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M4A1
M4A1Slim
Overview
Weapon Type Primary Weapon
Weapon Class Carbine
Rank Prerequisites Rank 0
Damage 34 -> 19
Range 35 max -> 120 min
M4A1graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 780 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.154 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (35 studs) Min (120 studs)
(x1.4) Head 47.6 26.6
(x1) Torso 34 19
(x1) Arms and Legs 34 19
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 34 -> 17.1 35 max -> 108 min
R2 Suppressor 32.3 -> 18.05 33.25 max -> 114 min
PBS-1 Suppressor 32.3 -> 18.05 33.25 max -> 114 min
PBS-4 Suppressor 32.3 -> 18.05 33.25 max -> 114 min
Suppressor 30.6 -> 19 31.5 max -> 120 min
Armor Piercing 34 -> 15.83333 35 max -> 0 min
Hollow Point 28.33333 -> 22.8 35 max -> 120 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.0 studs
Suppression 0.5

ACCURACY 31

Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 19
Weapon Recovery Speed 20
Weapon Recoil Damping 0.9

HIP ACCURACY 45

Min Camera Kick (1.29, -0.61, -0.31)
Max Camera Kick (1.70, -0.11, 0.30)
Min Recoil Displacement (-0.50, 0.60, 7.19)
Max Recoil Displacement (0.80, 1.10, 8.50)
Min Recoil Rotation (-0.61, 0.50, -0.31)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 10
Hipfire Spread Damping 0.80

SIGHT ACCURACY 33

Min Camera Kick (1.50, -0.44, -0.50)
Max Camera Kick (2.09, 0.30, 0.50)
Min Recoil Displacement (-0.11, 0.20, 6.19)
Weapon Shot Displacement (0.10, 0.40, 7.80)
Min Recoil Rotation (-0.21, -0.25, -0.31)
Max Recoil Rotation (0.50, 0.25, 0.30)
Sight Magnification 1.8x

WEAPON HANDLING

Reload Time 2.1 seconds
Empty Reload Time 2.5 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
Coyote Sight 380 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
PK-A 165 Kills
PKA-S 225 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills


Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills


Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills


Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills


The M4A1 is an American Carbine variant of the M4 Carbine and a member of the AR-15 Family. It is unlocked by default.

History

The M4A1 is a variant of the M4 Carbine, which in turn, is a variant of the M16A2 Assault Rifle. Unlike the M16A2 or M4, which are burst-fire weapons, the M4A1 is fully-automatic. The weapon was designed for special operations usage, as fully-automatic fire is considered to be more effective than burst-fire for clearing rooms and other Close-Quarters-Combat (CQC) scenarios. A newer bolt carrier was also developed to increase the durability, making the M4A1 more robust to withstand sustained fire. The fully automatic trigger gives a more consistent trigger pull, which leads to better accuracy, mostly for the semi-automatic fire. Another addition is an ambidextrous selector lever for easier use with left-handed shooters.

In the last few years, M4A1s have been refitted or factory produced with a heavier barrel. This was for multiple reasons, such as better heat dissipation when firing in full-auto, and better accuracy, which is a byproduct of barrel weight.  The U.S Army since 2014 has been converting M4s into the M4A1, with the aim to convert all U.S. Army M4s to the automatic variant by 2019. Though still in service with special forces, combat in Afghanistan showed the need for providing automatic suppression fires during fire and movement for regular soldiers. Each carbine upgrade costs $240 USD per rifle.

In-Game

General Information

The M4A1 has decent statistics across most areas. It has a good rate-of-fire (RoF), at 780 RPM. It also sports average damage for the Carbine class, being four-shot-kill (4SK) up close and increasing to a 6SK at the end of its damage drop off. Except for the 1st shot recoil, the recoil of the M4A1 is quite low and the recoil pattern is relatively tight and accurate for medium range combat. It's fairly easy to control, meaning a user can hold down the trigger whilst still remaining on target out to a considerable distance. It is able to fire in either fully or semi-automatic. It does have a lower than average muzzle velocity, 2200 studs per second versus the average 2500 studs per second for most 5.56×45mm NATO Carbines and Assault Rifles. It has a fast reload time, being one of the fastest reload times in-game, like other AR-15 Family members.

Usage & Tactics

The M4A1 is effective as a close-medium ranged weapon, generally being good as an offensive weapon. The good RoF and damage allow it to compete relatively fine in CQC and medium range. It's also mobile enough to get behind enemy lines with ease. The weapon tends to be a poorer performer at longer ranges, being a 6SK and having less than average muzzle velocity. In most cases, using the M4A1 at longer ranges should be avoided, though can work decently given the low recoil and if the user is skilled enough.

The M4A1 is highly customizable. There are many good combinations of attachments for any playstyle. Players can spend time fine-tuning the M4A1 to their play style, as it is extremely versatile. For a more close quarters oriented build, suppressors and low-magnification optics such as the Reflex Sight would work well. A Vertical Grip would also work well in tangent with such setups, giving the weapon better hipfire performance, a vital trait in CQC. If one wishes to build focused more on mid-range combat, a high magnification optic would be preferable, along with an Angled or Stubby Grip to lower the already controllable recoil.

Conclusion

The M4A1, like most starting weapons, works well as an all-rounder weapon. It is able to perform to an acceptable level in most situations, neither being the best or worst Carbine in any given situation. However, it has no unique attribute compared to other Carbines, it's lack of specialization is both its strength and downfall. It is a general purpose weapon; able to do anything a user requires to a satisfactory standard.

Pros & Cons

Pros:

  • Good RoF.
  • Good range.
  • Fast reload time.
  • Low recoil.
  • Good hipfire for its class.
  • Fast mobility speed.
  • Common ammunition type.
  • Extremely versatile.
  • Unlocked by default.
  • Fast TTK up close.
  • 3 Shot Kill at close range.

Cons:

  • Less than average muzzle velocity, at 2200 stud/s.
  • Longer Time-To-Kill (TTK) at long range.

Trivia

  • The M4A1 and the M4 have the same model, except the M4A1 has a black magazine where the M4's is grey. This also applies to the M16A3 and the M16A4, the A3's being black and A4's being grey.
  • The M4A1 performs very similarly to the pre-0.12.7 M4. Both guns had the same RoF and damage.
  • The M4A1's reloading animation is the same with other AR-15 Family weapons.
  • The M4A1 is one of the most widely used and known Carbines in the world.
  • Before the release of the M4A1, the original M4 had a different model and had 3 fire modes: Auto, Burst, and Semi. This M4 was then split into the M4 and M4A1, most likely to be more realistic.
  • This was previously unlocked at Rank 14, but now unlocked at Rank 0. It switched places with the M4's original unlock rank.
  • The M4A1 is the only starter primary weapon that is available to all classes.
  • When attaching some optics, such as the Z-Point, the original front iron sight will remain, somewhat hampering target aquisition.
    • This is realistic, as the default iron sight on the M4 and M4A1 cannot be folded down.
    • The carry handle on the M4A1 can be removed however for simpler flip up sights.
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