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Assault rifles are versatile weapons which can be used in many different situations and at a variety of engagement distances. They're highly effective when it comes to dealing with enemies outside their effective ranges, by outperforming snipers and DMRs up-close as well as outranging PDWs and shotguns.

Each assault rifle has a number of small quirks that make it unique, and knowing how to best utilize these quirks can help you to get the most out of your rifle.

General

  • Try to tap-fire or use an alternative fire mode (namely burst for most assault rifles) when engaging enemies at extreme distances. It is difficult to control the automatic fire of most assault rifles when engaging far-away enemies.
  • If you encounter a large group of enemies up close, do not waste all the ammunition as a result of you panicking. Assault rifles may be potent in close quarters, but it's wiser to consider your options and know when to run. You can very easily be out-paced in close quarters by PDWs, shotguns, and almost anyone with a sidearm and a quick trigger finger. Engagement is only recommended when either the magazine size is 40 or more rounds and/or if most of the enemies do not see you already.
  • Be careful when reloading. Though most assault rifles have a relatively short reload, it is very possible that an enemy may catch you midway through a reload if you attempt one at the wrong time. If this happens, simply reload-cancel by left clicking/holding down left mouse button to shoot or by right clicking/holding down right mouse button to aim. This will save your life in many a situation if you remember to.
  • Knowing when and where to engage a target is the key to winning a gun fight. Pacing your shots correctly and precisely will help kill an enemy a lot quicker, and preserve ammunition.
  • No matter how you shoot with your assault rifle, always, if possible, make sure that the shots are focused on the enemy's head to reduce the time to kill (TTK) and to save ammunition. One of the ways to make this even easier is to keep your gun pointed at where enemies commonly pop out, and especially where their heads will show up first. Especially for enemies at higher locations, you'll often see their head before they see you.
  • Like with the carbines, the threat level of opposing weapons will be displayed as minor concern (lowest level) to PTE (priority target of elimination/highest level of danger posed to user).

Weapon Specific

AN-94

Damage Range Accuracy Fire Rate
AN-94 angled 32-24 50 max -> 120 min AN-94graph General: 39

Hip: 57

Sight: 25

Burst: 1800

Auto: 600

Unlocked at Rank 10, the AN-94 is unusual for its default 2-round burst mode that fires at a very high rate.

  • The defining feature of the AN-94 is its 1800-RPM 2-round burst mode. Learning to use it effectively is imperative to using the AN-94 well.
    • One does not need to switch back to burst mode to get these bursts. The AN-94's firing mechanism is unique in that it always initially fires a 2-round burst when the trigger is first pulled. This means that in automatic mode, the first shot will act like the weapon is in burst mode, then continue to fire at 600 RPM. While you can't work around the burst delays, it is almost always recommended to stay in automatic mode, as you will get all the benefits of the burst fire mode while being able to hold the trigger in panic situations.
  • The AN-94 can shine at almost all ranges, though in very close quarters it is outgunned by high-rate-of-fire automatic weapons, even on burst mode.
  • The AN-94 can also equip a 7.62x39mm conversion, which gives it AK-47-like characteristics. Its maximum damage is increased from 32 to 38, but its minimum damage stays the same, at 24. Its accuracy is also greatly decreased, meaning using the automatic firing mode in long ranged combat (LRC) is nearly impossible.

Weapon Match-Ups

Weapon Strategy
AN-94 angled
AN-94
vs
AK12 angled
Automatic Assault Rifle
The AN-94 is considerably superior to automatic assault rifles at medium-to-long range, due to its burst fire nature. This means that, if you encounter an enemy using an Assault Rifle at a moderate distance, it is relatively uncomplicated to use the burst-mode to kill them before they can get in effective range. That being said, some assault rifles can shred you at very close range faster than even the AN-94 can fire in burst mode, so be wary.
AN-94 angled
AN-94
vs
M16A4 angled
Burst-Fire Assault Rifle
The AN-94 has a very high rate of fire in burst-mode, but pays for this with decreased damage, range, and a relatively long burst delay. This means that close-range work with the AN-94 will be more profitable than with other burst-mode weapons if the user can aim, like the M16A4, but difficulty will be encountered at a longer range when facing another burst-mode weapon.
AN-94 angled
AN-94
vs
MP5k angled
Compact Personal Defense Weapon
Despite its high rate-of-fire, the AN-94's burst delay means that very-close-quarters battles can result in disaster if faced with someone using a compact personal defense weapon that fires at a high rate in fully-automatic. Be wary of contesting an MP5K, MP7 or MAC-10 user at point-blank range.
AN-94 angled
AN-94
vs
UMP45 angled
Personal Defense Weapon
The AN-94's cartridge makes it considerably more powerful at medium range than weapons like the UMP45 or MP5, but those weapons have the advantage of very low recoil that means some mid-range encounters can be lost if one's aim is not spot on. Be wary with closing with a PDW user in any event.
AN-94 angled
AN-94
vs
M60 angled
High-Capacity Light Machine Gun
Like all Assault Rifles, the sheer volume of fire that weapons like the M60 can produce means that contesting someone using this type of weapon at medium to close range can result in problems. Rather, it is better to use the AN-94's better accuracy to get the drop on someone using a sluggish Light Machine Gun and kill them before they can bring their superior firepower to bear. Alternatively, closing to very-close range can allow the AN-94 user to kill a high-capacity Light Machine Gun user using the AN-94's superior fire rate in burst mode to land 2 bursts to the head, which will kill the opponent quicker than they kill you, though this is a risky tactic.
AN-94 angled
AN-94
vs
ColtLMG
Magazine-Fed Light Machine Gun
The AN-94 has issues, like most Assault Rifles, with fighting most Magazine-Fed Light Machine Guns, especially higher-ranked ones such as the RPK-74, due to their superior firepower and magazine size. However, similarly to Belt-Fed Light Machine Guns, the superior accuracy and fire-rate of the AN-94 can outperform most Light Machine Guns at close range. Be wary of confronting these enemies at medium range, however.

Anti-Weapon Strategy

  • The AN-94 values accuracy over rate of fire. Throwing off an AN-94 user's aim can go a long way towards preventing him from killing you.
  • An AN-94 player values predictability in his opponents in order to line up shots that will kill them. Try taking unconventional routes or using unconventional movement (sliding, going prone, etc.) when fighting an AN-94 user.
    • Try closing the range to point-blank where the AN-94's slight delay between bursts can lead to the death of its user, especially after the July 4th, 2017 update.
    • Keep moving as much as possible, much like how to avoid getting shot by any other guns.

Selected Configurations

Close-to-Mid-Range Specialist
Optic Underbarrel Barrel Other
Reflex angled
Red-Dot Sight
STUBBY GRIP
Stubby Grip
COMPENSATOR
Compensator
Images
Green Laser

Suggested by Blackisle3122.

This configuration is optimized for combat at short or medium ranges - preferably in the area between those two. Overall, this configuration emphasizes aimed accuracy, with the Stubby Grip and Compensator working to decrease recoil while the Green Laser increases accuracy while aiming down the sight. This means that aiming down the sights at an enemy in a mid-range firefight is the most preferable situation with this configuration. However, should you find yourself in very close quarters combat, you may have trouble using this configuration since aiming down the sights at those ranges is difficult, and the Green Laser emphasizes aimed rather than hip accuracy.

Medium Range Specialist
Optic Underbarrel Barrel Other
ACOG SCOPE angled
ACOG Scope
Anglegrip
Angled Grip
COMPENSATOR
Compensator
Images
Green Laser

Suggested by Ivan Clemente.

Due to the AN-94's low recoil, it is very possible to use it as a medium-to-long range sniping weapon. However, like all Assault Rifles, its low damage per shot means that you have to consistently hit enemies in order to kill them - switching to the laser-beam accurate fully automatic fire mode of the AN-94 can aid in this. The Rifle Scope aids in spotting enemies at medium-range, whilst the Angled Grip, Compensator, and Green Laser all aid in medium-to-long range shooting. However, as can be expected, this configuration suffers heavily in close-range engagements, unless you can manage to aim with a magnified scope at very close range.

Long Range Specialist
Optic Underbarrel Barrel Other
File:ACOG.png
M145

Acog Scope

Vertical Grip
Muzzle Brake
Ballistics Tracker

Suggested by Dionysusnu. WIP

Because the AN-94 can kill someone with 2 headshot bursts, this loadout can act as a sniper, if your aim is good enough.

Silenced Ranged Specialist
Optic Barrel Underbarrel Other Ammo
6XfrontAngle
VCOG 6x Scope
SUP
Suppressor
AngledGrip
Angled Grip
ARMOR PIERCING demo
Armor Piercing

Suggested by DavidRGD

With it's capability of being a pseudo-DMR, ACOG Scope can be useful, while VCOG 6x Scope can also be used to further increase the zoom level to engage at even longer targets (at the cost of peripheral vision). The "Standard suppressor" is quite useful for silenced combat, whereas you engage targets without fear of revealing your position on radar at no more than 20 studs, while Armor Piercing (AP) allows the AN-94 to shoot through walls & cover more effectively than this gun normally does. However, this setup comes at a cost. The 20% muzzle velocity reduction for the generic suppressor (which reduces the AN-94's muzzle velocity from 2500 studs/s to 2000 studs/s) means the bullet drop will become noticeable at longer ranges, making the need to compensate by aiming higher than your targets much more critical. For an easy use to this setup, ditch the lasers in favor for a Ballistics Tracker.

Super Armor Piercing can also be used to further increase it's penetration depth up to 3 studs, but at the cost of losing out its minimum damage up to 6SK (equating to three "two-round bursts").

AS VAL

Damage Range Accuracy Fire Rate
AS VAL 34-20 50 max -> 80 min AS VALgraph General: 25

Hip: 68

Sight: 38

Auto: 900

Unlocked at Rank 15, the AS VAL features an integral suppressor making it unable to attach any other suppressor and is chambered in a special cartridge.

  • The AS VAL fires at a blistering rate of fire for an Automatic Assault Rifle. Be very careful with your trigger discipline if engaging more than one enemy; it is very possible to waste an entire magazine on one person, considering its low magazine size without extended magazines.
    • Aim for close-quarters duels with enemies using slower-firing weapons when using the AS VAL. In this way, it can be thought of as a slightly beefier PDW.
    • Do not engage opponents at mid-long range, the Val's poor muzzle velocity, high recoil when under automatic fire and the almost-uncontrollable RoF (even with extended magazines) will not favor the Val under such circumstances. This also apply when attempting to neutralize too many players at once.
  • Due to its integral suppressor, the AS VAL cannot take generic barrel attachments. This means it will always be suppressed.
    • Use this fact to your advantage to sneak behind enemy lines without them seeing you on the radar.
    • While it does feature a barrel attachment (the Suppressor..?), it is nothing more than a joke attachment that pitches up the firing sound.
  • The AS VAL has a rather low magazine size, at 20 rounds and 120 rounds reserve; however, an extended magazine attachment can be unlocked at 1000 kills or be rebought with credits, which brings up its magazine capacity to 30 but its reserve ammunition is reduced to 90.

Weapon Match-Ups

Weapon Strategy
AS VAL
AS VAL
vs
AK12 angled
Automatic Assault Rifle
The AS VAL consistently outperforms almost every other automatic assault rifle at close range, but beyond that range has trouble with recoil control. If fighting enemies using automatic assault rifles, aim for very close-range encounters where the very high rate of fire of the VAL can kill the enemy before he has time to get many bullets on you.
AS VAL
AS VAL
vs
M16A4 angled
Burst-Fire Assault Rifle
The AS VAL will out perform a burst weapon at close engagement distances, but the further out the engagement is, the AS VAL will struggle a lot due to its low magazine size and sub par damage at range. It is not recommended to engage an opponent with a burst-fire weapon at medium to long rang engagements, as they can follow up shots a lot faster and more accurately than with the AS VAL.
AS VAL
AS VAL
vs
MP5k angled
Compact Personal Defense Weapon
The AS VAL shoots at 900 rounds per minute, with a max of 34 damage. This means it can out perform sub machine guns at close quarters engagements, but due to its small magazine size, it will be difficult to engage more than one enemy. It's best to get a defensive position with lots of cover when engaging a scout with a PDW.
AS VAL
AS VAL
vs
M60 angled
High-Capacity Light Machine Gun
The amount of bullets Belt-Fed LMGs provide allow them to outperform the AS VAL from a somewhat close-medium range. Its optimal for the VAL to go for close range and take them out using the VAL's fast TTK. However, don't try to engage head on unless already very close - instead try to sneak to gain an advantage. Mid-range engagements should never be considered thanks to the VAL's sluggish muzzle velocity, high recoil when automatic firing and high ammunition consumption will not come in the VAL's favor.

Anti-Weapon Strategy

  • The recoil, high ammo consumption and poor muzzle velocity results in the Val paying it's ranged power for better CQC performance. If detected, spraying at a middle-long range will result it's user demise.
  • Stay away from areas with lots of cover, notably doorways, choke-points and corridors. The Val can simply give a quick spray within those areas, almost instantly neutralizing people.
  • With or without the Extended Magazine attachment, the Val will suffer from constant reloads and will quickly run out of ammo in a non-Carbine and Assault Rifle environment.

Selected Configurations

Hipfire Specialist
Optic Barrel Underbarrel Other
Reflex angled Reflex Sight
N/A
Vertgrip
Vertical Grip
LaserModule1
Laser

Suggested by Cyber627, modified by Jonasguy.

This configuration is designed, essentially, for point-blank range work. Oddly for the AS VAL, this configuration sacrifices the 10 extra bullets of the extended magazine for the laser attachment.

M16A4 (IN PROGRESS)

Damage Range Accuracy Fire Rate
35-22

1.5 headshot multiplier

50 max > 165 min General: 33

Hip: 49

Sight: 75

Burst: 900

Unlocked at Rank 22, the M16A4 is a burst fire assault rifle.

  • The M16A4 is one of the most versatile weapons in the game.
    • It has a fitting combination of decent damage (if a bit low for some tastes), high accuracy, low recoil, good stability, fast camera recovery, decent capacity and reload speed, and a very usable ROF.
  • In close range, a single burst (3 shots) has the potential to kill a full health enemy, dealing 105 damage.
    • The very high usable ROF of 900, combined with the lack of any burst delay (like the AN94), dramatically increases the CQC potential.
    • It can take out enemies in no time with less ammunition used.
  • Medium range performance is excellent, this may be the M16A4's main strength.
    • The bursts are very accurate, due to a combination of a very fast camera recovery, which makes aiming for the next shot (or burst) much easier, and low recoil, which makes it easier for the shots to hit their intended target.
    • If used correctly, multiple consecutive bursts are able to hit the target at medium range reliably
  • At longer ranges, switching to semi-auto allows the user to fully take advantage of the low recoil, fast camera recovery, and high stability to act as a counter sniper in certain conditions.
    • Follow up shots are easy to make.
    • However, the M16A4 requires 5 shots for a longer range kill (minimum damage: 24), which hinders its long range performance.
    • With good optics, the M16A4 is able to make consistent headshots in longer ranges.
  • Do be wary of the fact that there is a clear possibility for the user to spray the M16A4.
    • The use should consider careful shot placement at all situations.
    • Bursts are possible, but less viable at long ranges.
    • Fortunately, spraying with the M16A4 is significantly more accurate than spraying with other weapons.
  • It shines best in mid range combat, as the combination of firepower and accuracy allow it to effectively engage in a combat distance that is uncomfortably close for DMRs and snipers, and too far for shotguns, most smgs, assault rifles, accurate machine gun fire, and handguns.

Weapon Match-Ups

Weapon Strategy
M16A4
vs
AK12 angled
Automatic Assault Rifle
Against automatic rifles the M16A4 is heavily reliant on the users degree of skill. On one side, you can kill in a single burst, on the other if you miss the first burst in close range, you are most likely dead.
M16A4
vs
M16A4 angled
Burst-Fire Assault Rifle
Against other burst weapons, the M16A4 is very evenly matched at medium range and can beat most of them in CQC but will be outclassed by a dedicated long range build of the AN-94.
M16A4
vs
MP5k angled
Compact Personal Defense Weapon
If you can be accurate with your bursts you can outmatch all but the fastest firing compact PDW's such as the MAC-10 and Kriss Vector.
M16A4
vs
UMP45 angled
Personal Defense Weapon
Against most PDW's the M16A4 can outclass them at medium and long range but in CQC due to the M16's burst nature, less skilled users will find trouble keeping up with PDW's.
M16A4
vs
M60 angled
High-Capacity Light Machine Gun
In most cases, as long as you get in the decisive first strike or when they are reloading you dont have to worry about these too much but if you lose that chance, it is unlikely you will come out unscathed.
M16A4
vs
ColtLMG
Magazine-Fed Light Machine Gun
Same with the high capacity LMG's with the added stress of their faster reload and similar capacity in the case of the MG36.
M16A4 vs DMR While it can hold its own against them, it is not recommended to take them on at long range due to the DMR's higher overall damage output at long range.
M16A4 vs Sniper Rifle Similar to DMRs and the added risk that even in CQC, a skilled sniper can land a first hit and 9/10 times kill you in that single, decisive hit. It is recommended to sneak up on sniper rifle users so they won't land a shot on

Anti-Weapon Strategy

  • Do seek to impede the aim of any M16A4 user, especially in long range. Due to the fact that the M16A4 need 5 shots for a long range kill, and therefore depends on fast follow up shots, throwing off the aim is crucial to taking them out at long ranges, as the M16A4 is able to accurately hit enemies at long range.
  • Try not to take on a M16A4 user head on, especially at close and medium range combat. Your enemy will be able to dump consecutive bursts on you very consistently (especially between 50-100 studs), very effective in medium range combat, and the M16A4 is able to kill in one burst up to 55 studs, making it a powerful CQC weapon. Ambushing a M16A4 user is a good way of surprising them, killing them before they have time to react.
  • Sometimes, if you keep moving when facing a M16A4 user, your opponent may potentially dump all their ammunition trying to hit you. When they run out of bullets, take that window of opportunity and kill them as soon as possible. This is mainly a CQC and mid range strategy.

Selected Configurations

Versatility build
Optic Barrel Underbarrel Other
Acog Scope
Compensator
Vertgrip
Vertical Grip
Green Laser

Suggested by 66mazda.

This build combines the zoom of the ACOG Scope and attachments that lower recoil to outcompete players at medium range while aiming to close range hipfires.

AK-12 (in progress)

Damage Range Accuracy Firerate
AK12 angled 33-20 70 max

120 min

Auto: 700 RPM

Burst: 1000 RPM

Unlocked by default, the AK12 is the first assault rifile available, with automatic and burst options.

  • The AK-12's automatic mode is rather slow for an AR at 700 RPM. The damage is fairly high, but is still a 4-5SK to torso or limbs. It also beats the other automatic starting weapon, the M4A1 at long ranges due to having 1 less shot to kill.
  • Burst Mode is faster, but can't kill a player with 1 burst like the M16A4, and has moderately high recoil. It can finish off a player with even the lowest amount of damage as a plus.
  • The AK12 has lots of ammo for a starter weapon, and can refill from most other ARs and Carbines. Running out while firing shouldn't be an issue compared to some others in its class, due to low fire rate.
  • The AK12 is good for new players needing an automatic rifle as well as players new to burst rifles in PF, but becomes outclassed later by more specialized weapons.

Weapon Matchups

Weapon Strategy
AK12
vs
AK12 angled
Automatic Assault Rifle
Against most automatic rifles, the AK-12 is relatively underpowered due to it's 4 hit kill and mediocre 700 RPM. (only exception being SCAR-L and L85A2 but they can 4 hit at long range unlike the 5 hit on the AK-12). The tables soon turn when the burst fire mode is included in the equation however. Due to the high RPM (1000) in burst and with some practice, the AK-12 can effectively outgun any other AR short of the M231 and AS VAL in CQC and medium range.
AK-12
vs
M16A4 angled
Burst-Fire Assault Rifle
The AK12 will guarantee in outmatching burst weapons like the M16A4, due to the fact that it is fully automatic. Not only that, but the AK12 deals higher minimum damage compared to the M16A4.

M231

Damage Range Accuracy Firerate
M231-2 35-25 90 max -> 150 min General: 27

Hip: 22

Aim: 10

1225 RPM

The M231, when it comes to assault rifles, is the ultimate answer to any close quarters contest. Its tremendous firerate and massive damage make quick work of anyone within its (albeit small) cone of terror.

  • The M231's recoil is extremely violent, but workable.
    • Aiming down sights can be viable when aiming for the feet, as this points the gun at a player's torso and head while firing.
    • Hipfire is far more stable and seems to play much more normally.
  • The M231 is relatively mobile with 14 walkspeed and 9.7 ADS walkspeed. Players with the M231 can repositon quickly and can usually peek corners.
  • Don't expect M231 players to try and tap you across wide open spaces. The M231 is almost completely incapable of any sort of damage outside of close range, as its recoil is so violent that it makes keeping track of a target pointless. They may, however, try to suppress you by spraying in your general direction.
  • The M231 has the lightning-fast reload of its family. Just because it stops firing doesn't mean that there's a window of opportunity.
  • The M231 will exhaust its ammo extremely quickly, but is capable of refilling off other assault rifles and any weapons chambered in 5.56. It can be starved out in a PDW or shotgun heavy environment.

Weapon Match-Ups

Weapon Strategy
M231 angled
M231
vs
AK12 angled
Automatic Assault Rifle
Against other automatics, the M231 will only win in close quarters. It can be easily outranged by most automatics, especially those with minimum damage that can equal or better the M231's (a decent counter that comes to mind is the L85A2 with its 25 minimum damage.)
M231 angled
M231
vs
M16A4 angled
Burst-Fire Assault Rifle
Much like with automatics, burst fire rifles will need to keep their distance. However, since burst rifles tend to have better damage output over range, it's much more feasible to stop a M231 player in their tracks if you have the distance.
M231 angled
M231
vs
MP5k angled
Compact Personal Defense Weapon
Not many PDWs can contest the M231, but it can be a surprisingly fair fight. Experienced M231 users can be even more deadly than the MAC-10, one of the fastest firing PDWs. Since most compact PDWs can't keep pace with the M231 in close range, harassment at a distance will be the best option. This, however, will not be very effective against some more expensive options such as the K-Vector and PPSH as they also have decent medium range lethality.
M231 angled
M231
vs
UMP45 angled
Personal Defense Weapon
The larger PDWs, with better ranged performance, stand a much better chance at effectively defeating M231 users. As usual, the M231 can't hit much of anything outside of about 100 studs, so harassing them from a distance using much better stability and ranged damage will send them packing.
M231 angled
M231
vs
M60 angled
High-Capacity Light Machine Gun
There is only 2 high-capacity LMG's that can really go toe-to-toe with the M231, and that's the MG3KWS and HK21. At 1000 and 800 RPM respectively, it's one of the few weapons that can keep damage up, but more importantly, it's incredibly stable with the right build. MG3KWS users can easily pluck the M231 out of a squad with a quick spray, and the M231 will be unable to return fire. In close quarters, the MG3KWS stands a chance due to the ability to wallbang, meaning that if a M231 can be predicted to come around a corner with a thin wall, the battle can be over before it even begins. The HK on the other hand, is incredibly stable in hipfire and can keep up the supressive fire for far longer than the MG3. Either way, both weapons will give the m231 a run for its money in CQC.

Don't even try to engage the M231 at close range with the M60. That will result in instant death. Instead, use the powerful wallbang capabilities of the M60 to dispatch the M231 before it can even get you in its sights.

M231 angled
M231
vs
COLT LMG angled
Magazine-Fed Light Machine Gun
Most mag-fed light machine guns can easily beat the M231 in a ranged contest. However, the slow fire rate of these weapons tends to fare poorly in close quarters, especially when trying to make an attack from the back. Don't try to engage M231 players with mag-fed LMGs unless there's some serious distance. The only exception is the RPK. If you can land 2 consequetive headshots before you are sprayed down, chances are you will come out on top, albiet with HP low enough you are as good as dead if there is more than one player around.
M231 angled
M231
vs
REMINGTON 870 angled
Shotgun
Shotguns stand a chance against the M231 if they can get the first shot off, as shotguns can instantly kill players. Most of the time it's suicide, but the few frames that it takes for the M231 to get 4 bullets in can be plenty of time to pull the trigger and land a spray of pellets against the M231. In fact, they're one of the only major threats to the M231 in close range. This is even more true with the stevens DB and Saiga-12 as both are CQB monsters with birdshot.
M231 angled
M231
vs
INTERVENTION angled
Sniper Rifle
Snipers are the hard counter to the M231. With no ranged performance, the M231 cannot kill sniper rifles. The most it can do is slowly harass them, and even then, a wise M231 player will choose to disengage rather than stand there and fight. However, as per all sniper rifles, the moment the M231 closes in, there's only one chance to land a lucky bodyshot or headshot before the M231 gets another kill.

Anti-Weapon Strategy

  • Range is the enemy of the M231. Use it. Any weapon that can keep a steady stream of fire at distance means that the M231 user will be forced to reposition.
  • If forced into a close quarters fight, stay behind cover and move as quickly as possible to break away from the M231 user or cause them to make a mistake.
    • Shotguns are one of the few hard counters to the M231. Drop them before they even get a chance to fire.
  • The M231 has the AR-15 lightning-fast reload, but when it empties its magazine (which it will) the M231 will be left open while cycling the bolt. Run the M231 dry and get them while they're reloading.
    • Remember, though, that anyone using the M231 will more than likely switch out to their secondary when pressured like this.
  • If an M231 user needs to be killed, sometimes grenades are the only option. Rush their location with a grenade cooking, throw it, and cross your fingers.
  • Skilled knifers can work their way around the M231 user and end them before they even knew what hit them.
  • Perhaps the most reliable way to counter a M231 is to fight fire with fire. If you have the weapon yourself, then by all means go for it.
    • A more feasible and cheaper alternative may be the Beowulf ECR as it can 2 hit kill or 1 tap with Hollow Point rounds and a headshot in the ranges where the M231 dominates and in many ways is the M231's equal in the battle rifle category.

AK47

Damage Range Accuracy Fire Rate
AK47-nc-TEMP 41-30 70 max -> 140 min Graphak47 General: 28

Hip: 13

Sight: 9

Auto/Semi: 600

Unlocked at Rank 47, the AK47 is a powerful, hard-hitting assault rifle, dealing the highest damage out of its Assault Rifle class (at 42 damage and 30 minimum damage), although it's somewhat undermined by the slow RoF (at 600 RPM). However, it does sport a 3SK (shot-to-kill) up close (2SK if headshots are included), with a 4SK at the end of its damage drop-off. Muzzle velocity is at it's below-average, at 2000 studs/s, and it does have a fairly low TTK, at 0.1 seconds.

  • The AK47 deals high damage, but also suffers high recoil, as it fires an intermediate 7.62x39mm round, making the AK47 a weapon with good wall-penetrating[sic] capabilities. The AK47 has a high muzzle flash that could make users lose the acquisition of the target, however, it is the recoil that's mostly the factor. So using the right set of attachments can alleviate most of the recoil or muzzle flash is necessary. Using a different optic that suits your playstyle is recommended.
  • In Semi-Automatic, the AK47 can be used as a pseudo-DMR, as it has a good weapon range. Landing the headshots on longer ranges can reduce the STK from 4 to 3. Even the STK when landing on torso and limb shots outside its damage range remains unchanged (still at 4 shots required to kill a full-health enemy). High-powered optics for this such role, such as the VCOG 6x Scope, ACOG Scope, PK-A, C79, or TA01 ACOG, can be necessary.
  • As the AK47 is a slow-firing assault rifle, if someone wanted to make this a faster-killing weapon if facing against potential faster-firing weapons like Kriss Vector, M231, or PPSh-41, Muzzle Booster can increase the RPM up to 648 RPM (+48 RPM increase), which reduces the TTK by just 0.01 second (to 0.09 s), but this small bonus comes with the increase of recoil, while it reduces suppression, making the need to practice for taming the recoil much more necessary.
  • As the AK47 fires at 600 RPM, running out of ammunition is not much of an issue. The AK47's ammunition reserves can be easily replenished from the majority of its assault rifles and carbines. However, it can be difficult to scavenge for ammunition in maps that favor other weapons, barring the AK-family weapons, such as shotguns, PDW's or snipers.
  • If using in areas with lots of cover, or in tight hallways or corridors, the AK47 can be your personal meat-grinder, as it allows to shoot through walls and allow extended engagements thanks to its good penetration and high damage.
    • Armor Piercing can increase penetration depth (at 2.7 studs), which make it capable to shoot through thicker walls, but this decreases suppression and weapon range.
  • If a user is more focused on CQC-gameplay, hip-firing might be either viable or un-reliable, as the AK47 has low hip-fire accuracy and its recoil leaves it with "varied shot displacement", but when facing a tight cluster of enemy groups, the AK47 can shine as a CQC stone-sweeper.

Anti-Weapon Strategy

  • The AK47 is a weapon with precision and raw power. The only way to counter this engagement head-on is through the use of faster-firing weapons, such as Kriss Vector, Colt SMG 633, and M231. Or by using higher damage weapons like the Beowulf ECR, VSS Vintorez, and FAL 50.00.
    • G11K2 can also be used against the AK47 users because it can instantly kill a full-health enemy by landing all 3 headshots in a single burst. Like the AK47, this can be used as a pseudo-DMR and it does have good penetration. However, the strong vertical recoil, "stored" burst delay, slow full auto RoF (460 RPM) and poor damage would result in this as more of a suicide option, and therefore should only be used in longer-range engagements for better results, rather than in CQC, where this will leave you better off with using a better-suited primary or secondary.
    • Shotguns stand a chance and can be used as a hard counter in this toe-on-toe engagement, as it can instantly kill at close range with 1SK. However, all it takes is whoever takes the shot first. Worse, if they were to miss the first shot with the shotgun, that would result in their death. Just a few frames will make a difference.
      • For faster follow-up shots of a shotgun, if one were not to take it's liking of missed shots, semi- or fully-automatic shotguns like Saiga-12, DBV12, AA-12 or USAS-12 can be used as a spray-and-pray counteracting weapon against the AK47. While it won't deal a lot of damage at range (except for the DBV), the spam-fire of .12 Gauge is enough to discourage all but the most determined of assailants. Just to be sure that to ensure an instant kill is by very close range facing towards the enemy, as the wide shotgun pellet spread (for Saiga, AA, and USAS) may limit its effectiveness at range.
  • Another way to force the AK47 user to submission is through the use of Light Machine Guns or weapons with high suppression, as this could disrupt the aim of any assailants who are using it. For more accurate LMG's who are prioritizing precision for a kill, Stoner 96 is the best choice. Though its low suppression meant it won't disrupt their aim, its accuracy outmatches the AK47, though its average damage and the slow rate of fire meant it is not ideal at close quarters. Regarding Assault rifles, SCAR-L, with its low recoil and high minimum damage could make short work against the AK47 users. As with the Stoner 96, keep out from close ranges, where at long ranges, AK47's recoil would make it difficult for it's users to keep up and consistently aim at the target.
  • Although AK47 is capable of being a DMR, Snipers can still outgun any AK47 users in long-ranged engagements. While the AK47 can sport a 4SK in a torso or limbs at any range, .50 BMG snipers, particularly BFG 50, Hecate II, and M107, along with the 20mm beast, the NTW-20 can literally and instantly 1SK to the head or torso at any ranges. Otherwise, for those not a fan of .50 BMG's, any other sniper rifle would do as they can all 1SK to the head at all ranges (Dragunov SVU on the other hand.....)
  • For secondary weapon choice, Desert Eagle XIX, and Executioner can ensure a single-shot instant kill to the head or torso at close range. But like shotguns, it comes down on whoever takes the shot first, and if they miss the first shot, the chances of death substantially increase before the recoil of the XIX or Executioner can even settle down.
    • For cheaper choices since XIX and Executioner unlocks at Rank 102 and 137 respectively, Desert Eagle L5, M1911A1, or Sawed-off Shotguns are also good choices, as the former two can 2SK to the torso at close range (1SK to the head at close range) with good firerate for the M1911A1 to keep up against the AK47, while the Secondary sawed-off shotguns like Serbu Shotgun , Sawed Off , or Saiga-12U , can ensure an instant kill with a single shot in close range.

L85A2 (W.I.P.)

Damage Range Accuracy Fire Rate
L85A2 angled 28-24 60 max -> 110 min General: 30

Hip: 33

Sight: 21

Auto/Semi: 700

The L85A2 is a relatively low-damage assault rifle. Its average rate of fire means that it would not be the best at CQC, but it shines at medium to long range battles.

Type 20 (W.I.P.)

Damage Range Accuracy Fire Rate
Type 20 34 - 24 30->140 General: 34

Hip: 36

Sight: 28

Auto/Semi: 650

A Japanese Assault Rifle that sports similar stats to the SCAR-L. However, it has slightly better damage and fire-rate at the cost of less control. It has a 3-shot kill up close, and a 5-shot kill at range, though it sports a 1.05x torso multiplier, allowing it to 4-shot at all ranges, similarly to the L86 LSW (before it was constantly nerfed). Compared to its competitor, the SCAR-L, it focuses on killing potential rather than consistency. However, even with such powerful damage up-close, the fire-rate can let you down. It is also highly modular, with several unique attachments.

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