Battlefield™ 6

Battlefield™ 6

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Understand Weapon Stats
By Haus
An efficient and detailed explanation on the weapon stats in Battlefield 6.
   
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INTRODUCTION
So this is going to go over literally every single weapon stat that you see on the ingame tooltip of a weapon. I want to try and buzz out as much information as I can in the shortest amount of words so that even someone who mainstays TikTok brainrot can read this and just screw off to play the game.

I will also list some really great educational videos on the game. They will be listed at the relevant sections.
DAMAGE(DMG)
The damage represented on the tooltip is the MAXIMUM BASE DAMAGE before headshots or drop off is considered. Every weapon has a range of damage referred to as "damage fall off" which simply means that the farther your enemy is, the more your weapon's damage is reduced. It is not uniform, and varies dramatically between the weapon categories. There are certain oddballs like the M277 being full damage up to 75 meters, but the NVO-228E drops off of full damage past 9.5 meters.


This video is an amazing in-depth breakdown of how exactly it works, but if you don't care about specifics:

CLOSE
1. SCW
2. TR-7
3. SG533R
4. KV9
5. NVO-228E

SHORT/SHORT-MID
1. TR-7
2. M240L
3. M433
4. M123K
5. KV9

MID-LONG
1. TR-7
2. M277
3. M250
4. M433
5. M123K
RATE OF FIRE(ROF)
ROF simply means how many bullets a weapon can fire in a minute if hypothetically you didn't need to reload.
MAGAZINE(MAG)
Tells you the magazine capacity of a given weapon.
HIPFIRE
Hipfire stat dictates the minimum and maximum bloom of your crosshair. The higher the number, the tighter the bloom. There are certain attachments which directly increase your hipfire stat, but also have secondary stats that do not reflect on your tooltip which still directly influence the bloom of your hipfire.

For example, the flashlight increases your accuracy, but it also reduces the recovery time for your bloom. So besides just tightening up your bloom through hip fire stat, the buff from the attachment itself also provides an additional reduction your your maximum hipfire bloom.

There is also a bit of a quirk with hipfire that does not technically associate with ADS entirely, but should be brought up as it influences your ADS accuracy heavily. The first initial shot for all weapons (except for sniper rifles on non-recon classes) is guaranteed to be fully accurate. After that, you have ADS bloom dictated by your precision stat. However, if you happen to shoot before being fully ADS, or go full auto as you go into ADS, the game will, for a little bit, use your hip fire stat in your ADS. It's very small, but it's enough to matter. Hypothetically, a higher hipfire stat mitigates this issue, which makes hip fire stat a high priority for any weapon you plan on spraying hip-into-ADS with at medium range. Once you are fully ADS, the game uses precision instead of hipfire stat to determine your maximum bloom.
PRECISION
A new stat to the battlefield games. Precision is just your minimum-maximum bloom while ADS. The first shot from your weapon assuming you fully entered ADS before firing will be fully accurate. Any sustained fire after the fact, or tap fire before the bloom fully resets will not be fully accurate.
CONTROL
Control is your recoil, how your weapon kicks per shot/sustained fire.

Personally, majority of weapons don't have that crazy low of a control stat that you should want to specifically build for control. It is usually a better idea to learn how to counterbalance the recoil. Every weapon has their own way of recoiling. Fire the weapon in the fire range to determine the recoil pattern, and practice counter balancing it. I would argue this is the most useless stat majority of the time.
MOBILITY
Now THIS is the fun stat to talk about.

Mobility can generally be interpreted as a summary of many unlisted substats, like your ADS movement speed, your ADS time, your ADS accuracy while moving, weapon draw speed, and does so in "tiers." Individual mobility increases/decreases don't do anything unless they move you to a different tier. This stat is NOT uniform across weapons, meaning 50 mobility on one weapon will not be the same as 50 mobility on another weapon.

However, since we're discussing ADS movement speed, I want to bring up what specifically influences ADS movement speed. Again, thats:

Mobility
AND
Attachments that say "at the cost of" or "improves" either "movement speed" or "handling."

As far as I can tell from personal testing, Mobility operates under a tier based system, while Attachments operate under a sort of "level" system. For example, one +ADS Movement Speed attachment is +1 level, while -ADS Movement Speed attachments are -1 level. These levels add and subtract flatly. as far as I can tell, 1 level increases or decreases your movement speed by 7.5%, up to a max of 15%, and is uniform across all weapons, unlike the mobility stat. It operates independently of your mobility stat, but your mobility stat operates as your "baseline." for your speed, while the attachments reduce/increase it further.

In my opinion, you can largely disregard the mobility stat itself, and if you specifically want faster ADS movement speed, ADS time, ADS accuracy, just use whatever attachments say in their descriptions that they increase the aforementioned stats.

FIRE MODES
Different weapons have different firing modes. There is auto, burst, and single as a baseline, but some weapons only have single, some weapons don't have burst, etc.
RELOAD TIME
How fast you slap a new magazine in that toy of yours
MUZZLE VELOCITY
Muzzle velocity represents how fast your bullet travels after firing. A larger distance/second means that you have to lead your shots less against farther away enemies. You won't feel a difference at short-medium ranges.
ADS TIME IN
How fast you aim down sights!
HEADSHOT MULTIPLIER
Takes your base damage after fall off and multiplies it by the number in the tooltip. This can be upgraded using ammunition mods that increase the multiplier.