First of all, it is the weapon strength map of S4 season. Some weapons have slightly moved compared with the earlier version of S4. Some guns can't be killed with a stick, and firepower can't represent everything.
TTK, the most critical attribute is the bullet speed, not the traditional laser, so the real TTK of weapons is of reference significance at a certain distance, but I dare say that no one in China uses the real TTK to measure the strength, but only focuses on the theoretical TTK, and there are quite a few misunderstandings.
Regarding the firing rate, the server has a refresh rate, and the faster the firing rate, the better. For automatic weapons, I define 600 as low firing rate, 750 as medium firing rate, 800 as balanced firing rate and 900 as high firing rate.
There are some errors and misleading data in the game, such as running time, time change, recoil, range attenuation and so on.
As long as you can match five times, you must match five times. Although eight times stronger, but without six skills, you will not have the ability to resist pressure. 5bmm French fries teammates can't turn over when they meet the opposite black team.
Rifle article:
FARA is the most powerful and irreplaceable.
Although FARA's theory is similar to the real ttk and AK, FARA's firing rate is uniform, which belongs to the most balanced existence of fire suppression and killing. However, if the firing rate of AK is slow, as long as it is empty, it will increase the ttk of 100ms, which is also not as good as the judgment of the server. In addition, when S4 secretly changes the muzzle and handle, AK will be stabbed, which is equivalent to increasing recoil.
I thought that the ttk of FARA could only be counted as T 1 completely suppressed by machine guns and tactical rifles, but this game can't be completely measured by melee. The firepower, maneuverability, range and bullet speed of FARA gun are in a balanced level. Although I can't beat a good machine gun and tactical rifle, I don't lose any firepower. 10m and T 1 SMG fire at the same time, and ttk is basically the same. And long-distance stability and voyage will not suffer. Most importantly, the repression brought by fully automatic shooting can not be ignored. Although the maneuver is the bottom of the rifle, it is also much stronger than the machine gun.
Summary and positioning: stable and flexible gun installation
Accessories: 1.75 holographic inverted triangle sight
Gru silence
495 jiefang oil drum
Tiger flashlight
Spee grip
Fast 50 rounds.
Gru elastic packaging tape
KGB skull
How to play: shoot dry, no one hits you to sweep the next one, someone hits you to sweep a shovel into the bunker for an injection, and switch to the bunker to shoot. During the whole process, the shovel/sideways jumps to the gun line where people may not get out.
Brief comments on other rifles:
Groza sacrificed a little ttk for the best maneuver, and the actual performance was not rough.
In addition to the shortcoming of slow firing rate, ak does not suffer in firepower and maneuverability. Don't think that the distance of 10m is weaker than mp5 and mac in firepower.
K6, qbz, xm4 are all weak. K6 is the most stable and fastest, and qbz performs well in hardcore mode.
Ffar has some disadvantages in firepower, stability, endurance and range, and is used to balance high firing rate.
C58 is a cdl gun, a subordinate of ak. You can only play with barrels with a range of 150. Perfect operation intensity is similar to ffar.
Summary: None of these rifles are strong.
Special deviation:
In addition to the slow speed of the crossbow, touch the second, waist shooting is very accurate, close-range heavy sniper.
The ballistic knife has a start delay, but it kills in melee.
M79 has no safe distance. It's just a crossbow. It falls bigger but it will explode. You can only be killed if you hit it. It exploded.
The nail gun is m60 within 7.7m beyond this distance, which is quite weak, and the bullet speed and ttk are not good. As an artifact of active defense, a shuttle went to the opposite squatting position and the ads exploded completely, and then it was thrown by the thunder.
You have to reel directly to kill it with blood.
Sprayed items:
If you can shoot for a second, don't increase the difference. For example, if you want to shoot from the waist, don't bring the butt of the gun, don't bring the duckbill, is it worthwhile to hit more if the hit rate is low?
M37 Ithaca is the strongest, one second, with two sets of play modifications.
Positioning: one hand can spray for one second, which requires two hands to operate.
Line of sight and spray: infantry v turns off the beam
640 special forces barrel
8 rounds
Viper grip
Long-distance running chin rest
Playing style: All the projectiles are dense, 5.9m 8, 4 per second, 10.2 M8 8.
Waist spray: light cone flame arrester
6 12 ranger bucket
5 MW laser
8 rounds
Dast gun pad
Playing style: When you see someone shooting at the waist with a sliding shovel, you can hit 8 and 6 at 8.2m a second.
Spas only has 630 special forces barrels that can exist for one second, so be sure to bring them.
Positioning: the range is shorter, but it can be sprayed or fired with one hand.
Component: light cone flame arrester
630 special forces barrel
5 MW laser
12 hair
Dast butt
Playing style: crouching indoors for self-defense. When you see a man shooting eight times in the waist with a sliding shovel within 4.95m, you will continue to shoot repeatedly.
After sweeping the street and patching it, it doesn't exist for a second, but with its shooting speed and capacity, it is still brainless.
Positioning: continuous spraying
Components: duckbill beam collector/light cone flame arrester
14.4 inch special forces barrel
5 MW laser
18 hair
No stocks/marathon stocks
How to play: Gonghe hot fighting skill runs and fights.
Submachine gun:
As the god of melee, KSP must be put in the first place.
The overall firing rate in the early 700 s, three bursts, and the power of three rounds in the first paragraph is 50, which determines that this gun is extremely powerful. However, as compensation, the uncontrollable recoil makes the gun scattered outside 10m, and the range is only the first shot and three shots.
Positioning: the god of hand-to-hand combat
Two sets of ideas, melee runaway and strengthening the middle section.
Melee runaway means that when there are many figures in the corner, running around fighting, others can't catch you, you mess around for a second and completely give up the distant battle.
Equipment: Special Agent Silencer
267 special forces barrel
Destroyer magazine
Aeroelastic tape winding
Predator ass
How to play: Maneuver. You can play while walking, suddenly appear, aim quickly, and play two rounds quickly. You can pull it back and forth with hot barrels and injections.
Strengthening the middle section is to make the death rate of three consecutive rounds the most stable.
Equipment: Special Agent Silencer
267 reinforced heavy barrel
Field spy grip
48-wheel express
Bind with poisonous snakes
Play: aim and hit again, the traditional three shots, give up maneuvering, in exchange for the strongest close-range firepower.
OTS new favorite
Positioning: Melee is the king of one-on-one combat, and its strength is slightly higher than other submachine guns except ksp.
The basic range is 12.7- 19. What concept? That is to say, the short distance is the same as lc 10. The range advantage of lc 10 does not exist, so you can't hit lc 10 without thinking.
The true ttk of 10m is slightly shorter than that of lc 10. In fact, all four guns of T 1 are the same.
The only disadvantage of OTS is its poor maneuverability. The magazine is still 40 rounds, but the change is too slow. It is still 32 rounds. The 32 rounds have 25 mirrors aligned with the mp5 special aircrew magazine, that is, the aim is slow, and then the gun lifting speed is between the submachine gun and lc 10.
Equipment: 206 special forces barrel
Spee grip
32 bullets. Come on.
Bind with poisonous snakes
Gunless butt
How to play: change one for another, with at most two bullets at a time. There are too few bullets, but they change quickly. As long as the melee is not defeated, it will basically not lose.
Lc 10 is still very strong.
Positioning; all-pervasive
Although ots is a little stronger in melee, lc 10 has no endurance trouble, no need to sacrifice maneuver to control recoil, balanced firing rate, high projectile speed and good range. When an all-around player is needed, he has to play.
Disadvantages: the speed of gun lifting is slower than Farah.
Equipment: flame arrester of special operations department
353 special forces barrel
52-wheel fast/fast destroyer
Bind with poisonous snakes
Predator ass
Play: The dominant distance within 19m depends on the stability and range of the gun.
Other submachine guns:
Mac and mp5 have shortcomings in recoil and range. The true ttk of these two guns is 4 milliseconds less at 10 than lc 10, and it is worse and worse when it exceeds 10 than lc 10. Ots can be the upper range of mp5, and mp5 can be the upper maneuvering position of ots, which are balanced with each other. Mac's ability to suppress by high firing rate is really good, but it has high recoil.
Pp 19 is a highly mobile version of groza, which is inferior in stability and range. However, the highest walking speed and bomb load can be obtained through modification, with a range of 28m, slightly inferior firepower, and superior ability in random warfare and novice combat.
Ak74u has stronger melee ability, and is good at short array of submachine guns, with one shot less in melee and a longer firing range. The counterpoint mp5 only ends in its first interval, and the distance before the end of the first interval of mp5 suffers. Most of the time, the first two ranges are dominant areas and suitable for blasting.
Jane's proud positioning is awkward. The waist shot is completely double-fired, the firing rate is too slow, only the maneuverability is slightly higher, the firepower is not very good, and it is not easy to use.
Ppsh is a mac whose firing rate drops by 200, but its recoil is not small enough. Although the range is as long as 25m, the projectile speed is too slow and weak, the firepower is not as good as pp 19, and the bullets are not as much as pp 19.
Handgun items:
If you hold it alone, you won't say it. It's all done after you hug it twice, and each has its advantages and disadvantages. Not completely exploded.
Large wine bottle
Positioning: Second Person with Dual-Holding Remote Probability
Go ahead, just nb, missed it, 333ms interval, try again next time.
Compared with the sprayer, it has a long range, but it is unstable. A life-and-death gambler can make a comeback in despair or say goodbye when he loses.
Accessories: muffler
183 special forces barrel
5 MW laser
12 send fast
-Dual weapons
Play: Squat down, don't walk, double volley.
93r
Positioning: double hold for 65 probability seconds, and quickly replenish the gun.
No.6 Middle School and No.5 Middle School have a certain fault tolerance rate, the shooting interval is 150ms, and the suppression force is good. The spike distance mainly depends on whether the waist shot is close enough.
The fastest response, the sniper can fill the gun.
Accessories: muffler
182 special forces barrel
5 MW laser
30 rounds. Come on
-Dual weapons
Play: Squat/shovel and continue to play. The sniper quickly sharpened his gun and squatted down to prepare for battle.
19 1 1
Positioning: Double Holding No.4 Middle School and No.3 Middle School, stable and lasting.
The fault tolerance rate of No.4 Middle School and No.3 Middle School is very good, and it performs best and most stably without being dropped by seconds or facing many people. Most weapons are used for close self-defense, so double guns can be considered first.
Accessories: muffler
153 tactical action
5 MW laser
14 send fast
-Dual weapons
How to play: squat down and buckle. As long as it doesn't take seconds, the other side can't beat you.
ampere
Positioning: breakthrough
Positioning: The strafe guns in No.6 Middle School and No.5 Middle School shoot slightly at the waist, which is slightly worse than other pistols when both sides are close to each other, and the fire endurance is similar, but the number of shots per magazine is less than other pistols. When it is used to break through, it depends on the high firing rate of continuous double guns, so it is difficult to suppress the opponent's counterattack, which is very simple and brainless.
Accessories: muffler
155 strengthening heavy barrel
5 MW laser
Fast 22 rounds
-Dual weapons
Style of play: the sliding shovel comes out to shoot a breakthrough, and the waist shooting is strengthened by squatting or lying in defense. Long-range, double-gun rapid shooting, still can hit high.
Sniper article:
After m82 is enhanced, mortality and efficiency are king.
Single shot: except forearm and leg.
Use a 574 tiger barrel: except for the calf.
It can be said that it is very scary. Only one calf area less than the strongest sniper in the past. There is this gun in the long ttk game. It is really your T group.
Positioning: sniper of big country company
Equipment: 3x sight/thermal imaging sight/1.37 red dot.
574 Tiger barrel
7-shot magazine
Bind with poisonous snakes
Special air force inventory/melee inventory
How to play: hold the gun or pull it out when you are sure. Unless you go through the wall, you will hardly die from hitting your calf. One of the ten bullets hit the calf.
k3 1:
The bird with the fastest shooting speed and the fastest aiming speed was intercepted.
One shot is fatal: head shot
Tiger bucket: head, upper arm, upper chest.
Location: A bird that didn't kill the pistol with one shot was intercepted.
Accessories: muffler
Laohutong
Tigers flashlight
Bind with poisonous snakes
Predator ass
Play: You can flash or frame, with the highest mobility. Pay attention to management.
Other snipers:
The lethal zone of r700 can kill the head and upper chest without tiger barrel, but using tiger barrel is the same as k3 1.
The firing rate is lower than k3 1, but the butt can go faster, the aiming speed is the same, and the ammunition is supplied to the magazine.
Positioning tends to rely on maneuverability, and it is difficult to deal with fixed-point artillery positions.
Play the same way as k3 1.
The fatal areas of awp are the head, upper chest and upper arm, which, like the birds in the barrel of a tiger, are positioned as cdl guns.
After using the tiger barrel, you can hit it with one shot except the waist and below.
The aiming speed is the same as m82, and the firing speed is slower than m82. After shooting, the crossbow will not be forced to slow down by m82, although this deceleration can be cancelled by double cutting.
The overall efficiency and fatality rate are weaker than m82, but it's good that the engine changes its position without slowing down.
Except for the legs, the ZRG dead zone can be taken away with one shot. Tiger barrel increases thigh area.
In this way, the lethality rate of ZRG is equivalent to that of m82 Tiger barrel at most, and it has no lethality advantage, but it has stronger penetration.
ZRG's self-contained sight has a higher magnification, which makes it easier to aim at a long distance.
However, the shortcomings of slow firing speed and slowest aiming speed make this gun not practical and not suitable for long-distance target sniper with bunker.
Machine gun:
The strongest machine gun should be born between mg82 and m60.
M60 has the shortest theoretical ttk, but the firing rate of 5 17 is too slow and the fault tolerance rate is poor.
Positioning: high-power, long-range and long-life machine gun.
Fitting: vulture customization
579 special forces barrel
Mercenary target indicator
100 hair chain
Aeroelastic tape winding
How to play: Stand up, rely on the vulture's automatic shooting to press on the m60, plus the real double zoom and 60-meter flashlight to quickly pull out the gun, and the second is accurate. Jumping out of the bunker sideways and sliding into the bunker can save the need to accelerate the butt of the gun. If it is not difficult to ask the enemy, you can change the flashlight into stock. Pay attention to the downward recoil, raise your line of sight upward, one of the few downward lines of sight.
Although mg82 can only rank third in theory, it has the highest mobility.
And the advantages brought by the firing rate of 909 are too obvious. As long as the fire is fired first, it is difficult for the enemy to fight back. What's more, ttk belongs to machine gun level, with high firing rate, which is even better for long-range enemies than other automatic weapons.
Positioning: Flexible setting of machine guns and high firing rate.
Installation: multiple magnification sight
Infantry compensator
4 17 special forces barrel
Tiger flashlight
Field spy grip
150 hair fast
Aeroelastic tape winding
Special aircrew reserve
How to Play: Flexible Frame Points
Other machine guns:
Although Stoner was stabbed, the performance of the machine gun was comparable to that of the m60, but because the m60 could fight five times, Stoner had to back off a little.
Stoner assembly can be as stable as mg82, and thermal imaging can be used.
RPD ranks last in firepower, slightly better in maneuverability than m60 and stoner, but not as good as mg82, and its slow firing rate is also a disadvantage.
Advantages are high stability, full maneuverability, five bursts of fire, machine gun fire, using smoke screen, thermal imaging, and military supplies to suppress rifles and submachine guns flexibly.
Tactical rifle:
g 1 1
G 1 1 everything is perfect except that there is no direct second person and a gun barrel with firing rate. The efficiency of dead frame is close to that of machine gun, and the efficiency of flexible loading is higher. According to all submachine guns, rifles can be shot at close range.
Positioning: high firepower and high firing rate shooting all-around rifle
About barrels:
Base 1200 firing rate, 183 triple interval, 46m.
493 rapid-fire gun barrel 1428 firing rate, 183 triple interval, 46m.
528 assault gun barrel firing rate 1200, 144 interval of 35 m. After attenuation, the head shot is still three rounds, and there is more shaking that 10 can't eliminate.
480 titanium alloy barrel 1428 firing rate, 162 triple interval, 35m.
The firing rate of 572 special forces is 1.200, and the interval between three consecutive shots is1m. After attenuation, the head shot is still three shots, the bullet speed is 1.5 times, and the full recoil is 10.
After a long test, the final conclusion is that only titanium alloy is good. First of all, the whole journey is better than the 528 assault, not to mention the long-distance three-gun head, and the full pressure is impossible. More 10 shakes badly, and the range of 493 rapid fire is really good. 35m medium titanium alloy is 20ms lower than 493 rapid fire, and ttk is 20ms higher than 35m. So the benefits are still more focused on the exchange of fire.
Fitting: proxy mute
480 titanium alloy
Tiger flashlight
Aeroelastic tape winding
Predator launch pad
How to Play: Flexible Frame Points
M 16 and aug are homogeneous guns.
The difference is that the 909 firing rate of m 16 brings more dense triple bursts, and the interval of triple bursts of aug is 267 shorter than that of m 16.
Aug has its own sight, and m 16 machine sight is not easy to use.
The range of competition gun barrel m 16 is 43m, that of aug is 38m, and that of special forces gun barrel aug is 26.6m.
So the positioning is similar, but it can be slightly different. The overall efficiency of m 16 is basically the same as that of m82. aug is faster than m 16, with shorter interval between three bursts, better short-range performance, higher overall efficiency and higher fault tolerance rate.
M 16 positioning: flexible spray gun installation
Og positioning: break through a gun
In the high-intensity bureau, the matching of two guns is based on the principle that five guns can be matched and never eight guns can be matched. Because aiming speed is very important, the ratio of tactical rifle capacity to stk is equal to or higher than 50 assault rifles, so there is no need to strengthen the magazine.
M 16 module: thermal imaging
Infantry compensator/silencer (reducing mortality)
52 1 competition bucket
Aeroelastic tape winding
Special aircrew reserve
How to play: Flexible gun, the punishment of empty gun is similar to m82, there is no brain, just send an empty bullet.
Aug equipment: infantry compensator
503 special forces barrel
Field spy grip
Aeroelastic tape winding
Predator launch pad
Play: The overall fault tolerance rate and efficiency will be higher than m 16, and thousands of bullets will hit the sideways enemy quickly, which will also have better performance. Better people don't need to play one more round, and the range is slightly shorter. It is unfavorable to slow down in order to suppress recoil.
M 14 infinite range
T63 uses 465 assault gun barrel with infinite range, and its firing rate is slower than m 14, but steady.
Positioning: Flexible mounting point, capable of headshoting, using powerful barrel, more flexible than m60, but lower firing rate.
M 14 module: thermal imaging
The Secret Service remained silent.
4 14 titanium alloy
Field spy grip
30 rounds of ammunition
How to play: be flexible and buckle hard.
T63 modified firepower is only t 1, blow your head off.