Loadouts and weapon categories
Source checked on 2026-11-07
Sources ↗Data version: 2.1.1.0 · Data checked on
Builds and goals are editorial picks. Their bonuses and penalties are calculated separately, relative to the factory setup. Steps stack before the bounds are applied; recoil, ADS, spread and damage keep their own rules. Unidentified parts and unknown constraints remain flagged.
With a constant rate of fire, no armor and identical damage: we count the hits needed, then the intervals between the first and the last shot. A one-hit kill has a TTK of 0 ms from the first shot.
Bands are [start, end), with the last endpoint included. Damage thresholds and both sides of each are sampled; the midpoint alone is not enough. Distance weights add up to 1.
Each distance band defines a hit probability. Shots are assumed to be independent. A deterministic state-based calculation accounts for missed shots, the magazine and repeated reloads. Reload time is measured from the last shot to the next first shot and replaces the fire-rate interval at that boundary. TTK / accuracy is not presented as an exact expected value.
The cost combines the distance-weighted estimated engagement time and the declared penalties. The normalization reference is fixed and versioned. Default penalties are zero; preparation and reloads are not counted twice. Score = 100 / (1 + cost).
Tiers by percentile: S ≥ 90, A ≥ 70, B ≥ 40, C otherwise. Ties share the same tier. Any editorial adjustments are justified separately.
Percentile = 100 × [number strictly worse + (ties − 1) / 2] / (population − 1)
Tiers are relative to the weapons compared.
One attachment per slot, within budget, with incompatibility and prerequisite checks. Effects are applied in order: replacement, addition, multiplication. The exhaustive search is bounded.
Burst, semi-automatic, bolt-action, pump-action and multi-projectile fire are not evaluated by the automatic formula. Without a verified armor/health transition, the result is unavailable. Hit probabilities are not calibrated on real players.
A comparison requires the same engine, the same scenario and the same scope. Changes greater than 5% are flagged. A balance change requires a dated source.
Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Sources ↗Source checked on 2026-11-07
Local synthetic protocol, with no Battlefield measurements.
Verified mechanical values: 328 / 536.
Weapon stats and visuals: Sym.gg ↗
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