The SCAR-L is the light variant of the FN SCAR (Special Operations Forces Combat Assault Rifle), a gas-operated short-stroke gas piston automated rifle chambered to a variety of cartridges. It was originally developed by FN Herstal for the United States Special Operations Command (SOCOM) as an entry to the SCAR Competition, a competition to find the new service rifle for SOCOM. As of 2015, the SCAR family of rifles is in service in over 20 countries.
The M16A4 is an assault rifle type weapon in BATTLEGROUNDS. Replacing the US military's M14 as its standard service rifle, the first M16s were introduced in 1964 during the Vietnam War where they quickly grew an infamous reputation for reliablity problems, amongst other issues. Feedback from battlefield experience was then used to refine and improve the gun over the years and as a result, many derivatives and variants of the M16 have been created, with the fourth generation M16A4 being the latest development. Widely adopted by militaries around the world, in BATTLEGROUNDS it proves to be an assault rifle more suited for longer range engagements.
The OTs-14 Groza (simply called Groza in-game) is an assault rifle type weapon in BATTLEGROUNDS. It can only be found in Air Drops. Essentially a bullpup AKM, its name translates to Thunderstorm or Terror and for good reason - combining the raw stopping power of 7.62mm ammo with a blistering rate of fire only found in the smaller caliber assault rifles.
The AKM is an assault rifle type weapon in BATTLEGROUNDS. The AKM (Avtomat Kalashnikova Modernizirovanny, lit. Modernized Kalashnikov Automatic Rifle) is an improved version of the original AK-47, featuring improvements and refinements in manufacturing and materials to create a modernized version of one of the most recognizable firearms in the world. Especially popular with freedom fighters, insurgents and guerrilla forces, in BATTLEGROUNDS its stopping power makes it popular for close quarters combat
The AUG A3 (Armee-Universal-Gewehr—A3), an air drop-only weapon, and for good reason - its exceptional handling and high muzzle velocity make it a highly sought after weapon for anyone fortunate enough to come across a crate and get away with its contents alive. The AUG utilizes the same attachment points and even has the same ballistics as the SCAR-L[1], albeit with a higher muzzle velocity and slightly increased drag coefficient meaning that bullets fired from this gun will have a slightly more curved trajectory, canceled out by the fact that the bullets travel much faster compared to the SCAR-L. A major drawback of the AUG however is its relatively slow reload time, with a tactical reload alone having a duration of 3 seconds, thus a quickdraw magazine will be vital. Its rate of fire is also relatively slow, which allows for better stability but somewhat reduces its capability in close quarters combat.
The HK416, (referred to as the M416 in-game) is an assault rifle/carbine type weapon in BATTLEGROUNDS. A tactical rifle based on the discontinued XM8-project as an improvement of both the M16/AR-15 and the M4 Carbine, it integrates the short-stroke gas piston system from the G36 rifle for less recoil and increased reliability. Adopted by the militaries of several countries across the world, in BATTLEGROUNDS it proves very popular due to the number of attachments it can accept, allowing a great amount of flexibility.
The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds. The QBZ replaces the SCAR-L in Sanhok’s item spawn pool (meaning the SCAR-L no longer spawns on Sanhok). The QBZ95 spawns about 1.4x as often as the SCAR-L used to spawn on Sanhok.
The Beryl M762 is a versatile assault rifle with more attachment points than the AKM, on par with the SCAR-L. Its base damage per shot is slightly lower than the other 7.62mm assault rifles, offset by its rate of fire being almost as fast as that of the Groza, allowing its overall damage per second to be significantly higher than the comparable AKM. This comes at the cost of significantly higher recoil that — unlike the AKM — can be reduced by attaching foregrips.
Added a new assault rifle, the MK47 Mutant. MK47 Mutant can be acquired on all maps (Erangel, Miramar, Sanhok) through world spawn. MK47 Mutant is an AR weapon using 7.62mm bullets and has a 20 round capacity, which can be upgraded to 30 rounds with an extended magazine. The Mutant has 2 firing modes: single shot and 2-round burst. Almost all types of attachments can be used with the MK47, but it has no stock slot.
Right at home in its central European origins, the G36C's damage per second is lower than its popular 5.56mm brother, the M416. But it makes up for what it lacks in DPS, with better control especially when engaging your enemies at short to medium range.
The SKS (Samozaryadny Karabin sistemy Simonova) is a designated marksman rifle, being a middle ground between a typical assault rifle and a sniper rifle. Thus, this rifle excels in medium-range combat and packs devastating stopping power if a user can handle this gun effectively in CQC (close-quarter combat), but will be less effective in long- to extreme-combat as it lacks the precision of dedicated sniper rifles. Players who wish to use a weapon with high damage, rate of fire and long range effectiveness should look for the SKS, as it is one of the few weapons with such properties.This gun also has the benefit of accepting the most attachments out of all the sniper rifles. The SKS is not without its downsides however. Its standard capacity magazine of only 10 rounds, combined with high recoil and high precision compared to the automatic rifles require the user to stand still in order to land consistent shots, which in turn makes them an easy target. Use this to your advantage if you know your attacker is using one of these. Another thing to keep in mind would be counting shots in the magazine; if you hear the enemy shoot off 10 shots, you can use that time to change your position or advance on the shooter, although there is the risk that they have extended mags on the gun and may simply be waiting for you to expose yourself.
The Mk14 can be seen as a bigger version of the SKS - dealing more damage per shot and with more recoil as well. The most notable difference from the SKS is the ability of the Mk14 to switch to an automatic fire mode, enabling its wielder to deliver a huge amount of damage for different situations, whether it be house-clearing or surprise contact with another player. The high recoil limits the effectiveness of this function to close ranges however, and the already low magazine capacity coupled with the lengthy reload duration requires the user to have a very steady aim when going full auto, particularly if there is more than one enemy around.The bipod reduces recoil when shooting from a prone stance and thus encourages its user to locate a position from which they can fire upon targets with relative safety, delivering quick and powerful follow up shots to finish them off. The Mk14 will deal maximum damage out to 120 meters, with minimum damage being dealt past 488 meters.
A lightweight rifle classified as a designated marksman rifle in terms of attachments, compared to other weapons in its class, the Mini-14 deals less damage and only has attachments for muzzle, magazine and sight mods, making up for these shortcomings with a very high muzzle velocity - the highest of any weapon in the game - and low bullet drop, as well as a larger magazine capacity, making it suitable for situations where quick follow up shots are required at long range, as well as close quarters combat when the trigger just needs to be pulled as fast as possible, hoping that the enemy is the first to go down. It has a rather lengthy reload time so make sure the area is secure before inserting a fresh magazine. The Mini-14 will deal maximum damage out to 90 meters. Damage will continually decrease beyond that point, reaching its minimum value past 420 meters.
The SLR can be seen as a more powerful version of the SKS, dealing more damage at the expense of more recoil. Unlike the SKS however, it lacks an attachment point for any foregrips, requiring the user to have good recoil control and steady hands. Given that its initial bullet velocity is higher than that of the SKS as well as the fact that it also reloads slower, the SLR is more suited to ranged combat where there is ample cover and time to engage enemies. The length of the weapon may become an issue in close range engagements or when attempting to peek in and out of cover constantly.
The SLR can be seen as a more powerful version of the SKS, dealing more damage at the expense of more recoil. Unlike the SKS however, it lacks an attachment point for any foregrips, requiring the user to have good recoil control and steady hands. Given that its initial bullet velocity is higher than that of the SKS as well as the fact that it also reloads slower, the SLR is more suited to ranged combat where there is ample cover and time to engage enemies. The length of the weapon may become an issue in close range engagements or when attempting to peek in and out of cover constantly.
The QBU is a Chinese bullpup designated marksman that fits the theme/location of the Sanhok. The rifle features a bipod that deploys upon proning. When deployed, the bipod significantly reduces the recoil when shooting.The QBU is a new, Sanhok-exclusive DMR with a standard magazine of 10 rounds of 5.56mm ammo, which can be increased to 20 with an extended magazine. There is bipod attached to QBU—it will greatly reduce recoil when you shoot while prone. The QBU replaces the Mini 14 on Sanhok.
The VSS Vintorez is a rarely spawning weapon shooting common 9mm ammo in both single and fully automatic firing modes. It deals very low damage compared to other sniper rifles, but because of the integrated suppressor, muzzle report is significantly reduced, while the subsonic ammo causes its bullets to make a quiet whizzing noise rather than a supersonic crack, making it extremely difficult to locate the shooter. Because of the use of subsonic ammo, the weapon has a very low muzzle velocity at 330 m/s, compared to the Mini-14 at 990 m/s, making long distance shots and shots against moving targets difficult. Its maximum effective range is 400m with most efficient performance at 200m - users must still keep in mind that at this range, it will take an approximate two thirds of a second to travel to its target. While its subsonic ammo has low velocity and high drop, the rangefinder of the integrated scope allows for precision shots as it has distance markings for both standing and crouching targets. Once the distance between the user and the target has been found, the scope's chevrons can then be used to compensate for bullet drop, with the center chevron representing 100 meters, and the following chevrons increasing by 100m each. Despite the poor damage, the VSS can prove very useful in the end-game because of closer ranges, particularly with an extended magazine, coupled with the most effective suppressor in the game, making detection very difficult even during close quarters combat. The VSS is currently the only ranged weapon to not feature any damage drop-off whatsoever, meaning that maximum damage is dealt even at distances far beyond that of the scope's rangefinder markings.
The Winchester Model 1894 is a starting medium to long range rifle that uses .45 ACP rounds. It is a guaranteed knock down in case of a head shot, when the victim does not have a level 2 helmet or higher. The only attachments available for the rifle are sniper rifle bullet loops(allowing for quicker reload speed), making it only useful for very early game.The Winchester Model 1894 (Win94) is an exclusive lever-action repeating rifle/Hunting rifle on the map Miramar, Sanhok and Vikendi in BATTLEGROUNDS. The Winchester Model 1894 is known to be a famous Hunting rifle but in BATTLEGROUNDS , the Win94 is categorized as a sniper rifle.
This weapon excels at taking out enemies right after landing from the plane, while everyone is still focused on finding gear. Its high rate of fire also makes it an excellent room clearer, although this also makes it uncontrollable at longer ranges. Since the weapon deals the least damage out of all the SMGs, using this weapon during mid- to end-games is usually not recommended because most players will be equipped with better armor and guns. When fully modded with extended mags, a stock and a compensator, this gun becomes quite controllable and can be surprisingly viable in the final stages of the game, although the extremely high rate of fire will burn through ammo quickly if many shots miss.