon; although the
combinations you can choose vary from weapon to weapon (for
example some weapons allow a laser sight/suppressor
combination, while others donít). As a general rule, most
weapons have an underslung rail/foregrip/bipod in the first
slot, while the tactical light, laser sight and suppressors
go in the second slot. So here below is a run through of all
the attachments in BF3, and how they affect a weapon when
equipped.
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Flash Suppressor
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A flash suppressor hides the muzzle flash from a weapon,
which can stop you getting blinded in dark conditions while
shooting and help you maintain concealment, and is available
on the assault rifles, carbines, light machine guns,
shotguns, the UMP-45, P90 and M5K PDWs, and the SKS sniper
rifle (the SKS flash suppressor is only available when
downloading the Physical Warfare Pack). However the reason
players will most likely use a flash suppressor is that it
also reduces vertical recoil, and so make a weapon more
controllable. This is useful on weapons such as the G3A3 or
the FAMAS, which have a high amount of vertical recoil.
However its downsides are that it reduces a weaponís
accuracy from the hip, and unlike an actual suppressor it
doesnít hide you on the minimap, which means itís not really
suited for a weapon that you would use in close quarters
where you may be firing from the hip a lot, and its stealth
capabilities arenít that much better than without it, since
the enemy will still see you firing. Given all this, I would
use this on a weapon where your vertical recoil is very high
and you want to use them at range, or if you struggle to
control a high firing weapon such as the FAMAS and want to
be able to control it better.
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Suppressor
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If you want to be a stealth soldier, creeping up on enemies
and disappearing into the shadows again, a suppressor is the
attachment for you. It is available for almost every weapon
in the game, except the shotguns, and the 93R, MP412 REX and
44 Magnum pistols. A suppressor will hide you from the
minimap when you fire, and so if is a useful attachment for
situations where you want stealth, such as sniping in a
concealed position (like the various nooks and crannies on
Alborz Mountains TDM) or sneaking around in the trains on
Operation Metro. However a suppressor uses subsonic
ammunition because even they canít suppress a sonic boom,
which obviously affects bullet velocity, and therefore
limits your range by increasing bullet drop. This will
affect different classes weapons in different ways, for
example the M98B sniper rifle has a maximum range of 3250m,
however with a suppressor attached the range, along with all
the other bolt-actions, is reduced to just 529m. Ouch.
Therefore if you want to use a suppressor on a sniper rifle
I would recommend using it on the M40A5, since you get the
higher rate of fire yet a small decrease amount of bullet
drop. However using it on a PDW or an assault rifle in close
quarters, a suppressor could be very useful, since bullet
drop isnít a worry and you get the benefit of stealth.
Besides this a suppressor also slightly reduces recoil, but
also adds a massive penalty to hip fire accuracy and reduces
the damage drop-off distance, so bear this in mind when
deciding whether to attach a suppressor. Final thing to add:
the AS Val has an integrated suppressor attached, so you are
stuck with it whether you like it or not.
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Heavy Barrel
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A heavy barrel is unlockable for all the assault rifles,
carbines and magazine-fed LMGs, plus the SKS sniper rifle,
and is one of the more commonly used attachments in the
game. A heavy barrel increases accuracy at medium and long
ranges, making it an awesome combo with the G3A3 or the
SCAR-L, which excel at range. However it increases vertical
recoil (which can prove to be a problem with the G3A3, since
its vertical recoil is already very high), and also adds a
hipfire penalty to the weapon. I wouldnít really use a heavy
barrel on an LMG, especially a belt-fed LMG, since this
means you canít use an extended mag or a laser sight and
also it just isnít that effective as it would be on the
assault rifles or carbines. A foregrip + heavy barrel combo
is a very popular and effective setup for most assault
rifles and carbines, since it increases horizontal
controllability which isnít as easily countered as vertical
recoil, yet retains the accuracy, but still results in
higher vertical recoil than without the attachments.
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Extended Mag
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An extended magazine, as the name suggests, adds extra
rounds to your magazine, so you fire more rounds without
needing to reload. It is available for the LMGs, shotguns
and the PDWs (with the exception of the P90, UMP-45 and the
PP-19). Extended mags are often indispensible for PDWs,
since they chew up rounds fairly fast and with the small
magazine size, this can leave you vulnerable in combat,
especially if playing in Team Deathmatch mode or on the
Close Quarters maps. In other words... if you have the
extended mag unlocked on a PDW, you are putting yourself at
a serious disadvantage if you choose not to use it. They
arenít as indispensible on the LMGs or shotguns, with the
possible exception of the USAS-12 or MK3A1 shotguns, since
these take ages to reload and on fully automatic mode use
them up quickly. On an LMG, if you want extra mobility or
controllability use the laser sight or flash suppressor, yet
if you are going to be defending a choke point and want that
extra juice in the box, choose the extended mag. Likewise
for shotguns, if you are rubbish at hipfiring with them use
a laser sight, if not go with extended mag.
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Tactical Light
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A tactical light can be unlocked for almost every weapon in
the game, and it when attached shines a light which can
light up dark environments and dazzle enemies. This makes it
useful for when you are on the offensive, since you can make
it difficult for enemies to return fire, however it isnít
impossible for them to kill you. Obviously the tactical
light gives away your position and doesnít come with any
statistical benefits (which is why I prefer the laser sight,
since it can dazzle enemies yet also gives you a hipfire
bonus), but still, it is useful for confusing your foe. Also
you can negate the fact that it reveals your position by
flipping it on and off by pressing up on the d-pad. I would
recommend using this on maps are that are very congested and
favour close quarter scenarios (i.e. the indoor part of
Operation Metro), or maps like Tehran Highway which are very
dark, since they wonít be as effective on more open or
lighter maps.
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Laser Sight
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The laser sight can be unlocked for all the assault rifles,
carbines, LMGs, sniper rifles, shotguns, PDWs, and as a
default for the G17C pistol. The laser sight shines a laser
which like the tactical light can dazzle enemies, but also
gives you a hipfire accuracy bonus, which means your hipfire
will be more accurate with the laser sight turned on. This
makes it an ideal attachment for weapons with poor hipfire
accuracy and/or are best for close quarter situations. Again
like the tactical light it does reveal your position,
especially if you point at an enemy it will show as a red
glow over their screen, but again you can flip it on and
off. To conclude, if you are going for Metro mayhem or going
to fight indoors on Firestorm, the laser sight will be dead
handy.
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Underslung rail
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The underslung rail is an interesting attachment, and its
use really depends on the weapon and your style of playing.
It is available on all non-bullpup assault rifles except the
AUG A3, and allows you to deploy the M320 grenade launcher
or the M26 Mass shotgun slightly quicker than you would
normally. In my opinion, assuming your weapon can fit it and
you want to use the M320, use this if your weapon does not
particularly benefit from using a foregrip or you want to be
a run and gun grenade spammer. But if you are using medic
kits or have a weapon like the AEK-971 which has horrible
horizontal recoil, use a foregrip. Also the M26 Mass cannot
be underslung with the AN-94 or AEK-971, and the M320 cannot
be underslung with the G3A3.
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Bipod
-----------------
Many players who fell victim to a support camper firing away
with his M249 have cursed the bipod attachment many a time;
however it is very useful for other things as well. A bipod
is available for all assault rifles, carbines (excluding the
AKS-74u, G53, A91, QBZ-95B and the MTAR-21), light machine
guns (default unlock) and sniper rifles, and basically
allows you to fire with a lot more accuracy and
controllability. You do need to be stationary and have
limited turn radius when the bipod is deployed, but it is
very useful for taking out an entire enemy squad with an LMG
or for long range sniping, since it eliminates scope sway,
something which is indispensible when firing at targets over
200m away. However, a general thing in BF3 is that the
heavier the weapon is on a bipod, the more of its recoil
that will be reduced while using it, so for example the
SCAR-L still have a lot of its original recoil with a bipod,
yet a tank of a weapon like the M240B will benefit from a
massive recoil reduction, which makes the bipod definitely
favour LMGs. With all this in mind, I would recommend
mounting a bipod to a weapon that isnít particularly helped
by a foregrip or canít mount an underslung rail, since while
you may not use it that often, it will still come in handy
and itís still better than not selecting anything at all.
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Foregrip
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The foregrip is one of the most overused attachments in BF3,
not helped by noobs who slap it on every weapon they use and
expect it to turn an average weapon into a beast. The
foregrip is unlockable for all assault rifles, carbines,
light machine guns and semi-auto sniper rifles, with some
weapons such as the QBZ-95B and the M5K having it built in
already. Its benefits are that it reduces horizontal recoil,
making it much more accurate in weapons that move side to
side more than up, but it also increases ADS spread, which
makes it more inaccurate at range. This is why I say its
works better on weapons with a high amount of horizontal
recoil or are better in close quarters, since this is when
you will be using longer, automatic bursts of fire, where
the foregrip will aid you. Using this attachment on a weapon
that is better at range or has a low amount of horizontal
recoil, like the ACW-R, will only hinder you.
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Straight Pull Bolt
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A Straight Pull Bolt is unlocked at 60 kills for the bolt
action sniper rifles, and allows you to stay zoomed in while
reloading. This is awesome during sniper duels, where you
can make quick follow up shots with less chance of losing
your enemy while loading another shot. It is also
particularly advantageous on bolt-actions with slow bolt
cycle times, such as the M98B or the JNG-90. The annoying
thing is though, that this clashes with the bipod, so you
make that decision between better control and better follow
up shots while the secondary slot just stares at you
empty...
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You can also customise your weapon by adding an optic.
Unlike attachments you can only equip one optic at a time
(Letís face it though, a multi optic weapon would be
AWESOME), and there are Russian and US versions of each type
of sight, except the Ballistic scope. The choice between
each one all comes down to situation, the weapon you are
using and just plain-old personal preference, but one fact
you need to bear in mind is that the higher the zoom of the
scope, the recoil will appear amplified because you seeing a
bigger version of your target. So to help you make this
choice, here is a run-down of the optics available in BF3.
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Reflex/Kobra (RDS)
-------------------
The Reflex and Kobra sights are both Red Dot sights with
little magnification (according to symthic.com, they both
have 144% zoom, which is the same as iron sights), but have
a crosshair for easy aiming and firing. The reflex is the US
sight and consists of a single red dot down the centre,
while the Kobra is the Russian sight and has a three-pronged
reticule in the centre. Choosing between the two depends on
what you have unlocked and mostly personal preference. I
personally like the Kobra better because it is thinner and I
find it easier to aim with than the Reflex. To finish, these
sights are more suited to close to medium range combat since
the lack of zoom means it will be difficult to aim
accurately at range, but it provides great ease of aim in
close quarters.
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Holographic/PKA-S (Holo)
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The holographic and PKA-S sights are virtually identical,
the only difference between them being the PKA-S is a scope
and therefore more obstructive, while the Holographic sight
is more forward based and easier to see around with. They
provide 188% zoom, which is slightly more than the RDS
sights, and they both use a circle and dot reticule. I find
it a lot easier to aim on target and figure out where you
are firing with the holographic sights than the RDS sights,
which is why I use these on most of my weapons, because they
still provide enough zoom for attempts to engage at medium
range, yet are great for close quarters.
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M145/PK-A (3.4x)
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The M145 and PK-A are the first optics unlocked for US and
Russian belt-fed LMGs respectively, and are a balance
between RDS sights, and higher magnification scopes such as
the ACOG or the rifle scopes. The M145 features a ballistic
reticule, with thin crosshairs, which makes targeting
accurately at range easy. However it is a very chunky scope
which takes up a lot of the screen, and so is less useful
for aimed engagements up close. The PK-A on the other hand
only has a single chevron to indicate where you are firing,
which makes it less useful at range but because of its
smaller size is a lot easier to aim in close quarters.
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ACOG/PSO-1 (4x)
------------------------
The ACOG and PSO-1 both offer a 4x magnification and as a
result benefit weapons that excel at range. The ACOG has two
crosshairs with tickmarks on them plus a dot in the middle
of the reticule, which aids precise targeting. This means
this sight is quite useful for sniper rifles at short range,
since a skilled sniper can still aim accurately with a
smaller zoom scope and it doesnít give off scope glint.
However like the M145 it is fairly difficult to use in close
quarters, so this scope should be avoided in this situation.
The PSO-1 is insuperior in my opinion to the ACOG, since it
is very big and cumbersome, and the reticule isnít as easy
to aim with. So if you want to use a 4x scope and you have
the ACOG unlocked for your particular weapon, use the ACOG.
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Rifle Scope (6x/8x)
----------------------
Uniquely, there are two different versions of the rifle
scope available: the 8x is reserved for sniper rifles, while
the 6x is available for most other weapons in the game.
However in both cases I wouldnít really recommend using the
rifle scope. The 8x scope is just kinda pointless when you
have the ballistic scope unlocked since they both still have
scope sway and glint, yet the ballistic has a higher zoom.
The only thing that the rifle scope is useful for I think is
if you a master aggressive quick-scoper, while I know there
is a lot of you around, however if you arenít that then just
use the ballistic. The ballistic scope is also easier to
judge distance with in my experience. I never see players
using the 6x rifle scope and I never use it either, simply
because it is too difficult to use, sways a lot, the recoil
is mental and it fills the whole screen, making you
completely unaware of your surroundings. In other words- if
you are sniping go with the ballistic, if you are not use an
ACOG or sights with less zoom.
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PKS-07 (7x)
---------------------
The PKS-07 is basically the same as the PSO-1 except with
the higher magnification and that it fills the entire
screen. The reticules are basically identical! Being the
Russian counterpart of the rifle scope, it is the starting
scope of the Russian bolt actions. Yet like the rifle scope,
it is every bit as pointless as the rifle scope, for the
same reasons. Even if you are an aggressive recon and like
the rifle scope, I canít recommend the PKS-07 over it
because it provides less zoom and I find the chevrons and
numbers much harder to aim with. Must I repeat myself?
----------------------
Ballistic Scope (12x)
----------------------
The highest magnification scope available to all players,
the ballistic is available for the sniper rifles and the
SCAR-L assault rifle (for some reason?). If you are going to
be sniping at range, this is the scope to choose. It has two
crosshairs and tickmarks along the vertical crosshair,
making it easy to calculate bullet drop. However like every
scope over 4x zoom it does produce scope glint when you are
zoomed in. Besides this it is awesome for long range sniping
and that is exactly what it should be used for.
----------------------
IRNV (1x)
----------------------
The IRNV is the most unique scope you find in BF3, as it is
a night-vision scope with no zoom. When you look through the
scope the environment shows up in green and enemies show up
at bright orange figures, allowing for easy target
identification. This makes it useful for dark maps
(especially Tehran Highway) or finding enemies behind cover.
Its disadvantages are that beyond 20 metres and enemies will
be obscured by the green Ďfogí, so this scope is fairly
useless at range. As well as this despite it being an
unzoomed sight it suffers from notable scope sway, and the
single aiming dot in the middle can be difficult to
distinguish with enemies at times (however, sniper rifles
have a two crosshair reticule, like the ballistic). Being
one of the underused scopes in BF3, you wonít be killed by
anyone using this very often, but still can be effective in
some scenarios.
Post note: The .44 Scoped is equipped with a 4x sight.
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[4] ASSAULT RIFLES [ASR]
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With that all out of the way, we can now look at the
specific weapons in BF3, starting with the assault rifles.
The assault rifles are only available within the assault
class, and are generally the anti-infantry weapons you will
most commonly see in BF3. While most of these guns are
available in the base game, some are only unlockable for use
after completing assignments which are part of the Back to
Karkand or Close Quarters DLCs. So if you donít own these
DLCs or arenít a Battlefield Premium member, you wonít be
able to use them.
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M16A3
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List of unlocks- Underslung rail [Start]
                 ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is the default assault rifle for the
U.S faction, while it is unlocked for the Russians when your
assault score reaches 220,000.
Rate of fire: 800 rpm
Muzzle velocity: 650 m/s
Maximum range: 975m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45 mm NATO
Reload time- With rounds left: 1.8 seconds
             When empty: 2.37 seconds
Recoil- Up: 0.26
        Left: 0.1
        Right: 0.4
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.5
                  Crouch- 0.2      2.0
                  Prone-  0.2      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
Many say the M16A3 is the hands-down best assault rifle in
the game, and the reason for that is in its versatility.
This gun can do anything fairly well. It can wipe out people
in close quarters because of its fairly high rate of fire,
yet can hold its own at range due to controllable recoil and
great accuracy. Its reload time is as speedy as it gets as
well. However you may run into problems with the M16A3 when
you are in a specific situation, such as medium range
engagements where someone with a SCAR-L or an L85A2 will
dominate, yet in close quarters where a FAMAs or an F2000
will melt you. It just isnít dominant in anything
particular. That being said the M16A3 is best as a beginner
weapon because of its controllability, and in maps where
your situation may change quickly, like Grand Bazaar or
Tehran Highway. I would also recommend a foregrip + heavy
barrel combo for the M16A3, simply because its horizontal
recoil is higher than its vertical recoil. This gun is one
of the best in the game, but not in every situation.
My rating: 9.5/10
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AK-74M
============================================================
List of unlocks- Underslung rail [Start]
                 PSO-1 (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Kobra [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 PKA-S (Holo) [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 ACOG (4x) [200 kills]
                 Reflex [235 kills]
                 Holographic [270 kills]
                 Rifle Scope (6x) [300 kills]
                 M145 (3.4x) [350 kills]
How to unlock: This gun is the default assault rifle for the
Russian faction, while it is unlocked for the US when your
assault score reaches 220,000.
Rate of fire: 650 rpm
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.45x 39 mm WP
Reload time- With rounds left: 2.1 seconds
             When empty: 3.1 seconds
Recoil- Up: 0.28
        Left: 0.2
        Right: 0.3
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.5
                  Crouch- 0.2      2.0
                  Prone-  0.2      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
The AK-74M is the Russian starter weapon, and unfortunately
it will get outclassed by the M16A3 in a straight fight.
However thatís not to say it hasnít got an edge over its
rival at some points: while it has a slightly higher
vertical recoil than the M16A3 (yes, with a lower rate of
fire, go figure), it has a lower first-shot multiplier. This
makes it easier to bring under control during a long burst
or firing short bursts at range. Combine this with the same
spreads values as the M16A3 and you have yourself an
effective range weapon. However that can be its problem at
the start of the game when you are playing as the Russians,
since this weaponís low rate of fire will disadvantage you
big time. Its reload time is fairly average as well,
especially when you use all your rounds up. I still wouldnít
say the AK-74M is as good as the L85A2 or the SCAR-L at
range, yet this is a great range weapon that is accurate and
controllable.
My rating: 7.5/10
============================================================
M416
============================================================
List of unlocks- Underslung rail [Start]
                 ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your assault score reaches 22,000.
Rate of fire: 750 rpm
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45 mm NATO
Reload time- With rounds left: 1.75 seconds
             When empty: 2.5 seconds
Recoil- Up: 0.26
        Left: 0.1
        Right: 0.3
1st shot recoil multiplier: 2.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.5
                  Crouch- 0.2      2.0
                  Prone-  0.2      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
The M416 is basically an M16A3 with more controllability but
less killing power. This weapon kills slightly slower than
the M16A3 (50 rpm less), yet the horizontal recoil is
slightly less. Other than that these two weapons are
virtually identical- spread values are the same, the M416
reloads slightly quicker with rounds left in the chamber but
slightly slower when it is empty... I have to say, the
choice between these two weapons is down to your preference.
You really have to try both of them out and decide there
because to be honest, stats can only show so much. As with
the M16A3 I would again use a foregrip/heavy barrel setup,
however if you want to use the M320 consider using an
underslung rail, since the M416 is a bit more controllable.
I personally use the M16A3 just for that extra power, yet
really you need to try them both out.
My rating: 9/10
============================================================
AEK-971
============================================================
List of unlocks- Underslung rail [Start]
                 PSO-1 (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Kobra [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 PKA-S (Holo) [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 ACOG (4x) [200 kills]
                 Reflex [235 kills]
                 Holographic [270 kills]
                 Rifle Scope (6x) [300 kills]
                 M145 (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your assault score reaches 72,000.
Rate of fire: 900 rpm
Muzzle velocity: 580 m/s
Maximum range: 870m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, three round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 39 mm WP
Reload time- With rounds left: 2.55 seconds
             When empty: 3.6 seconds
Recoil- Up: 0.2
        Left: 0.5
        Right: 0.3
1st shot recoil multiplier: 3.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.3      2.5
                  Crouch- 0.3      2.0
                  Prone-  0.3      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
The AEK-971 is a Russian assault rifle that truly excels in
close quarters. The high rate of fire and good accuracy from
the hip makes it a BEAST. It is my second favourite assault
rifle (after the AUG A3) simply because of this. However its
horizontal recoil is very high and very unusual in that it
kicks to the left, not the right, making it difficult to
control and slightly unwieldy. This also makes a foregrip
essential. As well as this its reload time is slow, which
can kill you since you may expend your rounds very quickly
unless you are accurate, and the first shot multiplier is a
whopping 3x, which can make this gun bounce around at first
like a popcorn machine. However because of its high rate of
fire and relative controllability with a foregrip, I love
this weapon for CQ. For the second attachment since I wonít
be firing at range I use a laser sight to make that hipfire
even better, but you can use a tactical light for jumping in
enemyís faces and blinding them or a suppressor for silenced
stealth mayhem. Just make sure you do slap a grip on this,
mind.
My rating: 9/10
PS: The AEK-971 can mount an underslung GP-30, but not the
M26 Mass because of its larger size. Not that you should do
since the underslung rail takes up where the foregrip should
be, which you NEED on this weapon.
============================================================
M16A4
============================================================
List of unlocks- Underslung rail [Start]
                 ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your assault score reaches 89,000.
Rate of fire: 800 rpm
Muzzle velocity: 650 m/s
Maximum range: 975m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Three-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45 mm NATO
Reload time- With rounds left: 1.8 seconds
             When empty: 2.37 seconds
Recoil- Up: 0.26
        Left: 0.075
        Right: 0.3
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.1      2.5
                  Crouch- 0.1      2.0
                  Prone-  0.1      1.5
Spread while moving-      ADS      Hip
                  Stand-  0.5      3.0
                  Crouch- 0.5      2.5
                  Prone-  0.5      2.5
The M16A4 is a burst-fire variant of the M16 class of
weapons, and is virtually identical to the M16A3. Aside of
being capable of burst fire but not automatic fire, the
M16A3 has a slight reduction in horizontal recoil and its
spread while aiming down the sights is cut in half, making
this a super-accurate weapon. However the hipfire spread
remains the same, and while theoretically you can get a rate
of fire of 800 rpm, in practice this is difficult with a
burst fire weapon. Overall, this weapon should be used with
some degree of caution in close quarters, since your hipfire
is the same and your rate of fire may hinder you, but this
is an excellent weapon for accuracy.
My rating: 8/10

============================================================
F2000
============================================================
List of unlocks- ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your assault score reaches 124,000.
Rate of fire: 850 rpm
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45 mm NATO
Reload time- With rounds left: 2.5 seconds
             When empty: 3.5 seconds
Recoil- Up: 0.26
        Left: 0.5
        Right: 0.4
1st shot recoil multiplier: 3.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.7      2.5
                  Crouch- 0.7      2.0
                  Prone-  0.7      2.0
The F2000 is a Belgian-made assault rifle with a bullpup
configuration, which means the M320 or M26 Mass have to
carried separately. The F2000 has a slightly higher rate of
fire to the AEK-971, yet has even higher and crazier recoil,
both horizontal and slightly more vertical. Based on this
the F2000 is weaker than the AEK, because it kills slower
and is even more difficult to control. However the F2000ís
spread values are its strength over the AEK. Bizarrely,
while stationary and aiming down the sights its accuracy is
a lot worse than the other assault rifles (basically donít
camp with this weapon); its other spread values are
significantly lower, particularly from the hip. This makes a
weapon with great mobility and accuracy while running around
and melting enemies into goo. I like the AEK better because
of its extra firepower and less recoil, but like the M16A3
and M416, you really need to try both weapons and see which
one you prefer. In terms of attachments, Iíd obviously
recommend the foregrip and the laser sight, to counter the
foregripís decreased accuracy and reduce the recoil.
My rating: 8.5/10
============================================================
AN-94
============================================================
List of unlocks- Underslung rail [Start]
                 PSO-1 (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Kobra [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 PKA-S (Holo) [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 ACOG (4x) [200 kills]
                 Reflex [235 kills]
                 Holographic [270 kills]
                 Rifle Scope (6x) [300 kills]
                 M145 (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your assault score reaches 166,000.
Rate of fire: 600 rpm (Automatic)/1200 rpm (Burst)
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, two round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 39 mm WP
Reload time- With rounds left: 2.45 seconds
             When empty: 3.3 seconds
Recoil- Up: 0.3
        Left: 0.2
        Right: 0.3
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.5
                  Crouch- 0.2      2.0
                  Prone-  0.2      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
For a weapon that used to be such a piece of trash that many
players felt it would have been much more useful to throw it
at enemies than fire it, it is fairly awesome nowadays. The
two-round burst feature has been boosted to allow a
potential fire rate of 1200 rpm, which beats the FAMAs as
the fastest firing weapon in the game. Admittedly, you need
a super fast trigger finger to get to that kind of killing
power, but still, it kills very quickly. It has very good
accuracy, average horizontal recoil and a low first shot
multiplier, which emphasises the burst feature even further.
Its disadvantages are its high vertical recoil and fairly
slow reload time. Overall this weapon is great as long as
you donít use it in automatic, since as before the patch the
combo of high recoil and low rate of fire will get you
destroyed beyond means. If you like burst-fire weapons
and/or felt betrayed by its sheer awfulness pre-patch, give
it a whirl.
My rating: 8/10
============================================================
G3A3
============================================================
List of unlocks- Underslung rail [Start]
                 ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your co-op score reaches 160,000.
Rate of fire: 550 rpm
Muzzle velocity: 500 m/s
Maximum range: 750m
Suppression: 10%
Max to min damage: 34-22
Damage drop off- start: 4m
               - End: 60m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 2 seconds
             When empty: 3.3 seconds
Recoil- Up: 0.45
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.4x
Spread while stationary-  ADS      Hip
                  Stand-  0.1      3.5
                  Crouch- 0.1      3.0
                  Prone-  0.1      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      4.0
                  Crouch- 1.5      3.5
                  Prone-  1.5      3.5
The G3A3 is the most unique weapon in the assault class
available, simply because if used right it can devastate the
opposition. Everything about this gun says range. Unlike all
the other assault rifles, it does a maximum damage of 34 and
a minimum damage of 22, meaning it is a three-shot kill up
close and at most requires a four-shot kill, and the damage
drop off doesnít stop until 60m. Obviously the low rate of
fire counteracts this in close quarters, but it is
unbeatable at medium range. Yet despite this, you may run
into problems with the G3A3 with its recoil, magazine size
and accuracy. It has the highest vertical recoil within the
assault class, even beating the FAMAS. This means you HAVE
to manually burst or switch to semi-automatic fire at
distance, or youíll miss. Its magazine size is also only 20
rounds. This is definitely a problem if you go up close and
miss completely. Finally also its ADS spread when stationary
is the best of all the assault rifles, its accuracy is worse
than almost all of the assault rifles, especially from the
hip. So in terms of attachments, a foregrip is unnecessary
because horizontal recoil isnít really a factor and is
balanced, thus it is easier to control. So therefore you
could mount an underslung rail (A G3A3/M26 Mass combo is
best here, since you cannot mount the M320 to the G3A3, and
provides close range power), or a bipod, for when you could
flick to semi-automatic and turn the thing into a sniper
rifle (It is possible). The bipod attachment is also good
for laying down suppressive fire, since the G3A3 has an
enhanced suppression effect of 10%, compared to the other
assault riflesí 7%. In terms of secondary attachments,
consider either the flash suppressor or the heavy barrel.
The flash suppressor would help you control the vertical
recoil; however it would decrease your accuracy even
further. The heavy barrel is my preferred attachment, since
your accuracy improves significantly, but the vertical
recoil increases, and so makes it less controllable. That
all being said the G3A3 is great for maps like Caspian
border or Operation Firestorm where medium range combat is
the norm, yet it also works for maps like Grand Bazaar,
where it is easy to pick off enemies from the other side of
the alleyway.
My rating: 8/10
============================================================
KH2002
============================================================
List of unlocks- PSO-1 (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Kobra [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 PKA-S (Holo) [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 ACOG (4x) [200 kills]
                 Reflex [235 kills]
                 Holographic [270 kills]
                 Rifle Scope (6x) [300 kills]
                 M145 (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your co-op score reaches 17,000.
Rate of fire: 800rpm
Muzzle velocity: 650 m/s
Maximum range: 975m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- three round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45 mm NATO
Reload time- With rounds left: 2.9 seconds
             When empty: 3.4 seconds
Recoil- Up: 0.2
        Left: 0.4
        Right: 0.4
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.0
                  Crouch- 0.2      1.5
                  Prone-  0.2      1.0
Spread while moving-      ADS      Hip
                  Stand-  1.0      2.5
                  Crouch- 1.0      2.0
                  Prone-  1.0      2.0
The KH2002 performs very similarly to the M16A4. Compared to
the M16A4 they have the same fire rate, damage and muzzle
velocities. However while the M16A4 has bigger vertical
recoil, the KH2002ís horizontal recoil is very harsh and so
a foregrip on this weapon is all but essential. Also the
KH2002ís reload time is awful, being just over a second
longer than the M16A4, and isnít as accurate as the M16A4
when aiming down the sights. While the KH2002 has a hipfire
accuracy bonus, this weapon is inferior to the M16A4. If
anything, the KH2002 is more oriented for close range combat
with the M16A4 slightly more optimized for medium range, but
that reload time and recoil is a serious downside. Why does
DICE make you go through the effort to unlock this?
My rating: 7/10
============================================================
FAMAS
============================================================
List of unlocks- ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked by completing the ĎBest
Friend Foreverí assignment in the Back to Karkand expansion,
by reviving 10 teammates and getting 10 heals.
Rate of fire: 1000 rpm
Muzzle velocity: 630 m/s
Maximum range: 945m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, three-round burst, semi-automatic
Ammunition capacity: 25 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 3.05 seconds
             When empty: 3.9 seconds
Recoil- Up: 0.35
        Left: 0.35
        Right: 0.55
1st shot recoil multiplier: 2.6x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.5
                  Crouch- 0.4      2.0
                  Prone-  0.4      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
Ah, the FAMAS. For some reason I use this gun a lot more
than I really should, probably because I enjoy the challenge
of using it. While it has a lot of downsides, it can be
fantastic if you learn to counter these downsides. So, the
FAMAS is the standard rifle of the French armed forces and
fires at a rate of 1000 rpm, which is the fastest of any
weapon in the game. This weapon kills quicker than other gun
in BF3, so in theory, you should be indestructible. In
theory. Apart from this, the FAMAS doesnít really have any
other strong points. While its hipfire spread is the same as
most other assault rifles, it has a high ADS spread when
stationary. As you would expect the recoil is completely
crazy, pulling the same to the right as up, therefore a
foregrip is your first attachment, period. The magazine size
is also five rounds smaller, which combined with your high
rate of fire brings you to the FAMASí biggest problem: its
reload time. It takes 3.05 seconds to reload with rounds in
the chamber, and when you use up all your rounds (which you
most likely will), it takes almost 4 seconds. Itís just
frustrating that you can counter the FAMASí other
disadvantages simply by choosing the right attachments and
adapting your playstyle, yet there is nothing you can do
with your reload time, you just have to sit there and hope
nobody comes at you fast. In my experience I barely ever get
killed in a direct battle with an enemy when I use the
FAMAS, but when Iím reloading or attacking another enemy and
running out of bullets. Speaking of attachments, after the
obvious foregrip choice, the second slot is fairly open. A
heavy barrel will make it more accurate but increase the
recoil, a flash suppressor does the opposite, and a tactical
light is great for jumping in peopleís faces... it really is
no black and white decision. Overall, the FAMAS should be
used as a weapon where you jump into an enemyís face, shout
some Japanese war noise and turn them into red goo. If you
donít like that, stay away.
My rating: 8.5/10
============================================================
L85A2
============================================================
List of unlocks- ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked when you complete the
Professional Russian assignment in the Back to Karkand
expansion, by getting 100 assault rifle kills, 20 M320/GP30
kills, and getting five victories in Squad Deathmatch (This
is the horrible bit, expect a lot of swearing at the TV
trying to do this)
Rate of fire: 650 rpm
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, three-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45 mm NATO
Reload time- With rounds left: 2.8 seconds
             When empty: 3.35 seconds
Recoil- Up: 0.2
        Left: 0.28
        Right: 0.28
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.0
                  Crouch- 0.2      1.5
                  Prone-  0.2      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.7      2.5
                  Crouch- 0.7      2.0
                  Prone-  0.7      2.0
Despite the painful unlock, the L85A2 is one of the best
weapons in the game. It is basically an AK-74M with better
recoil and even more accurate. Being a bullpup weapon it has
that hipfire accuracy bonus and also has an ADS spread of
0.7 while moving, making this one of the most accurate
weapons in the game. However the bullpup configuration does
prevent it from mounting underslung attachments, something
which is a bit annoying since a foregrip isnít particularly
beneficial on this weapon. Other than that this weapon is
very similar to the AK-74M and SCAR-L: low rate of fire, low
vertical recoil, same damage... however there are two
distinct disadvantages of the L85A2 compared to the AK-74M.
Its reload time is very slow compared to the AK, and it also
has a higher first-shot recoil multiplier. So the AK-74M has
more overall recoil, while the L85A2 has less overall recoil
but is more difficult to single shot or burst fire with. Yet
I would recommend the L85A2 to anyone, it is one of the most
effective weapons in the game and really packs a punch at
distance. It is most effective with a heavy barrel equipped
to improve its spread even further, and a bipod which you
may not use much but a foregrip wonít really help this
weapon much, so you might as well use it. Overall this
weapon works best when running the Assault class on large
maps such as the Armored Kill maps or Caspian Border in the
base game. But the assignment to unlock may kill you.
My rating: 9/10
============================================================
AUG A3
============================================================
List of unlocks- Underslung rail [Start]
                 ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked by completing the
Shepard assignment in the Close Quarters expansion by
getting 30 assault rifle kills and reviving 10 squadmates.
Rate of fire: 700 rpm
Muzzle velocity: 670 m/s
Maximum range: 1005m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - End: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 2.5 seconds
             When empty: 2.9 seconds
Recoil- Up: 0.2
        Left: 0.3
        Right: 0.4
1st shot recoil multiplier: 2.6x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.0
                  Crouch- 0.2      1.5
                  Prone-  0.2      1.0
Spread while moving-      ADS      Hip
                  Stand-  1.0      2.5
                  Crouch- 1.0      2.0
                  Prone-  1.0      2.0
The AUG A3 is just one of those weapons that when you look
at the stats you are initially unimpressed, yet when you
play with it you realise how good it is. It is a bullpup
assault rifle from Austrian, that while it gets its hipfire
accuracy bonus, unlike other bullpups it can mount
underslung attachments. It is really suited for an
aggressive playstyle and like the M16A3 and M416, the AUG is
a complete all-round weapon. While its rate of fire is on
the low side, the hipfire accuracy and unusually fast muzzle
velocity mean it can compete in close quarters with higher
firing weapons like the AEK-971 or the F2000. The fast
muzzle velocity means this weapon is decent at distance as
well. The horizontal recoil is fairly strong and the reload
time is average bordering on slow, but it is still
manageable when playing with this weapon. In terms of
attachments a foregrip/heavy barrel combo is again probably
the best, as your accuracy will still improve and it is made
even more controllable, however a laser sight for a CQ setup
or an underslung rail for M320/M26 is still very useful. In
other words, treat the AUG like the M16A3 and the M416 and
it will reward you, and it is my number one assault rifle
for a reason.
My rating: 9/10
============================================================
SCAR-L
============================================================
List of unlocks- Underslung rail [Start]
                 ACOG (4x) [10 kills]
                 Heavy Barrel [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Reflex [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Laser Sight [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 PSO-1 (4x) [200 kills]
                 Kobra [235 kills]
                 PKA-S (Holo) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked by completing the Set Us
Up The Bomb assignment in the Close Quarters expansion by
getting 20 kills with an M320/GP-30 grenade launcher and
getting 15 kills with hand grenades.
Rate of fire: 620 rpm
Muzzle velocity: 580 m/s
Maximum range: 870m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 2.35 seconds
             When empty: 3 seconds
Recoil- Up: 0.2
        Left: 0.225
        Right: 0.225
1st shot recoil multiplier: 2.75x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.5
                  Crouch- 0.2      2.0
                  Prone-  0.2      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
I always find it ironic that the SCAR-L came with the Close
Quarters expansion... anyway, this weapon is, like its
carbine brother the SCAR-H, a gun that excels at range. Low
rate of fire, low recoil, decent reload times and
accuracy... the SCAR-L is about as range oriented as it
gets. I really donít have much to say about it, except donít
use it in close quarters. I still would say the L85A2 and
the Ak-74M is better because they kill ever so slightly
quicker yet have better or the same spread respectively, so
the only reason to use the SCAR-L over them is for even more
controllability. Use underslung rail/bipod and heavy barrel,
blah blah blah...
My rating: 7/10
============================================================
-----------------------
[5] CARBINES [CAR]
-----------------------
============================================================
The carbines are only available for the Engineer class and
to be honest I would describe them as less range oriented
than assault rifles yet more mobile and wieldy weapons.
Other than the M4A1 and AKS-74U which are the default
weapons for the US and Russian factions respectively, all
the weapons below are either unlocked by playing the
Engineer class in BF3 or by completing some assignments in
the Back to Karkand or Close Quarters DLCs.
============================================================
M4A1
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 Bipod [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 Kobra [200 kills]
                 PKA-S (Holo) [235 kills]
                 PSO-1 (4x) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is the default carbine for the US
faction, and is unlocked for the Russians when your Engineer
score reaches 145,000.
Rate of fire: 800 rpm
Muzzle velocity: 580 m/s
Maximum range: 870m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 1.85 seconds
             When empty: 2.48 seconds
Recoil- Up: 0.26
        Left: 0.1
        Right: 0.4
1st shot recoil multiplier: 2.8x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.5
                  Crouch- 0.8      2.0
                  Prone-  0.8      2.0
The M4A1 is the default US carbine, and is arguably its
version of the M16A3. The M4A1 is an extremely versatile
weapon that like the M16A3 is good at everything but isnít
dominant at anything either. It has one of the highest rates
of fire amongst the carbines, yet has average accuracy,
damage, and hipfire accuracy. In other words, this is the
perfect weapon for engineers who want a weapon that is this
versatile. The only two problems I can see you running into
with the M4A1 is the recoil. The 2.8x first shot multiplier
makes it difficult to control bursts or semi-auto fire at
range, and since most carbines inflict just 14.3 hit points
at max range, this is a problem. The recoil on the M4A1 also
kicks strongly to the right, so if you canít control it use
a foregrip. The second attachment really depends on what you
are using the M4A1: a heavy barrel will make it even more
accurate than what it is at the expense of hipfire accuracy,
while a suppressor or tactical light can be useful as well.
The average hipfire also makes the laser sight useful as
well. Overall the M4A1 is a great well rounded carbine, but
be aware of the recoil.
My rating: 9/10
============================================================
AKS-74U
============================================================
List of unlocks- Kobra [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 PK-A (3.4x) [40 kills]
                 Tactical Light [50 kills]
                 PKA-S (Holo) [60 kills]
                 Suppressor [70 kills]
                 PSO-1 (4x) [80 kills]
                 Heavy Barrel [90 kills]
                 PKS-07 (7x) [100 kills]
                 IRNV [125 kills]
                 Rifle Scope (6x) [150 kills]
                 M145 (3.4x) [175 kills]
                 Flash Suppressor [200 kills]
                 Reflex [235 kills]
                 Holographic [270 kills]
                 ACOG (4x) [300 kills]
How to unlock: This gun is the default carbine for the
Russian faction, and is unlocked for the US when your
Engineer score reaches 145,000.
Rate of fire: 650 rpm
Muzzle velocity: 440 m/s
Maximum range: 660m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.45x 39mm WP
Reload time- With rounds left: 1.9 seconds
             When empty: 3 seconds
Recoil- Up: 0.28
        Left: 0.2
        Right: 0.3
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.5
                  Crouch- 0.8      2.0
                  Prone-  0.8      2.0
Like the M4A1 is to the M16A3, the AKS-74U is very similar
to the AK-74M assault rifle. Compared to the M4A1, it has a
considerably slower rate of fire and a slightly longer
reload time, yet has slightly more controllable recoil and a
lower first shot multiplier, making it easier to burst or
single-shot. However this weapon gets completely outclassed
by the M4A1 in my opinion, especially as they share the same
spread values. The recoil on the AKS-74U is also not light
enough in my opinion to justify the low rate of fire. The
main point I have to make though is that since carbines
produce a base damage of just 14.3, what is the point of a
purely range carbine that does this kind of damage. It will
still take you 7 shots to kill your enemy even if all your
shots hit! I reckon that Iím going to get a lot of flak for
this, but I really donít like this weapon because of it. To
conclude, I think this is a weak carbine that is just as
accurate as the M4A1 yet kills very slowly and is only
slightly less controllable.
My rating: 6.5/10
============================================================
SCAR-H
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 Bipod [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 Kobra [200 kills]
                 PKA-S (Holo) [235 kills]
                 PSO-1 (4x) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked when your Engineer score
reaches 14,000.
Rate of fire: 600 rpm
Muzzle velocity: 420 m/s
Maximum range: 630m
Suppression: 10%
Max to min damage: 30-20
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 2.1 seconds
             When empty: 2.75 seconds
Recoil- Up: 0.5
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.35x
Spread while stationary-  ADS      Hip
                  Stand-  0.3      2.5
                  Crouch- 0.3      2.0
                  Prone-  0.3      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.2      3.0
                  Crouch- 1.2      2.5
                  Prone-  1.2      2.5
The SCAR-H is the G3A3 of the carbines: it has increased
damage, an average reload time and low horizontal recoil,
yet has worse than average accuracy for the carbine, a
smaller magazine of 20 rounds and high vertical recoil. This
makes it a useful weapon for medium range- I know I
questioned this role in my review of the AKS-74U above,
however the increased damage and low horizontal recoil make
this an exception-, yet can perform at close range thanks to
the increased damage, however it is inaccurate at this range
but this is manageable. On the other hand, the smaller
magazine of the SCAR-h will limit you, and the typical
carbine weakness of slow muzzle velocity means even with
increased damage, the SCAR-H will struggle to kill quicker
in a straight fight with a high firing weapon. The best
attachments for this weapon are again, like the G3A3, the
bipod instead of foregrip, and a heavy barrel to boost that
accuracy. However this will increase the vertical recoil,
yet using a flash suppressor will decrease your accuracy
even further, so in my opinion it would be better to equip a
heavy barrel. If you are looking for a G3A3-like weapon but
want to be an Engineer, the SCAR-H is for you.
My rating: 8/10
============================================================
M4
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 Bipod [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 Kobra [200 kills]
                 PKA-S (Holo) [235 kills]
                 PSO-1 (4x) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your Engineer score reaches 40,000.
Rate of fire: 800 rpm
Muzzle velocity: 580 m/s
Maximum range: 870m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Three-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 1.85 seconds
             When empty: 2.48 seconds
Recoil- Up: 0.26
        Left: 0.075
        Right: 0.3
1st shot recoil multiplier: 2.8x
Spread while stationary-  ADS      Hip
                  Stand-  0.2      2.0
                  Crouch- 0.2      1.5
                  Prone-  0.2      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.4      2.5
                  Crouch- 0.4      2.0
                  Prone-  0.4      2.0
The M4 is the burst fire variant of the M4A1, and handles
virtually the same to its automatic counterpart. The only
differences are that the horizontal recoil is slightly
reduced, although it still kicks to the right, and its ADS
spread is cut in half, making this weapon ridiculously
accurate. However many would argue this is a pointless
weapon since as I have mentioned carbines produce so little
damage at range and burst fire weapons arenít as effective
in close quarters as guns capable of full auto, especially
since you need a lightning fast trigger finger to get to
that maximum rate of fire. I also find that you can run out
of bullets very quickly with this gun, and also with burst-
fire weapons generally. Despite this it can be useful and I
would recommend to those who want a burst fire weapon that
is very versatile.
My rating: 8/10
============================================================
A-91
============================================================
List of unlocks- Kobra [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 PK-A (3.4x) [40 kills]
                 Tactical Light [50 kills]
                 PKA-S (Holo) [60 kills]
                 Suppressor [70 kills]
                 PSO-1 (4x) [80 kills]
                 Heavy Barrel [90 kills]
                 PKS-07 (7x) [100 kills]
                 IRNV [125 kills]
                 Rifle Scope (6x) [150 kills]
                 M145 (3.4x) [175 kills]
                 Flash Suppressor [200 kills]
                 Reflex [235 kills]
                 Holographic [270 kills]
                 ACOG (4x) [300 kills]
How to unlock: This gun is unlocked for both factions when
your Engineer score reaches 40,000.
Rate of fire: 800 rpm
Muzzle velocity: 420 m/s
Maximum range: 630m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Three-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 2.62 seconds
             When empty: 3.3 seconds
Recoil- Up: 0.2
        Left: 0.5
        Right: 0.5
1st shot recoil multiplier: 3.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.0
                  Crouch- 0.8      1.5
                  Prone-  0.8      1.5
There are two things you will notice about the A-91 when you
first play with it: first how similar it plays to the M4A1;
second, the recoil. This weaponís horizontal recoil is
horrendous! It honestly feels like a tornado has been sucked
inside this weapon and when you fire it decides to toss it
from side to side. This hampers engagements at medium
distance as more bullets will miss from side to side, which
is very bad. This is kind of countered by its remarkable
hipfire accuracy, but still this weapon sucks compared to
the M4A1. Despite having the same rate of fire it kills
slightly slower than the M4A1 owing to a slower muzzle
velocity, and has a significantly slower reload time. The A-
91 is clearly a carbine designed for close quarters. I run a
holographic sight, foregrip and heavy barrel on this weapon,
as it reduces horizontal recoil yet benefits accuracy. If
you can use the M4A1 over the A-91, simply because it is
better! However it isnít by any means a bad weapon, just
hard to control.
My rating: 7.5/10
============================================================
G36C
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 Bipod [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 Kobra [200 kills]
                 PKA-S (Holo) [235 kills]
                 PSO-1 (4x) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your Engineer score reaches 110,000.
Rate of fire: 750 rpm
Muzzle velocity: 500 m/s
Maximum range: 750m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, Two-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 1.9 seconds
             When empty: 2.85 seconds
Recoil- Up: 0.28
        Left: 0.3
        Right: 0.3
1st shot recoil multiplier: 1.8x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.5
                  Crouch- 0.8      2.0
                  Prone-  0.8      2.0
If the M4A1 is like the M16A3, then the G36C is the M416.
Nothing particularly stands out about the G36C, but this is
good because nothing bad really stands out about it either.
The one thing I really like about this gun is its recoil: it
is balanced horizontally, and is slightly lower vertically,
making a very balanced and controllable weapon. It also has
a lower first shot multiplier than the M4A1, making it
easier to control when using burst or single shot fire
modes. The M4A1 fires 50 rpm faster than the G36C but apart
from that the two weapons handle very similarly. They have
similar reload times and their spread values are identical.
Again like with the M16A3/M416 it boils down to personal
preference. Try them both and figure which one you like
best. In terms of attachments a foregrip isnít a foregone
choice for the first slot because the recoil is that
controllable, but the second attachment is also variable
depending on what you want to do. A suppressor is handy for
a stealth approach, or the standard heavy barrel for
accuracy at the expense of recoil and hipfire.
My rating: 9/10
============================================================
SG553
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 Bipod [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 Kobra [200 kills]
                 PKA-S (Holo) [235 kills]
                 PSO-1 (4x) [270 kills]
                 PKS-07 (7x) [300 kills]
                 PK-A (3.4x) [350 kills]
How to unlock: This gun is unlocked for both factions when
your Co-op score reaches 120,000.
Rate of fire: 700 rpm
Muzzle velocity: 430 m/s
Maximum range: 645m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 2.1 seconds
             When empty: 2.65 seconds
Recoil- Up: 0.25
        Left: 0.2
        Right: 0.4
1st shot recoil multiplier: 2.2x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.5
                  Crouch- 0.8      2.0
                  Prone-  0.8      2.0
Everything about the SG553 just screams out average. It is
one of the most underused weapons in BF3, mainly because it
basically a G36C clone with a few extra penalties. Compared
to the G36C it has a slower reload time, the same spread
values, a slightly slower rate of fire and less controllable
recoil. Sounds bizarre for a weapon that fires slower, but
its true: the SG553ís recoil is unbalanced and kicks upwards
and to the right. The first shot recoil multiplier is also
higher as well. In fact the only thing I can find in the
stats that the SG553 is better than the G36C is that its
vertical recoil is precisely 0.01 lower. Hardly a game
changer. The SG553 is a weapon that isnít dominant at
anything but isnít even dominant at being versatile. If you
have a burning desire to use this weapon, use it in a
similar way to the G36C or the G53, and while it isnít by
any means a bad weapon, it is probably the worst carbine in
the Engineer class.
My rating: 6.5/10
============================================================
G53
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 IRNV [90 kills]
                 Rifle Scope (6x) [100 kills]
                 M145 (3.4x) [125 kills]
                 Flash Suppressor [150 kills]
                 Kobra [175 kills]
                 PKA-S (Holo) [200 kills]
                 PSO-1 (4x) [235 kills]
                 PKS-07 (7x) [270 kills]
                 PK-A (3.4x) [300 kills]
How to unlock: This gun is unlocked by completing the Fixing
It assignment in the Back to Karkand DLC, by getting 10
repairs and killing an enemy with a repair tool.
Rate of fire: 750 rpm
Muzzle velocity: 450 m/s
Maximum range: 675m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, three-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 2.1 seconds
             When empty: 2.65 seconds
Recoil- Up: 0.24
        Left: 0.2
        Right: 0.35
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      2.0
                  Crouch- 0.4      1.5
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.5
                  Crouch- 0.8      2.0
                  Prone-  0.8      2.0
I really hate to say it, but this carbine is another G36C
clone, albeit probably more on par with it than the SG553.
The only real difference with these two weapons is the
recoil. While the G53 has less vertical recoil, its
horizontal recoil is stronger to the right but weaker to the
left, meaning it is unbalanced but still manageable. Some
people also prefer this kind of recoil because it is more
predictable at distance. It also has a higher first shot
multiplier. Other than that the G53 has a slower reload time
and a slower muzzle velocity, yet that is it. Obviously
because of the recoil I would argue the G36C is better, yet
the G53 is still a good weapon and is a much better
alternative to the G36C than the SG553.
My rating: 8/10
============================================================
QBZ-95B
============================================================
List of unlocks- Kobra [10 kills]
                 Laser Sight [20 kills]
                 PK-A (3.4x) [30 kills]
                 Tactical Light [40 kills]
                 PKA-S (Holo) [50 kills]
                 Suppressor [60 kills]
                 PSO-1 (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 PKS-07 (7x) [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Flash Suppressor [175 kills]
                 Reflex [200 kills]
                 Holographic [235 kills]
                 ACOG (4x) [270 kills]
How to unlock: This gun is unlocked by completing the It
Goes Boom assignment in the Back to Karkand DLC, by
destroying a vehicle with a repair tool, killing 50 enemies
with the SMAW/RPG-72/FGM-148 Javelin AT launchers, and
winning 5 Conquest rounds.
Rate of fire: 650 rpm
Muzzle velocity: 490 m/s
Maximum range: 735m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, three-round burst, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.8x 42mm DAP-87
Reload time- With rounds left: 2.3 seconds
             When empty: 2.9 seconds
Recoil- Up: 0.2
        Left: 0.3
        Right: 0.3
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      1.5
                  Crouch- 0.4      1.0
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.0
                  Crouch- 0.8      1.5
                  Prone-  0.8      1.5
The QBZ-95B seems to be a carbine that favours accuracy over
pure power. Many of you will read the above stats and
probably think Iím going to dismiss this as a pointless
weapon, like the AKS-74U earlier. Yet Iím not. This weapon
has two major advantages over other carbines- its hipfire
accuracy is the best of all carbines tied with the MTAR and
the A-91, and its integrated foregrip means you can mount
two attachments, like a laser sight/heavy barrel combo which
is not possible on most weapons. This makes it effective as
a multirole weapon, where your accuracy will help you win
short range fights, yet can win medium range engagements.
The recoil is also manageable, but is very horizontal, which
can be frustrating as your shots will likely miss each side
of your target rather than above him.. Its downsides are its
low rate of fire and below-average reload time, plus its
lack of damage at range. In short, this weapon is for people
who like accurate weapons but want to use something with a
shorter range. It isnít completely pointless because it can
perform in all distances, however to be honest if it didnít
have that hipfire bonus I would say donít bother with it.
My rating: 7.5/10
============================================================
ACW-R
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 IRNV [90 kills]
                 Rifle Scope (6x) [100 kills]
                 M145 (3.4x) [125 kills]
                 Flash Suppressor [150 kills]
                 Kobra [175 kills]
                 PKA-S (Holo) [200 kills]
                 PSO-1 (4x) [235 kills]
                 PKS-07 (7x) [270 kills]
                 PK-A (3.4x) [300 kills]
How to unlock: This gun is unlocked by completing the Done
Fixing assignment in the Close Quarters DLC by killing 20
enemies with AT rockets (SMAW/RPG-72) and getting 30 kills
with carbines.
Rate of fire: 850 rpm
Muzzle velocity: 500 m/s
Maximum range: 750m
Suppression: 7%
Max to min damage: 20-16.7
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 26 + 1 rounds
Type of ammunition: 6.5x 39mm Grendel
Reload time- With rounds left: 1.85 seconds
             When empty: 2.5 seconds
Recoil- Up: 0.2
        Left: 0.1
        Right: 0.3
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.3      2.25
                  Crouch- 0.3      2.0
                  Prone-  0.3      1.5
Spread while moving-      ADS      Hip
                  Stand-  0.9      2.75
                  Crouch- 0.9      2.5
                  Prone-  1.0      2.5
This weapon and the SCAR-H are in my opinion the only
carbines that should be used for range combat in BF3, and
the ACW-R is my favourite of the two. Compared to the SCAR-H
this weapon has an awesome rate of fire, non-existent
recoil, slightly better accuracy (also worse than other
carbines) and a quicker reload time, however it outputs
significantly less damage. The raised minimum damage of 16.7
though compared with the average carbine minimum damage of
14.3 plus a high rate of fire makes this weapon dominate in
medium range combat with other carbines. Any other carbine
will be difficult to compete with the ACW-R over this range.
On the other hand, the ACW-R outputs only a max damage of 20
up close, meaning while other carbines take 4 shots to kill,
the ACW-R takes 5. The high rate of fire does compensate for
this, but combined with a higher spread than most other
carbines means I wouldnít use it in close quarters at all.
It also has a slightly smaller magazine size of 26 rounds.
Yet I must say the ACW-R is complete awesomeness on a
medium-to-large map such as Caspian Border or Bandar Desert
where close quarter engagements are limited, and is truly a
good weapon for this. In terms of attachments, I go with a
bipod/heavy barrel since a foregrip isnít very good on this
gun, and the obvious choice of heavy barrel to improve aimed
accuracy even further.
My rating: 8.5/10
============================================================
MTAR-21
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Suppressor [60 kills]
                 ACOG (4x) [70 kills]
                 Heavy Barrel [80 kills]
                 IRNV [90 kills]
                 Rifle Scope (6x) [100 kills]
                 M145 (3.4x) [125 kills]
                 Flash Suppressor [150 kills]
                 Kobra [175 kills]
                 PKA-S (Holo) [200 kills]
                 PSO-1 (4x) [235 kills]
                 PKS-07 (7x) [270 kills]
                  PK-A (3.4x) [300 kills]
How to unlock: This gun is unlocked by completing the My own
Terminator assignment in the Close Quarters DLC by killing
100 enemies with carbines and getting a kill with an EOD Bot
(Ouch)
Rate of fire: 900 rpm
Muzzle velocity: 570 m/s
Maximum range: 855m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 30 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 3 seconds
             When empty: 3.3 seconds
Recoil- Up: 0.3
        Left: 0.25
        Right: 0.5
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.0
                  Crouch- 0.8      1.5
                  Prone-  0.8      1.5
The MTAR-21 is best referred to as the FAMAS of the Engineer
class, and probably one of my favourite weapon to come out
of the Close Quarters DLC. The MTAR features a high rate of
fire and awesome hipfire accuracy, which I donít need to say
make IT the close quarters carbine. Running a suppressor on
this make it a great stealth weapon without making the
hipfire unmanageable, yet a laser sight can make it even
better, more like a laser beam of death in your hands.
However like the FAMAS it suffers from a slow reload time
although not as slow, and recoil that is strong but not as
strong. The recoil can be dealt with a foregrip, but the
reload time is still the slowest in the Engineer class
though, so watch your back while reloading. Apart from that,
this weapon is complete godliness. If you want to play
Engineer on a map like Metro or Ziba, this is the weapon.
My rating: 9/10
============================================================
----------------------------
[6] LIGHT MACHINE GUNS [MAC]
----------------------------
============================================================
Light machine guns are only available for the Support class
and fill a role in the battlefield where you are able to
defend key points and annihilate groups of enemies. They
come in two types: belt-fed LMGs are the typical Support
weapon, camping in a corner and slowing down the enemy
advance. They are more optimized for defence and contain 100
rounds at least in their magazine, but suffer from high
recoil and low accuracy. They also take longer to reload.
Magazine-fed LMGs are great for a more aggressive playstyle,
as they have better accuracy and recoil yet can also be
deployed with a bipod for some suppressive fire, although
not as great as the belt-feds. Generally, light machine guns
receive accuracy bonuses when lying prone, have more rounds
than assault rifles and carbines, and can be a bitch in
choke points. To be honest Iím not an expert with LMGs,
especially the belt-feds, since I prefer a more aggressive
style than Support weapons often provide, however I will
give you all the help I can on which LMGs are best and for
what.
============================================================
M27 IAR
============================================================
List of unlocks- Bipod [Start]
                 Holographic [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 M145 (3.4x) [50 kills]
                 Flash Suppressor [60 kills]
                 Reflex [70 kills]
                 Suppressor [80 kills]
                 ACOG (4x) [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (6x) [125 kills]
                 PKA-S (Holo) [150 kills]
                 PK-A (3.4x) [175 kills]
                 Kobra [200 kills]
                 PSO-1 (4x) [235 kills]
                 PKS-07 (7x) [270 kills]
                 Extended Mag [300 kills]
                 Heavy Barrel [350 kills]
How to unlock: This gun is the default LMG for the US
faction, while the Russians unlock it after getting 170,000
points with the Support class.
Rate of fire: 750 rpm
Muzzle velocity: 650 m/s
Maximum range: 975m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 45 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 1.9 seconds
             When empty: 2.5 seconds
Recoil- Up: 0.35
        Left: 0.1
        Right: 0.3
1st shot recoil multiplier: 2.2x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      3.5
                  Crouch- 0.4      3.0
                  Prone-  0.2      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      4.5
                  Crouch- 1.0      4.0
                  Prone-  1.0      4.0
The M27 IAR (Infantry Automatic Rifle, if you are
wondering), is the default US LMG and unlike all other
default weapons so far isnít necessarily the better one over
the RPK-74M. Still this is one of the best weapons in the
Support class, featuring a quick reload, fast fire rate (for
an LMG) and decent accuracy. The recoil also isnít bad
although personally I donít like it, and so what you have is
an all-round versatile weapon. As Iím going to say for most
of the LMGs, a bipod is mostly better than a foregrip since
your accuracy is bad already compared to assault rifles and
carbines, and the recoil on this gun is controllable. Yet
this weapon as with all the magazine-fed LMGs isnít as many
players interpret it an assault rifle with more rounds. It
still is preferable to use this as a support weapon should
be: for laying down suppressive fire and slowing down the
enemy advance, however the key thing is you can do this more
aggressively than with belt-feds, for example, actively
defending the stairs on Operation Metro instead of drinking
camp juice and blasting people from the ticket booth. A
bipod is recommended on this weapon since the foregrip isnít
a real benefit to the weapon. I havenít really tried a heavy
barrel on this, but that isnít a bad choice. However I run
the laser sight to improve hipfire accuracy since that is a
problem on LMGs and the M27. Otherwise, great weapon.
My rating: 8.5/10
============================================================
RPK-74M
============================================================
List of unlocks- Bipod [Start]
                 PKA-S (Holo) [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 PK-A (3.4x) [50 kills]
                 Flash Suppressor [60 kills]
                 Kobra [70 kills]
                 Suppressor [80 kills]
                 PSO-1 (4x) [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 Holographic [150 kills]
                 M145 (3.4x) [175 kills]
                 Reflex [200 kills]
                 ACOG (4x) [235 kills]
                 Rifle Scope (6x) [270 kills]
                 Heavy Barrel [300 kills]
                 Extended Mag [350 kills]
How to unlock: This gun is the default LMG for the Russian
faction, while the U.S unlocks it after getting 170,000
points with the Support class.
Rate of fire: 700 rpm
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 45 + 1 rounds
Type of ammunition: 5.45x 39mm WP
Reload time- With rounds left: 3 seconds
             When empty: 4 seconds
Recoil- Up: 0.3
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.8x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      3.5
                  Crouch- 0.4      3.0
                  Prone-  0.2      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      4.5
                  Crouch- 1.0      4.0
                  Prone-  1.0      4.0
The RPK-74M is the only default Russian weapon that gives
its American counterpart a run for its money. The RPK
compared to the M27 has a lower rate of fire but has much
more controllable recoil. The vertical recoil is lower, but
also the horizontal recoil is balanced and the first shot
recoil multiplier is also low, making this a very easy
weapon to control. Combined with a bipod this is a decent
weapon to control choke points despite the lower magazine
count, yet still performs nicely when playing aggressively
as well. Other that, this weapon performs similarly to the
M27, however the reload on the RPK is horrible. Rather than
the M27ís fairly speedy 1.9 second reload with rounds left
and 2.5 seconds when not, the RPK takes 3 seconds to reload
just with rounds in the chamber, and 4 seconds when not.
Ouch. This really hurts the weapon generally, since your
need to reload will take up time and leave you a sitting
duck. Iíve started using this weapon more often (Iím the
type to switch between different weapons, not stick to the
same one) recently and despite the long reload and lower
rate of fire I prefer this weapon to the M27. It just meshes
with my playstyle nicely, and for some reason I canít get
the hang of the M27 compared to this. I run the PK-A sight,
bipod and laser sight on this weapon, since it provides room
for longer range combat, can be used to control areas of the
map and can hipfire effectively in close quarters. I am
going to rate this weapon the same as the M27 purely because
of my preference for it, yet statistically it is a weaker
weapon than the M27. Yet they should be used similarly and
are both very useful LMGs.
My rating: 8.5/10
============================================================
M249
============================================================
List of unlocks- Bipod [Start]
                 M145 (3.4x) [10 kills]
                 Flash Suppressor [20 kills]
                 Extended Magazine [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Foregrip [60 kills]
                 Laser Sight [70 kills]
                 Reflex [80 kills]
                 Suppressor [90 kills]
                 IRNV [100 kills]
                 ACOG (4x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 PKA-S (Holo) [175 kills]
                 Kobra [200 kills]
                 PSO-1 (4x) [235 kills]
How to unlock: This gun is unlocked for both factions when
your Support class score reaches 11,000.
Rate of fire: 800 rpm
Muzzle velocity: 620 m/s
Maximum range: 930m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic
Ammunition capacity: 100 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 6.2 seconds
             When empty: 6.2 seconds
Recoil- Up: 0.4
        Left: 0.4
        Right: 0.4
1st shot recoil multiplier: 2.2x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      5.0
                  Crouch- 0.4      4.0
                  Prone-  0.2      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.0      5.0
                  Prone-  1.0      5.0
Iím going to quote the Russian Badger here- ĎNo, Iím not
gonna be one of those dicks who goes ĎHey, I just SAW you,
then I SAWED you in half with my SAW, noob!íí. Yeah Iím not
going to be one of those douchebags, but the M249 SAW is the
first belt-fed LMG you will unlock and is arguably one of
the most versatile. It has the highest rate of fire of all
LMGs and has favourable recoil: the recoil is completely
balanced from left to right to up, and while the first shot
multiplier is the highest of all LMGs, it is still very
controllable for an LMG and so the M249 is a great weapon
for a run and gun playstyle. Slap a laser sight and red dot
sight and this thing turns into a mobile destroyer.  Yet it
doesnít have the suppression or damage bonus that the Big
Three have (PKP, M240B and the M60E4, just how Iím going to
refer to them as a group, donít hate on it), and it does
have one of the slower reloads. It can work on a bipod,
however the lack of damage and suppression means it isnít as
good at this as the Big Three. Despite this I would
recommend the M249 for any aggressive Support players or any
who want a versatile weapon.
My rating: 9/10
============================================================
PKP Pecheneg
============================================================
List of unlocks- Bipod [Start]
                 PK-A (3.4x) [10 kills]
                 Flash Suppressor [20 kills]
                 Extended Magazine [30 kills]
                 Tactical Light [40 kills]
                 PKA-S (Holo) [50 kills]
                 Foregrip [60 kills]
                 Laser Sight [70 kills]
                 Kobra [80 kills]
                 Suppressor [90 kills]
                 IRNV [100 kills]
                 PSO-1 (4x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Holographic [175 kills]
                 Reflex [200 kills]
                 ACOG (4x) [235 kills]
How to unlock: This gun is unlocked for both factions when
your Support class score reaches 60,000.
Rate of fire: 650 rpm
Muzzle velocity: 560 m/s
Maximum range: 840m
Suppression: 10%
Max to min damage: 34-22
Damage drop off- start: 8m
               - end: 60m
Fire modes- Automatic
Ammunition capacity: 100 rounds
Type of ammunition: 7.62x 54mm R
Reload time- With rounds left: 5.38 seconds
             When empty: 5.38 seconds
Recoil- Up: 0.65
        Left: 0.4
        Right: 0.4
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      5.0
                  Crouch- 0.4      4.0
                  Prone-  0.2      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.5      5.0
                  Prone-  1.5      5.0
The Big Three as I am going to call them, which consists of
the PKP, the M240B and the M60E4, are a group of LMGs that
share similar characteristics and are the most commonly used
LMGs in my experience. They share an enhanced max and min
damage of 34 and 22 respectively and a better min damage
drop off distance of 60m. This makes these LMGs much better
for bipoding up and churning up bodies from a distance.
However they have low rates of fire, a slightly worse ADS
spread and have large recoil, which kind of limits them from
aggressive Support play. The PKP compared to the M60 and
M240B is the intermediate weapon of the bunch. It has more
recoil than the M60 but less than the M240B, it fires faster
than the M60 but slower than the M240B... you get the
picture. Anyway for a balance of killing power and
controllability this is the LMG to go to. Despite the low
rate of fire compared to most weapons in BF3 it will kill
within 8m with three shots, so it can be a force to be
reckoned with on the move, yet the high recoil can limit
this tactic. This can obviously be balanced by a
foregrip/flash suppressor combo; however your already bad
accuracy will become even worse with this. It also has one
of the fastest reloads for belt-fed LMGs, and its first shot
multiplier is the lowest of all LMGs, tied with the M60 and
the Type 88. There are really two setups to the PKP that
will be effective: first is the aforementioned
foregrip/flash suppressor for aggressive play, where bad
accuracy can be balanced with damage and controllability; or
the typical 3.4 or 4x sight/bipod/extended mag for ultra
camp juice action. To conclude the PKP is a great
intermediate LMG, and in my opinion probably the best of the
Big Three.
My rating: 8.5/10
============================================================
M240B
============================================================
List of unlocks- Bipod [Start]
                 M145 (3.4x) [10 kills]
                 Flash Suppressor [20 kills]
                 Extended Magazine [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Foregrip [60 kills]
                 Laser Sight [70 kills]
                 Reflex [80 kills]
                 Suppressor [90 kills]
                 IRNV [100 kills]
                 ACOG (4x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 PKA-S (Holo) [175 kills]
                 Kobra [200 kills]
                 PSO-1 (4x) [235 kills]
How to unlock: This gun is unlocked for both factions when
your Support class score reaches 90,000.
Rate of fire: 650 rpm
Muzzle velocity: 610 m/s
Maximum range: 915m
Suppression: 10%
Max to min damage: 34-22
Damage drop off- start: 8m
               - end: 60m
Fire modes- Automatic
Ammunition capacity: 100 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 6.2 seconds
             When empty: 6.2 seconds
Recoil- Up: 0.7
        Left: 0.5
        Right: 0.5
1st shot recoil multiplier: 1.7x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      5.0
                  Crouch- 0.4      4.0
                  Prone-  0.2      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.5      5.0
                  Prone-  1.5      5.0
The M240B is anyoneís ultimate rambo weapon- charge into a
congested area with this LMG shouting war noises and you
will annihilate your opposition. It shares the same spread
values and damage as the PKP and the M60, but has a higher
rate of fire and utterly horrendous recoil. The rate of fire
and damage actually makes it the fastest killing LMG in the
game and the second fastest killing weapon in BF3, beaten
only by the FAMAS assault rifle. Yet as Iíve mentioned
before the recoil is about as unwieldy as it gets: with a
staggering vertical recoil value of 0.7 and the highest
horizontal recoil of any weapon in the game tied with the A-
91, this gun is a bitch to control. Because of this, this
weapon is best for suppressive fire with a bipod, in which
it is unmatched, providing you can handle its recoil. An
aggressive setup with a foregrip/flash suppressor is an
option, but because of its recoil the M240B will struggle to
pick off targets at anything more than 20m. A laser sight
will also help its bad hipfire accuracy, but wonít help
recoil. This is why I go with a defensive setup of a
bipod/extended mag because it accentuates the weaponís
strengths, and doesnít make it into a weapon that isnít what
is meant to be. The M240B is a great LMG and probably the
best when bipoded up and kills very quickly, however when
using it bear in mind its lack of mobility and low
controllability.
My rating: 8/10
============================================================
M60E4
============================================================
List of unlocks- Bipod [Start]
                 M145 (3.4x) [10 kills]
                 Flash Suppressor [20 kills]
                 Extended Magazine [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Foregrip [60 kills]
                 Laser Sight [70 kills]
                 Reflex [80 kills]
                 Suppressor [90 kills]
                 IRNV [100 kills]
                 ACOG (4x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 PKA-S (Holo) [175 kills]
                 Kobra [200 kills]
                 PSO-1 (4x) [235 kills]
How to unlock: This gun is unlocked for both factions when
your Support class score reaches 130,000.
Rate of fire: 580 rpm
Muzzle velocity: 560 m/s
Maximum range: 840m
Suppression: 10%
Max to min damage: 34-22
Damage drop off- start: 8m
               - end: 60m
Fire modes- Automatic
Ammunition capacity: 100 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 7.2 seconds
             When empty: 7.2 seconds
Recoil- Up: 0.6
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.7x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      5.0
                  Crouch- 0.4      4.0
                  Prone-  0.2      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.5      5.0
                  Prone-  1.5      5.0
The final LMG of the Big Three, the M60E4, is basically a
PKP with less recoil and a slightly slower rate of fire. The
main difference in the recoil that many prefer the M60 over
the M240 or the PKP is its low horizontal recoil, which
makes it significantly easier to control and kill with since
vertical recoil can be compensated with good aim. This means
a bipod/flash suppressor will work for both aggressive and
defensive roles, however I wouldnít recommend being too
aggressive with this gun since the low fire rate will get
you killed too often. I personally prefer the PKP over this
just because I find I can still control it yet it kills
quicker, but still it isnít by any means bad and works for
some players better than others.
My rating: 7.5/10
============================================================
Type 88 LMG
============================================================
List of unlocks- Bipod [Start]
                 PK-A (3.4x) [10 kills]
                 Flash Suppressor [20 kills]
                 Extended Magazine [30 kills]
                 Tactical Light [40 kills]
                 PKA-S (Holo) [50 kills]
                 Foregrip [60 kills]
                 Laser Sight [70 kills]
                 Kobra [80 kills]
                 Suppressor [90 kills]
                 IRNV [100 kills]
                 PSO-1 (4x) [125 kills]
                 M145 (3.4x) [150 kills]
                 Holographic [175 kills]
                 Reflex [200 kills]
                 ACOG (4x) [235 kills]
How to unlock: This gun is unlocked if you have the Physical
Warfare Pack, a now free download which also grants you
early access to the DAO-12 shotgun and its ammunition, as
well as an exclusive flash suppressor for the SKS sniper
rifle.
Rate of fire: 650 rpm
Muzzle velocity: 600 m/s
Maximum range: 900m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic
Ammunition capacity: 100 rounds
Type of ammunition: 5.8x 42mm DAP-87
Reload time- With rounds left: 7.4 seconds
             When empty: 7.4 seconds
Recoil- Up: 0.36
        Left: 0.3
        Right: 0.3
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      5.0
                  Crouch- 0.4      4.0
                  Prone-  0.2      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.0      5.0
                  Prone-  1.0      5.0
I remember watching Shustybangís review for the Type 88 pre-
patch, and his unforgettable quote right at the start ĎTHIS
GUN IS THE MOST UNHOLIEST PIECE OF GARBAGE IíVE EVER PLAYED
WITH!í (or something along those lines). The Type 88 has
been buffed a lot since then, particularly with its vertical
recoil, and I have to say after picking it up a bit recently
that while it isnít the best choice for an LMG in my
opinion, it is now a fairly decent weapon. Letís face it,
this thing used to be more useful for throwing at enemies
than firing it. The Type 88 is basically a M249 and a LSAT
with better controllability. Except this gun is completely
different from what it was pre-patch. Before the patch it
was only remotely useful when on a bipod, and even then it
wasnít great, while now it is the most controllable LMG when
on the move, and so is best as an aggressive support weapon.
This is further accentuated by lack of suppression and
damage bonuses that the Big Three enjoy, and its low first
shot multiplier. However to be honest I donít think the
recoil is enough of a reduction to justify using it over the
M249, especially since it fires very slow compared to it,
and the reload is even slower, meaning if you run out of
ammo, you better have a good sidearm. In terms of
attachments I think it is really a personal preference
between the foregrip/bipod, since a bipod could still be
needed, yet a foregrip will aid the ease of use even
further. The second attachments is also wide open, a laser
sight will be handy for accuracy when hipfiring, especially
you will rely on this to make up for the low rate of fire,
or an extended mag to alleviate the slow reload. To
conclude, it ainít the best, but like an abandoned dog that
has been found a new home, the Type 88 can find its way to
your loadout.
My rating: 7/10
============================================================
QBB-95
============================================================
List of unlocks- Bipod [Start]
                 PKA-S (Holo) [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 PK-A (3.4x) [50 kills]
                 Flash Suppressor [60 kills]
                 Kobra [70 kills]
                 Suppressor [80 kills]
                 PSO-1 (4x) [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 Holographic [150 kills]
                 M145 (3.4x) [175 kills]
                 Reflex [200 kills]
                  ACOG (4x) [235 kills]
                  Rifle Scope (6x) [270 kills]
                  Heavy Barrel [300 kills]
                  Extended Mag [350 kills]
How to unlock- This gun is unlocked by completing the Let It
Rain assignment in the Back to Karkand expansion, by getting
20 LMG kills and 2 mortar kills.
Rate of fire: 650 rpm
Muzzle velocity: 670 m/s
Maximum range: 1005m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, three-round burst, semi-automatic
Ammunition capacity: 75 + 1 rounds
Type of ammunition: 5.8x 42mm DAP-87
Reload time- With rounds left: 3.8 seconds
             When empty: 4.5 seconds
Recoil- Up: 0.37
        Left: 0.3
        Right: 0.2
1st shot recoil multiplier: 2.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      3.0
                  Crouch- 0.4      2.5
                  Prone-  0.2      2.0
Spread while moving-      ADS      Hip
                  Stand-  1.0      4.0
                  Crouch- 0.7      3.5
                  Prone-  0.7      3.5
The QBB-95 is basically a cross between its bigger brother,
the Type 88, and a light support weapon like the M27 or RPK.
It really fills that in-between role of wanting to challenge
aggressively, but also wanting something that performs when
on a bipod as well. This is really shown by its magazine
capacity of 75 rounds. It also has the best spread values of
any LMG: its hipfire rivals many assault rifles and
carbines, and its ADS spread while moving is also really
good. In other words, the QBB-95 goes for accuracy over
anything else, much like its related carbine, the QBZ-95B.
However it does have a slow rate of fire, and its recoil is
also kind of kooky, in that it kicks predominantly up and to
the left, which is very unusual and makes this weapon
slightly unwieldy to use. It also lacks the damage and
suppression bonuses the Big Three have, and is only slightly
more controllable than the M249. Also the slow reload means
it will struggle to keep up with faster reloading weapons.
Yet I have to say I like the QBB-95 just for its
versatility. Because of this I think you can run pretty much
any attachment on this gun depending on what you intend to
use it for and find some success, but a bipod/flash
suppressor is good for controlled suppressive fire, or a
foregrip/laser sight for a close quarters setup. It does
lack killing power up close, but overall the QBB is an
accurate and versatile LMG.
My rating: 8/10
============================================================
MG36
============================================================
List of unlocks- Bipod [Start]
                 Holographic [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 M145 (3.4x) [50 kills]
                 Flash Suppressor [60 kills]
                 Reflex [70 kills]
                 Suppressor [80 kills]
                 ACOG (4x) [90 kills]
                 IRNV [100 kills]
                 PKA-S (Holo) [150 kills]
                 PK-A (3.4x) [175 kills]
                 Kobra [200 kills]
                 PSO-1 (4x) [235 kills]
                 PKS-07 (7x) [270 kills]
                 Extended Mag [300 kills]
                 Heavy Barrel [350 kills]
How to unlock: This gun is unlocked by completing the Keep
Your Head Down assignment in the Back to Karkand expansion,
by killing 100 enemies with LMGs, 50 resupplies and 50
suppression assists.
Rate of fire: 750 rpm
Muzzle velocity: 550 m/s
Maximum range: 825m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, two-round burst, semi-automatic
Ammunition capacity: 50 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 2.8 seconds
             When empty: 4.6 seconds
Recoil- Up: 0.4
        Left: 0.1
        Right: 0.3
1st shot recoil multiplier: 1.8x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      3.5
                  Crouch- 0.4      3.0
                  Prone-  0.2      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      4.5
                  Crouch- 1.0      4.0
                  Prone-  1.0      4.0
I donít know about you guys, but I donít rate the MG36 much.
It is an M27 with increased vertical recoil, a slower kill
time owing to slower muzzle velocity, and the grand ability
of being able to have 5 extra rounds in the chamber. Well
whoop-de-do. I already find the M27ís difficult to deal with
for some reason, and the MG36 really just adds to that. Plus
for that extra five rounds in the chamber, it reloads almost
a whole second slower just rounds left in the chamber (Still
faster than the RPK. However one advantage the MG36 does
have over the M27 is a lower first shot multiplier, so it
can more easily burst fire or semi-automatically fire. This
probably makes it better at range than the M27, yet it isnít
enough for me to use this very often. The attachments that I
would use on this gun are possibly a bipod/extended mag or
bipod/flash suppressor combos, since they work effectively
for most situations. The MG36 isnít necessarily bad, but
just gets outclassed by the M27 in my opinion.
My rating: 7/10
============================================================
L86A2
============================================================
List of unlocks- Bipod [Start]
                 Holographic [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 M145 (3.4x) [50 kills]
                 Flash Suppressor [60 kills]
                 Reflex [70 kills]
                 Suppressor [80 kills]
                 ACOG (4x) [90 kills]
                 IRNV [100 kills]
                 PKA-S (Holo) [150 kills]
                 PK-A (3.4x) [175 kills]
                 Kobra [200 kills]
                 PSO-1 (4x) [235 kills]
                 PKS-07 (7x) [270 kills]
                 Extended Mag [300 kills]
                 Heavy Barrel [350 kills]
How to unlock: This gun is unlocked by completing the No
Shortage assignment in the Close Quarters DLC, by getting 20
squad resupplies and killing 20 enemies with light machine
guns.
Rate of fire: 750 rpm
Muzzle velocity: 640 m/s
Maximum range: 960m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic, semi-automatic
Ammunition capacity: 45 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 2.8 seconds
             When empty: 3.3 seconds
Recoil- Up: 0.32
        Left: 0.15
        Right: 0.25
1st shot recoil multiplier: 2.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      3.0
                  Crouch- 0.4      3.0
                  Prone-  0.2      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      4.0
                  Crouch- 1.0      4.0
                  Prone-  1.0      4.0
The L86A2 is in my opinion the best magazine-fed LMG and one
of my favourite weapons to use in the game. It is very
similar to the M27 IAR, however it has more balanced
horizontal recoil and less vertical recoil, plus a lower
first shot multiplier, and on top of that has a nice hipfire
accuracy bonus as well. The L86A2 just feels good to use and
is great for defence and offense, being decent at
suppressive fire yet more suited to aggressive Support play.
However its main disadvantage is its reload time, being a
rather slow 2.8 seconds. I find it the only thing that
seriously makes me consider whether to use this weapon,
since I find in a big map like Gulf of Oman itís manageable,
however in tight, confined areas like Ziba Tower where
enemies are coming at you left, right and centre, you will
get shot in the face a lot while reloading. I think the
L86A2 is probably one of the only LMGs that work the best
with a foregrip/heavy barrel combo, since it is the only
magazine-fed LMG that benefits from reduced vertical recoil
with the foregrip as well as horizontal recoil, yet the
heavy barrel also improves accuracy slightly more than on
other LMGs (check Symthic.com, it proves it). Yet also the
laser sight and extended mag also works well as choices for
the second slot. To finish, the L86A2 really is a very good
LMG and a great choice for aggressive Support gameplay.
My rating: 9/10
============================================================
LSAT
============================================================
List of unlocks- Bipod [Start]
                 M145 (3.4x) [10 kills]
                 Flash Suppressor [20 kills]
                 Extended Magazine [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Foregrip [60 kills]
                 Laser Sight [70 kills]
                 Reflex [80 kills]
                 Suppressor [90 kills]
                 IRNV [100 kills]
                 ACOG (4x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 PKA-S (Holo) [175 kills]
                 Kobra [200 kills]
How to unlock: This gun is unlocked by completing the Point
Blank assignment in the Close Quarters DLC, by getting 10
kills with C4 and taking down 10 enemies with your knife.
Rate of fire: 650 rpm
Muzzle velocity: 620 m/s
Maximum range: 930m
Suppression: 7%
Max to min damage: 25-18.4
Damage drop off- start: 8m
               - end: 50m
Fire modes- Automatic
Ammunition capacity: 100 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 5.6 seconds
             When empty: 5.6 seconds
Recoil- Up: 0.4
        Left: 0.35
        Right: 0.35
1st shot recoil multiplier: 2.1x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      4.0
                  Crouch- 0.4      3.25
                  Prone-  0.2      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      5.0
                  Crouch- 1.25     4.5
                  Prone-  1.25     4.5
The LSAT is a Type 88 with less controllability but with
more mobility. When you first play with this weapon you may
perhaps notice a sense of familiarity with it, before you
then realise to your discomfort that it handles very much
like the Type 88 LMG. This isnít necessarily bad since the
LSAT has a couple of hidden perks over the Type 88, however
if you donít like the Type 88 chances are you wonít like the
LSAT. The LSAT has one of the quicker reloads of all belt-
feds, and also has awesome hipfire accuracy, which really
reflects why DICE included this in the Close Quarters DLC.
The LSAT is basically the hipfire laser beam in close
quarters, however the problem with this is that with the low
rate of fire, it will still get bested most times by a high
firing assault rifle or carbine. Also compared to the M249,
which is arguably the most similar LMG over the Type 88; the
LSAT has a much slower rate of fire yet is only has slightly
less horizontal recoil and the same vertical recoil. So
strap a laser sight on an M249 and you have a vastly
superior weapon to the stock LSAT. So if you choose to use
the LSAT, my preferred attachments would be a red dot or
holographic sight, bipod and extended mag, since it allows
for a versatile setup. I would say the LSAT is better than
the Type 88 because of its quick reload and awesome hipfire,
yet I would definitely say the M249 still is a better
choice.
My rating: 7.5/10
============================================================
-----------------------
[7] SNIPER RIFLES [SNR]
-----------------------
============================================================
Sniper rifles are only available for the recon class and
come in two types: semi-autos and bolt-actions. Semi-autos
fire one round per trigger press, while bolt-actions do the
same but need to cycle the bolt to put the next round in the
chamber before firing the next shot. As a general rule of
thumb, bolt-action rifles are more accurate, while semi-
autos can fire multiple rounds more quickly. Bolt action
rifles are the more common choice, since they are the ideal
weapon for sniping targets from a bush since they are so
accurate and have little bullet drop (The amount the bullet
falls from your aim over range) than assault rifles,
carbines and LMGs. However the common misconception is you
canít use bolt-actions for anything than this: this is
actually very wrong, since if you are accurate and are a
master of quick-scoping and no-scoping, you can basically
turn into a killing machine that only pauses when you cycle
the bolt. The only problem with this is you need to be
accurate, since if you miss or donít kill your target you
either get wiped out by an obviously faster firing weapon or
be under suppression and so you wouldnít be able to hit a
barn door from a few metres away. Semi-auto sniper rifles
are often an underused sub-class of weapons since players
often arenít sure about what they are used for, however the
high damage they output and faster fire rate than the bolt-
actions still make some of them a good choice for all
situations. Generally though, the SKS and M417 are better up
close, the MK11 Mod/SVD/QBU-88 are more intermediate
options, while the M39 is probably the longer range semi-
auto you will find. They arenít as good as bolt-actions for
longer ranges though, so use them for the intermediate
ranges and below.
============================================================
MK11 Mod and SVD
============================================================
[Unless indicated, stats below are the same for both
weapons]
List of unlocks (MK11 MOD)- Rifle Scope (8x) [Start]
                            ACOG (4x) [10 kills]
                            Laser Sight [20 kills]
                            Foregrip [30 kills]
                            Tactical Light [40 kills]
                            Holographic [50 kills]
                            Bipod [60 kills]
                            Suppressor [70 kills]
                            Ballistic Scope [80 kills]
                            Reflex [90 kills]
                            IRNV [100 kills]
                            PKS-07 (7x) [125 kills]
                            M145 (3.4x) [150 kills]
                            PSO-1 (4x) [175 kills]
                            PKA-S (Holo) [200 kills]
                            Kobra [235 kills]
                            PK-A (3.4x) [270 kills]
List of unlocks (SVD)- PKS-07 (7x) [Start]
                       PSO-1 (4x) [10 kills]
                       Laser Sight [20 kills]
                       Foregrip [30 kills]
                       Tactical Light [40 kills]
                       PKA-S (Holo) [50 kills]
                       Bipod [60 kills]
                       Suppressor [70 kills]
                       Ballistic Scope [80 kills]
                       Kobra [90 kills]
                       IRNV [100 kills]
                       Rifle Scope (8x) [125 kills]
                       PK-A (3.4x) [150 kills]
                       ACOG (4x) [175 kills]
                       Holographic [200 kills]
                       Reflex [235 kills]
                       M145 (3.4x) [270 kills]
How to unlock: Default weapon for the US (MK11 Mod), and the
Russians (SVD), unlocked for the other faction when your
recon score reaches 190,000.
Rate of fire: 260 rpm
Muzzle velocity: 550 m/s (MK11 Mod) 530 m/s (SVD)
Maximum range: 2750m (MK11 Mod) 2650m (SVD)
Suppression: 20%
Max to min damage: 50-37.5
Damage drop off- start: 17.5 m
               - end: 75m
Fire mode- Semi-automatic
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 7.62x 51mm NATO (MK11 Mod)
                    7.52x 51mm R (SVD)
Reload time (MK11 Mod)- With rounds left: 1.8 seconds
                        When empty: 2.4 seconds
Reload time (SVD)- With rounds left: 2.15 seconds
                   When empty: 3.3 seconds
Recoil- Up: 1.5
        Left: -0.1
        Right: 0.3
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS         Hip
                  Stand-  0.0167      3.0
                  Crouch- 0.0167      3.0
                  Prone-  0.0167      2.5
Spread while moving-      ADS         Hip
                  Stand-  1.5         4.5
                  Crouch- 1.0         4.0
                  Prone-  1.0         4.0
I have described the MK11 Mod and the SVD in the same part
because, as you can probably see from the stats, they are
remarkably similar. In fact the MK11 Mod and SVD have the
same rate of fire, accuracy, recoil, damage, suppression...
however the SVD has two inferior differences. One being its
reload time is very slow compared to the MK11 Mod, and it
has the slower muzzle velocity out of the two, and therefore
less range as well. Bearing that in mind, unless you are the
unfortunate Russian recon soldier just starting out, I do
not understand why you would want to use the SVD over the
MK11 Mod, it just isnít as effective. Speaking more
generally of the two weapons though, they are the definition
of average amongst the semi-autos. As the stats show, they
arenít really a close quarter beasts like the M417 or the
SKS, yet arenít exactly optimized for slightly longer ranges
like the M39 EMR. I donít really use these weapons much, yet
they basically the M416 of the semi-autos: it wonít
dominate, but it will perform up close and at range if you
want it too.
My rating (MK11 Mod): 7.5/10
My rating (SVD): 6.5/10
============================================================
SV98
============================================================
List of Unlocks- PKS-07 (7x) [Start]
                 Ballistic Scope (12x) [10 kills]
                 Laser Sight [20 kills]
                 Bipod [30 kills]
                 Tactical Light [40 kills]
                 PSO-1 (4x) [50 kills]
                 Straight Bull Bolt [60 kills]
                 Suppressor [70 kills]
                 PKA-S (Holo) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 Rifle Scope [125 kills]
                 PK-A (3.4x) [150 kills]
                 ACOG (4x) [175 kills]
                 Holographic [200 kills]
                 Reflex [235 kills]
                 M145 (3.4x) [275 kills]
How to unlock: This gun is unlocked when your recon score
reaches 13,000.
Rate of fire: 48 rpm
Muzzle velocity: 520 m/s
Maximum range: 2600m
Suppression: 35%
Max to min damage: 80-50
Damage drop off- start: 20 m
               - end: 80m
Fire mode: bolt-action
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 7.62x 51 mm R
Reload time- With rounds left: 2.4 seconds
             When empty: 4.8 seconds
Recoil- Up: 2
        Left: 0
        Right: 0
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.0      3.5
                  Crouch- 0.0      3.0
                  Prone-  0.0      2.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      4.5
                  Crouch- 1.0      4.0
                  Prone-  1.0      4.0
The SV98 is the first bolt-action rifle you will unlock and
is in my opinion the intermediate bolt-action, which acts as
a bridge between the M40A5 and the M98B/L96/JNG-90 group. It
has a faster rate of fire than the M98B and friends, while
having a slower muzzle velocity, yet the SV98 has a slower
rate of fire than the M40A5 but has a faster muzzle
velocity. However compared to other bolt actions, the damage
is also different. While it drops off quicker at range, it
doesnít start dropping off until 20m, which makes the SV98
somewhat suited for aggressive recon. The better-than-
average hipfire also amplifies this. So in terms of
attachments, I would recommend any optic that you find
suited for aggressive recon, a straight pull bolt is a must
for follow-up shots, and a laser sight to make that hipfire
even better. Between the SV98 and the M40A5, it is really
personal preference and what you want to do with it. The
SV98 is the better choice for quick-scoopers because of its
better hipfire, and the M40A5 is perhaps the best bet for
sniping in confined areas, because of the high bullet drop
and rate of fire. However the SV98 does get outclassed by
the M98B/JNG-90/L96 at range, so this sniper rifle should be
restricted to close-to-medium range.
My rating: 8/10
============================================================
SKS
============================================================
List of unlocks - PKS-07 (7x) [Start]
                  PSO-1 (4x) [10 kills]
                  Laser Sight [20 kills]
                  Foregrip [30 kills]
                  Tactical Light [40 kills]
                  PKA-S (Holo) [50 kills]
                  Bipod [60 kills]
                  Suppressor [70 kills]
                  Ballistic Scope [80 kills]
                  Kobra [90 kills]
                  IRNV [100 kills]
                  Rifle Scope (8x) [125 kills]
                  PK-A (3.4x) [150 kills]
                  ACOG (4x) [175 kills]
                  Holographic [200 kills]
                  Reflex [235 kills]
                  M145 (3.4x) [270 kills]
How to unlock: The gun is unlocked when your recon score
reaches 71,000.
Rate of fire: 333 rpm
Muzzle velocity: 440 m/s
Maximum range: 2200m
Suppression: 20%
Max to min damage: 43-27
Damage drop off- start: 17.5 m
               - end: 60m
Fire mode: Semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 7.62x 39mm WP
Reload time- With rounds left: 2.2 seconds
             When empty: 3.4 seconds
Recoil- Up: 0.55
        Left: 0.3
        Right: 0.4
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.1      2.5
                  Crouch- 0.1      2.0
                  Prone-  0.1      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.0      3.0
                  Crouch- 1.0      2.5
                  Prone-  1.0      2.5
The amount of times I have shouted obscenities at the TV
screen when I get killed by this weapons in probably in the
hundreds, and I really have a philosophy of not using this
weapon out of principle (In fact as of 27/05/13 I only have
36 kills with the SKS). But letís just face it, the SKS is
any noobís favourite weapon and can be devastating if used
effectively. Even if someone surprises you, you can just
spam this over and over and more often than not you will
kill him. It may have been nerfed and given some competition
with the M417, but still, the SKS is one of the best sniper
rifles in the game for close quarters. The stats show its
strengths are the highest rate of fire of all semi-autos,
low vertical recoil, great hipfire accuracy and like the
M417 it has ten extra rounds in its magazine. However, DICE
has made the damage not just lower for maximum and minimum,
but it has reduced the damage drop-off end distance to just
60m. Ouch. This means the SKS in under 17.5 metres will kill
in three shots, while the M417 will kill in two. This is
predominantly why I prefer the M417, yet the SKS also has
bouncy horizontal recoil and comparatively bad ADS accuracy,
which really limits it to (you guessed it)...CLOSE QUARTERS.
Use this gun up close, damm it! The attachments I would use
for the SKS are the foregrip and heavy barrel. The heavy
barrel may increase the recoil, but I like the fact that it
improves the ADS accuracy enough that I may be able to take
down enemies a bit further away. If you have the Physical
warfare pack you can basically eliminate recoil with the
foregrip and flash suppressor, yet to be honest it affects
the precision you need with a single-shot rifle when the
vertical recoil isnít much of an issue. But anyway the SKS
isnít exactly versatile, but is very handy in a close fight
and can make your opponents staring at the kill cam for a
while.
My rating: 8.5/10
============================================================
M40A5
============================================================
List of Unlocks- Rifle Scope (8x) [Start]
                 Ballistic Scope (12x) [10 kills]
                 Laser Sight [20 kills]
                 Bipod [30 kills]
                 Tactical Light [40 kills]
                 ACOG (4x) [50 kills]
                 Straight Bull Bolt [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Reflex [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 M145 (3.4x) [150 kills]
                 PSO-1 (4x) [175 kills]
                 PKA-S (Holo) [200 kills]
                 Kobra [235 kills]
                 PK-A (3.4x) [275 kills]
How to unlock: You can unlock this weapon when your recon
score reaches 104,000.
Rate of fire: 54.5 rpm
Muzzle velocity: 490 m/s
Maximum range: 2450m
Suppression: 35%
Max to min damage: 80-59
Damage drop off- start: 17.5 m
               - end: 100m
Fire mode: Bolt-action
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 7.62x 51 mm NATO
reload time- With rounds left: 2.7 seconds
             When empty: 4 seconds
Recoil- Up: 2
        Left: 0
        Right: 0
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.0      4.0
                  Crouch- 0.0      3.5
                  Prone-  0.0      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.0      5.0
                  Crouch- 1.0      4.5
                  Prone-  1.0      4.5
The M40A5 is an interesting sniper rifle and in the bolt-
action world, is the exact opposite to the M98B/JNG-90/L96
group. It has the slowest muzzle velocity of the bolt-
actions, which means you will have to compensate more for
bullet drop. However it has the highest rate of fire of all
bolt-actions, and while moving and aiming down the sights it
is slightly more accurate. This suggests to me that the
M40A5 is more suited for aggressive recon, not at long range
like the M98B. As Iíve mentioned before this and the SV98
are your quick-scoping weapons for choice, however the M40A5
has the advantage of quicker follow-up shots if you miss or
donít kill your target, while the SV98 has tighter hipfire.
Again, it really is personal preference. I go with an ACOG
sight, straight pull bolt and laser sight on the M40A5,
because I find it is the most versatile setup, since I can
hit targets at a reasonable distance away, and yet can no-
scope if I come across someone close.
My rating: 8/10
============================================================
M98B
============================================================
List of Unlocks- Rifle Scope (8x) [Start]
                 Ballistic Scope (12x) [10 kills]
                 Laser Sight [20 kills]
                 Bipod [30 kills]
                 Tactical Light [40 kills]
                 ACOG (4x) [50 kills]
                 Straight Bull Bolt [60 kills]
                 Suppressor [70 kills]
                 Holographic [80 kills]
                 Reflex [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 M145 (3.4x) [150 kills]
                 PSO-1 (4x) [175 kills]
                 PKA-S (Holo) [200 kills]
                 Kobra [235 kills]
                 PK-A (3.4x) [275 kills]
How to unlock: This gun is unlocked when your recon score
reaches 146,000.
Rate of fire: 46.2 rpm
Muzzle velocity: 650 m/s
Maximum range: 3250m
Suppression: 35%
Max to min damage: 95-59
Damage drop off- start: 7.5 m
               - end: 150m
Fire mode- Bolt-action
Ammunition capacity: 5 + 1 rounds
Type of ammunition: .338 Magnum
Reload time- With rounds left: 2.9 seconds
             When empty: 4.7 seconds
Recoil- Up: 2
        Left: 0
        Right: 0
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.0      5.0
                  Crouch- 0.0      4.0
                  Prone-  0.0      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.0      5.0
                  Prone-  1.0      5.0
The M98B is god in the world of sniping, and its stats
pretty much show why. First of all, it inflicts more damage
than the other bolt-actions, with a max damage of 95 and a
min damage of 59. Yes, the damage drop-off does start at a
shorter distance, but if you look at a damage graph of the
M98B youíll see it still inflicts more than 80 damage
compared to where the others bolt-actions drop-off starts,
and the damage drop-off end is huge compared to the other
bolt actions. The reason for this is it fires the .338
Magnum round instead of the bog standard NATO round, which
makes it very deadly at any range. It also has the fastest
muzzle velocity and therefore the longest theoretical range
of 3,250 metres, which makes it the ideal rifle to use for
long range sniping across the map. The only real
disadvantage of this is the smaller magazine size of just
five rounds plus one in the chamber, which can limit you in
sniper duels. Yes, as well the reload time and bolt cycle
times are average, but unless you are going in close- which
I wouldnít do with this rifle, since the M40A5 and SV98 are
simply better at this role- it is the best sniper rifle to
use in the game. Along with the JNG-90 this is my favourite
sniper rifle, because I feel it packs more of a punch and is
awesome for kills over 200m and more. I obviously go with
the ballistic scope since this rifle is for long range,
however it really depends on the map whether you choose a
straight pull bolt or the bipod. The bipod is obviously
better for sniping because it makes aiming your shots a lot
steadier, however it does mean you canít move very easily if
you are under fire; if you miss the rifle heavily obscures
your viewpoint with the bipod deployed, making it difficult
to find where your target has moved to or where he was in
the first place; and it is difficult to deploy on maps with
uneven terrain such as Alborz Mountains, so in these
situations I would use a straight pull bolt. I usually leave
the final slot empty, however if you wish to run around and
no-scope people, fit a laser sight on. To conclude, the M98B
is one of the best if not the best bolt-action in BF3, and
it really is a shame you have to wait ages to unlock it,
because it is just so awesome! One last thing to add: the
M98B has a different chest multiplier of 1.06x, which
combined with its damage stats mean in normal play it will
kill with one shot to the chest at a shorter range than the
other bolt-actions.
My rating: 9.5/10
============================================================
M39 EMR
============================================================
List of unlocks- Rifle Scope (8x) [Start]
                 ACOG (4x) [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Ballistic Scope [80 kills]
                 Reflex [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 M145 (3.4x) [150 kills]
                 PSO-1 (4x) [175 kills]
                 PKA-S (Holo) [200 kills]
                 Kobra [235 kills]
                 PK-A (3.4x) [270 kills]
How to unlock: This gun is unlocked when your co-op score
reaches 58,000.
Rate of fire: 300 rpm
Muzzle velocity: 570 m/s
Maximum range: 2850m
Suppression: 20%
Max to min damage: 50-37.5
Damage drop off- start: 17.5 m
               - end: 75m
Fire mode: Semi-automatic
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 2.15 seconds
             When empty: 3.4 seconds
Recoil- Up: 1.2
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS         Hip
                  Stand-  0.0167      3.5
                  Crouch- 0.0167      3.0
                  Prone-  0.0167      2.5
Spread while moving-      ADS         Hip
                  Stand-  1.5         4.5
                  Crouch- 1.0         4.0
                  Prone-  1.0         4.0
The M39 EMR is another underused weapon in BF3 and I think
the reason for this is it suffers from a crisis of identity.
It has the second highest rate of fire amongst semi-autos,
and has the fastest muzzle velocity. It has balanced
horizontal recoil and so wonít bounce around the MK11 or the
SKS will, but the vertical recoil is higher than average.
All this suggests to me along with the lower magazine count
than the M417 and the SKS, that the M39 is perhaps the most
range-oriented of the semi-auto snipers. Yet this really
confuses me, since surely if you want a sniper rifle for
sniping, you would use a bolt-action? Anyway, despite this
the M39 is probably the most effective range semi-auto for
medium range. The muzzle velocity is actually faster than
the M40A5 and the SV98, so the bullet drop wonít be as bad
as these bolt-actions, but still inferior to the M98B/JNG-
90/L96. In terms of attachments I run the bipod and laser
sight, to make the aiming a lot easier and to improve the
hipfire in case you get caught in a fire fight while moving.
So if you donít like bolt-actions and want to fire multiple
shots at range, the M39 might be worth a try.
My rating: 8/10
============================================================
QBU-88
============================================================
List of unlocks- PKS-07 (7x) [Start]
                 PSO-1 (4x) [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 PKA-S (Holo) [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Ballistic (12x) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 Rifle Scope (8x) [125 kills]
                 PK-A (3.4x) [150 kills]
                 ACOG (4x) [175 kills]
                 Holographic [200 kills]
                 Reflex [235 kills]
                 M145 (3.4x) [270 kills]
How to unlock: Complete the Specops assignment in the Back
to Karkand expansion, by getting 20 kills with sniper rifles
and 5 laser designations with the SOFLAM.
Rate of fire: 260 rpm
Muzzle velocity: 550 m/s
Maximum range: 2750m
Suppression: 20%
Max to min damage: 50-37.5
Damage drop off- start: 17.5 m
               - end: 75m
Fire mode: Semi-automatic
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 5.8x 42mm DAP-88
Reload time- With rounds left: 2.7 seconds
             When empty: 3.6 seconds
Recoil- Up: 1.5
        Left: 0.3
        Right: 0.3
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS        Hip
                  Stand-  0.025      3.5
                  Crouch- 0.025      3.0
                  Prone-  0.025      2.5
Spread while moving-      ADS        Hip
                  Stand-  1.0        4.0
                  Crouch- 1.0        3.5
                  Prone-  1.0        3.5
Errr.... to be honest, I donít have a lot to say on the QBU-
88, because it is very similar to the MK11. It has the same
rate of fire and muzzle velocity, yet they differ in recoil,
reload times and spread values. The QBU-88 has a very slow
reload time in comparison, yet has better hipfire and the
horizontal recoil pattern is more increased on the left to
make it balanced, rather than the negative left recoil of
the MK11 (how the hell do you get negative recoil?!). All in
all, the QBU-88 should be used along with the MK11 for
intermediate ranges, and really is an average recon weapon.
My rating: 7.5/10
============================================================
L96
============================================================
List of Unlocks- Rifle Scope (8x) [Start]
                  Ballistic Scope (12x) [10 kills]
                  Laser Sight [20 kills]
                  Bipod [30 kills]
                  Tactical Light [40 kills]
                  ACOG (4x) [50 kills]
                  Straight Bull Bolt [60 kills]
                  Suppressor [70 kills]
                  Holographic [80 kills]
                  Reflex [90 kills]
                  IRNV [100 kills]
                  PKS-07 (7x) [125 kills]
                  M145 (3.4x) [150 kills]
                  PSO-1 (4x) [175 kills]
                  PKA-S (Holo) [200 kills]
                  Kobra [235 kills]
                  PK-A (3.4x) [275 kills]
How to unlock: Complete the ĎCreeping Deathí assignment in
the Back To Karkand expansion, by getting 50 headshots, 50
spot assists and getting 5 knife takedowns.
Rate of fire: 43.5 rpm
Muzzle velocity: 540 m/s
Maximum range: 2700m
Suppression: 35%
Max to min damage: 80-59
Damage drop off- start: 17.5 m
               - end: 100m
Fire mode: Bolt-action
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 7.62x 51 mm NATO
Reload time- With rounds left: 2.6 seconds
             When empty: 4.8 seconds
Recoil- Up: 2
        Left: 0
        Right: 0
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.0      5.0
                  Crouch- 0.0      4.0
                  Prone-  0.0      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.0      5.0
                  Prone-  1.0      5.0
The L96 is unfortunately a weapon that lives in the shadow
of another one. It is very similar to the JNG-90, having the
same spread values and damage, yet has a few inferior
differences. It has a slightly slower reload time and muzzle
velocity, which means less range and more bullet drop, yet
also has a slower rate of fire. The only thing I can find in
the stats which suggests the L96 is better than the JNG-90
is that for some reason the JNG-90 has a 1.5x recoil
multiplier, while the other bolt-actions including the L96
have a multiplier of 1.0x, so in effect the L96 has less
recoil. I donít know about you, but on bolt-action rifles I
find it doesnít make much of a difference at all. So in
other words, if you have the JNG-90 unlocked, you might as
well use it over the L96. If you like the way the L96
handles itself, you should like the JNG-90 even more. Catch
my drift?
My rating: 7.5/10
============================================================
M417
============================================================
List of unlocks- Rifle Scope (8x) [Start]
                 ACOG (4x) [10 kills]
                 Laser Sight [20 kills]
                 Foregrip [30 kills]
                 Tactical Light [40 kills]
                 Holographic [50 kills]
                 Bipod [60 kills]
                 Suppressor [70 kills]
                 Ballistic Scope (12x) [80 kills]
                 Reflex [90 kills]
                 IRNV [100 kills]
                 PKS-07 (7x) [125 kills]
                 M145 (3.4x) [150 kills]
                 PSO-1 (4x) [175 kills]
                 PKA-S (Holo) [200 kills]
                 Kobra [235 kills]
                 PK-A (3.4x) [270 kills]
How to unlock: Complete the ĎTeam Playerí assignment in the
Close Quarters expansion, by getting 10 T-UGS assists and
capturing 20 flags.
Rate of fire: 295 rpm
Muzzle velocity: 450 m/s
Maximum range: 2250m
Suppression: 20%
Max to min damage: 50-37.5
Damage drop off- start: 17.5 m
               - end: 75m
Fire mode: Semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 7.62x 51mm NATO
Reload time- With rounds left: 1.8 seconds
             When empty: 2.4 seconds
Recoil- Up: 1.15
        Left: -0.05
        Right: 0.25
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS       Hip
                  Stand-  0.05      3.0
                  Crouch- 0.05      3.0
                  Prone-  0.05      2.5
Spread while moving-      ADS       Hip
                  Stand-  1.5       4.5
                  Crouch- 1.0       4.0
                  Prone-  1.0       4.0
The M417, an enlarged variant of the M416, was in my view
brought in by DICE to give some competition to the SKS, and
it is better in my opinion. I think it most suited for this
than all the other semi-autos because it has a quick reload
time, fairly decent ADS accuracy and like the SKS, ten extra
rounds in the magazine, which is very useful should you find
yourself firing constantly. Yes, the SKS has less vertical
recoil and a higher rate of fire, but the rate of fire is
fairly marginal and now the SKS inflicts less damage, plus
has more horizontal recoil, so I would say the M417 trumps
it by a couple of steps. However a couple of things to note
on the M417: first of all its hipfire accuracy is fairly bad
for a semi-auto, so Iíd recommend slapping a laser sight on
it as soon as you unlock it, and following on this, whether
you are successful or not with the M417 really depends on
the attachments you use on it. I use a 4x scope, plus a
bipod and a laser sight, which I think works well that you
can just hipfire mostly and use the scope for slightly
longer range engagements, the laser sight obviously improves
hipfire, and the bipod is useful for when I want to hold
down a choke point or hide in a fairly small map, like the
ticket hall in Operation Metro for example. As a more
general note I wouldnít bother with a foregrip on most of
the semi-autos, since horizontal recoil is negligible on
most of them (with the exception of the SKS and the QBU-88),
and it is more useful on automatic weapons than single-shot
guns, but anyway, the M417 is a beast of a rifle to use a
short range, just donít bother at long range, thatís not
where its strength is.
My rating: 9/10
============================================================
JNG-90
============================================================
List of Unlocks- PKS-07 (7x) [Start]
                 Ballistic Scope (12x) [10 kills]
                 Laser Sight [20 kills]
                 Bipod [30 kills]
                 Tactical Light [40 kills]
                 PSO-1 (4x) [50 kills]
                 Straight Bull Bolt [60 kills]
                 Suppressor [70 kills]
                 PKA-S (Holo) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 Rifle Scope [125 kills]
                 PK-A (3.4x) [150 kills]
                 ACOG (4x) [175 kills]
                 Holographic [200 kills]
                 Reflex [235 kills]
                 M145 (3.4x) [275 kills]
How to unlock: Complete the ĎBullet Pointí assignment in the
Close Quarters expansion, which consists of winning three
rounds of Conquest Domination, and getting 50 kills with
sniper rifles.
Rate of fire: 46.2 rpm
Muzzle velocity: 560 m/s
Maximum range: 2800m
Suppression: 35%
Max to min damage: 80-59
Damage drop off- start: 17.5 m
               - end: 100m
Ammunition capacity: 10 + 1 rounds
Type of ammunition: 7.62x 51 mm NATO
Reload time- With rounds left: 2.5 seconds
             When empty: 4.6 seconds
Recoil- Up: 2
        Left: 0
        Right: 0
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.0      5.0
                  Crouch- 0.0      4.0
                  Prone-  0.0      3.0
Spread while moving-      ADS      Hip
                  Stand-  1.5      6.0
                  Crouch- 1.0      5.0
                  Prone-  1.0      5.0
Behind the all-mighty M98B, this is my second favourite
sniper rifle to use. It has a lot of advantages that really
suit medium-long range engagements, such as a fast muzzle
velocity, longer ranges than other rifles such as the L96
and the M40A5, and a decent reload time. However it has a
slow bolt cycle time (i.e., the time it takes between firing
a shot and being able to fire the next), and a fairly
typical damage rating, which is why in my opinion the M98B
is slightly better. As with the M98B I go with the ballistic
scope and either the straight pull bolt or the bipod,
depending on the map and terrain. Despite its shortcomings
if you regard the M98B as an overused weapon or you want to
try something similar to it, the JNG-90 is a very good
firearm to use.
My rating: 8.5/10
============================================================
--------------
[8] PDWs [DEF]
--------------
============================================================
Personal Defence Weapons (PDWs) are in my opinion a
massively misused class of weapons in BF3. They are all-kit
weapons, meaning they can be equipped with all four classes,
and are unlocked by ranking up. They inflict similar or less
maximum damage to assault rifles, carbines and LMGs, however
the damage drop-off distance is often significantly shorter
on PDWs. Their recoil is also mostly horizontal and their
magazine capacities are smaller than other weapons. However
they are generally more mobile and have much better accuracy
both when ADS and hipfiring. Yet, I must stress this... PDWs
are for close range. If you decide to use them on big maps,
you will lose out most of the time to assault rifles even if
most of your shots hit, because they inflict so little
damage. They arenít necessarily the best weapons for close
quarters either, however their characteristics of good
accuracy and their damage plots suggest a good close
quarters performance.
============================================================
PP-2000
============================================================
List of unlocks- Kobra [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 PKA-S (Holo) [40 kills]
                 Tactical Light [50 kills]
                 Extended Mag [60 kills]
                 PK-A (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Reflex [90 kills]
                 IRNV [100 kills]
                 Holographic [125 kills]
                 M145 (3.4x) [150 kills]
How to unlock: This gun is unlocked when you reach Rank 7 in
multiplayer.
Rate of fire: 650 rpm
Muzzle velocity: 360 m/s
Maximum range: 540m
Suppression: 7%
Max to min damage: 25-13.75
Damage drop off- start: 12 m
               - end: 50m
Fire modes: Full automatic, semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 9x 19 mm Parabellum
Reload time- With rounds left: 2.45 seconds
             When empty: 3.45 seconds
Recoil- Up: 0.18
        Left: 0.3
        Right: 0.2
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.25
                  Prone-  0.5      1.25
I have to say, I really donít like the PP-2000. To me, the
low fire rate and damage really hurts this weaponís role as
a PDW. Sure, it inflicts more damage than most PDWs up
close, but it still is the same as an assault rifleís base
damage, and the low rate of fire means you will get murdered
by not just high firing PDWs but assault rifles and carbines
as well. What is the point of a PDW that canít perform in
close quarters? However, thanks to the low rate of fire the
PP-2000 has very controllable recoil, although it kicks to
the left unusually, and the first shot multiplier is above
average as well. The reload time is also sluggish. Yet
unlike most PDWs, the extended magazine unlock gives you 20
extra rounds rather than 10. All in all I think the PP-2000
is a weak PDW that should only be used if you havenít
unlocked any other PDW. It canít compete with many weapons
in close quarters, yet the typical low damage means it will
be relatively ineffective at range. However the PP-2000 can
be useful for players who prefer low firing weapons. In
terms of attachments I would recommend a tactical light, as
so to get the jump on other players in CQ and counter the
weaponís low rate of fire, and the extended mag, to make the
PP-2000 an ammo box in itself.
My rating: 6.5/10
============================================================
UMP-45
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 Holographic [40 kills]
                 Tactical Light [50 kills]
                 Flash Suppressor [60 kills]
                 M145 (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 PKA-S (Holo) [125 kills]
                 PK-A (3.4x) [150 kills]
How to unlock: This gun is unlocked by reaching Rank 16 in
multiplayer.
Rate of fire: 600 rpm
Muzzle velocity: 320 m/s
Maximum range: 480m
Suppression: 7%
Max to min damage: 34-12.75
Damage drop off- start: 8 m
               - end: 40m
Fire modes: Full automatic, two-round-burst, semi-automatic
Ammunition capacity: 25 + 1 rounds
Type of ammunition: .45 ACP
Reload time- With rounds left: 1.85 seconds
             When empty: 2.7 seconds
Recoil- Up: 0.25
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 2.75x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.25
                  Prone-  0.5      1.25
The UMP-45 is similar to the SCAR-H carbine and the G3A3
assault rifle, in that it fires slowly but inflicts a lot of
damage. It inflicts a maximum of 34 damage up close, meaning
it will kill in three shots, and but this will start
dropping off at 8 metres, and the minimum damage it inflicts
is a lowly 12.5, so this shouldnít really replace the SCAR-H
and the G3A3 as a range weapon. Unlike these two weapons
though it has very low recoil, and a quick reload time. The
main disadvantages though of the UMP-45 are its inability to
unlock the extended mag attachment, which leaves you stuck
with a 26 round magazine. I find this very annoying, because
even with the low rate of fire you will still run out of
rounds quickly. However this means you can use the second
slot for a suppressor or flash suppressor and still be able
to mount a laser sight/tactical light, which makes the UMP-
45 a nice stealth weapon. As well as this it also has the
highest first shot multiplier of all PDWs, and so is more
difficult to bring under control and also difficult to burst
fire with. So, the UMP-45, while being one of the least
effective at range, is one of the best PDWs for up close
because of the high damage it outputs. Is it overpowered?
Hell no. It is one of the best PDWs yes, but it gets
destroyed at range and may lose to high firing weapons in
close quarters still. I run a laser sight and suppressor on
the UMP-45 because I feel it is the best combo for
versatility, yet the tactical light has some uses as well. I
donít really recommend the flash suppressor, as there is
only minimal vertical recoil on the UMP yet destroys your
accuracy.
My rating: 9/10
============================================================
PDW-R
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 Holographic [40 kills]
                 Tactical Light [50 kills]
                 Extended Mag [60 kills]
                 M145 (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 PKA-S (Holo) [125 kills]
                 PK-A (3.4x) [150 kills]
How to unlock: This gun is unlocked when you reach Rank 32
in multiplayer.
Rate of fire: 750 rpm
Muzzle velocity: 430 m/s
Maximum range: 645m
Suppression: 7%
Max to min damage: 25-14.3
Damage drop off- start: 8 m
               - end: 50m
Fire modes: Full automatic, three round burst, semi-
automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 5.56x 45mm NATO
Reload time- With rounds left: 2.5 seconds
             When empty: 3.4 seconds
Recoil- Up: 0.2
        Left: 0.2
        Right: 0.4
1st shot recoil multiplier: 2.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.4      1.5
                  Crouch- 0.4      1.0
                  Prone-  0.4      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.6      2.0
                  Crouch- 0.6      1.5
                  Prone-  0.6      1.5
The PDW-R is an odd PDW in that it performs very similarly
to a carbine. It has the same damage figure, and similar ADS
accuracy and hipfire accuracy. Yet compared to other PDWs it
is definitely the most mid-ranged of the bunch. It possesses
a moderate rate of fire and recoil, yet has a sluggish
reload time, and slightly worse accuracy. While you are
aiming the PDW-R down the sights and staying still it is
slightly more accurate than other PDWs, in all other cases
including hipfire the PDW-R is slightly less accurate. It
also is insuperior to carbines in most instances since it
has a slow bullet velocity and canít equip a heavy barrel.
So the PDW-R is probably best for a carbine-like weapon with
the recon or support class, for when other PDWs arenít
effective. Its recoil pattern is similar to the SG553, so if
you like that weapon chances are you and the PDW-R will get
on fine. As with most PDWs, I recommend a laser
sight/extended mag setup.
My rating: 8/10
============================================================
P90
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 Holographic [40 kills]
                 Tactical Light [50 kills]
                 Flash Suppressor [60 kills]
                 M145 (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 PKA-S (Holo) [125 kills]
                 PK-A (3.4x) [150 kills]
How to unlock: This gun is unlocked by reaching Rank 40 in
multiplayer.
Rate of fire: 900 rpm
Muzzle velocity: 420 m/s
Maximum range: 630m
Suppression: 7%
Max to min damage: 20-11.2
Damage drop off- start: 12 m
               - end: 46m
Fire modes: Full automatic, semi-automatic
Ammunition capacity: 50 + 1 rounds
Type of ammunition: 5.7x 28mm
Reload time- With rounds left: 2.5 seconds
             When empty: 3 seconds
Recoil- Up: 0.18
        Left: 0.4
        Right: 0.4
1st shot recoil multiplier: 2.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.25
                  Prone-  0.5      1.25
Many would argue the P90 is the best PDW, and to be honest
Iíd agree. The combination of a high rate of fire and a huge
magazine make it a force to be reckoned with, since its
magazine will outlast most weapons in the game even while
firing so fast. This also means you can take out multiple
enemies without having to reload, which is useful on maps
with narrow areas where you can just spray bullets
everywhere. However its horizontal recoil is fairly high
while its vertical recoil is negligible, and its reload time
is on the slow side, so with the P90 I recommend only
reloading if you go under 15 bullets or so left in your
magazine, because most of the time it should be enough if
you are accurate. The main problem with the P90 is like with
the MP7 it has the second lowest damage model amongst PDWs
of just doing 20 damage per bullet maximum, which means even
within 12 metres it still takes five shots to kill your
target. This puts it in major disadvantage with the class
weapons which with the exception of sniper rifles generally
kill in four shots or less. The rate of fire does overcome
this to an extent though. Since you canít unlock extended
mags for the P90 (We can dream!), the second slot for
attachments is really a choice between nothing, a suppressor
or a flash suppressor. A flash suppressor isnít a bad
option, but since the vertical recoil is already very low
and it doesnít provide the full benefit of stealth, I go
with a suppressor personally. However going vanilla is also
good since it stops the reduction in damage drop-off
distance that you get with a suppressor, yet doesnít
diminish your accuracy either. All in all the P90 is a very
good PDW that you should definitely try out at some point.
My rating: 9/10
============================================================
MP7
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 Holographic [40 kills]
                 Tactical Light [50 kills]
                 Extended Magazine [60 kills]
                 M145 (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Kobra [90 kills]
                 IRNV [100 kills]
                 PKA-S (Holo) [125 kills]
                 PK-A (3.4x) [150 kills]
How to unlock: This gun is unlocked by getting a Co-op score
of 34,000.
Rate of fire: 950 rpm
Muzzle velocity: 390 m/s
Maximum range: 585m
Suppression: 7%
Max to min damage: 20-11.2
Damage drop off- start: 12 m
               - end: 46m
Fire modes: Full automatic, semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 4.6x 30mm
Reload time- With rounds left: 2.4 seconds
             When empty: 3 seconds
Recoil- Up: 0.12
        Left: 0.45
        Right: 0.45
1st shot recoil multiplier: 2.2x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.25
                  Prone-  0.5      1.25
The MP7, a German-made machine pistol, is the second-fastest
firing weapon in the game after the almighty FAMAS, and is
arguably similar to the P90. It fires slightly faster, yet
has the damage and spread values, similar recoil patterns,
yet the P90 has the bigger magazine size. And to be honest,
that is it. Other than marginally different reload times and
muzzle velocities, the two PDWs handle very similarly. The
main disadvantage of the MP7 to the P90 is that until you
unlock the extended mag for the weapon, you have just 21
rounds to play with, which will run out very fast with the
high rate of fire. So you have to be accurate until then,
otherwise you may find you need to switch to your sidearm
very frequently. Yet the main advantage that the MP7 has
over many other PDWs is that the extended mag gives you a
full 20 rounds extra rather than 10, which is an awesome
perk to this weapon. Speaking more generally of the MP7
though, it is a high-firing but hard to control PDW that
just cuts through your opposition. Whether it is better than
the P90 or not is really a matter for you to decide. The
reload time is also on the slow side, but this will negate
itself with the extended mag. On the MP7 as with most of the
PDWs I go with a laser sight, and obviously EXTENDED MAG. I
CANíT SAY IT ENOUGH...
My rating: 9/10
============================================================
AS Val
============================================================
List of unlocks- PSO-1 (4x) [10 kills]
                 Tactical Light [20 kills]
                 Kobra [30 kills]
                 PKA-S (Holo) [40 kills]
                 Laser Sight [50 kills]
                 IRNV [60 kills]
                 PKS-07 (7x) [70 kills]
                 PK-A (3.4x) [80 kills]
                 ACOG (4x) [90 kills]
                 Reflex [100 kills]
                 Holographic [125 kills]
                 Rifle Scope (6x) [150 kills]
                 M145 (3.4x) [175 kills]
                 Extended Magazine [200 kills]
How to unlock: This gun is unlocked by reaching Rank 45 in
multiplayer.
Rate of fire: 900 rpm
Muzzle velocity: 333 m/s
Maximum range: 666m
Suppression: 7%
Max to min damage: 20-18.7
Damage drop off- start: 6 m
               - end: 40m
Fire modes: Full automatic, semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 9x 39mm SP6
Reload time- With rounds left: 1.7 seconds
             When empty: 2.85 seconds
Recoil- Up: 0.4
        Left: 0.2
        Right: 0.3
1st shot recoil multiplier: 0.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.0      2.5
                  Crouch- 0.0      2.0
                  Prone-  0.0      1.5
Spread while moving-      ADS      Hip
                  Stand-  1.5      3.0
                  Crouch- 1.5      2.5
                  Prone-  1.5      2.5
The AS Val is an odd PDW and is definitely the most unique,
being more of a compact assault rifle than a PDW. It has an
integrated suppressor, which means it carries the benefits
and drawbacks of using a suppressor on any other weapon in
the game. The AS Val is weirdly for a PDW a weapon that can
perform a range: the minimum damage of 18.7 beats almost all
assault rifles and carbines, and so weirdly is competitive.
The reload time is also extremely fast. The unusual 0.5x
makes it awesome for burst-firing or single-shooting since
it cuts the recoil by half. However this makes it unwieldy
to control since it acts the reverse of most weapons in the
game, as the recoil starts weak before getting stronger. The
AS Val being a compact assault rifle also has the spread
values of one: its major disadvantage over the other PDWs is
that its accuracy is massively inferior. Two other annoying
things about the AS Val: it only unlocks extended mag at 200
kills. This is a real irritation because with only 20 rounds
in a magazine and with a high rate of fire it isnít going to
last long. Also it doesnít have a secondary attachment: in
other words you can only choose between tactical light,
laser sight and extended mag in one slot. What the hell
DICE?! So the AS Val is a unique weapon that I wouldnít
really class as a PDW but more of a weird assault rifle that
can pack a punch but personally isnít my favourite weapon in
the game.
My rating: 8/10
============================================================
PP-19
============================================================
List of unlocks- Kobra [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 PKA-S (Holo) [40 kills]
                 Tactical Light [50 kills]
                 Flash Suppressor [60 kills]
                 PK-A (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Reflex [90 kills]
                 IRNV [100 kills]
                 Holographic [125 kills]
                 M145 (3.4x) [150 kills]
How to unlock: This gun is unlocked by completing the
Familiar Territory in the Back to Karkand expansion, by
capturing 10 flags (Not in Capture the Flag, regular
Conquest), arming 10 M-Coms in Rush, and playing 2 hours on
the Strike at Karkand map.
Rate of fire: 900 rpm
Muzzle velocity: 320 m/s
Maximum range: 480m
Suppression: 7%
Max to min damage: 16.7-12.5
Damage drop off- start: 12 m
               - end: 40m
Fire modes: Full automatic, semi-automatic
Ammunition capacity: 54 + 1 rounds
Type of ammunition: 9x 18mm Makarov
Reload time- With rounds left: 2.4 seconds
             When empty: 3.8 seconds
Recoil- Up: 0.2
        Left: 0.3
        Right: 0.3
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.25
                  Prone-  0.5      1.25
The PP-19 is again a very similar PDW to the P90, however it
is almost universally agreed it is an inferior weapon. The
PP-19 shares the same rate of fire as the P90, and a similar
reload time, yet has an even lower damage figure. This means
it takes six shots up close to kill your target, rather than
the P90ís five. It also means it will get completely
outclassed by weapons such as the AEK-971 or the MP7, since
they inflict higher damage and have the same or higher rate
of fire. It does inflict more damage at range than the P90,
however this is pointless since at this range both weapons
are ineffective anyway. On the positive side the PP-19 has
less recoil and lower first-shot multiplier, and it does
have a slightly bigger magazine, yet.... the P90 is just
simply better. These advantages the PP-19 has are too small
to counteract its disadvantages. Use this weapon like the
P90 and you will have some success, but you might as well
just use the P90.
My rating: 7.5/10
============================================================
M5K
============================================================
List of unlocks- Reflex [10 kills]
                 Laser Sight [20 kills]
                 Suppressor [30 kills]
                 Holographic [40 kills]
                 Tactical Light [50 kills]
                 Extended Magazine [60 kills]
                 M145 (3.4x) [70 kills]
                 ACOG (4x) [80 kills]
                 Kobra [90 kills]
                 Flash Suppressor [100 kills]
                 IRNV [125 kills]
                 PKA-S (Holo) [150 kills]
                 PK-A (3.4x) [175 kills]
How to unlock: This gun is unlocked by completing the Hold
the Trigger assignment in the Close Quarters expansion, by
finishing in the top five in Gun Master once, and getting
100 kills with submachine guns (All PDWs as far as I am
aware)
Rate of fire: 900 rpm
Muzzle velocity: 380 m/s
Maximum range: 570m
Suppression: 7%
Max to min damage: 25-13.75
Damage drop off- start: 12 m
               - end: 50m
Fire modes: Full automatic, two-round burst, semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 9x 19mm
Reload time- With rounds left: 2.2 seconds
             When empty: 3 seconds
Recoil- Up: 0.25
        Left: 0.48
        Right: 0.48
1st shot recoil multiplier: 1.55x
Spread while stationary-  ADS      Hip
                  Stand-  0.6      1.2
                  Crouch- 0.6      1.2
                  Prone-  0.6      1.2
Spread while moving-      ADS      Hip
                  Stand-  0.6      1.7
                  Crouch- 0.6      1.5
                  Prone-  0.6      1.5
Despite initially sucking when it was first made available,
the M5K has literally gone from zero to hero. Its damage has
been buffed to make it the same of the PP-2000, and so
compared to many other PDWs combined with the high rate of
fire it now is awesome up close. While its horizontal recoil
is very high, the vertical recoil is non-existent and the
recoil is balanced from left to right. Because of this and
the low first shot multiplier the M5K handles surprisingly
OK. The reload time is also fairly speedy as well. However
the main problem with the M5K is its accuracy. It has one of
the highest base accuracyís in the game, and its spread
values are slightly worse than other PDWs, both ADS and
hipfire. It also suffers from the issue that affects many
PDWs of lack of rounds. It only has 20 rounds in a magazine
plus one in the chamber, and unlocking extended mag at 60
kills means you must put up with constantly reloading for a
while. Other than that the M5K is an excellent PDW for close
quarters. It is arguable whether this, the P90 or the MP7
are the best PDWs for up close, so to be honest it is a
matter of trying them out for yourself. Go with extended mag
and laser sight though, and you canít do much wrong.
My rating: 9/10
============================================================
------------------
[9] SHOTGUNS [SGU]
------------------
============================================================
The in-depth Shotgun section will be coming at a later date.
To be honest I donít play enough with shotguns to decide
which ones are best and the stats of shotguns are difficult
to interpret at best, so I will need to figure out how to
present them. Their use is also banned by most self-
righteous server admins, so chances are unless you play on
the few EA servers or are fearless in getting kicked or
banned off servers, chances are you wonít use them much.
However in the meantime I will give you some info on the
types of shotguns in BF3 and the ammo types.
There are three types of shotguns in BF3: pump-action, semi-
auto and full auto. The two pump-actions are the 870MCS and
the SPAS-12, and they are called pump-actions because they
require a Ďpumpí between firing a shot and the next. They
generally have longer ranges than other shotguns and have
the advantage of being able to fire while reloading, however
if you miss your first shot you may lose the fight, and so
you must be accurate with these weapons. The semi-auto
shotguns available are the DAO-12, M1014 and the Saiga 12K,
and these shotguns are the intermediate bunch: they can fire
quicker than the pump-actions, but have less accuracy and
are worse at range. The final type is the two fully-
automatic shotguns, the USAS-12 and the MK3A1. They fire the
fastest and have the most killing power, yet are very
inaccurate and are awful at range. The USAS-12 used to be
infamous for its combo with Frag rounds, which in my opinion
was the only weapon combo to this date that could be
described as overpowered in BF3. It now has been nerfed to
oblivion though.
The shotguns have four types of ammo selectable as the
second attachment slot: buckshot, flechette, frag and slug.
Buckshot is the standard ammo you start with, and provides
the most stopping power up close and is decently accurate,
yet lacks any power at range, and so is arguably the best
ammo for up close and personal. Flechette provides less
stopping power but is accurate and better at range. Frag
rounds arenít very accurate or powerful, but provide
enhanced suppression and the aforementioned USAS-12/Frag
combo could literally tear a whole team apart. And finally,
Slug rounds are the best at range yet are powerful still at
any range, however are very inaccurate. In my experience,
pump-actions favour buckshot and slug rounds, semi-autos
work best with buckshot or flechette, while the full autos
can work with anything other than slug rounds.
And that is it for now on shotguns. Watch this space!
============================================================
---------------------
[10] PISTOLS [PST]
---------------------
============================================================
Pistols are the sidearms available in BF3, and can be used
with any class in any loadout. While most pistols are semi-
automatic, the 93R is also capable of three-round burst fire
and the G18 is a fully-automatic pistol. The sidearms are
best used when you run out of ammo on your main weapon and
need to finish your foe off, or when you canít physically
reload because of enemies around you and need some
protection. Iíve modified the stats layout so instead of
list of unlocks and how to unlock there is a list of
variants available to the pistol along with the vanilla
pistol and how to unlock it, since pistols canít unlock
attachments like the primary weapons can.
============================================================
MP443/M9/G17C
============================================================
[All stats are the same for all three pistols unless
indicated]
How to unlock- MP443: Default pistol for Russians, get 100
                      kills to unlock for US
               MP443 Tact: Reach rank 13 in Multiplayer
               MP443 Supp: Reach rank 28 in Multiplayer
               M9: Default pistol for US, get 100 kills to
                   Unlock for Russians
               M9 Tact: Reach Rank 10 in Multiplayer
               M9 Supp: Reach Rank 25 in Multiplayer
               G17C: Reach Rank 4 in Multiplayer
               G17C Supp: Reach Rank 19 in Multiplayer
Rate of fire: 400 rpm
Muzzle velocity: 320 m/s (MP443)
                 380 m/s (M9)
                 375 m/s (G17C)
Maximum range: 480m (MP443)
               570m (M9)
               562.5m (G17C)
Suppression: 7%
Max to min damage: 25-13.75
Damage drop off- start: 12 m
               - end: 50m
Fire modes: Semi-automatic
Ammunition capacity: 17 + 1 rounds (MP443 and G17C)
                     15 + 1 rounds (M9)
Type of ammunition: 9x 19mm
Reload time- With rounds left: 1.35 seconds
             When empty: 1.6 seconds
Recoil- Up: 0.7
        Left: 0.1
        Right: 0.1
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.5
                  Prone-  0.5      1.5
I have grouped the MP443, the M9 and the G17C together
because their stats are ridiculously similar, and to be
brutally honest it would be a waste of space to write about
them separately. Basically there are only three differences
between the three of them, which benefits each one of the
three pistols in their own way. First of all is the magazine
count: the M9 only has 15 rounds in a magazine, while the
G17C and the MP443 have 17 rounds in a magazine. However the
M9 has the fastest bullet velocity, and so will kill the
quickest because they all have the same rate of fire. Yet
the final difference is that the G17C has a built-in laser
sight, and so has better hipfire than the MP443 and the M9.
However speaking more generally... these pistols are great
at the start of the game, but once you start unlocking more
powerful pistols such as the Magnum and the REX these
pistols kinda become obsolete. Like if you want power in
your hand, you could choose the Magnum, the REX or even the
M1911. While if you want a pistol to spray in your foesí
face, you could choose the G18 or the 93R. In my experience
I find you should choose these pistols only if you are good
at rapidly firing the trigger, otherwise there are better
pistols available. So which of the three is best? I would
say the G17C because of that handy laser sight. Otherwise
they are almost identical.
My rating (G17C): 8/10
My rating (MP443/M9): 7.5/10
============================================================
M1911
============================================================
How to unlock- M1911/M1911 Tact/M1911 Supp: Being a member
of EA Gun Club/ Being a Battlefield Veteran (Having a copy
of Bad Company 2 and registering it on the BFBC2 website I
think)
M1911 S-Tac: Complete the All About Precision assignment in
the End Game expansion, by getting 20 headshots with
pistols.
Rate of fire: 333 rpm
Muzzle velocity: 300 m/s
Maximum range: 450m
Suppression: 7%
Max to min damage: 34-14.3
Damage drop off- start: 12 m
               - end: 50m
Fire modes: Semi-automatic
Ammunition capacity: 8 + 1 rounds
Type of ammunition: .45 cal
Reload time- With rounds left: 1.75 seconds
             When empty: 2.05 seconds
Recoil- Up: 0.7
        Left: 0.1
        Right: 0.1
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.5      1.0
                  Crouch- 0.5      1.0
                  Prone-  0.5      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.5      1.5
                  Crouch- 0.5      1.5
                  Prone-  0.5      1.5
The M1911 is an intermediate weapon amongst the pistols,
since it is more powerful than the M9/MP443/G17C, yet is not
as powerful as the Magnum or the REX. Compared to this
group, it fires slower but inflicts 34 max damage compared
to their max damage of 25, and so is a three-shot kill up
close. This makes it not only devastating, yet is able to
finish off foes very capably. The only major headache with
the M1911 in my opinion is the magazine size. Even compared
to the M9, it has only just over half the magazine size,
which is dead annoying if you are not accurate. Still, the
M1911 is one of my favourite pistols, particularly the S-Tac
variant which is now available to everyone who owns the End
Game DLC.
My rating: 8.5/10
============================================================
.44 Magnum
============================================================
How to unlock- .44 Magnum: Reach Rank 36 in Multiplayer
               .44 Scoped: Reach Rank 44 in Multiplayer
Rate of fire: 160 rpm
Muzzle velocity: 460 m/s
Maximum range: 690m
Suppression: 15%
Max to min damage: 60-30
Damage drop off- start: 12 m
               - end: 50m
Fire modes: Semi-automatic
Ammunition capacity: 6 rounds
Type of ammunition: .44 Magnum
Reload time- With rounds left: 3.9 seconds
             When empty: 3.9 seconds
Recoil- Up: 2
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.3      1.0
                  Crouch- 0.3      1.0
                  Prone-  0.3      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.3      2.0
                  Crouch- 0.3      1.5
                  Prone-  0.3      1.5
The .44 Magnum is like a cannon in your hand, and of course,
one round will blow your head clean off. It is the most
powerful pistol in the game in terms of damage, killing in
as little as two shots up close and four at most. However it
can kill with one shot to the head as well. It and the MP412
REX also have better ADS accuracy than other pistols,
however the hipfire accuracy is slightly worse. The main
problems with the Magnum are its rate of fire, the magazine
capacity and its recoil. It has the slowest rate of fire of
all pistols, so despite its power you may still be
outgunned; the magazine count is only six rounds, and
because of the long reload time you must be accurate.
Finally, the recoil is very strong vertically, making
follow-up shots difficult. This is why I personally prefer
the REX, since it fires faster and is much more
controllable. Still, the Magnum has awesome power, and
perhaps should be selected if you like the REX on a large,
open map, since the Magnum is better at range. The .44
scoped can be a nice touch if you have selected a PDW or
shotgun for your primary but still want some range, but a 4x
scope means four times the recoil, so I generally donít use
it much and I doubt many players will either.
My rating: 8/10
============================================================
MP412 REX
============================================================
How to unlock- MP412 REX: Reach a score of 5,000 in Co-op.
Rate of fire: 255 rpm
Muzzle velocity: 370 m/s
Maximum range: 555m
Suppression: 15%
Max to min damage: 50-28
Damage drop off- start: 15 m
               - end: 37m
Fire modes: Semi-automatic
Ammunition capacity: 6 rounds
Type of ammunition: .357 Magnum
Reload time- With rounds left: 3.4 seconds
             When empty: 3.4 seconds
Recoil- Up: 1.2
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.0x
Spread while stationary-  ADS      Hip
                  Stand-  0.3      1.25
                  Crouch- 0.3      1.0
                  Prone-  0.3      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.3      1.75
                  Crouch- 0.3      1.5
                  Prone-  0.3      1.5
The MP412 REX is as Iíve mentioned is a similar pistol to
the Magnum, being smaller and less powerful. It has a higher
rate of fire and less recoil, and so can fire follow-up
shots much faster and more easily. It does inflict less
damage, particularly at range, yet up close still is a two-
shot kill. This is why I prefer the REX for close quarters.
It also has a quicker reload time (the Magnum and the REX
have the same reload time whether rounds are left in the
chamber or not), and slightly different hipfire spread, in
that while standing still fully upright it is slightly
worse, yet while moving and standing it is slightly better.
So to finish, I find the REX is better than the Magnum,
fires faster, etcetera...
My rating; 9/10
============================================================
G18
============================================================
How to unlock- G18: Reach Rank 30 in Multiplayer
               G18 Supp: Reach Rank 41 in Multiplayer
Rate of fire: 900 rpm
Muzzle velocity: 375 m/s
Maximum range: 562.5m
Suppression: 7%
Max to min damage: 20-12.5
Damage drop off- start: 8m
               - end: 40m
Fire modes: Full automatic, Semi-automatic
Ammunition capacity: 19 + 1 rounds
Type of ammunition: 9x 19mm
Reload time- With rounds left: 1.35 seconds
             When empty: 1.6 seconds
Recoil- Up: 0.7
        Left: 0.4
        Right: 0.4
1st shot recoil multiplier: 2.4x
Spread while stationary-  ADS      Hip
                  Stand-  0.8      1.5
                  Crouch- 0.8      1.0
                  Prone-  0.8      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.0
                  Crouch- 0.8      1.5
                  Prone-  0.8      1.5
The G18 is the only fully-automatic pistol available for use
in BF3, and with its high rate of fire, if you spray this in
an enemyís face within a few metres itís safe to say you
will destroy them. The full auto capability doesnít make it
the best pistol in the game, though. It shares the reload
time of the G17C and others, yet has a lower damage model of
just twenty maximum damage up close, and so takes five shots
to kill an injured foe up close. The recoil is also utterly
horrendous: the high vertical and horizontal recoil means
this thing bounces around like a bouncy castle on steroids.
It and the 93R also have horrible accuracy and a hipfire
penalty. Still, the high rate of fire and crazy recoil means
this will eradicate anyone within a few metres, anywhere
beyond that...
My rating: 8/10
============================================================
93R
============================================================
How to unlock- 93R: Get a score of 86,000 in Co-op.
Rate of fire: 900 rpm
Muzzle velocity: 375 m/s
Maximum range: 562.5m
Suppression: 7%
Max to min damage: 20-12.5
Damage drop off- start: 8m
               - end: 40m
Fire modes: Three-round-burst, Semi-automatic
Ammunition capacity: 20 + 1 rounds
Type of ammunition: 9x 19mm
Reload time- With rounds left: 1.35 seconds
             When empty: 1.6 seconds
Recoil- Up: 0.5
        Left: 0.2
        Right: 0.2
1st shot recoil multiplier: 1.5x
Spread while stationary-  ADS      Hip
                  Stand-  0.8      1.5
                  Crouch- 0.8      1.0
                  Prone-  0.8      1.0
Spread while moving-      ADS      Hip
                  Stand-  0.8      2.0
                  Crouch- 0.8      1.5
                  Prone-  0.8      1.5
The 93R is the only burst-fire pistol available in BF3, and
is similar to the G18 in that they share the same rate of
fire, reload time and spread values. Obviously because it is
a burst fire weapon it is difficult to reach the 900 rpm,
yet I feel it is still a better weapon than the G18. It has
a significant reduction in recoil and a lower first shot
multiplier, and so is much more controllable. Other than the
93R having an extra bullet in its magazine, the two weapons
are basically identical. Depending on whether you and burst
fire weapons get on or not, choose between the G18 and this
accordingly.
My rating: 8.5/10
============================================================
---------------
[11] FAQS [FRG]
---------------
============================================================
This section is the FAQS section, where I will answer some
questions that you may want to ask or I have already been
asked. If you want to submit a question, please email me at
pwish@fsmail.net.
------------------------------------------------------------
What do your ratings mean?
------------------------------------------------------------
My rating on a weapon is my personal opinion based on its
stats and my experience with the weapon. It may differ from
other peoplesí opinions or yours, so it really is up to you
to try the weapons and see for yourself.
------------------------------------------------------------
What is suppression?
------------------------------------------------------------
Suppression is new to the Battlefield series with BF3, and
basically provides the effect being pinned down by enemy
fire in real life. When bullets miss you within a certain
distance or they hit you, your screen will become blurred
which means you are being suppressed. Your accuracy will
increase, you cannot heal unless a medic kit is near you,
and your recoil will increase. Light machine guns, the MP412
REX and the .44 Magnum, and sniper rifles generally are the
best at suppressing an enemy. One rule when you are being
suppressed: find cover!
------------------------------------------------------------
What is bullet drop?
------------------------------------------------------------
Bullet drop is the amount a bullet drops below where you
initially aim at distance. This is almost universally
referred to on sniper rifles, since they are the most long-
ranged weapons in the game. Basically, aiming within 100m
with any sniper rifle isnít a problem, and so if you aim
directly at their head you should hit them bang on. However,
if aim at an enemy 500m downrange, you will have to aim
above them to compensate, which really relies on some
guesswork and practice. The amount of bullet drop is
determined by the weaponís muzzle velocity: The slower the
muzzle velocity, the shorter the distance is that bullet
drop starts and the drop will be bigger, meaning you will
have to compensate more and at a shorter distance.
------------------------------------------------------------
This [Insert weapon name] is so overpowered! Why hasnít DICE
nerfed this?
------------------------------------------------------------
To start, the definition of overpowered is it can beat
anything at any range. The only time I think a weapon has
been overpowered in BF3 is the infamous USAS-12/Frag rounds
combo, since that was unbeatable within a certain distance.
So the answer is, DICE hasnít nerfed many of the perceived
Ďoverpoweredí weapons because they simply arenít. The UMP-
45, for example is often described as OP, but it is awful at
anything beyond 20 metres, and so is not OP. The slow fire
rate and mediocre magazine doesnít help it either. I donít
even think Stingers/Iglas are OP either, because jets donít
really need to worry about them and any decent heli pilot
can ECM or flare and get away before it goes for a second
shot (I do think being able to disable in a single shot is a
bit OTT). It is also a question of playability. Nobody is
going to play a shooter where every gun is equally good and
so everybody has an equal chance of killing each other.
Youíve got to have some weapons that are better than others,
or letís face it, BF3 will be a very boring game. This is
why the M16A3 or the M98B havenít been nerfed completely,
because the game needs weapons that are better than others.
------------------------------------------------------------
Will any of these guns appear in Battlefield 4 and will they
be the same as in BF3?
------------------------------------------------------------
As of the 7th June, the confirmed weapons that will appear in
BF4 that are present in BF3 are the AEk-971, M416, M16A3,
M4A1, M249, G17, MP412 REX and the M320 grenade launcher.
Whether they will be the same or not... I have no idea! I
suspect they will be similar since DICE models the weapons
on their real-life counterparts, but I wouldnít be surprised
to see if they have been changed a bit for balance reasons.
My only solution is to wait until Battlefield 4 comes out
and see!
============================================================
------------------------------
[12] LEGALESE AND THANKS [LAT]
------------------------------
============================================================
COPYRIGHT-
This may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

Copyright 2013-present Peter Wisher (TheFlamingW)

TRADEMARKS-
All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.

AUTHORISED WEBSITES-
The only sites that have been given permission to publish this
guide on their site are on the list below. If have done this
without my express permission, you are in big doo-doo. If you
notice this guide on another site and it is not on the list,
please inform and I will do my best to get it taken down. If you
wish to get permission to display my guide, please email me.
--------------------------------------------------------------
www.gamefaqs.com





------------------------------------------------------------
THANKS-
This is my chance to give credit to those who helped with
the making of this guide both directly and indirectly, and
my sources of vital information, such as the weapon stats.
Thanks to the following people/entities!
------------------------------------------------------------
[www.symthic.com]- for providing all the weapon stats for my
guide. This helped a great deal and is a fantastic resource
for other games such as Black Ops II and Medal of Honor.
Check it out if you havenít alre
[http://battlefield.wikia.com]- the Battlefield wiki and its
contributors, for helpful tidbits of information.
[Shustybang and the Russian Badger]- Thanks to these
youtubers for their comprehensive weapon guides, which
helped as a second opinion and for opinions on weapons I
donít use very often. Thanks guys!
[www.gamefaqs.com]- Errr... for putting this guide up I
guess.
[DICE]- For making an awesome game and hopefully an awesome
BF4!
------------------------------------------------------------
And so that is it guys! Thanks for reading and I hope it was
useful to you. If you wish to see my battlelog or are a PS3
player and want to join my platoons, they are linked below.
Battlelog-
http://battlelog.battlefield.com/bf3/#!/bf3/soldier/TheFlami
ngW/stats/838817092/ps3/
Squad X platoon-
http://battlelog.battlefield.com/bf3/#!/bf3/platoon/28326552
41696127111/
Zero Seal platoon-
http://battlelog.battlefield.com/bf3/#!/bf3/platoon/28326552
41594595616/
============================================================
Version 1.01--TheFlamingWó-pwish@fsmail.net--7th June 2013
============================================================
Copyright 2013-present Peter Wisher (TheFlamingW)