Bf3 Mtar Specialist Assignment Management

Battlefield 3

Firearms Guide by barticle

More for Battlefield 3 (PC):

BF3 Firearms Guide - Version 1.04 - 9 June 2013 - by Barticle at ____ ___ _____ _____ _ ____ ____ _ ____ _ ____ ______ | _ `. .' _ '.|_ _||_ _|| | | __|| __|| || __|| | | _ `. |___ | | | | | | | | | | | | | | | | | | | | || | | | | | | | / / | | | | | | | | | | | | | | | | | | | || | | | | | | | / / | |_| | | |_| | | | | | | | | |__ | |__ | || |__ | | | | | | / /__ | _ : | _ | | | | | | | | __|| __|| || __|| | | | | | /___ | | | | | | | | | | | | | | | | | | | | || | | | | | | | | | | | | | | | | | | | | | | | | | | | | || | | | | | | | | | | |_| | | | | | | | | | | |__ | |__ | | | || |__ | |__ | |_| | ____| | |____.' |_| |_| |_| |_| |____||____||_| |_||____||____||____.' |_____.' __ __ __ __ __ __ ___ __ __ |__ | |__) |__ |__| |__) |\/| (__ / __ | | | | \ |__ | | | \ |__ | | | \ | | ___) \__/| |__| | |__/ |__ 01 INTRODUCTION 03 WEAPONS 05 ACCESSORIES 02 STATS & MECHANICS 03a Assault Rifles 05a Sights & Scopes 02a Speed & Range 03b Carbines 05b Attachments 02b Suppression 03c Light Machineguns 06 SCORING 02c Damage 03d Sniper Rifles 07 CONTACT 02d Ammo & Reloading 03e Personal Defence Weapons 08 THANKS 02e Recoil 03f Shotguns .------------------------------------. 02f Accuracy 03g Pistols ( Check out my BF3 Trophies Guide too! ) 02g Bullet-Drop 04 SPECS '------------------------------------' .------------.-----------------------------------------------------------------. | Section 01 | INTRODUCTION s01 | '------------'-----------------------------------------------------------------' This is a guide to the multiplayer firearms in Battlefield 3 (hereafter "BF3"). My aims are to explain the mechanics of weapons fire in the game (and how to interpret the Symthic weapon charts), to discuss/compare all of the weapons and attachments and to give a little background on each gun. What I can't do is tell you which weapons or attachments to use - that will depend on your play-style, available unlocks, game mode, map, enemy tactics, etc - but hopefully I will give you the information you need to make informed choices. I'm a veteran of BF3 and Battlefield: Bad Company 2 (hereafter "BFBC2") and I've written over thirty game-guides for this site including a Trophies Guide for BF3 which gives comprehensive coverage of all the trophies (and ribbons) plus tips for completing the DLC weapon unlock Assignments (see trophies #42 and #48). I realise that I'm writing this over a year since BF3 was released but the game still has a large active community with new players joining daily and, writing this intro on 23 December, I'm sure we'll have a second wave of Christmas noobs very soon! Also, when the next Battlefield game is released, I should be able to adapt this text quickly into a BF4 firearms guide, especially if they include all the same guns again! To jump to any section of this document use your browser's Find function (with Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter s followed by the two or three-digit section number, for example s04 to find Section 04 (and this paragraph!) or s02d to find the fourth sub-section of Section 2. All weapon stats in this guide are quoted from and are correct at December 2012 following the major patch in late November 2012. It appears that there were no weapons-balancing changes included in the (presumably final) patch released in March 2013 with the End Game DLC so I don't foresee any significant updates to this guide in future, although I'm open to contributions. This guide is designed to be viewed using a monospaced (non-proportional or fixed-width) font, preferably Courier New. Some sections of the document will display incorrectly if you are using a proportional font like Times New Roman. .------------.-----------------------------------------------------------------. | Section 02 | STATS & MECHANICS s02 | '------------'-----------------------------------------------------------------' This is the first of the two main sections of this guide. It explains all the various stats and physical rules that govern how firearms work in BF3. The weapon stats in the game and on the official Battlelog site are inadequate (e.g. bolt-action sniper rifle "range = very long" - how helpful!) and in some cases they're actually incorrect but luckily there's a fantastic online resource for detailed and current BF3 weapon data called Symthic. Visit for comprehensive weapon stats for Battlefield 3 (and Blops II, Medal of Honor: Warfighter and Modern Warfare 3 as well). The most important feature for BF3 is the Weapon Charts. These give a complete breakdown of the stats for each category of gun in the game. This section of my guide explains each of these stats in turn (in the order they're presented on Symthic) and therefore also covers the firearm mechanics of BF3. --> There's also a useful Weapon Comparison page that lets you compare two different guns with or without any accessory that affects weapon stats. You can even pick firearms from two different categories so for example you could compare the G36C carbine with a laser sight to the M249 machinegun with a foregrip if you wanted. You can also use this page to compare the same gun to itself, with and without any accessory, for example comparing the M416 with a heavy barrel to the M416 with a flash suppressor. --> You should also be aware of the other pages available on the site which you can access from the main BF3 menu. These include Accuracy Plots (graphic displays of accuracy and recoil), TTK charts (listing Time To Kill for each gun at different ranges), BTK (number of Bullets To Kill at various ranges) and example images of all the sights, scopes and iron sights in the game. --> I could not have written this guide without the sterling efforts of everyone who has contributed to the Symthic data. Thanks folks! :) .-------------.----------------------------------------------------------------. | Section 02a | Speed & Range s02a | '-------------'----------------------------------------------------------------' The first four stats on the Symthic weapon charts are shown immediately under the image and name of the gun. The first three of those are described below. Rate of Fire ¯¯¯¯¯¯¯¯¯¯¯¯ The first number is the fire-rate, given in RPM (rounds per minute). This tells us the speed at which the weapon can fire successive rounds, but of course this is not the number of bullets that can actually be fired in one minute. The FAMAS assault rifle has the highest rate of fire (1,000 RPM) but since the magazine can only hold 25 bullets you would spend much of that minute reloading! Each firearm in the game has up to three different fire modes. These will be indicated on the in-game display by dots to the right of your ammo counter in the bottom-right corner of the screen. Press the d-pad down to switch between the fire modes on your weapon. o Automatic (three dots) - fully automatic fire when you hold the trigger o Burst (two dots) - two or three rounds* fired when you tap/hold the trigger o Single (one dot) - only one round fired when you tap/hold the trigger For an automatic weapon the Symthic charts show the fire-rate on full auto. For a semi-auto, pump-action or bolt-action weapon they show the effective maximum rate of fire on successive single shots. In automatic mode you can use "tapfire" (tapping R1) to create a burst effect if your weapon lacks a burst mode or you're too lazy to change the fire mode. :) With practice you should be able to reliably get one, two or three rounds per tap, depending on how long you hold the trigger. Firing consecutive short bursts is much more accurate than one long burst. The M16A4 and KH2002 assault rifles and M4 carbine have a burst option *instead* of full auto; there are about a dozen other weapons that offer a burst mode in addition to automatic. Unlike with real-life weapons, using a burst fire mode in the game will always give you the standard burst (e.g. three rounds) regardless of whether you tap or hold the trigger. In a video on his Youtube channel Granada DeFumasa reports that the Xbox 360 has a hardware handicap compared to the PS3 - the design of the Xbox controller's trigger limits the speed you can achieve for consecutive bursts** (for example with his favoured AN94). Also if you play on PC then you might find it harder to maintain your aim when clicking the mouse button for consecutive bursts. The fire-rate of your weapon is very significant in close-quarters combat. When you encounter an enemy it will often be the one that can pump the most rounds into the other that will prevail. However at medium and longer ranges you will be more likely to prosper with a slower weapon that's easier to control. *The AN94 assault rifle, the G36C carbine and the UMP45 and M5K in the PDW group have a two-round burst, all others are three. **As we'll see below, most guns in the assault rifle and carbine categories give a maximum damage of 25 so - unless your target is already injured or you get a headshot for the x2 multiplier - you'll need more than one burst to get the 100 damage required for a kill. Muzzle Velocity ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is the speed at which bullets leave the barrel, given in metres per second (m/s). For example at 600 m/s it takes a quarter of a second for your bullets to travel 150 metres (164 yards) and in order to hit a moving target you would need to "lead" them - aiming in front of them. In general the rifles and machineguns in BF3 have muzzle velocities of around 500 to 600 m/s (compared to typical values of 850 to 950 m/s in real life), for PDW's it's around 400 m/s and for pistols around 300 m/s. A weapon with a lower muzzle velocity will experience more "bullet-drop" (see Section 02g) since the longer travel time gives the bullet more time to fall. When you equip a sound suppressor attachment (see Section 05b) you also switch to subsonic ammunition with reduced muzzle velocity and a significantly shorter drop-off on the damage profile (see Section 02c). Maximum Range ¯¯¯¯¯¯¯¯¯¯¯¯¯ For most guns the maximum distance that a bullet can reach is calculated as the length it travels in 1.5 seconds so this is intimately connected to the previous stat. For example the F2000 assault rifle has a muzzle velocity of 600 m/s so (speed x time = distance) its max range is 600 x 1.5 = 900 metres (984 yards). The muzzle velocity trends apply here too so the rifles and machineguns tend to have longer ranges (around 800-950m) compared to PDW's and handguns. The exception to the 1.5 seconds rule is the sniper rifles which are given much longer maximum ranges, between 2 and 3 kilometres (up to 2 miles for the M98). This is only the theoretical maximum range of the weapon and not the effective range - you'll usually want to be operating at significantly shorter ranges. .-------------.----------------------------------------------------------------. | Section 02b | Suppression s02b | '-------------'----------------------------------------------------------------' This is a percentage statistic that indicates how effective a bullet from that gun is at suppressing an enemy. The suppression mechanic occurs when someone shoots near you (but misses) - not only does this obscure your screen view with a blurring effect but it also temporarily impairs the accuracy of your weapons. If a team-mate kills an enemy while you're currently suppressing that target you will receive a fixed 50-point Suppression Kill Assist bonus. If you landed a few hits too then you'll also get a normal Kill Assist equal to the number of points of damage you did, so with the two bonuses combined it's actually possible to score more than the 100 XP you receive for getting the kill yourself! (The suppression effect should not be confused with the suppressor attachments which can be added to a weapon to reduce the noise it makes - see Section 05b.) Although the belt-fed LMG's (light machineguns) of the Support class are ideal for laying down sustained suppressive fire you can actually use any firearm. The majority of weapons have a standard suppression stat of 7%. For the pistols that fire Magnum ammo (Rex and .44 Magnum) it's 15%, for rifles and machineguns in 7.62mm calibre it's either 10% or 20% and for the bolt-action sniper rifles it's always 35% (but of course their fire-rates are much slower). The suppression effect is enhanced if the shooter has the benefit of the SUPR spec and reduced if the target has the COVR spec (see Section 04). One useful technique in shooter games is pre-firing - this is when you start to shoot (full auto) at an enemy before you have a clear line of sight, for example when you pop out of cover and you know there's an enemy in front of your or if you see an enemy on the minimap about to come around a nearby corner. This can be even more effective in BF3 because of the suppression effect - even if your initial couple of shots miss your target you'll still be suppressing them and making it harder for them to return fire successfully. .-------------.----------------------------------------------------------------. | Section 02c | Damage s02c | '-------------'----------------------------------------------------------------' When playing on a "Normal" server every player has 100 health - you can think of this as 100 hit points or just as 100% of full health. It's easier to kill (and to die!) on a "Hardcore" server - all the weapons do exactly the same damage as in Normal but now everyone has only 60 health. The damage done by any bullet that hits an enemy (or a friendly in Hardcore!) is determined by a few basic numbers. There are four key stats for each weapon which are shown graphically as a plot of damage (per round) against distance travelled. At short range a bullet does its Maximum Damage, then when it reaches the Drop-Off Start distance the damage starts to decrease (at a constant linear rate) until it reaches the Drop-Off End distance after which the Minimum Damage applies. (The round then continues until it reaches the Maximum Range (see above) where it effectively disappears!) D| Damage Plot (General) A| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ M|----------._ <---- Maximum Damage A| `-._ G| `-._ E| `-._ | `-._ | `------------- <---- Minimum Damage |_____________________________________________________ /\ /\ D I S T A N C E Drop-Off Start Drop-Off End The various guns in the game have different damage graphs but they always have this same basic shape and any two weapons in the same category that use the same type of ammunition (see below) will usually have identical damage stats. For example every assault rifle (apart from the G3) fires either the 5.56mm NATO or 5.45mm Warsaw Pact ammo and, for the sake of balance, these are considered to be identical. The max damage is 25, the drop-off start is 8 metres, the drop-off end is 50 metres and the minimum damage is 18.4 (out to max range). D| Damage Plot (Assault Rifles) A| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ M|-----._ <---- 25.0 pts A| `-._ G| `-._ E| `-._ | `-._ | `------------- <---- 18.4 pts Z |________________________________________________ /\ /\ D I S T A N C E 8 metres 50 metres Out to 8 metres each bullet does 25 damage so on a Normal server it takes four bullets to kill an enemy (4 x 25 = 100) but at just past 8 metres (at the start of the drop-off zone) you'll need an extra bullet (4 x 24.9 < 100). You'll then get five-hit kills out to the distance at which the damage drops to 20 (roughly 40 metres) and beyond that it's always a six-hit kill (6 x 18.4 > 100). (The drop-off zone is essentially a triangle, in this case with side lengths 6.6 and 42. Damage or distances within this zone can be determined with basic trig or by equating the aspect ratios of similar triangles. For example if we say the damage drops to 20 at N metres into the zone then (25 - 20) / N = 6.6 / 42 and therefore N = 31.8 metres and the full distance is 31.8 + 8 = 39.8 metres.) The bullet damage and rate of fire can be multiplied to give a "damage-rate", a measure of how quickly they can deliver damage (in this case at close quarters). F2000 = 850 RPM x 25 damage / 60 seconds per minute = 354 damage per second L85A2 = 650 RPM x 25 damage / 60 seconds per minute = 270 damage per second G3A3 = 550 RPM x 34 damage / 60 seconds per minute = 311 damage per second There's no Magnum spec (like in BFBC2) to increase the damage per round. There are only two attachments in BF3 that affect the damage stats - the heavy barrel increases the drop-off end distance while the suppressor reduces both the drop- off start and end distances. The graph shows the base damage per round but multipliers are applied when you hit certain parts of your target. A headshot does double damage (x2) with most guns or x2.4 damage with sniper rifles, revolvers, shotguns and the crossbow in the Aftermath DLC. Since the bolt-action snipers all have a minimum damage of at least 50 they always give a one-hit headshot kill at any range (50 x 2.4 > 100). Shooting your target's legs however gives a multiplier of x0.91 so it actually reduces the damage per bullet by 9 percent. Some weapons - sniper rifles, revolvers, shotgun slug rounds and the crossbow - also get a x1.25 multiplier to do more damage on hits to the upper torso of your target (although, since it has higher max damage already, the M98B bolt-action sniper only gets a x1.06 multiplier on such chest shots). .-------------.----------------------------------------------------------------. | Section 02d | Ammo & Reloading s02d | '-------------'----------------------------------------------------------------' Next to the damage plot on the Symthic weapon charts are the reload times along with details of the ammunition capacity and type. Most guns have two reload times: the short reload and the long reload. The short reload applies if you reload while you still have some bullets in the weapon and the long reload occurs if you reload when it's completely dry. Taking the SCAR-H carbine as an example the short reload there is 2.10 seconds and the long reload when the gun is empty is 2.75 seconds (since you need to chamber a round). 2.10 The two reload times are presented in a diagonal row with a third 2.75 figure which is a "threshold" time - once you start reloading you 0.75 cannot switch to another weapon until this time has elapsed. For 21 the SCAR-H it's 0.75 seconds. (As you will know from (almost) every game tutorial ever, it's much quicker to switch to your pistol than to reload your primary weapon.) The next number down is the maximum standard ammunition capacity of the weapon. For the majority of guns this is the magazine capacity plus one round in the chamber of the weapon. For example the SCAR-H magazine holds 20 rounds so with a round chambered and a full magazine the maximum capacity is 21 - when you spawn you'll have the full 21 rounds loaded in the weapon. Several machineguns, PDW's and shotguns have the option of using an extended magazine which significantly increases their ammunition capacity. The type of ammunition used by the gun is shown under the ammo capacity. The calibre will be given either in millimetres (for example 5.56mm or 9mm) or in fractions of an inch (for example .357 Magnum = 357/1000 inch). A second figure gives the length of the shell case, e.g. with "5.56x45mm" it's 4.5cm long. All the shotguns (including the Assault kit's M26 MASS) fire 12-gauge shells. The Saiga 12K, USAS12 and MK3A1 (and M26) use a detachable magazine which means you can do a full reload more quickly but the other shotguns have the advantage that, by loading shells individually, you can interrupt the reloading process and start firing again at any stage. .-------------.----------------------------------------------------------------. | Section 02e | Recoil s02e | '-------------'----------------------------------------------------------------' Recoil is the tendency of a firearm to "kick" upwards (and sideways) after each round is fired. This will be especially noticeable when firing a longer burst from an automatic weapon but, even on full auto, after releasing the trigger the gun will always return to your original point of aim. 0.3 The recoil of each weapon is described by five numbers which are ^ presented on Symthic like this (using the AN94 as an example). 0.2 <-'-> 0.3 The top number is the vertical recoil (muzzle rise) experienced 18.0 1.5x after each shot, given as an angle measured in degrees. The next two numbers are the maximum left and right horizontal recoil per shot. Sideways recoil is determined at random on each shot so even where the two stats appear to cancel each other out there will usually be some net effect although you will only get a distinct "pull" to one side if the numbers differ. The figure at the bottom-left is what I call the "recoil recovery" rate. It's a measure of how quickly the weapon returns to your original aim, given in degrees per second. A bigger number here will make it easier to fire accurate bursts at a greater speed. The final number at the bottom-right is the first-shot multiplier applied to the vertical recoil on the first shot of a burst of automatic fire. This can be as high as x3.0 (for example on the AEK971 assault rifle) which means the weapon will jump vertically three times further than normal on the first shot. The AS Val is unique in having a first-shot multiplier of x0.5 - the weapon actually experiences less recoil than normal on the first shot of a burst. ¯¯ A number of weapon attachments (see Section 05b) affect recoil. The suppressor and flash suppressor both reduce vertical recoil, the foregrip cuts horizontal recoil (and vertical recoil on some LMG's and sniper rifles), the heavy barrel increases vertical recoil and the bipod (when deployed) usually reduces both vertical and horizontal recoil significantly. With some practice you can compensate for recoil during a burst by adjusting your aim in the opposite direction, e.g. you can reduce the effect of vertical (upwards) recoil by holding down a little on your right stick (or up if you have vertical look inverted in your controller config). This is easier on PC using a mouse but it works on a joypad too. It's better for a weapon to have vertical recoil than horizontal recoil, not only because it's easier to counteract, but also because you can use it to your advantage by aiming low and letting the recoil guide your aim up your target's body and hopefully into a headshot. This strategy will be less effective on any weapon where the left and right recoil are asymmetrical. .-------------.----------------------------------------------------------------. | Section 02f | Accuracy s02f | '-------------'----------------------------------------------------------------' The accuracy of each weapon is determined as a randomised "spread" (deviation) on each shot. With the exception of the bolt-action sniper rifles and the AS Val (which all have 0.0 spread for stationary aimed fire), your bullet will not hit exactly where you are aiming and will instead land at a random point within a circle centred on your point of aim and defined by the angular spread value. You can visualise this as a long cone centred around your line of fire. Since spread is calculated as an angle, the effect is greater at longer ranges. The amount of spread that applies in any given situation will be based on three factors in twelve possible combinations shown in a grid: ADS HIP You will have less spread (better accuracy) when you are aiming down the sights (ADS) compared to using hipfire. 0.2 2.0 Stand Static 0.2 1.5 Crouch Your aim will be better when you are stationary. You can 0.2 1.0 Prone think of this as an "accuracy bonus" for standing still. 1.0 2.5 Stand Finally your stance also has an effect on accuracy. You Moving 1.0 2.0 Crouch will have more hipfire spread when you are standing and 1.0 2.0 Prone less when crouching or laying prone. These example figures are from the AUG assault rifle. Like all "bullpup" designs (where the magazine and firing mechanism are behind the trigger) it gets a bonus to hipfire accuracy of -0.5 applied in most stances. However bullpup weapons do also tend to have slower reload times. It's worth noting that almost all firearms except for LMG's give the same degree of stationary aimed accuracy in all three stances so going prone gives no bonus to ADS spread (it does make you a smaller target and allow you to deploy a bipod but it also makes you pretty vulnerable, especially to headshots). Conversely if you're using a Light Machinegun you'll have a stationary ADS spread of either 0.5 or 0.4 when standing but this will reduce to 0.2 when you go prone. The effect of stance and movement on your hipfire accuracy can be demonstrated simply by observing the variations in size of your crosshairs as you transition between running/standing and standing/crouching/prone. You can also observe the effect on hipfire spread of switching on and off a laser sight attachment (see Section 05b) and of firing a long burst on automatic. There are two other stats that are applied. The first is the spread increase per shot (shown in orange on Symthic) which is the amount by which the radius of spread increases with each successive shot; the value is 0.1 for the AUG A3 (and for all the assault rifles firing similar calibres). This means it's much better to use short bursts, or even single shots, when shooting at longer ranges. The other stat is the spread decrease per second (shown in green) which defines how quickly your accuracy resets to normal after shooting or changing stance; this value is 15.0 for the AUG (and indeed for all firearms in the game). ¯¯ The combined effects of recoil and spread are displayed vividly in the accuracy plots on Symthic where the different colours represent successive shots fired in a five-round burst. With each shot the muzzle rises and the spread increases but the unique stats for every weapon give each one a characteristic accuracy plot. --> Several weapon attachments have an effect on the accuracy of the gun. The laser sight reduces the hipfire spread, the foregrip increases ADS spread, the bipod (when deployed) reduces both ADS and hipfire spread, the suppressor reduces ADS spread but increases hipfire spread, the flash suppressor increases hip spread and the heavy barrel improves aimed accuracy but adds hipfire spread. One very useful feature of BF3 is spotting. You can "spot" an enemy by aiming at them and pressing Select (or Back on the Xbox / Q on PC). This causes them to be temporarily tagged with an orange triangle over their head and a marker on the minimap, both of which are visible to everyone on your team. As well as using spotting to alert friendlies of enemy positions you can also use it to assist your shooting because often you can see the orange triangle more clearly than the actual target and you can just aim directly below the marker. The exception is when you spot a squad leader - they will be tagged with both a triangle and a star and you need to aim at the spot horizontally between the two. .-------------.----------------------------------------------------------------. | Section 02g | Bullet-Drop s02g | '-------------'----------------------------------------------------------------' In addition to travelling with finite speeds (see Muzzle Velocity above) every bullet in the game also acts as a true projectile and, instead of travelling in a perfectly flat path, will gradually fall to earth under gravity. Although this applies to all guns, this bullet-drop will be most noticeable when using sniper rifles at long range - you'll need to aim above your targets to hit them. Bullet-drop figures are not given on the Symthic weapon charts so let's work out a couple of examples using the bolt-action L96 rifle at 200 and 400 metres. We only need to use a couple of "VUSAT" equations (the game doesn't apply air resistance and I'm ignoring the slight curvature of the projectile's path). time = distance / speed distance = 0.5 x acceleration x time squared (when initial speed is zero) The muzzle velocity for the L96 is 540 m/s so, considering the horizontal motion only, the bullet will cover 200m in 200 / 540 = 0.37 seconds Now considering the vertical motion (the downwards acceleration due to gravity) over 200 metres the bullet will drop 0.5 x 9.81 x 0.37 x 0.37 = 0.67 metres (I believe BF3 applies other/larger values of acceleration due to gravity for some weapons, but you get the basic idea of how it works.) Repeating the calculations for a distance of 400 metres the bullet will travel for 400 / 540 = 0.74 seconds and fall 0.5 x 9.81 x 0.74 x 0.74 = 2.69 metres You don't need to do mathematics whilst playing though - the simplest way to determine your weapon's bullet-drop at any given range is to fire a test shot at a plain wall or post (at the same distance), stay scoped-in and watch where the bullet impacts. Say it lands 1.5 cm below your crosshairs (measured on your TV screen) you know that you'll need to aim 1.5cm higher to score a direct hit. .------------.-----------------------------------------------------------------. | Section 03 | WEAPONS s03 | '------------'-----------------------------------------------------------------' There are seven categories of guns in Battlefield 3: o Assault Rifles are available only within the Assault kit o Carbines are available only within the Engineer kit o Light Machineguns (LMG's) are available only within the Support kit o Sniper Rifles are available only within the Recon kit o Personal Defence Weapons (PDW's) and Shotguns can be used in any kit o Pistols are equipped to the secondary slot in any kit You start the game with ten guns available - two each from the assault rifle, carbine, LMG, sniper and pistol categories. These are faction-locked, so within each pair one is used by the American side and the other by the Russian side. These weapons will eventually become unlocked for the opposing side by earning a Service Star in the appropriate class (or with the pistols themselves for the sidearms). No other guns are faction-locked. Most of the guns are unlocked by progressing through the multiplayer ranks or by earning specified totals of experience points (XP) using the appropriate kits.* Another seven are earned by collecting co-op XP in the online co-op missions so remember to get those too as there are some decent guns available there. Twenty more firearms are unlocked by completing the Assignment challenges from DLC sets (ten in Back To Karkand and ten in Close Quarters). For details of the requirements and tips on completion refer to my BF3 trophies guide on this site (see trophies #42 and #48 respectively). The following seven sections describe individually every firearm in the game. Standard ammo capacities for most guns are given in the format N+1 where the magazine holds N cartridges and you can have one more ready in the chamber. The reload times are for the short reload (when the gun isn't completely empty). *Remember that, if you are using a vehicle with unlocks, any XP you earn will be counted towards that vehicle category instead of your class. For example if you are using the Assault kit and sit in a tank to capture a flag in Conquest mode the points will count as Main Battle Tank experience instead of Assault XP... unless you briefly hop out of the tank just before the cap is complete. :) .-------------.----------------------------------------------------------------. | Section 03a | Assault Rifles s03a | '-------------'----------------------------------------------------------------' The assault rifles can only be equipped when using the Assault class. Since the original Sturmgewehr 45 and Kalashnikov AK47 in the 40's, the assault rifle has become ubiquitous across battlefields worldwide. The combination of gun design and intermediate ammo loads give a weapon that delivers fire at the typical engagement distances of 200-300 metres with a high fire-rate, reliable accuracy and manageable recoil. As noted in Section 02c above, every assault rifle except for the G3A3 uses the 5.56mm NATO or Russian 5.45mm ammo and these both have identical damage profiles giving 25 max damage (out to 8 metres) and 18.4 min damage (after 50 metres). It can be a painful experience when you first start using a new gun as you are forced to use the iron sights and these often give a poor view of your target. At least with carbines and PDW's the first accessory unlock (10 kills) will be a red-dot sight but with the assault rifles it's a 4x scope and you don't get an RDS until the fifth unlock (50 kills) so for a while you're stuck with a choice of iron sights, ACOG/PSO scope or hipfire. o M16A3 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 1.80 secs Unlocks: (US side) available at start (Russian side) 220,000 Assault kit XP Summary: Your initial assault rifle when playing on the American side gives a respectable rate of fire, very quick reloads and good accuracy. The recoil is about average for the assault rifle category although the horizontal recoil is quite imbalanced (+0.1 left and +0.4 right) giving the A3 the most prominent sideways pull in the game. Despite being available from the start of the game (on the American side at least) the M16A3 is widely regarded as the best assault rifle in BF3, frequently favoured in competitive matches. It's also gained a reputation as the weapon of choice for those "tryhards" that always pick the strongest gun available. However the M416 and AEK971 are also both highly regarded and you may find that other guns are better suited to your play-style. J0hn-Stuart-Mill on Symthic collated weapon usage figures from the data on (counting the number of players that've scored 600+ kills with each gun*). This confirmed that the M16 is the most popular assault rifle on all three gaming platforms (PS3/360/PC). *This represents players that used the gun long enough to unlock both dogtags (Proficiency tag at 100 kills and Master tag at 500) but found it sufficiently useful or enjoyable to want to keep using it. Trivia: The M16 is the US military version of the semi-auto ArmaLite AR15, designed by the fantastically named Eugene Stoner, modified for full automatic fire. It was adopted as the US service rifle in the 60's, replacing the M14 during the Vietnam War. The M16A2 version appeared in the 80's with semi-auto and burst fire modes only. The A3 model in the game is a variant used by the US Navy with the option of fully automatic fire retained. o AK74M Ammo: 5.45x39mm Capacity: 30+1 Fire-rate: 650 RPM Reload: 2.10 secs Unlocks: (Russian side) available at start (US side) 220,000 Assault kit XP Summary: Compared to the M16A3, the Russian starting rifle has a significantly slower rate of fire which makes it more controllable at medium/long range but disadvantaged in close-quarters combat. The short reload is quite fast but it takes a whole extra second for the long reload when the gun is totally empty. The vertical recoil is quite high for an assault rifle although the first-shot multiplier is small and the horizontal recoil is fairly average. The accuracy is also quite standard for this class. Trivia: Mikhail Kalashnikov's iconic AK47 design dates back to the 40's but is still in widespread use today. It's estimated that over 75 million AK47's have been manufactured and that figure more than doubles if you count other AK versions. Users praise the AK47 for its rugged reliability and ease of use. In Soviet use the AK47 and AKM were superseded by the AK74 which was designed, by Kalashnikov again, in 1974 (hence the name!) and uses the intermediate 5.45mm cartridge which is typical of modern assault rifles. The AK74M is a update of that design from the early 90's with a sideways-folding stock and a bracket for mounting a scope. It is currently the standard service rifle for Russian forces. o M416 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 750 RPM Reload: 1.75 secs Unlocks: 22,000 Assault kit XP Summary: The M416 has an intermediate rate of fire and fast reloads. It has higher vertical recoil than some assault rifles but good horizontal recoil and fairly standard spread. Originally the M416 in BF3 had a burst fire mode but this feature was removed in early patches because it's not authentic to the real gun. As part of an effort to make the popular M16A3 a less obvious choice DICE buffed the M416 with improved vertical recoil, horizontal recoil and recoil multiplier (and nerfed the M16A3) in the September 2012 patch but then increased the M416 recoil again in the November patch to "make the choice between M16 and M416 more interesting again". Trivia: The M416 is produced by renowned German firearms manufacturer Heckler und Koch (hereafter "H&K"). It is correctly known as the HK416.* The HK416 was designed as an improved version of the M4 carbine (see below) but Colt took issue with the use of their copyrighted name so instead it was labelled as HK416 (from the M4 and M16). The major design difference compared to the M4 is the incorporation of the gas piston system from H&K's G36 assault rifle. The HK416 is the service rifle of the Norwegian army. An ultra-compact derivative with a 9" barrel and telescopic stock was developed for UK special forces. This HK416C version appears in Medal of Honor: Warfighter where it's available to the Demolition class. *It seems that DICE couldn't get the licence to use the correct names for most of the firearms designed by H&K or Magpul/Bushmaster...? EA announced in May 2013 that they will no longer pay for the rights to use real gun designs/names in its games so we might see a lot more "soundalike" naming like this in BF4... o AEK971 Ammo: 5.45x39mm Capacity: 30+1 Fire-rate: 900 RPM Reload: 2.50 secs Unlocks: 60,000 Assault kit XP Summary: The high fire-rate makes this weapon very effective at short ranges although it lacks the superior hipfire spread of the bullpup F2000. The reload times are quite slow - but the animation is cool! :) The vertical recoil is good but the horizontal recoil is quite high, so it's a good candidate for a foregrip. It has more spread in static ADS shooting than most AR's so it's less useful at long ranges. Trivia: The AEK is based on the classic Kalashnikov pattern (but with a novel counterweight to reduce recoil) and was designed during the 1980's as a potential AK replacement. However - despite being lighter, cheaper, less complicated and more accurate in sustained fire - it lost out to the AN94 (see below) in the military trials. There are also AEK972 and AEK973 variants which are chambered for the NATO 5.56mm and Soviet 7.62mm calibres respectively. o M16A4 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 1.80 secs Unlocks: 89,000 Assault kit XP Summary: As you might expect, this has similar stats to the M16A3 (see above) but the key difference is that it has a burst fire mode instead of a full auto option. Also the horizontal recoil is a little lower and the aimed accuracy (both stationary and moving) are improved, making this the most accurate assault rifle in the game. The game treats the M16A3 and A4 as the same weapon when it comes to your performance stats (kills, headshots and accuracy) and unlocks, e.g. after getting a total of 10 kills with either weapon (or a mix of both) you'll unlock the first attachment for both guns. Trivia: The A4 variant retains the burst fire mode of the M16A2. The standard Picatinny rail on top means that the carrying handle can be removed easily and replaced by a scope. The version in the game has the full Rail Interface System in place of the standard handguard giving the potential to fit various other attachments at the front. The M16A4 is the standard rifle of the United State Marine Corps. o F2000 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 850 RPM Reload: 2.50 secs Unlocks: 124,000 Assault kit XP Summary: The F2000 is our first example of a "bullpup" design - the magazine and firing mechanism are located behind the trigger. Bullpup weapons enjoy a bonus to hipfire accuracy thanks to the short overall length but the inconvenient location of the magazine well gives you slower than average reload times. This gun is very handy in close quarters thanks to its high fire-rate combined with that hipfire accuracy (which can be further enhanced by the addition of a laser attachment). However the recoil is quite high - the F2k has the highest horizontal recoil of any assault rifle so again a foregrip could be beneficial. It also ties with the FAMAS for the worst ADS spread (0.4 compared to 0.2 for most assault rifles) so it's poor at longer ranges. Trivia: The F2000 was designed by Fabrique Nationale (FN) of Belgium and entered production in 2001. The standard version comes with a large telescopic sight fitted under a prominent plastic shroud (as depicted in BF2 and the S.T.A.L.K.E.R. games) but the version in BF3 is the "tactical" configuration with a long Picatinny rail on the top and a short rail at the front (which can accept a foregrip but not a grenade-launcher). o AN94 Ammo: 5.45x39mm Capacity: 30+1 Fire-rate: 600 RPM Reload: 2.45 secs Unlocks: 166,000 Assault kit XP Summary: On full auto the AN94 shoots at a sluggish 600 RPM and suffers from high vertical recoil, although at least the first-shot multiplier is pretty low and the slow rate of fire makes it more controllable. The weapon's key strength is its two-round burst fire mode (with an effective fire-rate of 1,200 RPM) which gives tight groupings and a one-burst headshot kill / two-burst body-shot kill out to 8 metres. The horizontal recoil is fairly low so a foregrip is unnecessary (and would impair the AN94's aimed accuracy). Accuracy on the gun is quite standard for an assault rifle and it shares the AEK's slower reload animation which is almost as slow as the bullpups. Trivia: Like the AEK above, the Russian AN94 was based around the traditional Kalashnikov pattern. It was designed by Gennadiy Nikonov and entered production in 1994 (hence the name - Avtomat Nikonova 1994). It competed alongside the AEK in the early 90's in military trials to find a replacement for the AK series in Russian service (this contest was named after the city of Abakan which explains the "AN94 Abakan" name used in BFBC2). Although the AN94 won this competition - around twenty years ago - it is still yet to see widespread adoption and is currently issued mainly to special forces and police units. In real life the two-round burst fires at a remarkable 1,800 RPM. The effect of this is that both rounds leave the barrel before the firer experiences the recoil thus giving excellent accuracy for burst fire and consequently an enhanced ability to defeat body armour. The following footage from a Russian TV show highlights two quite unusual aspects of the AN94. Firstly the magazine sits at a distinct angle to the vertical (around 15-20 degrees?) and secondly the barrel is connected to the firing mechanism and actually slides backwards and forwards during operation. --> o KH2002 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 2.90 secs Unlocks: 17,000 co-op mode XP Summary: The KH2002 has a good effective rate of fire but it only offers burst fire instead of full auto. It has the best combination of vertical recoil and first-shot recoil multiplier in the assault rifle category although its horizontal recoil is quite large. The aimed accuracy is pretty standard. As usual the gun's bullpup configuration gives it a hipfire bonus but particularly slow reload times. Trivia: The KH2002 or "Khaybar" (named in memory of the Battle of Khaybar in 629 AD) was designed by the Defence Industries Organisation (DIO) of Iran in 2001 as a replacement for the country's ageing G3 rifles. Its bullpup design makes it quite similar in appearance to the AUG. Prior to the release of the ArmA III alpha in 2013, the IMFDB listed Battlefield 3 as the only game/movie/TV appearance of the KH2002. o G3A3 Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 550 RPM Reload: 2.00 secs Unlocks: 160,000 co-op mode XP Summary: The final unlock in co-op mode is unique to this category in firing the heavier 7.62mm NATO round. This gives significantly higher damage with 34 maximum damage (three-hit kill in close quarters), drop-off from 8 metres to 60 metres and then 22 minimum damage. The slow rate of fire and poor hipfire accuracy make this gun much less effective at short range. The reload is quite quick but the mag holds only 20 rounds compared to the usual 30 for assault rifles. It matches the M16A4 with excellent stationary aimed accuracy but, thanks to the larger calibre, the vertical recoil is more than double that of most assault rifles so the G3 is best used with short bursts or single fire at medium/long ranges. Trivia: Designed by H&K of Germany, the original G3 dates back to the 50's and even the updated A3 model is several decades old. Some versions such as the G3A4 have a retractable metal stock but the A3 comes with a fixed solid plastic one. The G in the name stands for Gewehr which is simply the German word for "rifle". Since it fires the 7.62mm round instead of an intermediate load, the G3 would usually be considered a battle rifle, not an assault rifle. (I was a big fan of the G3 in BFBC2 where it was the final all-kit unlock. I used it mostly in the Engineer class, running it with iron sights so I could take the first explosives spec instead. I think I

Roles and playstiles: when to use and not to use the Tavor-2 whit the engineer class.

-Dedicated ones: the way its meant to be played

--Grunt: offensive, mainly anti-personal role.
The MTAR fits better close quarter engagements,and dominate in it when used with a dedicated playstyle. The above mentioned stats dont make it a run and gun, spray and pray weapon: if you want to frontally attack enemy, rushing (like you could with some PDW) or engaging them as you could do whit an assaulter/medic,you will result only in another KIA and will be forgot in a matter of seconds. If you mean to do that while being an engineer,you'd better use the A-91 (or the M5K,we'll talk about it later),just as you wont use a FAMAS but an AEK for the same purpose. DICE made a really good work of balance with it, so YES it is a "up close and personal" style killing machine, BUT it can't be used effectively as a frontal rusher,because killing more enemyes in fast sequence will require more skill,specifically covering tactics. What you do want to avoid is being caught out of bullets: 900rpm means really few seconds of continuous fire, just before a 3 seconds+ reload wich equals instant death. So the idea behind this carbine is:
-fast look at the surroundings->locates visible enemyes
-self-covering fire/instant killing action from the hip while (take advantage of both bullup and fast rof) moving to the nearest cover
-take cover,reload, repeat
If used effectively,you wont need anything more than good timing between cover-exposing to become a perfect close quarter assault: works flawlessy only on small maps tough. Remember that even if predictable,recoil is still strong and ADS spread is outclassed by most weapons,so engaging at 50+ meters could not be a good idea (even if the right attachments you can resize this limitation).

--Tanker: armored anti-infantry support and optimized self defence
If you are the kind of player that wont spawn before the veichle you want will appear in your base, maybe this weapon could be what you are looking for.
Playing specifically whit IFVs and TANKS and using on them loadouts focused on anti-infantry capablities (proximity scan,lmg/hmg ...) means that you can be forced to get out for repairs or to kill a support that you didnt see coming at you and which has already planted some c4:well,good hip firing (that can be improved through laser pointer),high rof, fast TTK mean that when you are forced to get out of your veichle and encounter face to face with your enemy,you can easily dominate him/them. Why should you choose MTAR over a PDW for this role? It's up to you:if you think you need a panic spray weapon,and to be easyer to manage more enemyes at once,you should choose an high rof/high capacity PDW. If you think you can control the situation even whit multiple enemyes,and want to have an edge at medium range, pick up the MTAR.

-Others: almost capable, but other weapons could be/are a better option

--All Arounder:
Versatility is not a characteristic of the MTAR: if you think you want a weapon that can fit almost every situation,covering various distances on the battlefield and do it well, then you have better choices. This weapon has its place in close quarters,and even if can be adapted to fill even better the gap between pdws and assault rifles,i personally suggest to take advantage of its already good aspects,rather than tryng to use it to obtain something it is not intended to do. If you want a good allarounder you should pick up the G36C,the M4A1 or SG553.

Long reload+fast ROF means that you run very fast out of ammo. If you like multiple encounters at the same time, maybe this is not the weapon for you: you have to use carefully every bullet to do it, and the MTAR is not forgiving in this aspect. A single second of panic, means sprayng->success->empty mag->100% vulnerable. Use at your own risk.

-Just no: use it when you'll need a 0-25 K/D

--Medium-to-long range engagements & Long range Designated Marksman:
Avoid this at all costs: Tavor+long range ecounters=certain death. It suffers the worst ADS standing still accuracy out of any other carbine (0.125),it cant equip a bipod, the recoil is moderately high, and the rof insane:you will just end up using your entire reserve of ammo to take out a single enemy, admitting that he is not aware of your position. If he is, most probably you will die.

This post has been edited 10 times, last edit by "mr_4nd3rs0n" (Sep 24th 2012, 9:42pm)

0 Replies to “Bf3 Mtar Specialist Assignment Management”

Lascia un Commento

L'indirizzo email non verrà pubblicato. I campi obbligatori sono contrassegnati *