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Battlefield 6 + REDSEC

GGH-22 Beta

Secondary

Data version: 2.1.1.0 · Data checked on

Aperçu du GGH-22
Unlock
Season 1 challenge.
Fire modes
Semi-automatic

Base weapon (no attachments)

Rate of fire
359.999 rounds/min
A higher rate of fire shortens the interval between shots.
Equivalent interval
166.667 ms
Delay between two shots at the stated rate of fire.
Loaded capacity
16 rounds
Number of shots available before reloading.

Damage per bullet by range

Torso hits. Identical for every build: no documented attachment changes damage.

051015202530 0255075100125150 Distance (m) 25 21.5 9 m 17.7 21 m 16.7 36 m 14.3 75 m

Time to kill

RangeBulletsTime
0 – 9 m4500 ms
9 – 21 m5667 ms
21 – 36 m6833 ms
36 – 75 m6833 ms
75 – 150 m71000 ms

100 HP, every bullet to the torso, constant rate of fire. Travel time excluded.

Accuracy by build

Smaller is better. In green: best value in the column.

BuildADS recoilAdded spread · ADSADS spreadMoving spread · ADSHip-fire spreadMoving spread · hip fire
No attachments 1.50° 0.00° 0.05° 0.32° 1.35° 1.69°
Recommended 1.50° 0.00° 0.05° 0.32° 1.80° +33 % 2.26° +33 %

Spread by stance

First shot, base weapon. Minimum angle: the shorter the bar, the more accurate.

ADS · standing
0.05°
ADS · standing · moving
0.32°
Hip fire · prone
0.68°
Hip fire · crouching
1.01°
Hip fire · standing
1.35°
Hip fire · standing · moving
1.69°

Recoil direction

0° = straight up. Same direction for every build.

0°15°30°−15°−30°
Average direction
7.0° to the left
Range
-19.0° → 5.0°
Amplitude per shot
1.500°

Shared scenario

Assumptions · Base · 0–100 m

Base comparison: reference target 100 health, unarmored, guaranteed torso hits (p=1), weapon ready, no travel time or added attachment, first magazine only. Distance weights are project choices. Sym data is community sourced and documentary checked, without independent in-game measurement. This conditional ranking measures neither popularity nor recoil control.

Health
100 HP
Armor
0 HP
Attachment budget
0 points
Pre-fire preparation
Weapon ready · no preparation added
Magazine policy
First magazine only; explicit kill probability
Hit zone
Torso
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.
Distance (m)WeightAssumed hit probabilitySamples (m)
0–2030 %100 %0 · 5 · 8.999999 · 9 · 15 · 19.999999
20–5040 %100 %20 · 20.999999 · 21 · 30 · 35.999999 · 36 · 40 · 49.999999
50–10030 %100 %50 · 53.999999 · 54 · 60 · 74.999999 · 75 · 90 · 100

Weapon stats and visuals: Sym.gg ↗

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