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Battlefield 6 + REDSEC

Method & sources Beta

Data version: 2.1.1.0 · Data checked on

Builds

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.

How many hits? How much time?

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.

Hits = ⌈HP / damage⌉
TTK = (hits − 1) × 60,000 / rate of fire

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.

Accuracy is an assumption, not a recoil measurement.

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.

A stable cost, relative tiers.

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).

Engine version
1.0.0
Fixed time reference
1,000 ms
Mobility reference (ratio)
1
Mobility penalty
0
Capacity penalty
0
Minimum population for tiers
5
Exhaustive combination limit
10,000

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.

Calculated builds

One attachment per slot, within budget, with incompatibility and prerequisite checks. Effects are applied in order: replacement, addition, multiplication. The exhaustive search is bounded.

Limits are part of the result.

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.

History

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.

Frequently asked questions

How is TTK calculated?
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. Hits = ⌈HP / damage⌉; TTK = (hits − 1) × 60,000 / rate of fire.
Where does the data come from?
Theoretical comparison of base weapons under declared assumptions using the public Sym 2.1.1.0 dataset. Verification dates mean documentary checks; no global trend, in-game measurement or independent current-patch validation is claimed.
Which data version is used?
Data version: 2.1.1.0. Data checked on 2026-11-07.
How are the S, A, B and C tiers assigned?
Tiers by percentile: S ≥ 90, A ≥ 70, B ≥ 40, C otherwise. Ties share the same tier. Any editorial adjustments are justified separately. Tiers are relative to the weapons compared.
Is accuracy measured in game?
Accuracy is an assumption, not a recoil measurement. 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.
Which weapons does the automatic formula not evaluate?
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.

Public sources

Loadouts and weapon categories

Source checked on 2026-11-07

Sources ↗

Assault class guide

Source checked on 2026-11-07

Sources ↗

Engineer class guide

Source checked on 2026-11-07

Sources ↗

Support class guide

Source checked on 2026-11-07

Sources ↗

Recon class guide

Source checked on 2026-11-07

Sources ↗

Official 2.1.1.0 patch notes

Source checked on 2026-11-07

Sources ↗

Sym.gg · BF6 stats · 2.1.1.0

Source checked on 2026-11-07

Sources ↗

Sym.gg · reuse terms

Source checked on 2026-11-07

Sources ↗

Grandpied · comparison protocol

Source checked on 2026-11-07

Local synthetic protocol, with no Battlefield measurements.

Sources and data status
Data version
bf6-2-1-1-0
Data checked on
2026-11-07
Calculations generated on
2026-11-11T09:09:42+00:00
Method
v1.1.0

Verified mechanical values: 328 / 536.

Weapon stats and visuals: Sym.gg ↗

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