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Weapon FAQ by barticle
Version: 1.05 | Updated: 11/27/16
Hardline Firearms Guide - Ver. 1.05 - 27 Nov 2016 - by Barticle at hotmail.com ____ ___ _____ _____ _ ____ ____ _ ____ _ ____ | _ `. .' _ '.|_ _||_ _|| | | __|| __|| || __|| | | _ `. | | | | | | | | | | | | | | | | | | | || | | | | | | | | | | | | | | | | | | | | | | | | | | || | | | | | | | | |_| | | |_| | | | | | | | | |__ | |__ | || |__ | | | | | | | _ : | _ | | | | | | | | __|| __|| || __|| | | | | | | | | | | | | | | | | | | | | | | | | || | | | | | | | | | | | | | | | | | | | | | | | | | | || | | | | | | | | |_| | | | | | | | | | | |__ | |__ | | | || |__ | |__ | |_| | |____.' |_| |_| |_| |_| |____||____||_| |_||____||____||____.' _ _ _____ ____ _ _ __ _ _____ | | | | /\ | __ \ | _ \ | | | || \ | || ___| | |__| | / \ | | _) )| | \ \ | | | || \| || | | __ | / /\ \ | || / | | ) ):=: :=::======::=:>> | | | | / ¯¯ \ | | \ \ | |_/ / | |___ | || |\ || |___ |_| |_|/_/¯¯¯¯\_\|_| \_\|____/ |_____||_||_| \__||_____| .---.---.---.---.---.---.---.---. .---.---.---.---.---. | F | I | R | E | A | R | M | S | | G | U | I | D | E | '---'---'---'---'---'---'---'---' '---'---'---'---'---' C O N T E N T S 06 ENFORCER WEAPONS =============== 06a Shotguns 06b Battle Rifles 01 INTRODUCTION 06c Heavy Pistols 02 STATS & MECHANICS 07 PROFESSIONAL WEAPONS 02a Bullet-Drop & Zeroing 07a Bolt-Action Sniper Rifles 02b Speed & Range 07b Semi-Auto Sniper Rifles 02c Damage 07c Machine-Pistols 02d Ammo & Reloading 08 GENERIC WEAPONS 02e Recoil 08a Classics 02f Accuracy 08b Miscellaneous 02g Suppression 09 BATTLE PICKUPS 03 WEAPONS OVERVIEW 10 ATTACHMENTS 04 OPERATOR WEAPONS 10a Optics 04a Carbines 10b Accessories 04b Assault Rifles 10c Muzzles 04c Pistols 10d Grips 05 MECHANIC WEAPONS 10e Camo 05a Submachineguns 11 CONTACT 05b Revolvers 12 THANKS .------------------------------------------------------------------------------. | To jump to any section of this document use your web browser's Find function | | (with Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S | | followed by the exact section number - for example s04a to find Section 04a. | '------------------------------------------------------------------------------' .------------.-----------------------------------------------------------------. | Section 01 | INTRODUCTION s01 | '------------'-----------------------------------------------------------------' This is a guide to all the multiplayer guns in Battlefield Hardline.* Although I've written this document from the perspective of a PS4 player, pretty much all the info within it should apply equally to the other platforms. However when I mention controls these will be the default PS4 joypad controls, with the trigger buttons L2 to ADS (aim down sights) and R2 to fire, etc. My aims are to explain the firearm mechanics in the game (and how to interpret the Symthic weapon charts), to discuss/compare all of the guns and attachments, to keep a record of stat changes from patches and to give a little background on each gun. Hopefully at least some of this will be informative or interesting. .------------------------------------------------------------------------------. | All gun stats in this guide are taken from Symthic.com who apply data-mining | | techniques to extract all the exact stats for each weapon from the code of | | the PC version of the game. Previously the same stats were also used by the | | console versions but on 1 March 2016 Visceral introduced a new damage model | | for PC only (see end of Section 02c). I think/hope most of the stats quoted | | throughout this guide still apply to all platforms but the DAMAGE stats are | | now for CONSOLES only. For PC stats please refer to the charts on Symthic. | '------------------------------------------------------------------------------' I'm a veteran of Battlefield 4 (hereafter "BF4"), Battlefield 3 ("BF3") and the superb Battlefield: Bad Company 2 ("BFBC2") and I've written over fifty guides for GameFAQs. (My trophies and firearms guides for BF3 and BF4 and my trophies guides for Hardline and BF1 are also available here on GameFAQs.) If you found this guide useful you can show your support by using the recommend function. If you have any feedback (especially suggestions for additions or improvements) then please feel free to contact me via email or GameFAQs message. This guide is designed to be viewed using a monospaced (non-proportional or fixed-width) font, preferably Courier New. Some sections of the document will display incorrectly if you're using a proportional font like Times New Roman. *The lead developer for Hardline is Visceral. They are best known for making the Dead Space series but they also previously made the End Game expansion for BF3. .------------.-----------------------------------------------------------------. | Section 02 | STATS & MECHANICS s02 | '------------'-----------------------------------------------------------------' This first part of the guide explains all the various stats and physical rules that govern how firearms work in Hardline. The game mechanics are pretty much identical to those in BF3 and BF4. Although there are basic weapon stats within the game it's no substitute for having a full breakdown of all the statistics for each gun. Luckily for us there is a fantastic online resource that provides just that and it's called Symthic. http://symthic.com/bf-hardline-stats (Please note that since the 1 March 2016 patch introduced a new PC-only damage model the Symthic website only shows the data for the PC version of the game.) In addition to covering Hardline, Symthic also currently carries comprehensive weapons data for BF4, BF3, CoD: Blops II, CoD: Ghosts, Titanfall and the new Star Wars Battlefront. (I've written guides for BF4, BF3 and Battlefront too.) The most important feature for Hardline is the Weapon Charts. These give a full listing of the stats for each category of gun in the game. This section of my guide explains each of these stats in turn (in the order they're presented on Symthic) and therefore also covers all the firearm mechanics of the game. http://symthic.com/bf-hardline-weapon-charts There's also a useful Weapon Comparison page that lets you compare two different guns with or without any accessory that affects weapon stats. You can even pick firearms from two different categories so for example you could compare the G36C carbine with a flash hider to the SCAR-H battle rifle with a suppressor. You can also use this page to compare the same gun to itself, with and without any accessory, for example you could compare the AKS74u with the muzzle brake to the AKS74u with the heavy barrel. http://symthic.com/bf-hardline-compare You should also be aware of the other pages available on the site which you can access from the main Hardline menu. These include plots of accuracy (graphic displays of spread and recoil) and weapon attachment info. I could not have written this guide without the sterling efforts of everyone who has contributed to the Symthic data. Thanks folks! :) .-------------.----------------------------------------------------------------. | Section 02a | Bullet-Drop & Zeroing s02a | '-------------'----------------------------------------------------------------' Although negligible at short ranges, your bullets are affected by gravity. Bullet-Drop ¯¯¯¯¯¯¯¯¯¯¯ The first stat for each firearm is the gravity acceleration that's applied to that weapon - on Symthic this is shown top-right above the gun image. In addition to travelling with finite speeds (see Section 02b) every bullet in the game also acts as a true projectile and, instead of travelling on a flat path, will gradually fall to earth under gravity. Although this applies to all guns, this "bullet-drop" will be most noticeable when using sniper rifles at long range - you'll need to aim above your targets to hit them. In real life projectiles accelerate vertically downwards at a rate of 9.81 m/s² (metres per second squared) but for the sake of game balance different gravity rates are used for different guns. To emphasise the role of the sniper rifles, most other guns in the game have an artificially high gravity acceleration of 15.0 m/s². The majority of sniper rifles have a realistic gravity of 9.81 m/s² but a few have the standard 15.0 m/s² value applied (see below). (Additionally the RO933 .300 BLK carbine and Mammoth Gun both share a gravity value of 20.0 m/s² and for the Nail Gun pickup weapon it's 80 m/s²!) Let's look at some theoretical examples of bullet-drop on sniper shots at 200 metres using the four bolt-action rifles that were available at launch. We only need to use a couple of "VUSAT" equations (the game doesn't apply air resistance and I'm ignoring the slight curvature of the projectile's path). time = distance ÷ speed This gives the time taken to travel a given horizontal distance. distance = 0.5 × acceleration × time squared (assumes initial speed is zero) This then gives the vertical drop after any given length of time. o Scout Elite [muzzle velocity 640 m/s and gravity 15.0 m/s²] Your first bolt-action sniper rifle has a very high velocity but it suffers from the high gravity value. Considering only the horizontal motion a bullet will cover 200 metres in 200 / 640 = 0.31 seconds. Now considering only the vertical motion (the downwards acceleration caused by gravity) over 200 metres it will drop 0.5 x 15.0 x 0.31 x 0.31 = 0.72 metres. (Over 400 metres a bullet will take 0.63 seconds and drop by 2.9 metres. The drop distance increases with the square of the flight time so the effect is much more noticeable when engaging targets at longer ranges - when the range is doubled the drop increases by a factor of four.) o AWM [muzzle velocity 550 m/s and gravity 9.81 m/s²] The criminal bolt-action sniper rifle has a significantly slower velocity but it also has the lower gravity value applied. A bullet will cover 200 metres in 0.36 seconds and drop by 0.65 metres - slightly less than the Scout Elite. o R700 LTR [muzzle velocity 480 m/s and gravity 9.81 m/s²] The cops' bolt-action has the same gravity value but an even slower velocity. A bullet will take 0.42 seconds over 200 metres and drop by 0.85 metres. The Remington may have more drop than the AWM but it also has less recoil, better accuracy and a higher rate of fire. o .300 Knockout [muzzle velocity 300 m/s and gravity 15.0 m/s²] Its speed and gravity help to balance the Knockout's incredibly long one-hit kill potential. It has a nominal muzzle velocity of 480 m/s but - since it's fitted with a permanent suppressor - a slow subsonic velocity of 300 m/s is applied. Like the Scout Elite, it also has the higher gravity value. A bullet will travel 200 metres in 0.67 seconds and drop by 3.3 metres! (Even at shorter ranges you would need to compensate for bullet drop, e.g. firing at 100 metres a bullet will take 0.33 seconds and drop by 0.83 metres which is roughly the same as the R700 at 200 metres.) These examples serve to highlight the effect of bullet-drop in the game but you don't need to use a calculator while playing! The simplest method when sniping at a specific range is to fire a test shot at a plain wall or post (at the same distance), stay scoped-in and watch where the bullet impacts. Say it lands 1.5cm below your crosshairs (measured on your TV screen) you know that you'll need to aim 1.5cm higher to score a direct hit. With practice you'll learn to estimate distances based on how large the enemy appears in your scope image and measured against the scope reticle - this will be easier if you stick with using the same scope (same magnification). BF4's range-finder attachment and PLD (Portable Laser Designator) gadget could be used to measure distances but these are not available in Hardline. However if you are engaging a target who's near to an objective you can use the distance on the objective marker to give an approximate range. Knowing the distance to your target lets you use zeroing more effectively. Zeroing ¯¯¯¯¯¯¯ When using a sniper rifle you can zero the weapon for different distances. Just press d-pad down (or V by default on PC) to cycle through the available zeroing settings - 0m, 200m, 300m, 400m, 500m and 1,000m - shown on the prompt at the bottom of your screen. Zeroing negates the effect of bullet-drop at the specified distance - the point of bullet impact will coincide with your point of aim. At ranges longer than the zeroing setting you'll experience drop again and at shorter distances you'll see your round hitting above your crosshairs. Remember that unless your weapon has perfect aimed accuracy (zero spread) you will experience some deviation too. If your engagement range falls between the available zeroing settings you will still need to adjust your aim manually. For example if your target is at 250m you could either zero for 200m and aim high or zero for 300m and aim low. .-------------.----------------------------------------------------------------. | Section 02b | Speed & Range s02b | '-------------'----------------------------------------------------------------' The next three stats on the Symthic weapon charts are shown immediately under the image and name of the gun. Rate of Fire ¯¯¯¯¯¯¯¯¯¯¯¯ The first number is the fire-rate, given in RPM (rounds per minute). This is the speed at which the weapon can fire successive rounds (but of course this is not the actual number of bullets you can fire in one minute because every gun (even a belt-fed LMG) has a limited ammunition capacity and you would spend some of that theoretical minute reloading your weapon). Each firearm in the game has up to three different fire modes. These will be indicated on the in-game display by the bullet (cartridge) icon/s next to your ammo counters in the bottom-right corner of the screen and on the d-pad prompt in the centre of your screen at the bottom. Tap d-pad down to switch between the available fire modes on your weapon. (With the default key bindings on PC the equivalent is the V key.) The icons show one bullet for single, two bullets for burst fire or five bullets for full auto. o auto - fully automatic fire when you hold the trigger o burst - two or three rounds fired when you tap/hold the trigger o single - only one round fired when you tap/hold the trigger When you respawn after dying your gun will still be set to the same fire-mode. For an automatic weapon the Symthic charts show the fire-rate on full auto. For a semi-auto, pump-action or bolt-action weapon they show the effective maximum rate of fire that can be achieved on successive single shots. Hardline doesn't have any primary weapons with burst mode instead of full auto but it does have several with a burst option, notably most of the HK weapons such as the G36C, UMP45, MP5K and HK51. Unlike with real-life weapons, using a burst fire mode in the game will always give you the gun's standard burst (either two or three rounds) regardless of whether you tap or hold the trigger. In automatic mode you can use "tapfire" (tapping R2) to create a burst effect if your weapon lacks a burst mode - or you're too lazy to change the fire mode. :) With practice you should be able to reliably get one, two or three rounds per tap, depending on how long you hold the trigger. Firing consecutive short bursts is much more accurate than sustained fire because it allows both your spread (see Section 02f) and recoil (see Section 02e) to reset after each burst. The fire-rate of your weapon is very significant in close-quarters combat. When you encounter an enemy it will often be the one that can pump the most rounds into the other that will prevail. However at medium and longer ranges you will be more likely to prosper with a slower weapon with less recoil. Muzzle Velocity ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is the speed at which bullets leave the barrel, given in metres per second (m/s). For example at 600 m/s it takes a quarter of a second for your bullets to travel 150 metres (164 yards) and in order to hit a moving target you would need to "lead" them - aiming in front of them so they run into your bullet. In general the rifles and carbines in Hardline have muzzle velocities of around 500 to 700 m/s (compared to typical values of 850 to 950 m/s in real life) and for PDW's and pistols it's around 400 m/s. Patched: Where previously they had unique values, the muzzle velocities for most of the carbines, assault rifles and battle rifles were standardised in the Blackout update on 3 November 2015. The standard velocity for 5.56mm (NATO) and 5.45mm (Soviet) carbines and assault rifles is now 500 m/s, for 7.62mm (Soviet) assault rifles it's 450 m/s and for battle rifles it's 700 m/s. A gun with a lower muzzle velocity will experience more bullet-drop (see Section 02a) since the longer travel time gives the bullet more time to fall. When you equip a sound suppressor attachment (see Section 10c) you also switch to subsonic ammunition with reduced muzzle velocity, typically around 300 m/s (even the 840 m/s SA-58 battle rifle falls to 300 m/s when suppressed). The .45 ACP calibre guns already have subsonic velocities by default but attaching a suppressor still cuts the velocity (to only 180 m/s or 160 m/s). In real life the muzzle velocity is only the speed at which the bullet leaves the end of the barrel (hence the name!) - the velocity (and kinetic energy) of a projectile decreases during flight (and with a slower rate of decrease after it transitions from supersonic to subsonic speed). Bullet velocity remains constant in Hardline but BF1 in 2016 introduced a new "bullet-drag" mechanic. Maximum Range ¯¯¯¯¯¯¯¯¯¯¯¯¯ For most guns the maximum distance that a bullet can reach is calculated as the distance it travels in 1.5 seconds so this is derived from its muzzle velocity. For example the M416 assault rifle in Hardline has a velocity of 500 m/s and so its max range (speed x time = distance) is 500 x 1.5 = 750 metres (820 yards). The muzzle velocity trends apply here too so the rifles and carbines tend to have longer ranges (around 800-950m) compared to PDW's and handguns. There are several exceptions, mainly sniper rifles. The maximum ranges for all bolt-action snipers, the Saiga .308 and M82 semi-auto snipers, the 7.62mm Soviet assault rifles (the RPK, AKM and MDC) and the RO933 .300 BLK carbine are based on a time of 5.0 seconds and for the other semi-auto snipers it's 3.0 seconds. For example the Scout Elite (bolt-action) has a muzzle velocity of 640 m/s so its max range is 640 x 5.0 = 3,200 metres (3,500 yards). This is only the theoretical maximum range of the weapon and not the effective range - you'll usually want to be operating at significantly shorter distances. .-------------.----------------------------------------------------------------. | Section 02c | Damage s02c | '-------------'----------------------------------------------------------------' When playing on a Normal server every player has 100 health - you can think of this as 100 hit points or just as 100% of full health. It's easier to kill (and to be killed!) on a Hardcore server - every weapon does the same damage as in Normal but now everyone has only 60 health. Patched: At launch players on Hardcore servers had 100 health in error. This was corrected to 60 in the Criminal Activity patch on 16 June 2015. The damage done by any bullet that hits an enemy (or a friendly in Hardcore!) is determined by a few basic numbers as outlined below. Damage Drop-Off ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are four key stats for each weapon which are shown graphically as a plot of damage (per bullet) against distance travelled. At short ranges a bullet does its Maximum Damage, then when it reaches the Drop-Off Start distance the damage starts to decrease (at a constant linear rate) until it reaches the Drop-Off End distance after which the Minimum Damage applies. (The round then continues until it reaches its Maximum Range (see above) where it effectively disappears!) D| A| Damage Plot M|----------._ <---- Maximum Damage (General) A| `-._ G| `-._ E| `-._ | `-._ | `------------- <---- Minimum Damage Z |_____________________________________________________ /\ /\ D I S T A N C E Drop-Off Start Drop-Off End The various guns in the game have different damage profiles but they always have this same basic shape. Let's take the SGG53 carbine as an example. The maximum damage is 25, the minimum damage is 18, the drop-off start distance is 30 metres and the drop-off end distance is 50 metres. D| A| Damage Plot M|----------------------------._ <---- 25.0 pts (SG553 carbine) A| `-._ G| `-._ E| `-._ | `-._ | `------------- <---- 18.0 pts Z |_______________________________________________________________________ /\ /\ D I S T A N C E 30 metres 50 metres Out to 30 metres each bullet does 25 damage so on a Normal server it takes four bullets to kill an enemy (4 x 25 = 100). The SG553 then gives a five-hit kill until the damage drops below 20 at 45 metres and then you get six-hit kills. (The drop-off zone is essentially a triangle, in this case with side lengths 7 and 20. Damage or distances within this zone can be determined with basic trig or by equating the aspect ratios of similar triangles. For example if we say the damage drops off to "D" at a range of 40 metres (i.e. 10 metres into the zone) then (25 - 18) / (50 - 30) = (25 - D) / (40 - 30) and therefore D = 21.5 pts.) You can see the effect of damage drop-off on your Kill Assist bonuses (these are equal to the number of points of damage done). For example with the SG553 at short ranges (where the max damage applies) you might get kill assists of 50 (25 x 2) or 75* (25 x 3) but at slightly longer ranges (just into the drop-off) you might get 47 (23.5 x 2) or 66 (22 x 3). *If you get a kill assist bonus of 75+ then you get an "assist counts as kill" and you will be credited with a kill in your stats. This will be counted towards the completion of assignments, coins, etc. DPS and TTK ¯¯¯¯¯¯¯¯¯¯¯ The bullet damage and rate of fire can be combined to give a "damage-rate". This DPS (damage per second) figure serves as a general indicator of how quickly a gun can deliver damage (specifically with maximum damage at short ranges). Here are some quick examples from the Operator class: M416 = 850 RPM x 28 damage / 60 seconds per minute = 397 damage per second The M416 assault rifle has a high damage rate thanks to its rapid rate of rate and fairly high maximum damage. L85A2 = 675 RPM x 25 damage / 60 seconds per minute = 281 damage per second The L85 assault rifle has a slower rate of fire and lower max damage so its DPS is considerably less. AKM = 600 RPM x 36 damage / 60 seconds per minute = 360 damage per second The AKM assault rifle has a very slow fire-rate but it has very high bullet damage and therefore has quite a high DPS. Since the damage decreases over distance it's better to consider the specific TTK (Time To Kill) for a given gun at any particular distance. This is derived from the damage profile, rate of fire and velocity. Damage multipliers (see below) are not considered and the weapon is assumed to be firing continuously. Here's a worked example with the SG553 carbine at 40 metres in Normal mode. The rate of fire is 700 RPM, the (unsuppressed) muzzle velocity is 500 m/s and the damage profile is illustrated above. At 40 metres the SG553 does 21.5 damage and therefore the required BTK (Bullets To Kill) is 5 (21.5 x 5 > 100). The time between each shot is 0.0857 seconds (60 seconds per minute / 700 RPM) and each bullet will take 0.08 seconds to reach the target (40 metres / 500 m/s). After pulling the trigger we need to wait for four more rounds to fire and then for the last one to cover 40 metres so the TTK is 0.423 seconds (0.0857 x 4 + 0.08). Weapons in Hardline do more damage than their counterparts in BF4 so the TTK's are correspondingly faster. For example the MPX submachinegun at 5 metres has a TTK of 0.297 seconds in BF4 but only 0.161 seconds in Hardline! (on consoles) Damage Multipliers ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The graph shows the base damage per round but multipliers are applied when you hit certain parts of your target's body. The damage multipliers for Hardline haven't been published on Symthic so I'm working on the assumption that Visceral copied the original pre-patch damage model from BF4 and therefore it should be noted that the figures in this section are NOT CONFIRMED. Patched: Previously anyone exposed to the effects of a gas grenade (without a gasmask) would take double damage but this feature was removed in the 1 March 2016 patch. :( Gas grenades still give a suppression effect and cause a small amount of damage over time to exposed enemies. Weapons do standard damage on shots to the chest (upper torso) and arms. This is used as a baseline when discussing the killing potential of a weapon. For example many of the assault rifles and carbines deliver a maximum damage of 25 and therefore can give a four-hit kill (specifically on chest/arm shots and at ranges before the damage drop-off begins). o Upper torso and arms (x1.00) No multiplier is applied on shots to the chest or arms. o Lower torso and legs (x0.93) Shots to the target's abdomen or legs do 7% less damage. If you're using a gun that does 25 damage at a given distance then just one leg shot is enough to turn your four-hit kill into a five-hit kill (3 x 25 + 1 x 25 x 0.93 < 100). (While the Hardline damage multipliers are subject to speculation, I've had more than enough kill assists worth 93 pts with the .300 Knockout to know that this one is definitely correct!) o Standard headshots (x2.00) In recent Battlefield titles a headshot with most weapons did double damage. In BF4's Spring Patch in May 2015 the standard headshot damage multiplier was increased from x2.00 to x2.13 in order to reward skilful aiming but I think that Hardline probably still uses the original x2 multiplier. (This is supported by a gameplay video I saw where the player got a long-range headshot with the Nail Gun (which does 45 minimum damage) and then got killed by the same person who had 10 health remaining.) It's also worth noting here that a casualty cannot be revived if they were killed by a headshot (or an explosion, roadkill, melee takedown or gas). o Non-standard headshots (x2.35 and x1.00) Usually headshots from large-calibre weapons (i.e. bolt-action sniper rifles, shotguns with slug rounds, revolvers and the Deagle) get a x2.35 multiplier. If a bigger multiplier is used with sniper rifles it's unclear whether this would apply only to bolt-action snipers (like BF4 which Hardline is based on) or to semi-auto snipers as well (like BF3 where both categories of weapons were locked to the sniper class as they are in Hardline). Usually shotguns with buckshot (or dart) rounds get a x1.00 multiplier. The torso provides a larger target for buckshot anyway so it's best to aim for "centre mass" to get more pellets to connect. o Upper torso with Armored Insert (x0.67) When a Mechanic player has the Armored Insert (body armour) gadget equipped they take one third less damage on shots to the chest. Patched: In the Robbery update on 16 September 2015 the damage reduction from the Armored Insert was finally nerfed from 50% to 33%. This effect can be countered by using the AP Tracer rounds (see Section 10b) or the FN57 pistol (see Section 08b) which fires armour-piercing bullets. New PC Damage Profiles ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The faster TTK's (see above) proved to be especially unpopular in the PC gaming community where the keyboard and mouse interface already makes it easier to acquire targets more quickly. Visceral developed a whole new set of damage stats specifically for the PC version of the game and, after testing them on the CTE in mid February, they released them in the 1 March 2016 update. The changes involved various reductions to max/min damage and drop-off distances for every gun in the game. The damage stats quoted throughout this guide now apply only to the console versions of Hardline. For details of all the changes made in the version 1.7 patch on PC please refer to the changelog on Symthic: http://preview.tinyurl.com/betrayal-patch The following abbreviations for damage stats are used in that post: SDmg = start damage (maximum damage) DOStart = damage drop-off start EDmg = end damage (minimum damage) DOEnd = damage drop-off end The complete stats for each weapon presented on Symthic.com are the result of data-mining the code in the PC version of the game. It's important to remember that the damage stats now given there do not apply to the console versions. The damage tables given below in this guide for each category of firearms now serve as a record of the console damage stats which are not listed on Symthic. .-------------.----------------------------------------------------------------. | Section 02d | Ammo & Reloading s02d | '-------------'----------------------------------------------------------------' Next to the damage plot on the Symthic weapon charts are the reload times and details of the weapon's ammunition capacity. Reload Times ¯¯¯¯¯¯¯¯¯¯¯¯ Most guns have two reload times: the short (or "tactical") reload and the long (or "empty") reload. The short reload applies if you reload while you still have some rounds in the weapon* and the long reload occurs if you reload when it's completely dry (and you need a little extra time to chamber a round). Taking the FAL battle rifle (see Section 06b) as an example, its short reload is just 1.80 seconds (one of the fastest primary reloads in the whole game) and the long reload when the gun is empty is 2.50 seconds. 1.8s The two reload times are presented in a diagonal row with a third 2.5s figure which is a "threshold" multiplier - once you start reloading 0.6x you cannot switch to another weapon until this time has elapsed - 21 and a fourth number which is the ammo capacity (see below). (As you will know from every game tutorial ever, it's much quicker to switch to your sidearm than to reload your primary weapon.) Hardline has a "tiered" reload system which takes effect when you reload from an empty magazine but switch to your sidearm or a gadget halfway through the reload animation - when you switch back to your primary you will only get the second half instead of the full animation. In other words after firing the last round in your magazine, you hit the reload button, remove the mag, switch out, switch back and then load a new magazine. This is more realistic and saves you time. The Saiga 12 shotgun (see Section 06a) uses detachable magazines which means you can do a full reload more quickly but the 870, Ithaca, SPAS and KSG have the advantage that, by loading shells individually, you can interrupt the reloading process and resume firing at any stage. For the Operator, Mechanic and Professional classes the perks of the reputation system include a Fast Reload option which will reduce your reload times. Several weapons in Hardline have a secret funny reload animation which has a one in ten thousand chance (0.01% probability) of occurring when you do an empty reload. These were first seen on the RPG, RO933, AKM and Beagle in the February 2015 open beta and have since been observed in the M16A3, .410 Jury and 93R as well. (Since revolvers don't have separate short/long reload animations it's possible to get the .410 Jury easter egg reload even if the weapon isn't empty.) *In Hardcore mode when you reload with a partially used magazine you will lose the remaining rounds - so for example if you had a 30-round magazine, fired five shots and then reloaded you would lose the other twenty-five! There's no ammo counter in Hardcore mode either so you have to keep track of how many rounds are in your weapon and your reserve supply. Ammunition ¯¯¯¯¯¯¯¯¯¯ The next number shown is the maximum standard ammunition capacity of the weapon. For the majority of guns this is the magazine capacity plus one round in the chamber of the weapon. For example the FAL's magazine holds 20 rounds so with a a full magazine and a round chambered the maximum capacity is 21 or "20+1" (and you'll always spawn with the maximum 21 rounds loaded in the rifle). When you do a short reload your weapon still has a round in the chamber so after removing the magazine and replacing it with a full one your gun will have its maximum load (e.g. 21 rounds) but when the weapon is completely empty and you do a long reload you will only have the ammo in the new mag available (e.g. 20) so you would need to reload a second time to receive the maximum capacity. Several weapons have the option of equipping extended magazines as an attachment (see Section 10b). This feature was previously available on some guns in BF3 but was absent from BF4. The Operator and Mechanic class reputation perks include Extra Magazines. Ammo type is no longer included in Symthic's main stats charts but it is shown on the individual weapon pages and on the in-game loadout screen. The calibre will be given either in millimetres (e.g. 5.56mm or 9mm) or in fractions of an inch (for example .357 Magnum = 357/1000 inch). A second figure gives the length of the shell case, for example with 5.56x45mm NATO rounds it's 4.5cm long. All the primary shotguns in the game fire standard 12-gauge shells (equivalent to an approximate diameter of 18.5mm) but the .410 Jury uses .410 bore shells. In Hardline you can resupply your ammo in the following ways: o stand near an ammo box* dropped by an Enforcer player o stand near an Enforcer player and press Square when prompted o stand near or enter a Syndicate Crew Cab vehicle (when playing as criminals) o stand near or enter a Mobile Command Post vehicle (when playing as cops) o stand near an ammo locker (available on some maps) and press Square o stand near a Scout Helicopter that has Mobile Resupply equipped (unlikely!) (You also have the option of picking up a dead player's kit.) *An ammo box remains on the map until it's destroyed or the owner drops another one elsewhere on the map. The Enforcer class reputation perks include Upgraded Ammo Box which allows the player to have two bags deployed at the same time. .-------------.----------------------------------------------------------------. | Section 02e | Recoil s02e | '-------------'----------------------------------------------------------------' Recoil is the tendency of a firearm to "kick" upwards and sideways after each round is fired. This will be especially noticeable when firing a longer burst from an automatic weapon but, even on full auto, after releasing the trigger the gun will always return to your original point of aim. 0.3 The recoil of each weapon is described by five numbers which are ^ presented on Symthic like this (using the UMP45 as an example). 0.2 <-'-> 0.2 The top number is the vertical recoil (muzzle climb) experienced 20 1.8x after each shot, given as an angle measured in degrees. The next two numbers are the maximum left and right horizontal recoil (muzzle drift). Sideways recoil is determined at random on each shot so even where the two stats appear to cancel each other out there will usually be some net effect although you will only see a distinct "pull" to one side during automatic fire if the two numbers differ. The figure at the bottom-left is the "recoil recovery" rate. It's a measure of how quickly the weapon returns to your original aim given in degrees per second - a bigger number here will make it easier to fire accurate bursts more quickly. Even in semi-auto (single) fire sometimes it's necessary to delay each shot for a fraction of a second to allow the weapon sufficient time to recover. The final number at the bottom-right is the first-shot recoil multiplier applied to the vertical recoil after the first shot in automatic fire, on every shot in single fire or after the final shot of a burst (when using a burst mode). The battle rifles (see Section 06b) all have low recoil multipliers (mostly x1.1) so this effect is almost unnoticeable on those weapons. Sticking with the UMP45 submachinegun as an example, the vertical recoil after the first shot in automatic fire (or a single shot) will be 0.54° (0.3° x 1.8) then for every successive shot it will be the standard 0.3° and the recoil will recover at a rate of 20° per second. __ Some of the attachments (see Section 10) affect a weapon's recoil. o Compensator - reduces vertical recoil by 40% increases horizontal recoil by 17% o Muzzle Brake - reduces vertical recoil by 17.5% reduces horizontal recoil by 50% o Heavy Barrel - reduces vertical recoil by 20% reduces horizontal recoil (ADS only) by 20% o Angled Grip - reduces first-shot recoil multiplier by 33% o .338 Magnum sniper ammo - increases vertical recoil by 400% With some practice you can compensate for recoil during a burst by adjusting your aim in the opposite direction, i.e. you can reduce the effect of vertical (upwards) recoil by holding down a little on your right stick (or up if you have vertical look inverted in your controller config). This is easier on PC using a mouse but it works on a joypad too. Since horizontal recoil is random you can't counter it fully but you can steer against a prominent sideways pull. You can use vertical recoil to your advantage by aiming quickly at your target's torso and letting the recoil guide your aim up their body and hopefully into a headshot. This technique will be less effective on any weapon that has large or imbalanced horizontal recoil. .-------------.----------------------------------------------------------------. | Section 02f | Accuracy s02f | '-------------'----------------------------------------------------------------' The accuracy of each weapon is determined as a randomised "spread" (deviation) on each shot. With the exception of some sniper rifles (which have 0.0° spread for stationary aimed fire), your bullet will usually not land exactly where you are aiming and will instead hit a random point within a circle centred on your point of aim and defined by the angular spread value - you can visualise this as a long cone centred around your line of fire. Since spread is calculated as an angle, the effect is greater at longer ranges. The amount of spread that applies in any given situation will be based on three factors in various combinations shown in a grid (example figures for the HCAR). ADS HIP You'll have much less spread (better accuracy) when you are aiming down sights (ADS) compared to using hipfire. 0.2 2.0 Stand Static 0.2 2.0 Crouch Your aim will be better when you are stationary. You can 0.2 2.0 Prone think of this as an "accuracy penalty" for moving. 1.0 3.5 Stand Finally your stance also has an effect on accuracy. You Moving 1.0 3.0 Crouch will have more hipfire spread when you are standing and 1.0 2.5 Prone less when crouching or laying prone. Most guns have the same value for stationary aimed accuracy in all three stances (as in B4) - so you can shoot just as accurately while standing - but it should be noted that a few guns in Hardline do have different values for each stance. The effect of stance and movement on your hipfire accuracy can be demonstrated by observing the variations in size of your crosshairs as you transition between standing/walking/jogging/running and between standing/crouching/prone. You can also observe the effect on hipfire spread of switching on/off the laser sight attachment (see Section 10b) and of firing a long burst on automatic. ¯¯ There are two other weapon stats related to accuracy. The first is the spread increase per shot or SIPS for short (shown in orange on Symthic) which is the amount by which the radius of spread increases with each successive shot; for example the value is around 0.1° for the assault rifles. This means it's much better to use short bursts, or even single shots, when shooting at longer ranges. The spread will increase up to the maximum spread values (not shown on the basic weapon charts). For example the M16A3 assault rifle has an initial stationary aimed accuracy of 0.2°, a SIPS of 0.11° and a maximum aimed spread of 1.5° - so during a sustained burst the spread will gradually increase from 0.2° up to the 1.5° limit. The final accuracy stat is the spread decrease per second or "spread recovery" (shown in green on Symthic) which defines how quickly your accuracy (spread) resets to normal after shooting. This stat is set to a standard value of 15 for the majority of firearms currently in the game. The combined effects of recoil and spread are displayed vividly in the accuracy plots on Symthic where the different colours represent successive shots fired in a five-round burst. With each shot the muzzle rises and the spread increases but the unique stats for every weapon give each one a characteristic accuracy plot. http://symthic.com/bf-hardline-accuracy-plots Most weapons with a "bullpup" design (where the firing mechanism and magazine are behind the trigger) typically have better hipfire and moving accuracy but they also have slightly worse stationary aimed accuracy (and longer reloads). ¯¯ Some of the attachments (see Section 10) affect a weapon's spread. o Laser Sight - reduces hipfire spread by 25% (or 33% when standing and moving) o Compensator - increases SIPS by 30% (except in ADS when standing and moving?) o Heavy Barrel - reduces ADS spread by 50% (when stationary) reduces ADS max spread by 20% (when stationary) increases ADS/hipfire spread by 50% (when moving) o Muzzle Brake - reduces spread recovery rate by 50% o Vertical Grip - reduces the ADS/hipfire spread penalty by 50% (when moving) reduces the hipfire spread penalty by 25% (when stationary) o Stubby Grip - reduces the ADS spread increase by 50% reduces the hipfire spread increase by 15% reduces the ADS max spread by 50% o .338 Magnum sniper ammo - reduces ADS/hipfire spread by 50% (when stationary) .-------------.----------------------------------------------------------------. | Section 02g | Suppression s02g | '-------------'----------------------------------------------------------------' Although it's been changed since BF3 and Symthic doesn't quote weapon stats for it, the suppression mechanic is still applied in Hardline when you shoot near an enemy. This causes a visual effect for your target and I think it also increases the vertical and horizontal recoil of their guns. If a player you are currently suppressing gets killed by a team-mate then you score a Suppression Assist. This was worth 50 pts in BF3, just 10 pts in BF4 and is now worth 25 pts in Hardline. (The suppression effect should not be confused with the suppressor attachment which can be added to a weapon to reduce the firing noise - see Section 10c.) .------------.-----------------------------------------------------------------. | Section 03 | WEAPONS OVERVIEW s03 | '------------'-----------------------------------------------------------------' Before discussing the weapons in detail, this brief section summarises the types of guns available in multiplayer and the ways you can equip and acquire them. Categories ¯¯¯¯¯¯¯¯¯¯ As in other recent Battlefield titles, specific categories of primary weapons are tied to each of the four playable classes. Operator class: carbines (see Section 04a) assault rifles (see Section 04b) Mechanic class: submachineguns (see Section 05a) Enforcer class: shotguns (see Section 06a) battle rifles (see Section 06b) Professional class: bolt-action sniper rifles (see Section 07a) semi-auto sniper rifles (see Section 07b) In BF4 the carbines, shotguns and designated marksman rifles (semi-auto sniper rifles) could be used by all classes but at launch Hardline had no universal categories. However since then several individual guns have been added that can be equipped by any class (see Section 08). This time even the sidearms are split into categories and tied to the classes. In a Twitter Q&A in January 2015 lead multiplayer designer Thad Sasser said this decision was taken "[...] to encourage players to try new things! It's also good for class balance." The sidearms are allocated as follows. Operator class: pistols (see Section 04c) Mechanic class: revolvers (see Section 05b) Enforcer class: heavy pistols (see Section 06c) Professional class: machine-pistols (see Section 07c) Your secondary slot can also be used to equip the FN57, G17 Race Pistol or Dual vz.61 machine-pistols (see Section 08b), the T62 CEW taser or the Tracking Dart gun which are all available to every class. You know how you can run faster with your knife equipped in Counter-Strike? Well Hardline has a similar mechanic - your movement speed will be increased when you have your sidearm selected. You can expect to see lower KPM (kills per minute) stats for pistols from more experienced players. It's great for beating your team-mates to the vault at the start of a Heist match. ;) Factions & Licences ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are two factions in the game: cops and criminals*. In addition to being locked to classes, many guns are locked to factions too. For example in the Operator class both the police and criminal factions can equip the initial RO933 carbine and 92FS pistol but then the SG553, M16A3, G36C and P226 are designated as cop weapons while the AKS74u, M416, AKM and CZ75 are all criminal weapons. Faction locking was added to the game in response to player feedback after the initial public beta testing. This gives more character to the factions as they start out with guns that suit them - for example AR15's for cops and AK's for criminals. However for the sake of balance there are several guns that don't really fit the pattern, e.g. the criminals have access to the modern military full-auto M416, F2000 and P90 while the cops get the ancient M/45 and SG510! Got a faction-locked weapon that you really like and want to use all the time? No problem. Simply get 1,250 kills with that gun (!) and buy the "licence" for it for $50k - this allows you to equip it on the other faction. You'll also unlock a fancy weapon-specific licence patch featuring a picture of the gun. Patched: The game update on 1 March 2016 added the chance of getting a weapon licence voucher as a rare "Distinguished" item in gold Battlepacks. Each voucher allows you to bypass the faction-locking on one gun. *When you access the loadout screen from the multiplayer menu you'll see that you can cycle through two cosmetic variations for each faction - Undercover and SWAT for the cops and Thieves and Bangers for the criminals. You cannot select these during play - cops always compete against criminals of course and on any given map/mode the game will specify which variants of each side will be used. Unlocks ¯¯¯¯¯¯¯ By default the following eleven guns are instantly available to equip. o Operator class: RO933, CAR556 and ACWR (carbines) L85A2 (assault rifle) 92FS (pistol) o Mechanic class: MP5K (submachinegun) .38 Snub (revolver) o Enforcer class: 870P Magnum (shotgun) 45T (heavy pistol) o Professional class: Scout Elite (bolt-action sniper) G18C (machine-pistol) Patched: The CAR556, ACWR and L85 were unlocked for all players in the Robbery update on 16 September 2015. Previously they were only available 1) as pre-order bonuses, 2) by buying the Deluxe Edition or Ultimate Edition of the game or 3) by purchasing the Deluxe Upgrade from the PSN store. Each weapon arrives separately in a unique Battlepack with a special gun camo (see Section 04). These three guns don't need to be bought with cash (XP) and they can all be used by either faction. The remaining weapons are unlocked by one of two methods. 1. The majority of guns in the game can be bought using the in-game money which is earned instead of XP in multiplayer. This is a much more flexible system than that in recent Battlefield titles because there is no need to level-up the class to unlock weapons and you can use money earned with one class to buy a gun for another. However most buyable weapons will be faction-locked. Even most guns that are added with DLC expansions or by free updates still need to be purchased before they can be equipped and used. 2. Each of the four character classes has two class-specific assignments that need to be completed in order to unlock a special sidearm for that class. You can then progress onto the "Syndicate" assignment to unlock a special primary weapon for the class. These guns can be used by either faction. For example you need to complete Operator Assignments 1 and 2 to unlock the G17 pistol and the Operator Syndicate for the ARM assault rifle. The generic RO933 carbine and M110 battle rifle (see Section 08b) added as part of the free Blackout DLC are also unlocked by completing assignments. The Mammoth Gun and Syndicate Gun (see Section 08a) are both unlocked by completing secret assignments on the Chinatown and Cemetery maps. __ The following six sections describe individually every firearm in the game. Standard ammo capacities for most guns are given in the format N+1 where the magazine holds N cartridges and you can have one more ready in the chamber. The reload times are for the short reload (when the gun isn't completely empty). .------------.-----------------------------------------------------------------. | Section 04 | OPERATOR WEAPONS s04 | '------------'-----------------------------------------------------------------' The Operator is the equivalent of the Assault/Medic class in previous titles. As usual this class can equip assault rifles as primaries but it also gets the carbines this time (they could be equipped in any class in BF4). Additionally you can equip any of the generic weapons (see Section 08). Initially only the RO933, ACWR, CAR556 and L85A2 primaries and the 92FS sidearm are available. The Operator Shortcut pack is available from the PSN store. This should unlock all guns and gadgets for the class that appear in the base game except for the one unlocked by completing the Syndicate assignment (ARM). .-------------.----------------------------------------------------------------. | Section 04a | Carbines s04a | '-------------'----------------------------------------------------------------' A carbine has a shorter barrel and overall length than a standard rifle and is often a modified version of a full-size weapon. The reduced size and weight of the firearm makes it more convenient in certain environments and when operating in vehicles but the shorter barrel results in reduced power and range. Carbines are useful in modern urban battlefields where the shorter length makes them easier to use indoors and the reduced range isn't an issue. In general the carbines in Hardline perform similarly to the assault rifles (see below), but thanks to their shorter barrels they tend to have slightly less stationary ADS accuracy and tighter spread for hipfire or while moving. They also tend to have less recoil (and previously had less muzzle velocity). Patched: The muzzle velocity for all carbines was standardised at 500 m/s in the 3 November patch, bringing them in line with the G36 and ACWR. This was a nerf for the CAR556 and RO933 and a buff for the AKS74u and SG553. The carbines in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ================+========+==============+========+================ 5.45x39mm WP | 28.0 | 12m to 32m | 14.0 | AKS74u ----------------+--------+--------------+--------+---------------- | | 30m to 50m | 18.0 | G36C and SG553 | |--------------+--------|---------------- | 25.0 | 25m to 50m | | ACWR 5.56x45mm NATO | |--------------| 15.0 |---------------- | | 8m to 50m | | CAR556 |--------|--------------|--------+---------------- | 24.0 | 15m to 50m | 16.0 | RO933 (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: In the Criminal Activity update on 16 June the minimum damage for both the G36C and SG553 was buffed from 15 to 18. Also the damage drop-off start for the RO933 was reduced from 30 to 15 metres. The RO933 then received buffs to its damage in the Blackout update on 3 November 2015. Its maximum damage was increased from 20 to 24 and the minimum damage was raised from 12 to 16. In previous Battlefield titles any weapons in the same category that used the same ammunition usually had the same damage stats but in Hardline there's a lot more variety - damage is used more to balance individual guns. In addition to the carbines listed in this section the suppressed RO933 .300 BLK is also available (see Section 08b) and can be used by any class. o RO933 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 850 RPM Reload: 2.30 secs Unlocks: available at start [both factions] Summary: The starting weapon for the Operator class has a higher rate of fire than the other carbines but it also has a lower max damage (giving a five-hit kill instead of four) and an early damage drop-off start. Its magazine size, reload times and vertical recoil are all quite typical for this category but it has a very high first-shot recoil multiplier so you should consider using an angled foregrip if you want to use it effectively at longer ranges. To help you get started the RO933 comes equipped with the Micro T1 (red-dot sight), flash hider and stubby grip attachments. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The majority of these were applied to the RO933 which saw almost forty stat amendments in total. Its overall recoil was buffed - the vertical recoil was cut by around 40%, the right recoil was reduced and the recoil recovery rate was increased. Also the accuracy of stationary aimed fire was increased to 0.2 (as good as the best assault rifles) and the spread increase per shot was reduced. However the hipfire and moving accuracy values were nerfed and the spread recovery rate was also decreased slightly. In the 28 April patch the fire-rate was raised from 800 to 850 RPM. In the Criminal Activity update on 16 June the damage drop-off start distance for the RO933 was reduced from 30 to 15 metres. In the Blackout update on 3 November the damage values were raised from 20-12 (max-min) to 24-16. It still lacks the four-hit kill of the other carbines but this was a good buff and its five-hit kill range was extended from 15 to 32 metres. Trivia: Hardline's RO933 is modelled on the Colt R0933 (with a zero!) which is basically a compact full-auto AR15/M16 with an 11.5" barrel. Colt market the Model 933 as the M4 Commando for use in "confined spaces where lightweight mobility, speed and violence of action rule". The original ultra-short M16 was the Colt Model 607. This had both a retractable shoulder stock and a 10" barrel (compare that to the 20" barrel of the full-length M16 assault rifle and the 14.5" barrel of the modern M4 carbine). This model was adopted by the US military for use by special forces during the Vietnam War and given the prototype designation XM177 although it was commonly known simply as the "Colt Commando". A subsequent variant was the Model 629 (XM177E2) which had an 11.5" barrel - the same length now used on the Model 933. See a Colt Commando replica on MAC: https://youtu.be/zKMTq71scYI Colt still manufacture an extensive range of compact and carbine M16 models for civilian, law enforcement and military applications. These include the US military's M4 carbine with a 14.5" barrel (R0921 auto and R0920 burst models), the M4 Commando with an 11.5" barrel (R0933 auto and R0935 burst) and the R0923CQB with a 10.3" barrel. See inside an M4 on Vickers Tactical: https://youtu.be/phwDMrau_7Y There have also been several compact M16 9mm submachinegun models - these can be identified by the narrow straight magazine which loads into the full-size magazine well. The current variants are the R0991 (auto) and R0992 (burst), both with 10.5" barrels. The "RO933 .300 BLK" suppressed carbine (see Section 08b) was added to Hardline with the free Blackout DLC and the "RO933 M1" semi-auto sniper (see Section 07b) was added with the Getaway update. A community mission was held in late January 2016 which offered a gold Battlepack for getting 93 kills with the RO933. o CAR556 Ammo: 5.56x45mm Capacity: 40+1 Fire-rate: 700 RPM Reload: 2.40 secs Unlocks: available by default [both factions] The CAR556 and snakeskin camo come in the Suppression Battlepack. Summary: Why the Suppression Battlepack? Because the CAR556 has a larger ammo capacity so you could use it to lay down suppressive fire for longer if you wanted. With its 40-round magazine it holds more rounds than another carbine using the extended mags option and without having to use the CAR556's accessory slot. It has a painfully slow long reload time though so try to keep at least one round in it when you reload. It ties with the SG553 for having the slowest rate of fire in this group and it has the same four-hit kill at short range but it only holds this out to 8 metres. It suffers from both high vertical recoil and a large spread increase per shot (SIPS). The CAR556 is modelled without a stock and you cannot add one. Patched: The three pre-order bonus guns all saw changes in the 16 June patch. For both the CAR556 and ACWR the vertical recoil and spread increase per shot (SIPS) were both nerfed. All three pre-order bonus guns were unlocked free for all players in the Robbery update on 16 September 2015. Trivia: Hardline's CAR556 (CARbine 5.56mm) is the Ace 21 so the design should be instantly familiar to anyone who played BF4 as there were a grand total of four different Ace variants in the game! The Ace series of rifles is a product of the collaboration between Indumil of Columbia and Israel Weapon Industries (formerly Israel Military Industries or IMI). It takes the IMI Galil assault rifle design from the 70's and updates it with modern composite materials, accessory rails, collapsible stock, ergonomic pistol-grip, etc. See the original 70's Galil on MAC: https://youtu.be/N_pNnlgXSd0 There are eight basic Ace versions in different calibres and with various barrel lengths (indicated by the model number) as follows: o (5.56mm NATO) 8.5" Ace 21 / 13" Ace 22 / 16" Ace 23 o (7.62mm WP) 8.5" Ace 31 / 16" Ace 32 o (7.62mm NATO) 16" Ace 52 / 18" Ace 52 L / 20" Ace 53 See the Ace on Military Arms Channel: https://youtu.be/xjaCI3eoVxI https://youtu.be/joBZ6ikrjJM https://youtu.be/Nk5L7UnS2AA At the time of writing a range of semi-automatic models in all three calibres are due for a staggered release on the America civilian market between September 2015 and Spring 2016. See the Ace 32 on Vickers Tactical: https://youtu.be/uys9zd1y-rI o ACWR Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 2.00 secs Unlocks: available by default [both factions] The ACWR and white zebra camo come in the Versatility Battlepack. Summary: Is the ACWR a versatile weapon? Not really. It can work okay at short range thanks to its high rate of fire, average damage, insanely fast reload times and good aimed accuracy when moving. However at longer ranges it will suffer from its poor stationary aimed accuracy (bizarrely it has the same spread value for standing ADS shots regardless of whether you're standing or moving) and its heavy vertical and horizontal recoil. The ACWR comes equipped with the muzzle brake - this attachment will really help tame its recoil but it'll also reduce the rate at which spread recovers. If you want to mainly ADS with the weapon then the heavy barrel is a better option as this reduces the stationary aimed spread by half and gives some recoil bonuses too. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The damage values for the ACWR were nerfed - the maximum damage was reduced from 28 to 24 and the minimum damage was reduced from 18.5 to 15. The max damage has since been rebalanced to 25 to restore the four-hit kill. The three pre-order bonus guns all saw changes in the 16 June patch. For both the CAR556 and ACWR the vertical recoil and spread increase per shot (SIPS) were both nerfed. All three pre-order bonus guns were unlocked free for all players in the Robbery update on 16 September 2015. Trivia: In real life the "ACWR" is the ACR (Adaptive Combat Rifle) which is an updated version of Magpul's original Masada design with licensed versions currently being marketed by both Bushmaster (for civilians) and Remington (for military and law enforcement users). See the Masada on Future Weapons: http://youtu.be/ZJhPMIVgF6c The ACR entered production in 2010 and was submitted - along with the SCAR (see Section 06b) and HK416 (see below) - to military trials to find a replacement for the M4 in US Army service. The ACWR model in Hardline has the fixed hollow triangular stock but a version with an adjustable folding stock is also available. See the ACR on FPSRussia: http://youtu.be/7_1PfqGVSg0 It can be easily modified for close-quarters or marksman roles by swapping out the barrel - Bushmaster offer barrels in 10.5", 14.5" and 18.5" lengths in addition to their standard 16.5" barrel. See the ACR on TFB TV: https://youtu.be/d-8wy9i7Lt4 The intention was that the ACR would also be readily converted from 5.56mm NATO to .300 Blackout (see Section 08b) or 6.8mm SPC calibres and Remington also researched 6.5mm Grendel, 7.62x39mm (AK47) and 5.45x39mm (AK74) however I don't believe that either company ever released any ammo conversion kits. Regardless of that though a 6.5mm ACR featured in BF3 and a 6.8mm ACR was included in Call of Duty: Modern Warfare 3. o SG553 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 700 RPM Reload: 2.15 secs Unlocks: $21,600 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The SG553 has very low recoil, a slow fire-rate and a high minimum damage so it's great for controlled fire at medium ranges. It might struggle more in close quarters but it does at least have good hipfire accuracy and decent reload times. The SG553 comes equipped with the SRS02 (green-dot sight). Patched: In the Criminal Activity update on 16 June the minimum damage for both the G36C and SG553 was buffed from 15 to 18. Trivia: The Swiss SIG SG553 was derived ultimately from the full-sized SG550 assault rifle of the mid 80's. The SG551 was a carbine version with a 14" barrel instead of the standard 21" one and the SG552 was an even shorter "commando" version with a 9" barrel. The SG553 - as featured in BF3, BF4 and Hardline - is an upgrade of the SG552 design with the same dimensions but improved reliability. See the SG552 on Vickers Tactical: https://youtu.be/I5Z-n5S22XE The carbine comes with either a conventional polymeric handguard or an aluminium one with quad rails, a receiver made of either billet aluminium or forged steel and either a folding or folding/telescopic stock. There is also a pistol variant without a shoulder-stock. The SG553 also appears in Far Cry 3 and 4 where it's labelled as the STG90, a variation of the Stgw90 designation (Sturmgewehr 90) used by the German military. o AKS74u Ammo: 5.45x39mm Capacity: 30+1 Fire-rate: 735 RPM Reload: 2.48 secs Unlocks: $21,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The AK carbine has a higher max damage than the others but it also has a short drop-off and low minimum damage so it only retains its four-hit kill out to 16 metres and this falls to a slow eight-hit kill at ranges of 32 metres or more. It has minimal horizontal recoil and a low recoil multiplier plus a very small spread increase (SIPS) which will make it easier to use at longer ranges but it has slower reloads too. Patched: In the 28 April patch the left recoil in the prone stance got a tiny reduction from 0.042 to 0.041 for some reason, then in the Criminal Activity update on 16 June it was changed back to 0.042! Trivia: The AK74 entered service in 1974 (hence the name!) and was the third main iteration of the Kalashnikov assault rifle design, following the original AK47 from 1947 and the AKM from 1959. The AK74 was the first to use the 5.45x39mm load instead of 7.62x39mm. The AKS74 was a variant of the AK74 rifle for use by paratroopers. It comes with a lightweight folding metal stock - the "S" stands for skladnoy which means "folding". Dating back to 1979, the AKS74u is a carbine based on the AKS74 - the "u" stands for ukorochenniy which means "shortened". The barrel is 8.3" long and the overall length (with the stock folded) is just 19". See the AKS74u on Military Arms Channel: https://youtu.be/EJxXul6Sdr0 See the AKS74u on TFB TV: https://youtu.be/yoPbUPHU5Go In 2016 the Kalashnikov Concern unveiled the MA (Micro Assault Rifle) at a Russian military trade-fair. Inspired by Dragunov's "MA" carbine from the 70's, it's effectively a modern update on the AKSu concept with polymer construction, folding adjustable buttstock, ambidextrous controls and multiple rails for attachments. o G36C Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 750 RPM Reload: 2.30 secs Unlocks: $42,000 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The G36C has the same damage profile as the other cop carbine (SG553) and enjoys the same high minimum damage. Compared to the SG553 it fires a bit faster and has a lower recoil multiplier but it also has a lot more horizontal and vertical recoil and slightly slower reload times. The G36C comes equipped with the Holo sight. Patched: Following the February beta the M416 assault rifle was moved to the criminals and the G36C carbine was moved to the cops. In the Criminal Activity update on 16 June the minimum damage for both the G36C and SG553 was buffed from 15 to 18. Trivia: The G36C is a shortened version of the German G36 assault rifle. The G36 was created by renowned German firearms manufacturer Heckler und Koch (hereafter "HK"), entered production in 1996 and is currently the service rifle of the German, Spanish and Portuguese armed forces. See the G36C on Vickers Tac: https://youtu.be/y2Vv9b359Vk?t=1m55s The G36C variant ("C" = compact) was actually derived from an earlier carbine model called the G36K ("K" = kurz meaning "short"), reducing the length even further. The G36C design lacks the big ugly carrying handle with integrated optical scope of the original G36 and instead has a long elevated Picatinny scope rail along the top.* See the G36KE (export model) on TFB TV: https://youtu.be/3Kl-7XkvROU Although police officers don't routinely carry guns here in the UK we do have specialist firearms units. Various weapons are deployed by each county but for several years the G36 carbines have been common, supplementing the older and less powerful HK MP5 9mm submachineguns. See the G36C on Ultimate Weapons: http://youtu.be/uIgdN6xL_c4 Following claims in recent years of the G36 becoming inaccurate at high temperatures, it was reported in August 2015 that the German Defence Ministry had ordered six hundred HK417 battle rifles as a temporary replacement for some units and early the following month the Defence Minister announced that the G36 model would be replaced by a different gun with new units entering service from 2019 onwards. *The G36 range can be modernized by the addition of various official accessories. The carrying handle of the G36 and G36K can be replaced by a low sight rail like the G36C and all three models can be fitted with additional rail space at the front and two new buttstock designs with cheek-rests. Fully upgraded models are currently illustrated in the military/police section of the main international HK website. .-------------.----------------------------------------------------------------. | Section 04b | Assault Rifles s04b | '-------------'----------------------------------------------------------------' Since the original Sturmgewehr 45 and Kalashnikov AK47 in the 40's, the assault rifle has become ubiquitous across battlefields worldwide. The combination of weapons design and intermediate calibre ammo gives weapons that deliver accurate fire with manageable recoil at typical engagement distances of 200-300 metres along with high fire-rates that allow effective use in close quarters. The range of weapons in this category includes the ARM, RPK and RPK74 which would usually be classed as light machineguns in real life (and would therefore belong to the Support class in a military Battlefield game). However in Hardline these weapons are treated effectively as "heavy assault rifles" instead. Patched: In the 3 November 2015 update the muzzle velocities for 5.56mm assault rifles were standardised to 500 m/s (like the carbines) and for 7.62mm AR's to 450 m/s. This constituted a significant nerf to every weapon apart from the ARM (which previously fired at 410 m/s) and the M16A3 (which was evidently overlooked and still fires at 650 m/s). The assault rifles in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ================+========+==============+========+================== 7.62x39mm WP | 36.0 | 30m to 50m | 24.0 | AKM, RPK and MDC ----------------+--------+--------------+--------+------------------ 5.45x39mm WP | | 12m to 32m | 14.0 | RPK74 ----------------| 28.0 |--------------+--------+------------------ | | 40m to 60m | 18.0 | everything else 5.56x45mm NATO |--------+--------------+--------+------------------ | 25.0 | 25m to 50m | 15.0 | L85A2 and FAMAS (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The damage values for all 5.56mm assault rifles were nerfed - the max damage was reduced from 28 to 24 and for the ARM and L85A2 the min damage was reduced from 18.5 to 15 too. These values were subsequently rebalanced to restore the four-hit kill potential, with the M16 and M416 also reverting to the higher max damage value. In the 28 April patch the minimum damage for the heavier AKM was cut from 25 to 24, removing its long-range four-hit kill. In the Criminal Activity update on 16 June the ARM was given the same "long-range" 5.56mm damage profile as the M16 and M416. A community mission was held in September 2015 as part of the fourth season of "Battlefest" where you could earn a gold Battlepack if the community achieved a total of 20 million kills with assault rifles in a six-day period following the release of the Robbery DLC and the addition of five new assault rifles. It was achieved with at least two days to spare. o L85A2 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 675 RPM Reload: 2.75 secs Unlocks: available by default [both factions] The L85A2 and circuitry camo come in the Precision Battlepack. Summary: The L85 really does not have accuracy stats that justify billing it as "one of the most accurate assault rifles" as a pre-order bonus. To start with it has a bullpup configuration (the mechanism and the magazine are situated behind the trigger group) so it gets the usual penalty to its stationary aimed accuracy (it's 0.25 compared to 0.2 for the other assault rifles available at launch). Even worse it now has an ADS spread increase (SIPS) that's 10x larger than it should be - this applies a massive penalty to your accuracy in continuous fire. It fires pretty slowly too and it doesn't get the benefit of a high damage profile like the AKM or ARM (see below), in fact it got stuck with the lowest max/min damage values in this category. It's capable of a four-hit kill but only out to 25 metres. It has a standard 30-round magazine but very slow reloads (that's the other penalty applied to bullpup weapons). Its long reload takes over four seconds so try to always keep at least one round in it. The L85 does at least have a very small first-shot recoil multiplier plus low vertical and horizontal recoil - combined with the low rate of fire that makes the weapon quite controllable. It also has better hipfire spread and moving spread than most of the other AR's (these are the bonuses of having a bullpup format) although its low DPS will make it less effective in those short-range "run and gun" situations. The L85 comes equipped with the ACOG 4x scope. Patched: The three pre-order bonus guns all saw changes in the 16 June patch. Most significantly for the L85A2 the spread increase per shot (SIPS) for stationary ADS in all three stances was nerfed from 0.104 to 0.9 - presumably this was an error since most guns typically have values around 0.1 (so I think it was meant to be 0.09). In the same update the recoil recovery was fixed from 4 to 20, this mirroring a similar fix that was applied to the L85 in BF4's 2014 Fall Patch (presumably the stat had been copied from an old build of BF4). Additionally the upwards and right recoil were reduced and the spread recovery rate was improved. All three pre-order bonus guns were unlocked free for all players in the Robbery update on 16 September 2015. In the 3 November patch the L85's aimed moving spread was halved and its aimed moving spread recovery rate was increased by a third, but that massive 0.9 SIPS value remains uncorrected. In the Getaway patch the moving ADS spread was improved slightly for all existing bullpup weapons, but the L85A2 also got a significant increase to its ADS moving standing SIPS. Trivia: The L85 - commonly known as the SA80 (Small Arms for the 80's) - is the current service rifle of the British armed forces. The Brits first started experimenting with bullpup designs as far back as the late 1940's with the EM2 design using a novel .280 round. See the EM2 on Forgotten Weapons: https://youtu.be/fcYj2SpUHvE https://youtu.be/m-grTPqgETk This was followed in the 70's by prototypes using 4.85mm ammo. See the prototypes on Forgotten Weapons: https://youtu.be/4WtOOLh_F8I https://youtu.be/KhwN099XTKg https://youtu.be/eGUDJIOTpz8 https://youtu.be/uZESkeZpPqo These designs ultimately evolved into the SA80 - forced into adopting the new NATO standard of 5.56mm - which entered British service as the L85A1 in the mid 80's. See the L85A1 on Forgotten Weapons: https://youtu.be/gDCRop6CRwY Following the Gulf War, the L85 assault rifle and L86 Light Support Weapon variant were reported to suffer from poor performance in a desert environment plus various mechanical flaws. HK were contracted to redesign and upgrade them in 2000 resulting in the vastly superior L85A2 and L86A2 models. They reported that the experience they gained during the "mid-life improvement programme" of the SA80 later proved very useful in the design of their HK416 (see below). See the L85A2 on FPSRussia: http://youtu.be/6dxm_W3uNYw Many L85's were retrofitted with a Daniel Defense quad rail system replacing the nylon handguard and in Hardline the gun is now modelled with this feature (and a Magpul loop fitted to the base of the mag). The L85A2 appears in Payday 2's Clover Pack as the Queen's Wrath! :) Its foregrip attachment there resembles the Grip Pod (with integral bipod) which is often seen on modern SA80's in British service. The latest A3 model was shown at the Defence Vehicle Dynamics expo in September 2016 and officially adopted in April 2018. It has a new upper receiver with a coloured finish, a remodelled handguard with rails and HKey slots for attachments and a full-length scope rail. It comes equipped with an ELCAN SpecterOS 4x optic, a Shield CQS Close Quarter Battlesight and a Rheinmetall Laser Light Module. o M16A3 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 2.38 secs Unlocks: $37,500 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The ubiquitous M16A3 from BF3 made its return in Hardline. It has a solid damage output thanks to its 800 RPM fire-rate and its higher damage profile which gives a four-hit kill all the way out to 46 metres and a handy six-hit kill even at the longest ranges. It also retains the highest muzzle velocity in this category. It only has slightly more vertical and horizontal recoil than the L85 but its first-shot recoil multiplier will give a much bigger kick and it has a significantly slower recoil recovery rate too. The M16 comes equipped with the vertical grip. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. For the M16A3 the vertical recoil and horizontal right recoil were increased significantly and the spread increase per shot specifically for stationary standing hipfire was also increased. In the Criminal Activity update on 16 June the M16 and M416 both got increases to horizontal recoil and spread increase per shot (SIPS). Additionally the M16 got a nerf to its spread recovery rate. Trivia: The M16 is the US military version of the semi-auto ArmaLite AR15, designed by the fantastically named Eugene Stoner, modified for full automatic fire. It was adopted as the US service rifle in the 60's, replacing the M14 during the Vietnam War. The M16A1 was designed to address numerous issues experienced in the field, this model and the original M16 both having semi-auto and full auto fire modes. The M16A2 model, now with semi-auto and burst modes, was introduced to the US services during the 80's. The M16A3 was a variant of the 80's era A2 with the full auto option of the 60's A1, but (in contrast to its prominence in BF3!) it is not widely used. The current model is the M16A4 with semi-auto and burst modes, full quad rails on the handguard and a removable carrying handle. It's the standard infantry rifle of the US Marine Corps and therefore a more authentic choice for inclusion in a modern FPS title like BF4. In October 2015 it was confirmed that the USMC will be replacing the M16 with the M4 carbine using a new version of the 5.56mm cartridge. o M416 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 850 RPM Reload: 2.21 secs Unlocks: $43,800 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The M416 is pretty similar to the police's M16A3. It fires 50 RPM faster and in return for that it has slightly more vertical recoil and a larger spread increase per shot. The recoil multiplier is a bit lower though and the reloads are marginally faster. The M416 comes equipped with the Comp M4s sight. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. For the M416 the vertical recoil was increased by around 60% and the recoil recovery was reduced but the horizontal recoil (left and right) was also reduced. Following the February beta the M416 assault rifle was moved to the criminals and the G36C carbine was moved to the cops. Previously the cops faction had both the M416 and the M16A3. In the Criminal Activity update on 16 June the M16 and M416 both got increases to horizontal recoil and spread increase per shot (SIPS). Trivia: The M416 is produced by HK and is correctly known as the HK416. The HK416 was designed as an improved version of the M4 carbine but Colt took issue with the use of their trademarked name so instead it was labelled as HK416 (from the "M4" and "M16"). The major design difference compared to the M4 is the incorporation of the gas piston system from HK's G36 assault rifle (see above). The "big brother" of the 5.56mm HK416 is the 7.62mm HK417 battle rifle which featured as a semi-auto marksman rifle in both the Close Quarters expansion of BF3 and in Rainbow Six: Siege. The semi-auto civilian versions of the HK416 and HK417 are the MR223 and MR308. When they were released on the US market in 2009 they were rebranded as the MR556 and MR762 (swapping inches for millimetres). See the MR556 on The Firearms Blog TV: https://youtu.be/k6DrAw7y594 The HK416 was adopted by the Norwegian military in 2008 and then in 2016 it was confirmed as the replacement for the FAMAS (see below) in French service. It's also used by numerous special forces units. The latest model is the HK416A5 which has a full-length top rail, fully ambidextrous controls including a reversible charging handle and remodelled mag well and stock mounting. It is now also available with an FDE (flat dark earth) colour finish as well as black. See the HK416A5 on Vickers Tactical: https://youtu.be/3aJuiakhfxs In early 2017 HK unveiled their new HK433 assault rifle which will be cheaper than the HK416 and therefore more likely to be adopted as the G36's replacement in German service. The HK433 has top and bottom rails, keyhole slots on the sides, an adjustable folding buttstock and a G3-style charging handle. The standard model will obviously be in 5.56mm NATO but others will offer 7.62mm NATO, 7.62mm Soviet and .300 Blackout (see Section 08b). o AKM Ammo: 7.62x39mm Capacity: 30+1 Fire-rate: 600 RPM Reload: 2.65 secs Unlocks: $12,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The AKM gave a heavier alternative to the M416 in the base game. Its 7.62mm Soviet load gives a max damage of 36 and a min damage of 24 for a three-hit kill to 34 metres, a four-hit kill to 48 metres and a five-hit kill at any distance beyond that. It also does a powerful two-hit kill in Hardcore mode at ranges up to 40 metres. The trade-offs for this are the slow rate of fire, heavier vertical recoil and the biggest first-shot recoil multiplier in the whole game plus it has relatively slow reload times for a non-bullpup. Patched: In the 28 April patch the minimum damage was reduced from 25 to 24. Trivia: Mikhail Kalashnikov's iconic AK47 design dates back to the 40's but is still in widespread use today. It's estimated that over 75 million AK47's have been manufactured and that figure more than doubles if you count other AK versions. Users praise the AK47 for its rugged reliability and ease of use. The AKM (in Hardline) was an updated version of the AK47 launched in 1959; the "m" stands for modernizirovannyj which means "modernized". It uses the same Soviet 7.62mm load as the original AK47 but a number of mechanical improvements were made to the design, resulting in a weapon that was cheaper to manufacture and two pounds lighter. There was also a folding model called the AKMS which was a precursor of the AKS74 and AKS74u (see Section 04a). See a rebuilt full-auto AKM on MAC: https://youtu.be/9-Kcs-F9jhs In Soviet use the AK47 and AKM were superseded by the AK74 which was designed, by Kalashnikov again, in 1974 (hence the name!) and uses the intermediate 5.45mm cartridge which is typical of modern assault rifles. The AK74M (in BF3) is a update of that design from the early 90's with a folding stock and a bracket for mounting a scope. It is currently the standard service rifle for Russian forces but is due to be replaced by the AK12 (in BF4) when it enters production in 2016. o ARM Ammo: 5.56x45mm Capacity: 50+1 Fire-rate: 630 RPM Reload: 2.10 secs Unlocks: complete 'Operator Syndicate' assignment [both factions] First complete 'Operator Assignment 1'. o requires Operator Bronze Service Star 2 (20,000 XP with class) o get 10 assault rifle kills o get 10 heals on team-mates Then complete 'Operator Assignment 2'. o requires Operator Bronze Service Star 7 (70,000 XP with class) o requires Operator Assignment 1 o get 25 assault rifle kills o get 5 Revive Coins (get 5 revives in one match for each) Finally complete 'Operator Syndicate'. o requires Operator Assignment 2 o requires 10 Operator guns and/or gadgets purchased o requires Operator Gold Service Star 1 (275,000 XP with class) o get 200 assault rifle kills o unlock Operator tier 4 reputation 10 times o get 15 First Aid Pack Coins (get 8 heals in one match for each) o get 15 Revive Coins (get 5 revives in one match for each) It's important to note that you must complete all the pre-requisites for an assignment before you can start earning progress towards the criteria. For example even if you already had 500 kills with assault rifles you would still need to get another ten kills for the first assignment after achieving the class Service Star 2. Operator Service Stars are obtained by earning money (XP) with that class. Buying/earning Battlepacks will give you XP boosts which can make a big difference so always keep one equipped and replace it if it expires (however I would recommend keeping your best Gearhead and Reputation boosts for grinding tier 4 rep - see below). Double XP events are very handy so watch out for announcements. Otherwise you can maximise your score by objective play, getting kills, making good use of your gadgets and giving/following squad orders. It's fairly easy to get the assault rifle kills and heals (using the first aid pack) but a little harder to get the revives (using the defibs or revive pen) because in Hardline a player cannot be revived if they were killed by either a headshot, explosion, roadkill, melee takedown or gas. I'd just suggest sticking close to your team-mates and maybe playing TDM on The Block to farm those Revive Coins. Reputation ¯¯¯¯¯¯¯¯¯¯ Reputation is the perks system for Hardline. You activate up to four "tiers" of reputation by earning XP within a single match. To check or pre-select your perks for each tier use the reputation option at the bottom of the loadout screen. Your progress during a match is shown at the bottom-right portion of the HUD (below your health and ammo). You need to fill the horizontal bar in a single life to earn the next rep tier. The four square boxes to the right show the perks you've activated. Perks persist after you die but the points progress bar resets so you have to start again from zero in your next life. Although an update reduced the requirements, the easiest way to earn XP towards your reputation perks is simply to drive or ride in a captured vehicle in Hotwire mode. Use the Server Browser to find a Hotwire match with a small number of players (but at least three) and hopefully everyone on the other team will also be focused on farming points in cars instead of setting cheap C4 traps. Try to maintain an equal number of active vehicles on both teams otherwise the tickets will bleed and the game will end before the match timer expires. If you have some boosts from Battlepacks those will make it a lot easier to progress through the tiers. Objective (green) and Gearhead (yellow) boosts will both increase your cruising bonus points in Hotwire and the Reputation (brown) boosts will obviously help you progress through the tiers. It would be wise to save any big boosts until you've met all the syndicate requirements. Use any Gearhead boosts first because those ones will be less useful in other modes. If your team has someone playing as hacker (like the commander role in BF4) they can use the Squad Upgrade function to activate rep tiers for your squad. Get an old friend to help (or find a new friend on the forums) or just try sending your team's current hacker a message. When playing Hotwire to grind rep as Operator you can also get some extra points by equipping Passenger First Aid (Robbery DLC required) so that any passengers get heals while driving. Summary: The Galil ARM now has the same damage profile as the M16 and M416. It fires much slower than them but it also has very low recoil overall and a fast recoil recovery rate so it's pretty easy to control. Its other main benefits are the massive 50-round magazines* and the rapid short reload time. The long reload (when it's completely empty) takes a whole 1.5 seconds longer though so try to avoid it. The stationary aimed accuracy is slightly lower than most weapons in this group but it also has superior hipfire and moving accuracy and an exceptionally low spread increase per shot. The ARM comes without any attachments. *When you spawn with the ARM you have only enough reserve ammo for two full reloads (102 rounds) which sounds unfair but in fact your overall ammo count is comparable to other Operator weapons. Patched: In the Criminal Activity update on 16 June 2015 the ARM was given the "long-range" 5.56mm damage profile (like the M16 and M416) - its max damage, min damage and drop-off start/end values were all increased. Trivia: The ARM is a variant of the classic Galil assault rifle which dates back to 1972. It was produced by IMI (Israel Military Industries) who also brought us the Uzi submachinegun (see Section 05a), the Desert Eagle handgun (see Section 06c) and the Tavor bullpup assault rifle and its shorter X95/MTAR21 variant (available in BF3 and BF4). The standard Galil models are the AR (assault rifle), the shortened SAR, the modern compact Micro Galil and the ARM light machinegun. Like the other versions the ARM has a wooden handguard and uses the standard 35 or 50-round Galil magazines but it's also fitted with a longer barrel, a bipod and a carrying handle. The model used in the game lacks both the bipod and the handle and has been retrofitted with a modern handguard with accessory rails. See the Galil ARM on TFB TV: https://youtu.be/riVkaLDmx3Y https://youtu.be/dnTXTRkw_hM Now operating as IWI (Israeli Weapon Industries), the company still markets the Galil AR, Galil SAR, Micro Galil and Galil Sniper plus the modernized Galil Ace models (see Section 04a) but in the LMG role the Galil ARM was superseded by the (primarily belt-fed) Negev. See the Galil ARM on Vickers Tactical: https://youtu.be/K2BPlA8bioQ An ARM is used in the bank heist shootout in the 1995 movie Heat so it's a great choice for a cops/robbers FPS game with a Heist mode! o FAMAS Ammo: 5.56x45mm Capacity: 25+1 Fire-rate: 850 RPM Reload: 2.90 secs Unlocks: $51,000 [both factions] The FAMAS was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The FAMAS has been tamed a little since BF4. It now fires at 850 RPM (instead of 1,000 RPM) and it has the same lower damage profile as the L85 which gives a four-hit kill out to only 25 metres. The other thing it has in common with the British rifle is a bullpup configuration so it has the same bonuses to hipfire and moving spread and similar penalties to stationary aimed accuracy and reload times. The main negatives are heavy recoil, the smaller 25-round magazine (modelled on the original FAMAS F1 design) and an unusually large spread increase that's 5x bigger than most assault rifle values. The FAMAS comes without any attachments. Patched: In the Getaway patch the moving ADS spread was improved slightly for all existing bullpup weapons, but the FAMAS also got a significant increase to its ADS moving SIPS. Trivia: The FAMAS was designed by MAS (Manufacture d'Armes de Saint-Étienne) in France - the literal meaning of its name is "MAS assault rifle". Designed during the late 60's and early 70's, the gun finally entered service with the French armed forces in 1979. See the FAMAS on Forgotten Weapons: https://youtu.be/dmYUoG9S-y4 The version that appears in Hardline has the large carrying handle replaced by a raised scope rail (like that on the G36C) and therefore resembles the model intended for the French military's 21st-century FELIN project where the FAMAS is fitted with a large infra-red scope topped with an EOTech holo sight and a foregrip with control buttons. The system can route the scope image to a helmet-mounted display (so the user can fire from behind cover) or broadcast a live video feed. See the FAMAS on Vickers Tactical: https://youtu.be/L2SJMqbFzPs In September 2016 it was confirmed that the HK416 (see above) had won the competition to replace the FAMAS as the French service rifle. The other competitors were the SCAR (see Section 06b), SIG SG550, Beretta ARX160 and the Croatian VHS2 bullpup. o F2000 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 900 RPM Reload: 2.85 secs Unlocks: $51,000 [criminals] / get 1,250 kills with it and buy licence [cops] (Robbery DLC required) Summary: The Robbery expansion focused on the Operator class, adding three new assault rifles - the F2000 plus the RPK and MDC (see below). The F2k beats the FAMAS on both fire-rate and damage - it shoots at 900 RPM and has the M16's heavier 5.56mm damage profile. It also has the same recoil stats as the FAMAS but with less left recoil, faster reloads and less spread increase per second. It still has more spread increase than most of the assault rifles though plus it has poor stationary aimed accuracy (with more spread than it would usually get for its bullpup format). These flaws can be addressed with the stubby grip and heavy barrel respectively. The F2000 comes without any attachments (technically) but the "iron sights" are in fact the distinctive 1.6x scope. Patched: Previously it was possible to buy the weapon licence for the F2000 without getting the required 1,250 kills but this error was corrected in the Blackout update on 3 November 2015. In the Getaway patch the moving ADS spread was improved slightly for all existing bullpup weapons including the F2000. Trivia: The F2000 was designed by Belgian firm Fabrique Nationale d'Herstal (hereafter "FN Herstal") and entered production in 2001. The bullpup design is fully ambidextrous and ejects empty cases via a tube above the barrel so it can be operated by right or left-handed shooters without any modification. In BF3 the F2000 was modelled in its "Tactical" configuration with a long Picatinny rail on the top but in Hardline we have the standard model with its basic optics fitted under a prominent plastic shroud. The semi-auto civilian model from 2006 is known as the FS2000. See the FS2000 on TFB TV: https://youtu.be/Hz5raBkIfjA A revision of the Tactical model designated the F2000-S has a raised scope rail (similar to that of the G36C carbine) and was adopted as the new service rifle of the Slovenian Army in 2006. o MDC Ammo: 7.62x39mm Capacity: 30+1 Fire-rate: 750 RPM Reload: 2.80 secs Unlocks: $42,000 [cops] / get 1,250 kills with it and buy licence [criminals] (Robbery DLC required) Summary: The MDC is another bullpup weapon but unlike the F2000 it received the usual small penalty to stationary aimed accuracy. It also got the standard bonuses to hipfire/moving spread and slower reload times. It uses the same 7.62mm Soviet load as the AKM (see above) and RPK (see below) but its rate of fire is 150 RPM faster than both. This gives a very high damage output and a TTK that's significantly faster than even the F2000 firing at 900 RPM. It does have severe recoil though. It has the heaviest vertical and horizontal recoil in this group plus the second biggest first-shot recoil multiplier after the AKM. The MDC comes without any attachments so you'll probably want to use any available attachment vouchers to mitigate that recoil. Patched: In the Getaway patch the moving ADS spread was improved slightly for all existing bullpup weapons including the MDC. Trivia: The MDC is based on the MDR which is manufactured by Desert Tech of Salt Lake City. The company was previously known as Desert Tactical Arms and they make the SRS bullpup sniper rifle which features in BF4 and Hardline as the 338-Recon and "388-Recon" respectively! The MDR (Micro Dynamic Rifle) is a modular bullpup carbine with a 16" barrel, a long top rail and additional front rails for accessories. There is also an MDR-C (Compact) version with a 10.5" barrel and a foregrip built into the front of the trigger guard (like the P90). The guns are fully ambidextrous but instead of ejecting empty cases at the front (like the similar Kel-Tec RFB) they are ejected above the magazine through a unique chute that sends them forwards. See the MDR on Military Arms Channel: https://youtu.be/oSZ-jrr4LU4 Both models debuted in prototype form at the 2014 SHOT Show. There are plans to sell them in 5.56mm and 7.62mm NATO with conversion kits for 7.62mm Soviet, .300 Blackout (see Section 08b) and 6.8x43mm SPC. There will also be automatic versions for military and police use. See the MDR on MAC again: https://youtu.be/g1fNRqW5Gt4 At the 2015 SHOT Show the company revealed a new wider fore-end for the MDR which allows the addition of a novel OSS suppressor which fits over and around the barrel with very little increase in the overall length of the weapon. See the MDR at SHOT Show 2016 on IV8888: https://youtu.be/okhs9gL79dw The MDR is due to launch in 2016 and pre-orders started at the SHOT Show in January 2016. Desert Tech are expecting a high demand for the new gun and have invested over $8 million in new machinery for their manufacturing facility. o RPK Ammo: 7.62x39mm Capacity: 50+1 Fire-rate: 600 RPM Reload: 2.20 secs Unlocks: $36,000 [criminals] / get 1,250 kills with it and buy licence [cops] (Robbery DLC required) Summary: The last of the three Robbery guns is the RPK. Like the ARM above, it's technically a light machinegun (LMG) and that's why it has that large 50-round drum magazine. It has the same slow fire-rate and heavy damage profile as the AKM but it also has faster reload times, more vertical recoil, a smaller first-shot recoil multiplier and slightly less aimed accuracy. The RPK comes without any attachments. By default the gun is modelled without a buttstock but you can unlock one at 50 kills or by using a shortcut voucher if you have one. With its large magazine and heavy damage the RPK with AP Tracer ammo (see Section 10b) can be quite potent in an anti-air role against low-flying helis. However you'll need to get 50 kills to unlock the armour-piercing rounds (and forego the stock) and then another 1,200 kills before you can use the weapon with the cop faction! Trivia: The original RPK light machinegun and was developed alongside the AKM assault rifle (see above) in the late 50's. They were derived from the original AK47 design and fired the same Soviet 7.62x39mm round. The RPK used 20, 30 or 40-round magazines or a 75-round drum so the 50-round drum in Hardline is not authentic. The RPK also features in BF4. Originally it was the 5.45mm RPK74M model but the calibre and name got changed in successive updates. o SAR21 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 650 RPM Reload: 2.60 secs Unlocks: $50,000 [both factions] The SAR21 was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: The SAR21 had a well-established role in BF4. It fired at a slow 600 RPM but it had exceptionally low recoil along with excellent velocity and spread increase which made it very effective at medium ranges. In Hardline however it has relatively high vertical recoil, very high horizontal recoil and a spread increase per shot (SIPS) that's over ten times larger than some of the other assault rifles! That's enough to make even short bursts at medium range very inaccurate. There's little reason to use the SAR over the ARM. The ARM has the same intermediate damage model, significantly less horizontal and vertical recoil, over 90% less SIPS, better hipfire accuracy (despite the SAR's bullpup design) and twenty more rounds in the magazine with only slightly worse fire-rate, velocity and initial aimed accuracy. The SAR21 comes without any attachments. Trivia: The SAR21 (or "Singapore Assault Rifle* - 21st Century") entered production in the late 90's and is made by ST Kinetics of Singapore where it is the current service rifle of the armed forces. Like so many bullpup weapons, the design bears some resemblance to the original AUG, in this case even including the narrow 1.5x scope built into the sloping carrying handle, but with a full handguard at the front instead of a foregrip. It also includes an integral laser sight with a thumb-switch on the handguard although I'm afraid you'll need to unlock this attachment before you can use it in Hardline! The current model, as featured in BF4 and Hardline, has a scope rail and a full set of attachment rails on the handguard. *Now in Hardline it stands for "Substandard Accuracy and Recoil"! ;) o AUG A3 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 700 RPM Reload: 2.50 secs Unlocks: $48,000 [both factions] The AUG assault rifle was added to the game in the update that came with the Betrayal DLC but the expansion is not required to access it. Summary: It's hard to confirm the damage stats for console since the 1 March 2016 patch introduced a separate damage model for PC. In the updated PC stats the AUG has the same ammo type as the L85 and FAMAS and the basic in-game stats on PS4 show the AUG with the same damage as the FAMAS but less than the L85. (Maybe the L85 got an overdue buff?) The AUG A3 inherited its usual 700 RPM fire-rate and high 670 m/s muzzle velocity from the last two Battlefield games and it even has exactly the same reload times that it had in BF4. For one of the slower assault rifles it has pretty heavy recoil. The vertical, horizontal and first-shot multiplier stats wouldn't look out of place on an assault rifle with a 800-900 RPM rate of fire. It has the reduced stationary aimed accuracy and superior hipfire and moving accuracy you would expect given its bullpup configuration (its ADS spread while moving is especially good) but it doesn't get the usual penalty to reload times - its long reload time (when completely empty) is a whole second shorter than the L85 and FAMAS. The AUG A3 comes without any attachments. Trivia: Despite its futuristic appearance, the Steyr AUG weapon system was designed back in the 70's. It has a modular design which allows the operator to switch quickly between several configurations - assault rifle, carbine, light machinegun and even 9mm SMG (see Section 05a) - hence the German name which translates as "army universal rifle". See the AUG on Vickers Tactical: https://youtu.be/y2Vv9b359Vk The AUG was adopted by the Austrian army in 1977; the StG77 name used in BFBC2 is their designation for the weapon (Sturmgewehr 77). See the AUG on FPSRussia: https://youtu.be/zEEVK9el4vA The original version had a narrow 1.5x scope built into the carrying handle but the A2 variant had a raised scope rail instead and the A3 (featured in the game) has a longer rail on top of the receiver and additional front rails for attachments. See the AUG A3 on Military Arms Channel: https://youtu.be/Txzz1OmmBzQ The new model is the semi-auto AUG A3 M1 for civilian markets which has a choice of a short scope rail on the receiver, a longer raised rail or a fixed scope (either 1.5x or 3x) with side and top rails. The M1 is available with black, green, white or "mud" furniture. See the AUG on TFB TV: https://youtu.be/45zckVtuhNo The Australian Defence Force uses the F88 which is a copy of the AUG made under licence. An updated version previously known as the EF88 (Enhanced F88) has now been designated as the F90 for military use, with the semi-auto F90-LE for police operators and the semi-auto "Atrax" export model for civilian markets. See the F90 on IV8888: https://youtu.be/v65amiUyTHQ o RPK74 Ammo: 5.45x39mm Capacity: 50+1 Fire-rate: 650 RPM Reload: 2.20 secs Unlocks: $36,000 [both factions] The RPK74 was added to the game in the update that came with the Betrayal DLC but the expansion is not required to access it. Summary: The RPK74 is pretty different to the original RPK (see above). They do have the same reload times and large 50-round ammo capacity but the RPK74 has a long box magazine while the RPK has that drum mag. It fires 50 RPM faster (although still relatively slow overall), has a fixed buttstock (while the RPK comes without a stock by default) and it can be used by both factions without unlocking the licence. In the PC game stats the RPK74 gets the same "short-range" 5.45mm damage profile as the AKS74u carbine (see Section 04a) which would give it a decent 28 max damage on consoles but a short drop-off and low minimum damage. (I've had CQB kill assists worth 28 and 56 pts with it on PS4 so that seems to be correct!) In addition to its controllable recoil the RPK74 also has some nice accuracy figures. It has the best stationary ADS spread in this group and the moving and hipfire accuracy is very good too. It does have a large SIPS (spread increase per shot) though - so it will lose that accuracy sooner during automatic fire - but this can be reduced by equipping a stubby foregrip. The RPK74 comes without any attachments. Trivia: The next major updates to Kalashnikov's classic AK47 design after the 1950's AKM assault rifle (see above) and RPK light machinegun (ditto) were the AK74 and RPK74 which were adopted in 1974. The most significant change here was the introduction of the smaller and lighter 5.45x39mm cartridge which replaced the original 7.62x39mm ammunition used by previous generations. The standard RPK74 mag would hold 45 rounds so the 50-round magazine in Hardline is not authentic. The current models in service are the AK74M (in BF3) and the RPK74M which both have a folding polymer stock and a side-rail for fitting a scope mount. These will be superseded by the new AK12 assault rifle (in BF4) and its RPK12 light machinegun variant (ditto). .-------------.----------------------------------------------------------------. | Section 04c | Pistols s04c | '-------------'----------------------------------------------------------------' The Operator class gets a range of standard semi-automatic pistols as sidearms. These generally have larger magazine capacities and fire faster but deal less damage than the Enforcer's heavy pistols and the Mechanic's revolvers. The pistols in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ============+========+==============+========+================= .40 S&W | | 15m to 30m | | P226 ------------| 34.0 |--------------| 25.0 |----------------- 9x19mm | | 10m to 20m | | everything else (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: In the June 2015 update both .40 sidearms (the P226 and the Enforcer's .40 Pro) had their minimum damage reduced from 15 to 10 and the damage drop-off range shortened from 15-30 metres (start-end) to 8-25 metres. However in the November 2015 update the minimum damage for both pistols was increased from 10 to 25 and the 15-30 drop-off was restored. The minimum damage for the 92FS was also raised to 25 (from 12). Additionally you can equip the FN57, G17 Race Pistol or Dual vz.61 (see Section 08b), the non-lethal T62 CEW taser or the tracking dart pistol. o 92FS Ammo: 9x19mm Capacity: 15+1 Fire-rate: 400 RPM Reload: 1.82 secs Unlocks: available at start [both factions] Summary: With the higher damage in Hardline your starter pistol (heh) gives a three-hit kill out to 11 metres - in contrast to the long four-hit kill for the 9mm pistols in BF4. Compared to the other Operator sidearms it has the highest horizontal recoil and the slowest short reload plus average vertical recoil and magazine capacity. The 92FS comes equipped with the "improved" iron sights. :P Patched: In the 3 November patch the minimum damage was increased to 25 which brought the 92FS in line with the other Operator pistols. Trivia: The Beretta 92 design should be instantly familiar from dozens of appearances in movies. After extensive trials in the mid 80's the 92F model was adopted for US military service as the M9, replacing the .45 M1911 (see Section 06c) which had been in service since 1911. See the M9, M9A1 and new M9A3 on MAC: https://youtu.be/jincc8cQtDo In autumn of 2012 the US Army procured a further 100,000 M9 pistols from Beretta USA indicating their commitment to continuing to use the M9 for at least another five years. However, as older M9's in service were reaching the end of their life-cycles, the XM17 'Modular Handgun System' competition was held to find a replacement. In January 2017 it was announced that SIG had won the $580-million contract and their modular P320 design would become the US Army's M17. By May 2017 the US Navy, Marine Corps and Air Force also confirmed their adoption. See the P320 on IV8888: https://youtu.be/SXwgQmqp1hc The 92's stylish Italian design with the distinctive open slide is copied from much earlier Beretta handguns, with the 92 bearing a striking resemblance to their M1951 from 1951 and even sharing some design features with pistols such as the M1923 from the 1920's and the original 1915 model (which now appears in BF1). See the 1915 on Forgotten Weapons: https://youtu.be/yVvPOiHGh7o An updated version of the 92 called the "90two" was released in 2006 with an ergonomic grip, front accessory rail, increased sight radius and 17-round magazine. o P226 Ammo: .40 S&W Capacity: 12+1 Fire-rate: 400 RPM Reload: 1.50 secs Unlocks: $17,400 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: In BF4 the CZ75 fired .40 S&W calibre while the P226 shot 9mm but in Hardline they've switched rounds. The P226 fires at the same rate as the 92FS and it has the same max/min damage but its damage drop-off is longer (giving a three-hit kill out to 15 metres instead of 11). The recoil is quite low and the short reload is pretty fast but it has the smallest magazine capacity in this category. Patched: In the Criminal Activity update on 16 June 2015 the minimum damage was reduced from 15 to 10 and the damage drop-off range shortened from 15-30 metres (start-end) to 8-25 metres. In the November update the minimum damage was raised from 10 to 25 and the drop-off was reverted to 15-30 metres. Trivia: The P226 is made by SIG-Sauer of Switzerland. It was designed as a derivative of their P220 model for submission to the US trials in the mid 80's to find a new service pistol. The SIG P226 was beaten by the Beretta 92F (which was adopted as the M9 - see above) but it is still widely used by other military and police operators worldwide. See the P226 on Military Arms Channel: https://youtu.be/LuPOqDlaX6U The P226 is available in various models/calibres/sizes. The version in Hardline uses .40 S&W and has a 12-round magazine whereas in BF4 it fired 9mm from a 15-round magazine. See the P226 on IV8888: https://youtu.be/dwa-0MVN5N4 The compact P228 model is used by the US military designated the M11. o CZ75 Ammo: 9x19mm Capacity: 16+1 Fire-rate: 360 RPM Reload: 1.40 secs Unlocks: $6,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The CZ75 fires a little slower than the previous pistols and it has high recoil but it also has a large mag size and the fastest reload times in this group Trivia: The CZ75 is made by the state-owned Ceska Zbrojovka company of the Czech Republic who also make the CZ3A1 Scorpion SMG (see Section 05a) and the CZ805 assault rifle (from BF4). The gun's design dates back to '75 (hence the name!) and incorporated a double-column magazine to greatly increase the ammunition capacity (the original model held fifteen 9mm rounds). See an early CZ75 on Vickers Tactical: https://youtu.be/ZK27RPu8Gtc The most interesting variant of the CZ75 was probably the Automatic model from the early 90's which is a machine-pistol quite similar in concept to the Beretta 93R (see Section 07c). It had an extended magazine and could spit 9mm rounds at a rate of approximately 1,000 RPM. To help control the beast a spare magazine could be fitted in front of the trigger guard as a crude foregrip. The CZ75 Auto model is playable in Counter-Strike: Global Offensive (CS:GO). See the full-auto CZ75 on Vickers Tac: https://youtu.be/6eXEXTWDh8o CZ also offers several deluxe models of the CZ75 with engravings. o G17 Ammo: 9x19mm Capacity: 17+1 Fire-rate: 900 RPM Reload: 1.50 secs Unlocks: complete 'Operator Assignment 2' [both factions] First complete 'Operator Assignment 1'. o requires Operator Bronze Service Star 2 (20,000 XP with class) o get 10 assault rifle kills o get 10 heals on team-mates Then complete 'Operator Assignment 2'. o requires Operator Bronze Service Star 7 (70,000 XP with class) o requires Operator Assignment 1 o get 25 assault rifle kills o get 5 Revive Coins (get 5 revives in one match for each) (see ARM notes in Section 04b) Summary: The Glock is certainly worth the grind to unlock.* It has the largest magazine capacity in this category and it's theoretically capable of firing over twice as fast as the other Operator pistols - at the same 900-RPM fire-rate as the full-auto G18! (or at least as fast as you can tap the trigger**) Additionally it has significantly greater aimed accuracy and less horizontal recoil but it also has a first-shot recoil multiplier of x2 (where the others have x1) so you get double recoil on every shot. The G17 comes equipped with the "improved" iron sights. :P *Since the Getaway DLC update you also now have the option of using the similar G17 Race Pistol (see Section 08b) with any class. **MarbleDuck on Youtube recommends that PC gamers use three fingers drummed on the left mouse button to maximize the rate of fire. Trivia: There are now numerous variants in different calibres and sizes, but the G17 is the original model of the Glock company of Austria which launched in 1982. The body of the pistol, with the distinctive plain rectangular slide, uses advanced polymer materials. See the Glock 17 on FPSRussia: http://youtu.be/XkVfQQeX5c8 Although the same scheme doesn't apply to other models, the G17 name comes from the original standard magazine capacity. See the G17 on Military Arms Channel: https://youtu.be/MYUz5jahjFs In January 2013 it was announced that the 2010 Glock 17 Gen 4 model would be adopted as the service pistol of the British armed forces, replacing the historic Browning Hi-Power (L9A1) and SIG Sauer P226. Glock reported that the G17 was selected for its magazine capacity, accuracy and ease of use/maintenance. See dual-wielded G17's on Miculek.com: https://youtu.be/1H5KsnoUBzs .------------.-----------------------------------------------------------------. | Section 05 | MECHANIC WEAPONS s05 | '------------'-----------------------------------------------------------------' The Mechanic is the equivalent of the Engineer class in previous titles. Once again this class gets automatic weapons intended primarily for short-range encounters - in BF4 these were mainly PDW's (see below) and in Hardline they are mostly submachineguns (SMG's) and classified as such. While the Mechanic is now more of a "vehicles and gadgetry class" than a pure "vehicles class" there is still logic to vehicle crews favouring the convenience of shorter guns. Additionally you can equip any of the generic weapons (see Section 08). Initially only the MP5K primary and the .38 Snub sidearm are available. The Mechanic Shortcut pack is available from the PSN store. This should unlock all guns and gadgets for the class that appear in the base game except for the one unlocked by completing the Syndicate assignment (FMG9). .-------------.----------------------------------------------------------------. | Section 05a | Submachineguns s05a | '-------------'----------------------------------------------------------------' A submachinegun (SMG) is an automatic weapon firing a pistol-calibre round. The shorter length, high rate of fire and reduced weight make them ideal for use in close-quarters engagements. The term submachinegun was invented by John Thompson who also invented one of the most famous early examples in the late 1910's - the iconic Thompson submachinegun (see Section 08a). In many roles the classic SMG has now been superseded by the personal defence weapon (PDW). These were designed to provide a compact automatic weapon that can defeat modern body armour; most PDW's achieve this aim by combining a high rate of fire with new custom-designed cartridges which are effectively miniature rifle rounds that give superior ballistic performance compared to the standard pistol ammo used by submachineguns. In BF4 several true SMG's were grouped into the Engineer's PDW category for convenience but here they are properly labelled, although now it's the P90 (PDW) that seems out of place! The submachineguns in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ============+========+==============+========+======================= | 33.0 | 5m to 25m | 8.0 | K10 .45 ACP |--------+--------------+--------+----------------------- | | 15m to 30m | 20.0 | UMP45 ------------| |--------------+--------+----------------------- .40 S&W | | 8m to 25m | 10.0 | MPX ------------| 34.0 |--------------+--------|----------------------- | | 20m to 35m | 16.0 | everything else | |--------------|--------|----------------------- | | 8m to 20m | | MP5K and AUG Para 9x19mm |--------+--------------| |----------------------- | 25.0 | 25m to 35m | | FMG9, M5 Navy and Mx4 |--------+--------------| 12.0 |----------------------- | 24.0 | 8m to 24m | | Scorpion ------------|--------|--------------| |----------------------- 5.7x28mm | 25.0 | 20m to 40m | | P90 (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The max damage for the standard 9mm SMG's (the Uzi, M/45 and MP5K) was reduced from 34 to 33. These values were subsequently reverted to restore the three-hit kill potential. In the 28 April patch the damage profile for the overpowered K10 was nerfed - the maximum damage was reduced from 34 to 33, the drop-off end distance was reduced from 30 to 25 metres and the minimum damage was cut from 12 to 8. The damage drop-off start was then reduced from 10 to only 5 metres in the 16 June patch. The maximum damage for the FMG was buffed in the 28 April patch from 21 to 25 giving it the same four-hit kill as the P90. In the Criminal Activity update on 16 June the Uzi and M/45 were both changed to a "9mm Heavy" damage profile - the minimum damage was raised from 12 to 18 and the damage drop-off range was extended from 8-20 to 20-35 metres. Also the drop-off range and min damage for the MPX were reduced (see details below). The minimum damage for the 9mm Heavy damage profile was nerfed from 18 to 16 in the Betrayal patch on 1 March 2016. This affected the Uzi and M/45 again plus the M12S and UMP9 from the previous expansion. Only the Uzi, M5 Navy, AUG, Mx4 and both UMP's can be equipped with foregrips. The MPX and Scorpion can't use them despite having underbarrel rails and the others all have a grip (or equivalent) already built into their design. In addition to the SMG's listed in this section the suppressed M5SD (see Section 08b) and the classic M1A1 Thompson (see Section 08a) are also available. o MP5K Ammo: 9x19mm Capacity: 20+1 Fire-rate: 850 RPM Reload: 2.3 secs Unlocks: available at start [both factions] Summary: The Mechanic's default weapon packs quite a punch, if only at short ranges. It has a high rate of fire and its 9mm load does the same 34 max damage as some of the heavier calibres - these give a three-hit kill, very high DPS and a close-quarters TTK of around 0.15 seconds. However the damage drops sharply to a minimum of 12 (nine-hit kill) after only 20 metres. It's also impaired by a small default magazine capacity and the highest first-shot recoil multiplier in this group. To help get you started the MP5K comes equipped with the SRS02 sight, extended magazines and suppressor options. Trivia: The MP5K is a shortened version of the famous HK MP5 submachinegun (see below). The "K" stands for kurz - the German word for "short". Launched back in 1976, the MP5K was built for use by special forces. The ultra-compact length (12.8") was achieved by shortening the barrel (from the standard 9" to just 4.5"), removing the butt-stock and shortening the main body at both ends; additionally a foregrip was added to make up for the loss of the handguard. See a semi-auto MP5K clone on IV8888: https://youtu.be/vkOI8kmpWBE Famously the compact MP5K can be mounted inside a special briefcase accessory and fired with a trigger built into the case's handle. Read a full review of the MP5K briefcase on TFB: http://goo.gl/IuwVz8 HK announced the civilian semi-auto SP5K pistol in August 2013 and in May 2016 it was confirmed that US sales would commence in July. See the SP5K on TFB TV: https://youtu.be/0loimubI9vk o UMP45 Ammo: .45 ACP Capacity: 25+1 Fire-rate: 600 RPM Reload: 2.25 secs Unlocks: $10,200 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The UMP is about controllable power. It has a slow rate of fire, a max damage of 34 (three-hit kill), a min damage of 20 (five-hit kill) - the best in this category - and quite manageable recoil. It has the same low DPS as the M/45 and Uzi submachineguns though and its .45 ACP load has a slow subsonic muzzle velocity (which plummets to less than 200 m/s with a suppressor). Patched: Following the February beta the UMP45 was moved to the criminals and the M/45 was moved to the cops. This change was made in an effort to balance the two factions although it defeated the purpose of adding faction-locking (to add some degree of authenticity) - you'd expect to see police using a modern SMG rather than one from the 1940's! Trivia: The UMP (Universal Machinepistol in either German or English) is the successor to HK's renowned MP5 submachinegun. First manufactured in 1999, it's also available in 9mm (UMP9) and .40 S&W (UMP40) versions. To make it easier to handle in automatic fire with the heavy .45 load it was necessary to reduce the rate of fire on the UMP45 to 600 RPM. See the UMP45 on FPSRussia: http://youtu.be/3hSimmdwED4 There is a civilian version called the USC (Universal Self-loading Carbine) which has a significantly longer barrel, smaller magazine, remodelled shoulder-stock and no automatic fire mode. See the USC on Military Arms Channel: https://youtu.be/wFwFAQxtz50 See an upgraded USC on TFB TV: https://youtu.be/rZA6jBVwzH4 o MPX Ammo: .40 S&W Capacity: 30+1 Fire-rate: 800 RPM Reload: 2.10 secs Unlocks: $19,800 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The MPX continues to use .40 S&W rounds as it did in BF4. These give a three-hit kill but post-patch the gun has a fairly short damage drop-off and a minimum damage of only 10 (ten-hit kill). Additionally it has quite poor aimed accuracy and significant horizontal recoil which will further limit its usefulness at longer ranges. On the plus side it has a decent magazine size, good reload times and a good velocity matched only by the P90 and Scorpion. The MPX comes equipped with the Micro T1 (red-dot sight). Patched: Previously the MPX shared both its max damage and drop-off range with the UMP45 but in the Criminal Activity update on 16 June the drop-off range was reduced from 15-30 metres to 8-25 metres. Also the minimum damage was reduced from 15 to 10 and its vertical recoil, left recoil and spread increase per shot (SIPS) were all increased (nerfed). After rebalancing the ADS stationary SIPS in the June update, the ADS moving SIPS was subsequently increased slightly in the Getaway patch. Trivia: First announced in 2013, the SIG MPX submachinegun was designed as a modern alternative to the classic HK MP5. The overall configuration is quite similar to the MP5 but the MPX also copies elements from the AR15 platform (controls, rear charging handle and an unnecessarily large magazine well) so it will be familiar to M16/M4 users. See the full-auto MPX on Miculek.com: https://youtu.be/d6tRUYfq6KQ SIG themselves describe it as "the next generation of submachinegun". The modular design allows the user to switch the barrel, calibre and shoulder-stock configuration in the field. The weapon can be easily converted between 9mm, .357 SIG or .40 S&W and it can be equipped with telescopic or folding stocks or used without a stock. It can even be fitted with SIG's SB15 stabilizing brace which allows the MPX to be used one-handed. See the MPX on Military Arms Channel: https://youtu.be/2tzKIg_dnh0 The current variants are the standard MPX with an 8" barrel, the compact MPX-K with a 4.5" barrel, the MPX-P pistol with a 6.5" barrel and no stock, the suppressed MPX-SD and the MPX-C carbine which is semi-auto and has a permanent 9.5" muzzle brake (baffle stack) added to give an overall 16" barrel length to comply with US gun laws. The MPX was previously unlockable in BF4's Dragon's Teeth DLC. See the MPX on IV8888: https://youtu.be/u6plq_T8phI In 2015 SIG launched the modular MCX carbine. It's similar in looks to the MPX but it fires 5.56mm by default and can be converted to use .300 Blackout (see Section 08b) or 7.62x39mm. It has a long Picatinny scope rail and a choice of 9" or 16" barrels and various buttstocks. It can be fitted with either a long or short handguard with KeyMod attachment slots or a wider version to fit an integral suppressor. See the MCX on Military Arms Channel: https://youtu.be/zmyluo3aT0Y https://youtu.be/dOoQrckAYF0 SIG announced the MCX "Rattler" in August 2017. With a 5.5" barrel and a folding buttstock, it's only 16" long when folded. See the Rattler in 300 BLK on TFB TV: https://youtu.be/Mk6_KO6eF3U A community mission was held in late October 2015 which offered $200k of in-game currency for getting 99 kills with the MPX. o K10 Ammo: .45 ACP Capacity: 25+1 Fire-rate: 1,200 RPM Reload: 1.50 secs Unlocks: $33,000 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: After numerous appearances in other franchises, the KRISS Vector made its controversial Battlefield debut in Hardline. The K10 has the highest rate of fire in the base game and even after an early nerf removed its three-hit kill it still has an insanely high DPS, although it's worth noting that its short-range TTK is now actually slightly longer than the MP5K (with its three-hit kill). Its potency is limited to very short ranges though. The damage now starts to drop-off after only 5 metres and its post-patch minimum damage gives it a terrible thirteen-hit kill at 25 metres and beyond. Also, although its recoil compensation system gives it low vertical recoil, it still has very heavy sideways recoil and quite a large first-shot recoil multiplier along with low muzzle velocity. The K10's mag size is fairly small for this category but for some reason it has a ridiculously fast short reload time of just one and a half seconds - the fastest of any primary weapon in the game. The K10 comes equipped with the laser sight. Patched: In real life the K10 fires heavy .45" rounds at very high fire-rates and with a sophisticated recoil-reduction mechanism so it was clear that any attempt to model it realistically in the game would result in an overpowered weapon and unfortunately that's what happened. The K10 was clearly the most OP gun in the game at launch. This was addressed in an early patch (28 April 2015) where the max damage was reduced from 34 to 33 (removing its short-range three-hit kill), the drop-off end distance was reduced from 30 to 25 metres and the minimum damage was cut from 12 to 8 (taking it from a nine-hit kill at longer ranges to a painful thirteen-hit kill). In the Criminal Activity patch on 16 June the damage drop-off start distance was also reduced from 10 to 5 metres which had the effect of slightly reducing the four-hit range. Trivia: The KRISS Vector is a revolutionary submachinegun design that entered production in 2009. The key feature is the patented Super V Recoil Mitigation System, a unique mechanism which vectors recoil diagonally downwards (hence the gun's name) and reduces recoil by 60% and muzzle rise by 95%. Additionally its barrel is level with the trigger and the shooter's hand which further improves controllability. See the KRISS Vector on FPSRussia: http://youtu.be/yHT8IVCXE7I The Vector is available as semi-automatic carbine, SBR (short-barrel rifle) and pistol models or the full-auto SMG for military and police users and is now offered in olive drab, flat dark earth (FDE) and alpine white as well as the original black finish. They use standard Glock 21 (.45 ACP) pistol mags or KRISS's own 25 or 30-round mags. See dual-wielded Vectors on Miculek.com: https://youtu.be/Vs0vyDJmjk0 The K10 was planned as a second-generation model of the Vector with a 25-round magazine and a sliding stock instead of the usual folding design. It was first shown at the SHOT Show in 2011 but did not enter production. A new version - known simply as the Vector Gen II - was finally released in July 2015 with a more ergonomic design, superior trigger and the option of converting to 9mm. The "Enhanced" variants include a non-folding stock adaptor fitted with a Magpul UBR stock. See the 9mm FDE Vector on IV8888: https://youtu.be/g-esF-vx_90 Gen II pistol, SBR, carbine and submachinegun models chambered in 10mm followed in September 2016. See the 10mm Vector on MAC: https://youtu.be/VbbIpsD40rk See the 10mm Vector on IV8888: https://youtu.be/wbKQdNcBemE KRISS also market a range of Swiss-made 9mm Sphinx pistols which are derived from the design of the Czech CZ75 (see Section 04c). o M/45 Ammo: 9x19mm Capacity: 36 Fire-rate: 600 RPM Reload: 2.10 secs Unlocks: $9,000 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: From one extreme to the other, the M/45 fires at exactly half the rate of the K10. It gives you a three-hit kill though and since the introduction of the "9mm Heavy" ammunition it has a longer drop-off. The reload times and recoil stats are all pretty good although it does have a prominent pull to the right during sustained fire. While it's modelled authentically with that 600 RPM fire-rate and its 36-round magazine, it also has a semi-automatic fire mode which the real weapon lacks (although - like the real gun - it fires slowly enough on full-auto to get single shots from tapfiring anyway). Patched: Following the February beta the UMP45 was moved to the criminals and the M/45 was moved to the cops. The M/45 and Uzi were both underpowered at launch but they received a major buff in the 16 June patch. The min damage was raised from 12 to 18 and the drop-off range was extended from 8-20 to 20-35 metres. In the 1 March 2016 update the minimum damage for the M/45, Uzi, M12S and UMP9 was reduced from 18 to 16 so they now kill in seven hits at longer ranges where previously they gave a six-hit kill. Trivia: The Kpist m/45 (small M!) was manufactured by the Carl Gustafs Stads Gevarsfaktori company from Sweden (the same company that makes the Carl Gustav 84mm anti-tank launcher from BFBC1 and BFBC2). "Kpist" is short for kulsprutepistol which is Swedish for "submachinegun". As you might've guessed from its design, it's quite an old weapon. It entered service with the Swedish military in 1945 (hence the name!). It remained in service for around fifty years until it was finally replaced by the Ak4 and Ak5 rifles. (cf. the Ak5C in BF4) It was also widely used by US special forces and the CIA during the Vietnam War where it gained the nickname "Swedish K". The m/45 appears in Payday 2 as the "Swedish K". o Uzi Ammo: 9x19mm Capacity: 32 Fire-rate: 600 RPM Reload: 1.90 secs Unlocks: $18,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The Uzi can be thought of as the counterpart of the cops' M/45 - it has the same rate of fire and damage profile. The Uzi has much less recoil though - it has exceptionally low vertical recoil and almost no horizontal recoil! The Uzi has tighter hipfire and slightly faster reloads too but it has a smaller capacity for ammo - it's modelled authentically with a 32-round magazine (and an open-bolt design so - like the M12S below - it holds 32 rounds in total instead of 32+1). It has high spread increase (SIPS) stats which are around three times bigger than the other SMG's so I would recommend adding a stubby grip attachment as soon as possible, using an unlock voucher if available. Unlike the real-life weapon, Hardline's Uzi can only fire on full auto - there is no semi-auto option. This makes me wonder if the Uzi and M/45 had their stats switched at some point. Also the Uzi can't use the PSO1 4x scope for some reason. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. In addition to the temporary max damage nerf (see above) the Uzi received some substantial buffs. Its vertical recoil was approximately halved, the horizontal recoil was cut by 60%, the stationary aimed standing spread was halved to 0.2 and the stationary hipfire accuracy was improved for all stances. However its spread increase per shot specifically for stationary standing aimed shooting was also approximately tripled. The M/45 and Uzi were both underpowered at launch but they received a major buff in the 16 June patch. The min damage was raised from 12 to 18 and the drop-off range was extended from 8-20 to 20-35 metres. In the 1 March 2016 update the minimum damage for the M/45, Uzi, M12S and UMP9 was reduced from 18 to 16 so they now kill in seven hits at longer ranges where previously they gave a six-hit kill. The Uzi's accuracy stats were nerfed in the same patch. Previously it had exceptionally good stationary standing aimed accuracy (equalling the assault rifles) but this was reduced to a more typical value for an SMG. Several other spread values were also increased significantly and various SIPS stats were doubled or even tripled. Trivia: The classic Uzi submachinegun is familiar from numerous appearances in 80's movies and TV shows but the design actually dates back to the late 1940's! It was developed by (and named after) Uziel Gal who was an officer in the Israeli Defence Force. It was adopted by the IDF in 1951 and later spread worldwide to become one of the most famous SMG designs ever produced. See the Uzi on FPSRussia: http://youtu.be/iY-9Rq22aYE Original IDF models came with a solid wooden buttstock while others have a folding metal stock (which folds downwards, behind the pistol grip). The grip contains the magazine well (giving intuitive reloads like a pistol) and also has a rear grip safety to prevent accidental discharge. The front and rear sights are protected by the distinctive semi-circular ears. The modernized model used in Hardline has a top mount for optics and an underbarrel rail for attachments. See the Uzi on Vickers Tactical: https://youtu.be/mkP3SHO8s5Y The full-size version was supplemented in 1980 by the shortened Mini Uzi and then in 1983 by the Micro Uzi which is only 11" long with the stock folded. Although well known as the "Uzi 9mm" from the first Terminator movie, versions in .45 ACP were also available. The Micro Uzi evolved into the Uzi Pro Pistol which is currently marketed by IWI US alongside the Tavor bullpup rifle, the Tavor X95 (the updated version of the original X95/MTAR21 CQB variant in BF3 and BF4), the Galil Ace (Hardline's CAR556) and the Jericho pistol. See the Uzi on Military Arms Channel: https://youtu.be/mOdV9kyKUE4 https://youtu.be/nx3xr4btBK8 The Uzi previously appeared in BFBC1, BFBC2, BFBC2: Vietnam and BF Play4Free. Additionally the Micro Uzi was playable as the "Micro SMG" in Battlefield Heroes after being added to the game together with the TEC9 (see Section 07c) in the "Punk Weapons" set! See the Uzi on Forgotten Weapons: https://youtu.be/MTL8-cVoP64 https://youtu.be/APFDd7fJGPE o P90 Ammo: 5.7x28mm Capacity: 50+1 Fire-rate: 900 RPM Reload: 2.50 secs Unlocks: $30,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The PDW has a high rate of high and fairly low damage but at least it holds its four-hit kill out to 20 metres with its long drop-off. It's key strength is obviously that long 50-round magazine so you won't get hit by that slow reload time so often. The P90 has very poor stationary standing ADS accuracy - with more than three times the typical spread for this category - so don't be expecting to pick off enemies at longer ranges with it. Vertical recoil is quite low but the horizontal recoil and first-shot recoil multiplier are fairly average. The P90 comes equipped with the heavy barrel. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. For the P90 the spread increase per shot value - specifically for stationary standing hipfire only - was increased by a factor of four. For all other situations the value was unchanged. In the Getaway patch the moving ADS spread was improved slightly for all existing bullpup weapons including the P90. Trivia: The P90 is made by FN Herstal and was launched in 1990, making it an early example of a true PDW (personal defence weapon) with a compact design and high rate of fire and also using new custom ammunition instead of conventional pistol rounds like an SMG. See the P90 on Ultimate Weapons: http://youtu.be/ohGsu4bhb04 The 5.7x28mm cartridge was designed by FN in conjunction with the P90 PDW and the FN57 pistol (see Section 08b) to give superior range, accuracy, damage and armour penetration compared to traditional 9mm pistol/SMG loads. The 5.7mm round is also lighter and narrower which - combined with the novel top-mounted horizontal mag design - made it possible for the P90 to have such a large ammo capacity. See the P90 on FPSRussia: http://youtu.be/8xDJtZ2VK6k When the P90 in Hardline is fitted with the heavy barrel attachment (see Section 10c) it resembles the civilian semi-auto PS90 model. See the PS90 on Miculek.com: https://youtu.be/SNYhC2p_RdI The Weevil SMG in CoD: Blops III is clearly based on the P90 design. It has the same bullpup layout with a thumb-hole stock, a foregrip built into the trigger guard and a long top-mounted magazine. o FMG9 Ammo: 9x19mm Capacity: 32+1 Fire-rate: 950 RPM Reload: 2.55 secs Unlocks: complete 'Mechanic Syndicate' assignment [both factions] First complete 'Mechanic Assignment 1'. o requires Mechanic Bronze Service Star 2* (20,000 XP with class) o get 10 SMG kills o get 5 repairs on friendly vehicles Then complete 'Mechanic Assignment 2'. o requires Mechanic Bronze Service Star 7* (70,000 XP with class) o requires Mechanic Assignment 1 o get 25 SMG kills o destroy 10 vehicles using sabotage Finally complete 'Mechanic Syndicate'. o requires Mechanic Assignment 2 o requires 10 Mechanic guns and/or gadgets purchased o requires Mechanic Gold Service Star 1* (275,000 XP with class) o get 200 SMG kills o unlock Mechanic tier 4 reputation 10 times* o get 15 Repair Tool Coins (get 8 repairs in one match for each) o get 15 Anti-Vehicle Coins (get 2 destroys in one match for each) The repair tool can be purchased for just $5,400 and equipped into one of your gadget slots. The easiest and safest way to get repairs is to ride in one of the big transport helicopters and then switch to the fourth or fifth seat to repair the chopper from inside whenever it takes damage. As in previous titles you'll need to keep aiming the repair tool until you find the "sweet spot" with a visual effect. When you reach the Syndicate stage you can also switch back to the heli's gunner seats to work towards those Anti-Vehicle Coins. Sabotage costs $30,000, equips as a gadget and can be planted on vehicles, Battle Pickup weapons (see Section 09), ammo/health/defibs pickups, vaults in Heist mode and any other interactive objects like open/close doors. However you need to use it on vehicles when you're trying to complete Mechanic Assignment 2. After selecting sabotage adjust your aim until you see the dynamite icon and then hold your default trigger button until it's armed. If an enemy player then tries to drive the vehicle it will explode. I'd suggest using the objective vehicles in Hotwire mode (if anyone still plays that) since you know that someone will start driving one before too long. If you stay mostly on the other team's side of the map then it's more likely that the vehicle will be taken by an enemy instead of one of your team-mates. For those Anti-Vehicle Coins you can also use the Mechanic's M320/M79 grenade launcher, frag and incendiary grenades, small arms fire (on unarmoured vehicles), the RPG/SMAW/Stinger pickups and vehicle guns. *See my notes on unlocking the ARM (see Section 04b) for basic tips on grinding classes and farming tier 4 rep. When playing Hotwire to grind rep as Mechanic you can also get some extra points by repairing your ride if it gets damaged. You can do this from inside the vehicle or when hanging out of the window. Summary: The FMG performs similarly to the P90 but with a slightly faster rate of fire (950 RPM) and a longer drop-off (it holds its four-hit kill out to 25 metres) giving it an excellent DPS that allows it to kill in under a quarter of a second out to 24 metres. It has a smaller mag capacity though and especially slow reload times - even though it's basically just a pistol in a box! Previously the FMG was quite handy out to medium ranges but after the September patch it's now considerably less accurate. The FMG9 comes equipped with the Micro T1 sight and a green laser. Patched: The FMG received a major nerf to its accuracy in the Robbery update on 16 September 2015. Its ADS and hipfire spread were both doubled, the maximum ADS spread was increased by a third and its crouch/prone spread increase per shot (SIPS) values were increased. Also its horizontal right recoil when standing was raised by 25%. The only buffs it got were reductions to its maximum hipfire spread and its horizontal right recoil specifically when prone. Trivia: The FMG9 (Folding Machine-Gun 9mm) was developed by Magpul who also designed the ACR carbine (see Section 04a). It was presented as a prototype at the SHOT Show in 2008 but it never entered production. Built around a full-auto Glock G18 machine-pistol (see Section 07c), the FMG borrows from earlier designs for the ARES FMG and the UC-M21 to give an automatic weapon that folds down into a compact shape to disguise its true nature. The UC-M21 design even included a removable telescopic aerial to make it resemble a portable transistor radio. See the FMG9 on Ultimate Weapons: https://youtu.be/pY2EqFzPzn8 The FMG has a long top rail but is sometimes seen with a standard tactical light and carrying handle mounted so in its folded state it looks like a large flashlight with a big battery pack. The airsoft replica is known as the FPG (Folding Pocket-Gun) - the name sounds a little optimistic but with the light and handle removed the FMG9 really is small enough to fit into the back pocket of your jeans! The stock and short foregrip make the FMG more manageable during use, just like the similar features on the Beretta 93R (see Section 07c). The FMG9 previously featured as a sidearm in Call of Duty: Modern Warfare 3 and in the 2012 movie Ghost Rider: Spirit of Vengeance. I also spotted it in preview footage for Rainbow Six: Siege. o Scorpion Ammo: 9x19mm Capacity: 30+1 Fire-rate: 1,150 RPM Reload: 2.20 secs Unlocks: $36,000 [both factions] The Scorpion was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The Scorpion previously appeared in BF4 as the CZ3A1 where it fired at 1,000 RPM and tied with the FAMAS for having the highest fire-rate in the game. Its rate of fire has now been increased to 1,150 RPM in Hardline, although that's still not enough to steal the K10's crown. That fire-rate comes with the same reduced damage profile as the G18C and 93R machine-pistols (see Section 07c). The max damage is only 24 and that gives a five-hit kill which it holds out to 13 metres before finally dropping to a nine-hit kill at just 24 metres. Its vertical recoil is much greater than any other SMG's in the game but it can still be countered quite readily by steering against it. The Scorpion comes without any attachments. Trivia: The CZ Scorpion Evo 3 A1 is a modern SMG made by Ceska Zbrojovka of the Czech Republic, the same firm that makes the CZ75 pistol (see Section 04c) and the CZ805 assault rifle (in BF4). It launched around 2009, followed in 2011 by the CZ3S1 semi-automatic civilian model. See the CZ3A1 on full-auto on TFB TV: https://youtu.be/Uj4UzOiD7Eg I think it looks like a baby G36C which is kinda cute! :) It also has a slimline modern shoulder-stock and a full set of accessory rails so you can easily fit optics, foregrip, taclight, etc. Like the CZ805 assault rifle it uses translucent mags to allow a rapid ammo check. See the CZ3S1 (and the MPX) on MAC: https://youtu.be/sS0rEazh1kI The Scorpion Evo is intended as a successor to the compact vz.61 Skorpion machine-pistol (see Section 08b). See the CZ3S1 on IV8888: https://youtu.be/oUmXxp0Z_bM A new carbine version of the semi-auto CZ3S1 was shown at the 2016 SHOT Show. It still shoots 9mm but it has a 16.2" barrel (instead of the standard 7.7" barrel) and an extended handguard with a long top rail, M-Lok slots instead of side and underbarrel rails and a wider front end designed to fit around a suppressor. o UMP9 Ammo: 9x19mm Capacity: 30+1 Fire-rate: 650 RPM Reload: 2.25 secs Unlocks: $30,200 [both factions] The UMP9 was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: The UMP9 uses the same basic design as the UMP45 (see above) but it uses the smaller 9mm cartridge instead of .45 ACP, however it still manages the same max damage of 34! (for a three-hit kill in CQB) The two guns also share the same slow muzzle velocity (which seems a little unfair on the 9mm) and identical reload times. The UMP9 does have slightly less minimum damage but otherwise it has a higher rate of fire, five more rounds per magazine, less recoil and exceptional accuracy in stationary aimed fire. Overall it's a good choice if you want a "slow and heavy" SMG. It has a great combination of fire-rate, recoil, aimed spread and SIPS plus it's not faction-locked so you can use it with both cops and robbers without having to get a zillion kills with it. :9 The UMP9 comes without any attachments. Patched: In the 1 March 2016 update the minimum damage for the M/45, Uzi, M12S and UMP9 was reduced from 18 to 16 so they now kill in seven hits at longer ranges where previously they gave a six-hit kill. Trivia: It's easy to distinguish the UMP9 since as it has a curved magazine - like the MP5 - while the UMP45 and UMP40 models have straight ones. See the UMP40 in IV8888: https://youtu.be/Va9Jioond4c Picatinny rails can be fitted to the top and bottom to take a sight and foregrip. The UMP also has a special muzzle for easy attachment of a sound suppressor. The UMP9 is depicted incorrectly with a straight magazine in the icon and 2D image on the game's loadout menu and on Battlelog. o M5 Navy Ammo: 9x19mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 2.30 secs Unlocks: $60,000 [cops] / get 1,250 kills with it and buy licence [criminals] (Getaway DLC required) Summary: The Getaway expansion focused on the Mechanic class, adding three new SMG's - the M5 Navy plus the M12S and AUG Para (see below). The "M5" has the same 25/12 max/min damage as the FMG9 and P90 but it's somewhat outgunned since all the other fast SMG's have either better fire-rates or higher damage (or both in the case of the M5's little brother, the MP5K). None of its other stats are particularly remarkable and, despite the real gun's reputation, it has worse accuracy than several SMG's too. Sadly in Hardline the gun lacks the ridiculous 180-round magazine of the MP5 in cult-classic 2010 video-game Deadly Premonition. :) We get a standard 30-round capacity although the game model shows a shorter magazine (and the 2D image on the loadout menu and on Battlelog has the mag protruding at a bizarre angle - how did that happen?). The M5 Navy comes without any attachments. Trivia: Based on the design of their own G3 battle rifle, HK's MP5 SMG was developed in the mid 1960's. Recognising its exceptional performance it was adopted by numerous militaries and police forces and is still highly regarded today. See the MP5 on FPSRussia: http://youtu.be/FqvEXiD1zyo Although it's been nominally superseded by the UMP series (see above) HK continue to market several variants of the MP5 SMG including the shorter MP5K (see above) and the suppressed MP5SD (see Section 08b). The standard MP5 has always used 9mm but HK did temporarily offer it in .40 S&W (like Hardline's MPX) and 10mm with straight magazines. See the .40" MP5 on Vickers Tactical: https://youtu.be/m0XRHZtu7Rw See the 10mm MP5 on Vickers Tactical: https://youtu.be/QNZwJ6sMQaU The MP5-N (Navy) was a version designed for the US Navy in 1986 with a threaded barrel for a suppressor and a retractable stock. Original models featured the three-round burst fire-mode that was previously introduced on the MP5A4 and A5 variants in 1974. See the MP5 Navy on IV8888: https://youtu.be/AZ-Ure4W8sE Original MP5A1, A2 and A3 models had the "SEF" trigger group with three settings - Sicher (safe), Einzelfeuer (single) and Feuerstoss (automatic) - indicated by the letters S, E and F but modern models have distinctive pictograms for the fire-modes instead. Several versions are available with various combinations of automatic mode and a two or three-round burst mode. The one specifically with full auto and no burst option (and pictograms instead of the S-E-F labels) is the only one correctly known now as the "Navy trigger group". See the MP5 Navy on TFB TV: https://youtu.be/6qJk3fTidrA In Hardline the MP5 is modelled with the standard "Tropical" angled handguard until you attach an optic and a light/laser when a scope rail and side/underbarrel rails are added, similar in concept to the "MLI" (Mid-Life Improvement) model which was announced in 2013. This is the third appearance of the full-size MP5 in the Battlefield series following BF2 and Battlefield Play4Free, but why did they need to name it "M5" when we already have the "MP5K" model in Hardline?! o AUG Para Ammo: 9x19mm Capacity: 32+1 Fire-rate: 750 RPM Reload: 2.30 secs Unlocks: $50,000 [criminals] / get 1,250 kills with it and buy licence [cops] (Getaway DLC required) Summary: The AUG SMG shares its damage model with the MP5K but the AUG has the inferior fire-rate, recoil and accuracy, although it does at least have a larger magazine size. The reload times for the AUG are not particularly bad for a bullpup but the hipfire accuracy is not particularly good for a bullpup! You can take advantage of the short TTK from the three-hit kill but only out to 8 metres, otherwise the average fire-rate and hipfire will hinder your short-range performance. The relatively high recoil, low minimum damage and poor accuracy mean it's not particularly good at longer distances either. The AUG Para comes without any attachments. Trivia: The AUG Para (or "AUG SMG") is a 9mm SMG variant of the AUG assault rifle (see Section 04b) which released in 1988. The magazine well is modified to accept the magazines from Steyr's earlier MPi69 SMG which was replaced in their product range two years later by the TMP which eventually became the Brügger & Thomet MP9 (see Section 07c). Given the AUG's modularity, it's possible to convert earlier 5.56mm AUG models into the SMG format by using a conversion kit. The model featured in Hardline with the accessory rails is the later AUG A3 Para XS, derived from the current AUG A3 assault rifle. The AUG Para submachinegun was previously featured in Rainbow Six: Vegas 2 and Hitman: Contracts. o M12S Ammo: 9x19mm Capacity: 32 Fire-rate: 550 RPM Reload: 2.80 secs* Unlocks: $60,000 [cops] / get 1,250 kills with it and buy licence [criminals] (Getaway DLC required) Summary: The Italian stallion has the same high 34/16 damage profile as the Uzi, M/45 and UMP9 but it also has the lowest rate of fire and the slowest reload in the SMG category.* It has incredibly low recoil though (the same as the Uzi but with a smaller first-shot multiplier) plus excellent moving/hipfire spread. The M12S comes without any attachments but the iron sights are nice. *Symthic lists the short reload as 1.5 seconds (the same as the K10) but it's definitely not that quick! Patched: In the 1 March 2016 update the minimum damage for the M/45, Uzi, M12S and UMP9 was reduced from 18 to 16 so they now kill in seven hits at longer ranges where previously they gave a six-hit kill. Trivia: The Model 12, or M12 for short, was manufactured by Beretta who also make the 92FS (see Section 04c) and 93R (see Section 07c). It entered production in 1959 and was followed later by the improved M12S model. See the M12S on Forgottten Weapons: https://youtu.be/X0649LgdUJo It was used by the Carabinieri (the Italian military police) and by several other European police agencies. It was also used by Marines in defence of the US embassy during the Tet Offensive in Vietnam and it was favoured by King Faisal of Saudi Arabia who bought thousands for his military and police in addition to ordering a couple of dozen special gold-plated models for his family and close friends! The distinctive design is built around a tubular receiver made from stamped steel with a fixed foregrip and a folding wire buttstock. It has a grip safety under the trigger-guard (which looks like a second trigger) and it would use a 32-round magazine as standard. Hardline's M12 is modelled with unusual grey colouring on the pistol grip and foregrip (instead of the usual brown or black) and a very short magazine. You can also see the stock folded to the right side but this can be deployed by equipping the stock attachment. The Beretta Model 12 design formed the basis of the Agram 2000. You might remember this compact Croatian SMG with its unusual thumbhole foregrip as the "A2000" in Far Cry 3 and 4. Beretta's current submachinegun model is the Mx4 Storm (see below) but they announced the new PMX in November 2017. The PMX is inspired by the B&T P26 with a similar configuration to the classic M12. o Mx4 Ammo: 9x19mm Capacity: 30+1 Fire-rate: 750 RPM Reload: 2.30 secs Unlocks: $60,000 [both factions] The Mx4 SMG was added to the game in the update that came with the Betrayal DLC but the expansion is not required to access it. Summary: This weapon should be instantly familiar to anyone who played BF4 because it was the starting weapon for the Engineer class. The Mx4 has the same standard 9mm damage profile as the FMG9 and the M5 Navy giving a four-hit kill out to 25 metres. In fact its stats are virtually identical to the M5 (see above) - it has the same rate of fire, muzzle velocity and mag size plus very similar reload times and recoil. The Mx4 has better moving aimed accuracy (it's actually more accurate when moving than standing still!) but it also has considerably more SIPS so it's less accurate in long bursts. The Mx4 comes without any attachments. Trivia: The Beretta Mx4 Storm is a full-auto military version of their Cx4 Storm carbine which launched in 2003. Both weapons are designed to use pistol calibres - most commonly 9x19mm but also 9x21mm IMI, .40 S&W and .45 ACP - and can use magazines from various Beretta pistol models in addition to the Mx4's longer 30-round magazine. See the Cx4 on TFB TV: https://youtu.be/yvjX1ZYJQk0 https://youtu.be/jNxrh3whnFw The Cx4 has a short Picatinny rail stowed under the barrel which can be fitted on the side under the front sight. A long scope rail and set of three front accessory rails can also be added as required and these are permanently fitted to the Mx4 in Hardline. The full Storm "family" includes the original semi-auto civilian Cx4 Storm carbine, the .223 Rx4 Storm rifle, the Px4 Storm pistol (as featured in The Division) and the Tx4 tactical semi-auto shotgun. See the Px4 Storm on IV8888: https://youtu.be/zfBWwEN7Ki8 .-------------.----------------------------------------------------------------. | Section 05b | Revolvers s05b | '-------------'----------------------------------------------------------------' The Mechanic gets various types of revolvers. They generally give high damage but have slow fire-rates and hold a limited number of cartridges. (You might be tempted to refer to these guns as six-shooters but in fact of the four revolvers available at launch only one of them actually holds six rounds!) The revolvers in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons =============+==========+==============+==========+============ .44 Magnum | 55.0 | 12.5m to 50m | 37.5 | .44 Magnum -------------+----------+--------------+----------+------------ .357 Magnum | 60.0 | 25m to 37m | 30.0 | .357 RS -------------+----------+--------------+----------+------------ .38 Special | 34.0 | 20m to 30m | 25.0 | .38 Snub -------------+----------+--------------+----------+------------ .410 bore | 5 x 25.0 | 12m to 25m | 5 x 8.0 | .410 Jury (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: The damage values and drop-off distances for the Jury were buffed in both the 28 April 2015 and 1 March 2016 patches. Additionally you can equip the FN57, G17 Race Pistol or Dual vz.61 (see Section 08b), the non-lethal T62 CEW taser or the tracking dart pistol. o .38 Snub Ammo: .38 Special Capacity: 5 Fire-rate: 400 RPM Reload: 2.80 secs Unlocks: available at start [both factions] Summary: This small revolver packs quite a punch - it fires at the same rate as the 92FS and P226 and it gives the same max and min damage as the CZ75 and G17 but with a longer drop-off giving it a three-hit kill out to 20 metres. However it only holds five rounds and the reload is slower than the Operator's pistols although it's quicker than the other revolvers. The .38 comes equipped with the laser sight and that is the only attachment available for it. Trivia: The .38 Snub is based on the Smith & Wesson Model 642, typical of the sort of lightweight, compact, snub-nosed revolver with a concealed hammer that a cop might carry as a back-up in an ankle holster. The Model 640 is manufactured from stainless steel and available in either .38 Special or .357 Magnum calibres. It was followed by the .38 Model 642 (with an aluminium frame and steel cylinder) in 1995. Its barrel is less than 2" and the overall length of the gun is 6.3". Its integrated laser sight mounted above the grip on the right side appears to be modelled on LaserLyte's Side Mount Laser. o .357 RS Ammo: .357 Magnum Capacity: 8 Fire-rate: 150 RPM Reload: 4.00 secs Unlocks: $16,800 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: With its powerful Magnum load the .357 RS gives a maximum damage of 60 for a two-hit kill that extends all the way out to 29 metres (or an impressive one-hit kill out to 25 metres in Hardcore mode). It has a slow rate of fire but you can pump out a total of eight shots before you're stuck with that slow reload animation. Like the .44 Magnum it has excellent stationary aimed accuracy and obviously high vertical recoil and slow recoil recovery, although its horizontal recoil is relatively light. Trivia: The .357 RS is based on the Smith & Wesson M&P R8 which is a version of their Model 327 and part of the same wider Military & Police range as the M&P 40 Pro (see Section 06c). The standard Model 327 is a snub-nosed revolver with a 2" barrel, wooden grips and no rear sight. The M&P R8 has a 5" barrel, a short underbarrel rail for a laser/taclight, a removable scope rail and synthetic grips. The similar Model 327 TRR8 (Tactical Rail) model has the same 5" barrel but it has a large cut-out on the right side of the ejector shroud (absent on the Hardline model) and both rails are removable I believe. All versions are available in either .357 Magnum or .38 S&W Special and can hold eight rounds. A community mission was held in mid February 2016 which offered a gold Battlepack for getting 25 kills with this sidearm. The R8 revolver was added to CS:GO in the 2015 winter update. o .44 Magnum Ammo: .44 Magnum Capacity: 6 Fire-rate: 150 RPM Reload: 4.00 secs Unlocks: $16,800 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The .44 Magnum gives similar performance to the .357 RS except for its damage profile which is quite different. It has a maximum damage of 55 which gives a two-hit kill with chest shots out to 23 metres* but it has a higher minimum damage of 37.5 which makes it possible to get a three-hit kill at long ranges. Most of the other stats are the same as the .357 RS except it can only hold six of the larger .44 Magnum rounds. *Remember the second rule of Zombieland. :) Trivia: The ".44 Magnum" is the Model 44 from Taurus, the same company that makes the Public Defender which is the basis for the .410 Jury (see below). Specifically it's the 44SS6 model denoting the .44 calibre, stainless steel finish and 6" barrel. Also available are the Model 608 version which holds eight rounds of .357 Magnum (like the .357 RS above) and the 44SS8 with an 8" barrel for that Dirty Harry look. :) There was previously a 12" version too but that is no longer offered. A community mission was held in mid-August 2015 which offered $100k of in-game currency for getting five kills with the .44 Magnum but the completion reward given was actually one gold Battlepack. This was fixed on the second day of the mission but it was necessary to get the five kills again in order to receive the cash. Another community mission was held in late April 2016 which offered a gold Battlepack for getting five kills with the .44 Magnum again. o .410 Jury Ammo: .410 bore Capacity: 5 Fire-rate: 180 RPM Reload: 4.10 secs Unlocks: complete 'Mechanic Assignment 2' [both factions] First complete 'Mechanic Assignment 1'. o requires Mechanic Bronze Service Star 2 (20,000 XP with class) o get 10 SMG kills o get 5 repairs on friendly vehicles Then complete 'Mechanic Assignment 2'. o requires Mechanic Bronze Service Star 7 (70,000 XP with class) o requires Mechanic Assignment 1 o get 25 SMG kills o destroy 10 vehicles using sabotage (see FMG9 notes in Section 05a) Summary: The Jury revolver holds five .410 shotgun shells. Since it functions so differently to the other sidearms it's not been added to the weapon charts on Symthic but it does have its own stats page which I've used for this basic analysis. However, as with the Enforcer's primary shotguns, the weapon stats are not 100% confirmed. Each shell contains five balls and each of those does a max damage of 25 out to 12 metres so it should be possible in theory to get a kill with one round but in practice it'll probably take at least two and then you'll need to spend four seconds reloading. The Jury has a tight scatter cone though, exactly half that of the 870 shotgun. Speaking of reloads, while speedloaders for .410 shotgun shells do exist, your character instead dextrously picks up all five in his left hand and loads them very deftly into the cylinder. Pretty cool. The Jury can be fitted with a range of sidearm optics and laser/light accessories but no muzzle attachments (chokes) are available for it. Patched: In the 28 April 2015 patch the max damage per pellet was increased from 15 to 20. Additionally the damage drop-off range was extended from 8-15 (start-end) to 10-20 metres. Then ten months later in the 1 March 2016 patch the damage was buffed again from 20/6 (max/min) to 25/8 per pellet and the drop-off range was increased from 10-20 to 12-25 metres. Trivia: The .410 Jury is modelled on the Taurus Public Defender. The Taurus Judge revolver has a 3" barrel and a long cylinder which was designed to hold the slender .410 bore shotgun shells (2.5" long) although it can also take .45 Long Colt cartridges (and you could potentially load it with a mixture of both). It was named Judge after it was adopted by several Miami judges for courtroom self-defence! See the Taurus Judge on FPSRussia: http://youtu.be/tY3YYDgDUXs The Public Defender launched in 2009. It's a snub-nosed variant of the Judge designed for concealed carry with a 2" barrel, low-profile hammer and shorter grip. Other versions include the new lightweight Public Defender with a polymer frame, the Judge Magnum which has an even bigger cylinder to accept the longer 3" shotshells, the Raging Judge (in the Raging Bull range) which can also use the powerful .454 Casull load and the Circuit Judge which is a carbine model with an 18" barrel, wooden handguard and wooden shoulder-stock. Those game developers obviously enjoy their wordplay. In Hardline the Public Defender (Judge variant) is the .410 Jury and in CoD Blops II the Raging Judge is the Executioner - "judge, jury and executioner"! Smith & Wesson's Governor is a similar weapon - it's a six-shooter that can fire .410 shells in addition to .45 Colt and .45 ACP. See the S&W Governor on Miculek.com: https://youtu.be/pE65-hrwC-I In the ballistic gel tests in that video Jerry fires a couple of .410 loads made for personal defence handguns. The first is the "Triple Defense" round from Hornady which packs a .41" hollowpoint slug and two big .35" lead balls into each shell. The second is a self-defence load from Federal which was specifically designed to be used in the Taurus Judge and has four triple-aught balls in each shell. .------------.-----------------------------------------------------------------. | Section 06 | ENFORCER WEAPONS s06 | '------------'-----------------------------------------------------------------' The Enforcer is the equivalent of the Support class in previous titles. While the assault rifles and carbines of the Operator class give you versatile performance across various ranges, with the Enforcer class you need to choose either a shotgun for short-range devastation or a battle-rifle which will be most effective at medium ranges. In BF3 and BF4 the Support class used light machineguns (LMG's). Initially it was planned for the Enforcer class in Hardline to use them too (the MG36 was available as a loadout weapon in pre-release builds of the game) but then it was decided that this would not be authentic to the game's setting.* The LMG's were not removed entirely however and they are available both as Battle Pickups (see Section 09) and as "junk in the trunk" (car upgrades). However in general terms it's still true that the Enforcer class has access to the "heavy" weapons. Additionally you can equip any of the generic weapons (see Section 08). Initially only the 870P Magnum primary and the 45T sidearm are available. The Enforcer Shortcut pack is available from the PSN store. This should unlock all guns and gadgets for the class that appear in the base game except for the one unlocked by completing the Syndicate assignment (Double-Barrel Shotgun). *Evidence of the Enforcer kit's original weapons can still be found in the game - the weapon licence patches for all four battle rifles in the base game plus the Enforcer Premium patch and the Battle Rifle Bounty patch all still depict various LMG's - someone forgot to change them to battle rifles. Oops! .-------------.----------------------------------------------------------------. | Section 06a | Shotguns s06a | '-------------'----------------------------------------------------------------' A shotgun is a gun that fires shot. :) The standard ammo load for a shotgun is buckshot where each shotshell contains a number of individual lead pellets* but the number of pellets (and the angle of their scatter cone) will vary from one gun to another in order to balance their rates of fire and other stats. The usual range of ammo types - buckshot (pellets), dart (flechettes), slug and frag - is not available in Hardline. However you can still unlock slugs (as an accessory) and Breaching Rounds are available in the Criminal Activity DLC. With most of the shotguns you load shells into the weapon individually so you have the advantage that you can interrupt the loading sequence to resume firing at any time. The Saiga uses detachable magazines which instead gives the benefit of being able to fully reload the weapon more quickly. The loading times given below are approximations based on my own testing. These will either be for loading individual shells (e.g. "0.75 secs x N" where it will take 0.75 seconds to load one shell, 1.50 seconds to load two, etc), the short reload time for the Saiga's magazine change or the standard reload on the DBS. The shotgun stats have not been published formally on Symthic (I understand that shotgun data files are uniquely tricky to decipher) so I'm unable to give a full comparison of the shotties here. However I'm particularly grateful to Zormau and Miffyli on Symthic and MrTimeItself on Youtube for posting some shotgun data. In addition to the shotguns listed in this section the classic lever-action 1887 is also available (see Section 08a) and can be used by any class. *With the multiple pellets per shell and scattering effect it's possible to hit multiple targets with a single round and it's theoretically possible - and not uncommon - to have a hit accuracy stat of greater than 100% with a shotgun if you often hit two or more people with each round. o 870P Magnum Ammo: 12-gauge Capacity: 6+1 Fire-rate: ??? RPM Reload: 0.75 secs x N Unlocks: available at start [both factions] Summary: The 870 has a low rate of fire (around 80 RPM) and it only holds 7 shells with 12 pellets in each but it has a higher damage profile - each pellet does a max damage of 25 so you only need four of those to connect at short range to give you a basic one-hit kill. However the damage per pellet drops to a minimum of 6 after only 20 metres. The 870 comes equipped with the tactical light. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The damage distances for the SPAS-12 and 870P were nerfed - the drop-off start was reduced from 12 to 10 metres and the drop-off end was reduced from 25 to 20 metres. In the 16 June patch the damage drop-off start distance for the 870P, SPAS-12 and Stakeout were increased from 12 to 20 metres. (slugs?) Trivia: The Model 870 is the fourth pump-action shotgun model from Remington, following the Model 10 from 1908, the Model 17 from 1915 (which was also the basis for the Ithaca 37 - see below) and the Model 31 from 1931. The Remington 870 has been in production since 1951 and over ten million units have been manufactured, making it the most popular shotgun design of all time. See the Remington 870 on IV8888: https://youtu.be/HPco--jmmlY See the Remington 870 on TFB TV: https://youtu.be/DhD01ijzyf8 The P in the name indicates a model that's intended for police use. Remington declare the 870P to be "the pump shotgun of choice for government agencies". The "Magnum" designation indicates a weapon designed to use more powerful loads (with more powder and more shot). Typically this will require a 3" shell (Magnum) or even a 3.5" shell (Super Magnum) which cannot be used by all shotguns. In early builds of Hardline this gun was labelled as the 870P Marine Magnum. The "Marine" designation denotes a weapon with a nickel plate finish and synthetic stocks to provide resistance to the corrosive effects of salty sea air. Such models might be used by officers who are assigned to harbours and other seaside duties. See the 870 Marine Magnum on IV8888: https://youtu.be/n2fb1VIiRYg The character Dutch uses an 870 Marine Magnum on board a ship during episode 6 of the 2006 anime Black Lagoon. The 870MCS (Modular Combat System) previously featured in BFBC1, BFBC2, BF3 and BF4. This is a modern version with a short Picatinny rail for optics and the ability to conveniently change components to configure it for various roles. The full 870MCS package comes with interchangeable 18", 14" and 10" barrels and the option of fitting either a combined stock and pistol grip or a grip with no stock. See a tactical 870 on FPSRussia: http://youtu.be/Zj3tYO9co44 o 37 Stakeout Ammo: 12-gauge Capacity: 5+1 Fire-rate: ??? RPM Reload: 0.80 secs x N Unlocks: $6,000 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: Compared to the 870, the Stakeout fires much faster (around 110 RPM), each shell has more pellets (14) and the damage drop-off distances are longer. However it holds one less shell (6) and each pellet does a max damage of only 20. The Stakeout also scatters its pellets over a wider "cone" than most of the other shotguns. Patched: In the 16 June patch the damage drop-off start distance for the 870P, SPAS-12 and Stakeout were buffed from 12 to 20 metres. (slug rounds?) Additionally for the Stakeout the max damage per pellet was increased from 15.4 to 20 and the min damage increased from 5.2 to 6. Trivia: Derived from John Browning's 1915 design for the Remington Model 17 shotgun, the Ithaca Model 37 entered production in 1937 (hence the name!) and therefore can claim the title for the longest production history of any pump-action shotgun design. In February 2016 it was announced that the "Trench Gun" model which was used by some US troops during the Vietnam War would be produced again by Ithaca in conjunction with Inland Manufacturing with the authentic specification of the original military version including the large underbarrel lug that was originally used to mount the 16" M1917 bayonet! Inland also assemble replicas of the M1 Carbine and the M1A1 Paratrooper model (see Section 08a). The Ithaca 37 Stakeout was an official factory model made for police use (hence the name!) featuring a shortened 13" barrel, pistol grip and no buttstock. The model in Hardline includes a folding foregrip. The Ithaca 37 has appeared in the franchised video-games Aliens: Infestation and Aliens: Colonial Marines as the M37 Combat Shotgun. o SPAS-12 Ammo: 12-gauge Capacity: 8+1 Fire-rate: ??? RPM Reload: 0.75 secs x N Unlocks: $7,800 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: In BF4 it fired at 92 RPM in pump-action mode but in Hardline the SPAS fires semi-auto and over twice as fast (around 200 RPM). Its underbarrel tube mag gives a total ammo capacity of 9 shells but each shell holds 11 pellets and each pellet does 20 max damage like the Stakeout except the SPAS-12's drop-offs are a few metres shorter and it has a much tighter pellet scatter cone. (The SPAS reloads individual shells about as fast as the 870P Magnum but there seems to be an odd glitch where you get one additional animation whenever you load six or more shells! Although it looks like you're getting an extra shell, after the reloading process is complete you will always have the standard nine rounds available.) Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The damage distances for the SPAS-12 and 870P were nerfed - the drop-off start was reduced from 12 to 10 metres and the drop-off end was reduced from 25 to 20 metres, although these changes might've been reverted later. In the 16 June patch the damage drop-off start distance for the 870P, SPAS-12 and Stakeout were buffed from 12 to 20 metres. (slug rounds?) Additionally for the SPAS the max damage was increased from 15 to 20. Trivia: The SPAS-12 is made by Franchi of Italy and entered production in the early 80's. As fans of the first Terminator movie will know, "you can go pump or [semi-]auto". The SPAS was a pump-action in BF4 but this time it comes as a semi-automatic so it fires a lot faster. See the SPAS-12 on Forgotten Weapons: https://youtu.be/YcuOUBG0Fz0 The "Special-Purpose Automatic Shotgun" (12-gauge) was modified and rebranded as the "Sporting-Purpose Automatic Shotgun" in an effort to bypass American import restrictions. See the SPAS-12 on Miculek.com: https://youtu.be/gfM1H3qW9WE A community mission was held in July 2015 where you could earn $100k of in-game currency simply by getting twelve kills with the SPAS-12 - except it wasn't that simple because the Battlelog claim page was broken so they had to fix it and extend the deadline by two days. A further mission was run later the same month where you needed to get 99 kills with the same gun for $250k - this had the same problem and was extended by three days to allow people to claim. o Double-Barrel Shotgun Ammo: 12-gauge Capacity: 2 Fire-rate: ??? RPM Reload: 3.50 secs Unlocks: complete 'Enforcer Syndicate' assignment [both factions] First complete 'Enforcer Assignment 1'. o requires Enforcer Bronze Service Star 2* (20,000 XP with class) o get 10 shotgun and/or battle rifle kills o get 10 ammo resupplies on team-mates Then complete 'Enforcer Assignment 2'. o requires Enforcer Bronze Service Star 7* (70,000 XP with class) o requires Enforcer Assignment 1 o get 25 shotgun and/or battle rifle kills o deflect 250 pts of damage with the ballistic shield Finally complete 'Enforcer Syndicate'. o requires Enforcer Assignment 2 o requires 10 Enforcer guns and/or gadgets purchased o requires Enforcer Gold Service Star 1* (275,000 XP with class) o get 200 shotgun and/or battle rifle kills o unlock Enforcer tier 4 reputation 10 times* o get 15 Ammo Resupply Coins (get 8 resupplies in one match for each) o get 15 Ballistic Shield Coins (deflect 100 pts of damage for each) The ammo resupplies and kills should be fairly easy to get although the 200 kills will be a bit of a grind if you don't like using either the shotguns or the battle rifles. The ballistic shield can be purchased for $18,000 and equips into a gadget slot. When deployed it can block incoming small-arms fire to protect you and any team-mates that are using you as mobile cover. When using the shield it's best to crouch to cover your feet and use walls/corners to cover your side/s. Patched: The requirements involving the ballistic shield are now much easier to complete since the 16 June 2015 patch. The amount of "Draw Fire" points for using the shield to block enemy fire was greatly increased and you might even be able to get all fifteen Ballistic Shield Coins in a single match where previously it was a major struggle to earn even one! :6 Some players have had problems unlocking the Enforcer Syndicate even though they've completed all the pre-requisites (if all the pre-reqs are not shown as complete then you cannot start earning any progress towards the requirements). If you have issues with this bug then try buying all Enforcer weapons and gadgets (not just ten) and then log in and out of your online Battlelog account. *See my notes on unlocking the ARM (see Section 04b) for basic tips on grinding classes and farming tier 4 rep. When playing Hotwire to grind rep as Enforcer you can also get some extra points by putting an ammo bag on the hood of your car so any passengers can resupply ammo while driving. __ The Double-Barrel Shotgun can also now be found as unmarked pickups on Pacific Highway (Getaway DLC) and Alcatraz (Betrayal DLC). On Pacific Highway it's next to the fireplace upstairs in the hunting lodge north-west of the central rocky peak. That's the cops base in Capture the Bag mode or Log Cabins ("A" flag) in Conquest Large. On Alcatraz it's in one of the museum display cases on "Sunset Strip" in Cell Block A next to the north-east exterior wall. Summary: The DBS (as I like to call it) is very different to all the other shotguns in Hardline. To start with it can only hold two shells at a time and these can be fired either in very quick succession or both simultaneously by changing the fire-mode (by pressing d-pad down). It also has a very slow reload animation that takes around three and a half seconds and will frequently leave you very vulnerable. It does very high damage though... Each shell holds 12 pellets and each pellet does a massive maximum damage of 60 (triple that of the 37 Stakeout). Technically just one shell can do enough damage to kill someone seven times over!? The damage profile has a very short 6-12 metres drop-off but it still manages a minimum damage of 20 per pellet (the same as the Stakeout's max damage). In its default configuration the DBS is a sawn-off with a very short barrel and this shortening (together with the removal of the theoretical standard choke) gives it a wide pellet cone which is twice the width of the 870's (which I've been using as a baseline). It has very good aimed accuracy but exceptionally poor hipfire spread so it's best to ADS (if only for a split-second) before you fire. There are only two attachments available for the DBS - the stock and barrel that restore it to a full-sized shotgun. Although labelled as a "heavy barrel" it actually functions as a full choke - it tightens the cone by 40% but also increases that hipfire spread by another 50% so it becomes even more important to aim down sights. No optics are available and the Double-Barrel Shotgun cannot use the alternate shotgun loads (i.e. slugs and breaching rounds). Trivia: The Double-Barrel Shotgun has a traditional shotgun design with wood furniture and a "side-by-side" format (as opposed to "over-under") - it has two barrels (hence the name!) which are next to each other and shells are loaded directly into them by "breaking" the gun open. Since it lacks a pump-action or underbarrel tube magazine and the buttstock is made from wood, such a weapon can very easily be made into a shortened "sawn-off" or "sawed-off" format with a very short barrel and no stock as seen in the standard game model. Here in the UK the relative availability of shotguns (in the farming community) and the ease with which a sawn-off can be concealed made it a popular choice for bank-robbers and other criminals in movies and real life. Getting twenty-five kills each with the Double-Barrel Shotgun and the MAC10 (Professional sidearm) earns you the 'Menz in the Hood' trophy. o KSG12 Ammo: 12-gauge Capacity: 14 Fire-rate: ??? RPM Reload: 1.00 secs x N Unlocks: $25,500 [cops] / get 1,250 kills with it and buy licence [criminals] (Criminal Activity DLC required) Summary: The Criminal Activity expansion focused on the Enforcer class, adding two new battle rifles (see below) and this shotgun. Although it seems to be missing its extra round in the chamber, the KSG still has a large ammo capacity. It holds 14 shells (twice that of the 870) and each pellet does the same 25 max damage as the 870 however each shell only has 10 pellets rather than 12. While it is nice to have all those shells available there will be few situations where you need that many so I'd stick with the higher pellet count in the 870 which gives a much greater potential for one-hit kills. The KSG has a tighter pellet cone than the 870 and it has a bullpup configuration so I'd assume it has better hipfire accuracy but maybe a slightly wider ADS spread (like the UTS15 in BF4). Trivia: The Kel-Tec KSG is a modern bullpup pump-action shotgun with an 18.5" barrel and two parallel underbarrel tube magazines giving it a total capacity of 7+7+1 with 2.75" shells (or 6+6+1 with 3" shells). The KSG is similar in concept to the Turkish UTS15 except that has both mags above the barrel instead of below. Other models have shorter barrels and magazines. The KSG Patrol has a 16.1" barrel and 6+6+1 capacity while the KSG Tactical has a 13.7" barrel and holds 5+5+1. See the KSG on Military Arms Channel: https://youtu.be/BVVii2K1j5k The Florida-based company also makes various other interesting guns including the bullpup 7.62mm RFB battle-rifle (which featured in BF4 as a semi-auto marksman rifle), the bullpup 5.56mm RDB assault rifle which is currently due to launch in late 2015, the pistol-calibre SUB2000 carbine which literally folds in half for easy storage and the SU16 rifle where the handguard splits and pivots to form a bipod. SMT Tactical offer a wide range of custom accessories for the KSG including a long spike that's fitted to the magazine end-caps under the barrel like a bayonet. It even has grooves for blood flow! A Kel-Tec KSG has previously appeared in several video-games such as CoD: Modern Warfare 3, CoD: Blops II, GTA V and Payday 2. It was also used by Kyle Reese in the movie Terminator: Genisys. o Saiga 12 Ammo: 12-gauge Capacity: 8+1 Fire-rate: ??? RPM Reload: 2.50 secs Unlocks: $25,500 [both factions] The Saiga 12 was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The Saiga is another semi-automatic shotgun but it fires much slower than the SPAS (around 130 RPM). It has the same ammo capacity (9 shells) but it combines the lowest pellet count in this category (10 per shell) with the lower damage profile (20 max damage). It also has a pretty wide pellet cone. The Saiga is the only shotgun in Hardline to have a detachable mag so you can complete a full reload quite quickly (around 2.5 seconds) but you can't load shells individually and resume firing whenever. The Saiga 12 comes without any attachments. Patched: The November 2015 update fixed an issue where it was possible for a player to fire the Saiga during a reload. Trivia: Noted for its reliability, the Saiga 12 is another Russian weapon derived from the classic Kalashnikov AK47 design. As usual the gun is modelled on the short-barrel Saiga 12k version - the "k" stands for korotkaya which means "short". It also has a lightweight buttstock. See a custom Saiga 12 on IV8888: https://youtu.be/rgeqo_698fA Versions are also available in the smaller 20-gauge (including the 20k model that featured in BFBC2) and in the lightweight .410 bore (the same ammo used by Hardline's .410 Jury revolver). A full-length Saiga with a skeletonized folding stock is available in the 2013 game Metro: Last Light. It's incorrectly modelled there with a fully automatic fire-mode and a short curved magazine. o M4 Ammo: 12-gauge Capacity: 8+1 Fire-rate: ??? RPM Reload: 0.75 secs x N Unlocks: $25,500 [both factions] The M4 shotgun was added to the game in the update that came with the Betrayal DLC but the expansion is not required to access it. Summary: The M4 previously appeared in BF3 and BF4 as the military M1014. I haven't seen any stats for it so I'm unable to give a detailed analysis. It's a semi-automatic shotgun and it has the same magazine size as the SPAS-12 but it fires considerably slower (around 130 RPM) so I'd assume it has more pellets per shell or heavier damage. The M4 comes without any attachments. Trivia: The M4 Super 90 was designed by Benelli of Italy for entry into the US military trials in 1995 to find a new 12-gauge semi-automatic combat shotgun primarily for use by the US Marine Corps. It won the competition and was adopted as the M1014 in 1999. The M4 is also used by British forces with the designation L128A1. See a custom M4 on IV8888: https://youtu.be/tV5AVhu2r58 The military and law enforcement version features a full-length tube magazine (giving a 7+1 capacity), a pistol-grip and a minimal stock consisting of a telescopic tube, cheek rest and butt pad (seen on the BF2 and BF3 weapon models). It's also available with either a solid buttstock and the tactical pistol-grip (as seen in BF4 and Hardline) or a solid semi-grip rifle buttstock. On the civilian model the underbarrel tube mag is pinched near the muzzle (limiting its capacity to 5+1) and is available in the US with either of the fixed buttstock options but not the telescoping one. See the M4 on Miculek.com: https://youtu.be/xE7IVMUvkFQ In that video Jerry hits a target with slug rounds at 100 yards. .-------------.----------------------------------------------------------------. | Section 06b | Battle Rifles s06b | '-------------'----------------------------------------------------------------' A battle rifle is defined as a military rifle that uses a full rifle calibre such as 7.62mm NATO (in contrast to an assault rifle which uses an intermediate load like 5.56mm NATO). Classic examples are the FAL (see below) and the G3. In previous Battlefield titles the battle rifles have usually been grouped in with the assault rifles or carbines so it's nice to see them labelled properly here. Compared to the assault rifles in the game, the battle rifles typically give around 70% more damage, have smaller magazines and fire slightly slower. They also experience around twice as much vertical recoil (so you may want to equip the muzzle brake or heavy barrel, using an unlock voucher if available) although they do at least have very low first-shot recoil multipliers so you don't get that initial jump when you fire a burst. The starting primary for the Enforcer class is the 870P Magnum shotgun. All battle rifles must be bought using money (XP) and most are faction-locked. Patched: The muzzle velocity for most battle rifles was standardised at 700 m/s in the 3 November 2015 patch. This was a major buff to the SCAR-H and SG510 (which previously fired at only 410 m/s) and a small buff to the HK51 and FAL (which had 650 m/s before). The SA58 retained its oddly high velocity of 840 m/s and the HCAR was stuck at 600 m/s - although that's still faster than the post-patch carbines and assault rifles. The battle rifles in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ====================+========+==============+========+================= 7.5x55mm Swiss | | | | SG510 --------------------| | 20m to 50m | |----------------- | | | | everything else 7.62x51mm NATO | 43.0 |--------------| 25.0 |----------------- | | | | FAL --------------------| | 30m to 60m | |----------------- .30-06 Springfield | | | | HCAR (these are the console damage stats - for PC stats please refer to Symthic.com) The battle rifles all have the same max and min damage values. In fact they all have the same damage profile (giving a three-hit kill out to 36 metres) apart from the FAL and HCAR which have a slightly later drop-off. Patched: In the 28 April patch the minimum damage for all battle rifles was buffed from 24 to 25. (This is the opposite of the nerf applied to the 7.62mm SCAR and Bulldog in BF4's Fall Patch.) The HCAR was given the same "long-range" drop-off distances as the FAL in the 3 November update. That high minimum damage gives a four-hit kill (body shots), a three-hit kill (one headshot) or even a two-hit kill (two headshots) at long ranges. You can take advantage of this potential by using your battle rifle like a mid-range marksman rifle to pick off distant targets: either tapfire or switch to semi- auto. (press d-pad down - and remember to switch back to full auto afterwards!) In addition to the battle rifles listed in this section the M110K5 is also available (see Section 08b) and can be used by any class. o SCAR-H Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 625 RPM Reload: 1.90 secs Unlocks: $26,400 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: Compared to the other police battle rifles - the HCAR and SG510 - the SCAR has the highest rate of fire but it also has the heaviest recoil. It retains its rapid reload times from BF4 and also has the lowest spread increase per shot (SIPS) in this category. The SCAR is one of several guns in Hardline that has the option of adding/removing the shoulder stock as an accessory (see Section 10b). When the stock is not used the SCAR-H is modelled authentically with the folding stock stowed on the side of the rifle. Patched: The SCAR-H and SG510 both previously suffered from very low muzzle velocity but this penalty was removed in the 3 November 2015 update. Trivia: The Special Operations Forces (SOF) Combat Assault Rifle or SCAR for short was designed by FN Herstal to meet the requirements of American special forces. The first models entered service in April 2009. See the SCAR-H (semi-auto) on FPSRussia: http://youtu.be/jOvJUdJlkNk There are two standard models - the SCAR-L (designated Mk 16 Mod 0) is the "Light" 5.56mm assault rifle with a 10", 14" or 18" barrel and the SCAR-H (designated Mk 17 Mod 0) is the "Heavy" 7.62mm battle rifle with 13", 16" and 20" barrel options. You can recognize the SCAR-H by its wider, shorter and straight magazine. See the SCAR-H (full auto) on FPSRussia: http://youtu.be/atntd0XlQxg At the annual meeting of the AUSA in October 2015 FNH USA showcased a new version of the SCAR-H using Soviet 7.62x39mm (AK47) ammunition. FN list two marksman variants of the SCAR-H. The PR and TPR both have a longer barrel and an extended upper receiver with extra rail space but the PR has the standard folding buttstock while the TPR has a specialist non-folding adjustable stock. The latter seems to be the version approved in 2010 as the Mk 20 Mod 0 or Sniper Support Rifle and which appears in CS:GO as the "SCAR-20". See the SCAR marksman model on IV8888: https://youtu.be/lcsbTP2p7Dw There are also two semi-auto models available for civilian and police use - these are the SCAR 16S (5.56mm) and SCAR 17S (7.62mm). See the SCAR 16S on Miculek.com: https://youtu.be/_ZetJ9W4KFE See the "ultimate" SCAR 17S on MAC: https://youtu.be/qyeobqnKPHA The SCAR-H licence patch shows the M249 LMG in error. Also for some players this was unlocked by default before you even started playing. o HCAR Ammo: .30-06 Capacity: 30+1 Fire-rate: 450 RPM Reload: 2.05 secs Unlocks: $37,200 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: Chugging along at only 450 RPM the HCAR has the lowest auto fire-rate in the base game, firing even slower than the theoretical maximum rate of the semi-auto FN57 pistol (see Section 08b)! It also has relatively slow reload times, although it's still better than the majority of Operator primaries. It makes up for that with its larger magazine capacity (holding 50% more rounds than most of the battle rifles), its low horizontal and vertical recoil (which are also the best in this group) and the same longer damage drop-off as the FN FAL (see below) which gives a basic three-hit kill out to 46 metres. Although the HCAR has a 30-round magazine, you spawn with only enough spare ammo for three full reloads (3 x 31 = 93) instead of the usual four. This shouldn't be an issue however as you will be playing as the Enforcer class and you should usually have the ammo bag equipped. Patched: In addition to the generic minimum damage buff (see above) in the 28 April patch, the vertical ADS recoil was greatly reduced for both the HCAR and the HK51 to make them more competitive compared to the SCAR and the SA58. For the HCAR the recoil was approximately halved. The drop-off range was extended by 10 metres in the 3 November patch. Trivia: The HCAR (pronounced "H-car") is the Ohio Ordnance Works (OOW) Heavy Counter-Assault Rifle. It's essentially a lightweight and modernized version of the M1918 Browning Automatic Rifle (BAR) which dates back to World War I but was also used by US forces in WWII and Korea. The HCAR debuted at the SHOT Show in January 2013. See the HCAR & BAR on Vickers Tactical: https://youtu.be/HD31v5Rziag The HCAR is built around OOW's own BAR replica receiver so it fires the same .30-06 Springfield cartridge (which was also used by the M1 Garand rifle) and it can accept either original 20-round BAR mags or OOW's new 30-round mags as seen in the game. It has a 16" barrel - much shorter than the original 24" barrel of the BAR - and this has an unusual "dimpled" outer surface which serves to increase the surface area (for improved heat dissipation) and reduce the weapon's weight (overall the HCAR weighs seven pounds less than the BAR). See the HCAR on FPSRussia: http://youtu.be/JGsFfkw1BdQ Other modern features of the gun include a scope rail, an adjustable Magpul buttstock, an ergonomic pistol grip, a SureFire muzzle brake and additional short front rails for attachments. The HCAR licence patch shows the M240B LMG in error. o SA58 OSW Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 650 RPM Reload: 1.80 secs Unlocks: $25,200 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The SA58 has a higher fire-rate and a faster short reload than the other battle rifles in the base game. It also has a remarkably high muzzle velocity of 840 m/s for some reason (usually in a Battlefield title the highest muzzle velocities will be around 650-700 m/s). It has the common 20-round magazine size and fairly average recoil. Trivia: The DSA FAL SA58 OSW (Operational Special Weapon) is a modern version of the FN FAL (see below) manufactured by DS Arms based in Illinois. DSA also make full replica FAL rifles and parts but the SA58 is an update on the classic design including a modern handguard with quad rails, a lightweight lower receiver, a DuraCoat external finish and a shorter barrel (although this is not ideal for the 7.62mm load). See the SA58 on FPSRussia: http://youtu.be/BvlsrgL_Plg The SA58 appeared in Call of Duty: Blops II, Splinter Cell: Blacklist and Ghost Recon: Future Soldier. It also featured in Payday 2 as the "Falcon". (FAL-con, geddit?) The SA58 licence patch shows the MG36 LMG in error. o HK51 Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 500 RPM Reload: 1.85 secs Unlocks: $34,800 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: I'd previously requested the MC51 as a wildcard DLC addition for BF4 so I was very pleased to see it finally make an appearance in the franchise, even if it's statistically inferior to its rival the SA58! The HK51 has a very slow auto fire-rate and half the aimed accuracy of the other battle rifles. It does have quick short and long reloads at least and the post-patch vertical recoil is relatively low. Following the November buff you might find it more effective to use this gun in its two-round burst mode. Patched: In addition to the generic minimum damage buff (see above) in the 28 April patch, the vertical ADS recoil was greatly reduced for both the HCAR and the HK51 to make them more competitive compared to the SCAR and the SA58. For the HK51 it was reduced by around one third. In the 3 November 2015 update the rate of fire for the HK51 in burst mode got a big increase from 500 RPM to 800 RPM. Trivia: The MC51 Machine Carbine was a radical modification of the classic HK G3 battle rifle design made by FR Ordnance International for UK special forces (SAS and SBS). Basically it packs the heavy 7.62mm G3 into the compact body of the HK MP5 submachinegun - with a barrel length of only 9". Naturally such a weapon is very loud in operation and generates a magnificent muzzle flash! Having such a powerful load in an SMG-sized weapon proved to be hard to handle but HK themselves later produced the HK53 (which appeared in BF3 as the G53) which is a compromise - effectively a 5.56mm MP5. A 7.62mm MP5 was also made by Fleming Firearms and named the HK51.* Similar recent versions include the Vector V51 and the shorter PDW and SBR variants of the PTR91 (see Section 07b). HK have used a consistent two-digit numbering scheme for many of their firearm models. The first digit denotes the category of weapon with a "5" indicating a submachinegun (or a weapon of similar form) while the second digit represents the calibre and a "1" is 7.62x51mm and a "3" is 5.56x45mm - hence HK51 and HK53. The HK51 licence patch shows the MG4 LMG in error. *Writing this section just a few months ahead of the new Star Wars Battlefront game from regular Battlefield developers DICE, I feel that I should also mention that HK51 is the model number of a range of assassin droids that featured in the Star Wars: KOTOR video-game. o FAL Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 700 RPM Reload: 1.80 secs Unlocks: $72,000 [criminals] / get 1,250 kills with it and buy licence [cops] (Criminal Activity DLC required) Summary: Remarkably this is the first appearance of the legendary FAL in a Battlefield game - unless you count the SA58 above of course. The FAL is a case of extremes - in this category it has the highest rate of fire, longer damage drop-offs and superior aimed accuracy but it also comes with the biggest recoil. It has the option of adding/removing the shoulder stock but the gun will be modelled with a stock deployed in either case. By default the FAL is rendered with wooden furniture including a folding stock (not actually in the folded position). When you equip the stock in the accessory slot the weapon is modelled with black furniture instead! The FAL comes equipped with the compensator. That will reduce the vertical recoil by 40% but it will also add slightly to the FAL's high horizontal recoil. Trivia: The FAL was designed and made by FN Herstal and entered production in 1953, utilising the new 7.62x51mm cartridge that was adopted as a NATO standard calibre the following year. Its name stands for Fusil Automatique Léger which is French for "Light Automatic Rifle". See the FAL on Miculek.com: https://youtu.be/Dt3qEbwYoRI The design proved to be massively successful and it was used by over ninety different countries, several of which manufactured their own versions under licence, and over two million have been built. Its widespread use by NATO nations during the Cold War era gave rise to its famous nickname "The Right Arm of the Free World". See the FAL on Vickers Tactical: https://youtu.be/iWoWnp8RgQo FN later went on to design the CAL (Light Automatic Carbine) which was their first rifle using the lighter 5.56mm calibre. It entered production in 1966 but - in stark contrast to the FAL - the CAL was unpopular and relatively few units were manufactured. See the FAL on TFB TV: https://youtu.be/wX6oJV28Q7w A semi-automatic model of the FAL, designated the L1A1 Self-Loading Rifle (SLR), was the main service rifle of the British Army from 1954 until the introduction of the L85 (see Section 04b) in the mid-80's. Back in 1982 the FAL was in service with both British and Argentine forces so it was used by both sides during the Falklands War. The Canadian C1A1 version of the SLR appears in Rainbow Six: Siege as the "CAMRS" (Canadian Army Marksman Rifle System) available to the Canadian operator "Buck". o SG510 Ammo: 7.5x55mm Capacity: 24+1 Fire-rate: 600 RPM Reload: 1.90 secs Unlocks: $78,600 [cops] / get 1,250 kills with it and buy licence [criminals] (Criminal Activity DLC required) Summary: The SG510 has the same rapid reload times as the SCAR-H. However the SG510 fires at a slightly slower rate of fire, has less recoil and uses larger magazines. (see below!) Patched: The SCAR-H and SG510 both previously suffered from very low muzzle velocity but this penalty was removed in the 3 November 2015 update. Trivia: The SG510 was manufactured from 1957 to 1983 by Swiss company SIG who also make the SG553 carbine, P226 pistol and MPX submachinegun which are all currently available in Hardline. In 1957 the SG510-1 was adopted as the service rifle of the Swiss army, replacing their bolt-action K31 rifle which fired the same 7.5x55mm Swiss cartridge and had a similar keg-shaped bolt handle. It was finally superseded in 1990 by SIG's SG550 assault rifle. See the K31 on TFB TV: https://youtu.be/jjAn_HUFNws The SG510-1 was the standard model for the Swiss military but there were several other variants - the lightweight SG510-2, the SG510-3 in 7.62mm Soviet and the SG510-4 in 7.62mm NATO plus the SG510 Carbine and Commando versions which could be seen as direct precursors of the SG553 carbine (see Section 04a). There was also the AMT (American Match Target) version which was a semi-auto .308 export model with a classy walnut buttstock and handguard. See the SIG AMT on TFB TV: https://youtu.be/9OnCdgjpk3M The SG510-1 used a long magazine that held 24 rounds of the unique 7.5mm ammo and the SG510 in Hardline shares this capacity, although weirdly the gun is modelled with a much shorter magazine! However if you equip the extended mags option then you'll see a longer magazine which resembles the real-life 24-round mag (but now holds 29 rounds). See the SIG AMT on Vickers Tactical: https://youtu.be/m3S8YvIVK2g o M39 EMR Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 650 RPM Reload: 2.40 secs Unlocks: $80,000 [both factions] The M39 EMR was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: This modernized M14 does little to distinguish itself among the other battle rifles - it has very slow reload times and its other stats are all fairly average. The M39 EMR comes without any attachments but its iron sights - with a large unobtrusive rear aperture - are actually quite usable. Patched: In the 1 March 2016 update the muzzle velocity was corrected from 550 m/s to 700 m/s (the standard value for battle rifles). Trivia: The original M14 with a wooden stock was the service rifle of the US military from 1959, when it replaced the M1 Garand, to 1970, when it was replaced by the 5.56mm M16. It was used during the Vietnam War and is remembered in one of the USMC cadence calls in the movie Full Metal Jacket: "I don't want no teenage queen. I just want my M14." See the M14 on TFB TV: https://youtu.be/9OnCdgjpk3M?t=1m39s An American company called Sage International offers a wide range of chassis stock systems that can be used to convert your original M14, M1 Garand, M1 Carbine (see Section 08a) or Ruger Mini-14 rifle into a modern "Enhanced Battle Rifle" (EBR). The M39 in Hardline is fitted with Sage's standard M14ALCS (Aluminium Chassis Stock) and in fact during pre-release testing on the CTE the M39 was actually labelled as the "M14 Sage". The chassis consists of an anodized aluminium body with multiple Picatinny rails for scopes and other attachments, a pistol grip and a lightweight sliding stock with an adjustable cheek rest. Retrofitted M14 rifles with Sage's chassis and other accessories form the basis of several military marksman rifles, for example the Mk 14 Mod 0 EBR used by US SOCOM operators (including US Navy SEAL's and Delta Force) and also the US Marine Corps' M39 EMR (Enhanced Marksman Rifle), although the USMC is replacing its M39's with the M110 Semi- Automatic Sniper System (see Section 08b). The M14 has previously made several appearances in the Battlefield series in various forms. The original M14 and the M21 marksman model featured in Battlefield Vietnam and the M14 was also available in BFBC2's Vietnam expansion. The Mk 14 Mod 0 EBR was in BFBC2 and the (semi-auto) M39 EMR was in both BF3 and BF4. See the M14 on Vickers Tactical: https://youtu.be/rJYSv9nMLY0 .-------------.----------------------------------------------------------------. | Section 06c | Heavy Pistols s06c | '-------------'----------------------------------------------------------------' The Enforcer gets heavy pistols to match (rather than complement) his heavy primaries. These look similar to the Operator's pistols but they use larger cartridges which give more damage and correspondingly smaller magazine sizes. They also generally have more recoil and slightly slower fire-rates. The heavy pistols in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ============+========+==============+========+============ .50 AE | 68.0 | 10m to 50m | 34.0 | Bald Eagle ------------+--------+--------------+--------+------------ | 55.0 | 10m to 30m | | M1911A1 .45 ACP |--------+--------------| 28.0 |------------ | 45.0 | 15m to 40m | | 45T ------------+--------+--------------+--------+------------ .40 S&W | 34.0 | 15m to 30m | 25.0 | .40 Pro (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: The .45 pistols were rebalanced in the Criminal Activity update on 16 June - both got increases to maximum damage but the M1911 had its drop- off start distance reduced while the 45T had its drop-off end distance extended. In the same patch the .40 Pro received nerfs to its drop-off distance and minimum damage. The M1911 and 45T received another damage buff in the November 2015 patch with their minimum damage being increased from 15 to 28; also the M1911's drop-off start was extended to 10 metres. In the same update the .40 Pro's minimum damage was buffed from 10 to 25 and its drop-off distances were reverted to the previous values. Visceral's obsession with the .45 pistols continued in the Getaway DLC where the drop-off for the 45T was extended from 10-25 metres to 15-40 and the drop-off end for the M1911 was increased from 20 to 30 metres. Additionally you can equip the FN57, G17 Race Pistol or Dual vz.61 (see Section 08b), the non-lethal T62 CEW taser or the tracking dart pistol. o 45T Ammo: .45 ACP Capacity: 10+1 Fire-rate: 320 RPM Reload: 1.28 secs Unlocks: available at start [both factions] Summary: Rather appropriately the post-patch 45T gives a maximum damage of 45. Its damage profile delivers a three-hit kill out to 32 metres. Compared to the other Enforcer sidearms it has low vertical recoil, high horizontal recoil and a decent mag size. The 45T comes equipped with the Mini red-dot sight. Patched: In the 16 June patch the max damage for the 45T was increased to 45 (the pre-patch max for the M1911) and the damage drop-off end was extended by 10 metres to 25 metres. This served to differentiate it from the M1911 which does more damage but has a shorter drop-off. In the 3 November update the minimum damage for the 45T and M1911 were increased from 15 to 28. This extended the three-hit kill range of the 45T by 5 metres. The Getaway DLC patch in January 2016 increased the damage drop-off ranges from 10-25 to 15-40 metres and the 45T now gives a three-hit kill out to 32 metres - at least until they change it again! Trivia: When the 9mm Beretta 92F was adopted as the M9 service pistol of the US military in 1990 it replaced the Colt M1911 which uses the larger .45 ACP calibre. Further trials were conducted between 2005-2006 to find a modern .45 handgun to replace the M9 and the HK45 pistol was designed by HK, taking various features from their previous USP and P30 models, as their entry to this Joint Service Pistol competition. The trials were ultimately cancelled but the HK45 is available now for police and civilian use. The HK45 is an ergonomic design with distinctive finger grooves on the front of the pistol-grip and interchangeable backstraps on the rear to adjust to fit the user's hand. It also has a Picatinny rail (a requirement of the JSP programme) making it easy to fit a taclight or laser attachment under the barrel. It takes a 10-round magazine and is sometimes seen bicoloured with a tan frame and grey slide. See the HK45 (and M1911) on FPSRussia: http://youtu.be/XkVfQQeX5c8 The HK45 Compact (or HK45C) is smaller, lighter and takes either an 8-round magazine or a 10-round magazine with an extended floorplate (as seen on the BF4 and Hardline models). It retains the underbarrel accessory rail but lacks the grooves cross the grip. The "45T" name used in Hardline suggests the HK45 Compact Tactical model. o M1911A1 Ammo: .45 ACP Capacity: 8+1 Fire-rate: 310 RPM Reload: 1.75 secs Unlocks: $13,200 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The M1911 now does 55 max damage so you can actually get a two-hit kill out to 13 metres (and then a three-hit kill out to 26 metres). It also benefits from minimal horizontal recoil. However compared to the 45T it holds two fewer rounds, fires slightly slower and has higher vertical recoil. Patched: In the 16 June patch the max damage was increased to 55 giving the M1911 the potential for a two-hit kill at short ranges. However its damage drop-off start was also trimmed from 8 to 4 metres. The minimum damage for both the 45T and M1911 was increased from 15 to 28 in the Blackout patch in November. Additionally the drop-off start distance for the M1911 was increased from 4 to 10 metres (now the same as the 45T and Beagle). This extended its two-hit kill range from 6 to 11 metres and the three-hit kill from 12 to 18 metres. In the Getaway patch in January 2016 the drop-off end was increased from 20 to 30 metres so it now gives a two-hit kill at 13 metres. Trivia: John Browning's iconic and revolutionary design remains popular today despite now being over a hundred years old! Chambered for the .45" Automatic Colt Pistol round, the handgun was tested against other designs in the early 1900's and adopted by the US Army in 1911 with the designation M1911. An updated version then followed in the 1920's - this was the M1911A1 model. See the 1911 on Miculek.com: https://youtu.be/xgs3nse8rW0 It remained in service until 1985 and the adoption of the M9 (see Section 04c), although it's still in use with the Navy, Marine Corps and some special forces units. It is estimated that over 2.5 million Colt 45's have been purchased during its long US military history. See the M1911 on TFB TV: https://youtu.be/YVovu46Olpw The M1911 has now featured in nine titles in the Battlefield series. In BF1 it's the default sidearm and it also appears as the unlockable "M1911 Extended" - a pistol carbine for the tanker and pilot classes with a lightweight buttstock, wooden foregrip and extended mags. A community mission was held in August 2015 where you could earn a gold Battlepack simply by getting nineteen kills with the M1911A1. Another mission ran in October 2016 where you could unlock the weapon skin "The Incarcerator" for the M1911 and the "Road to Battlefield 1" dogtag (both for BF1) and a gold Battlepack by getting 100 kills with the M1911A1 in either Hardline or BF4. o .40 Pro Ammo: .40 S&W Capacity: 15+1 Fire-rate: 320 RPM Reload: 1.40 secs Unlocks: $7,200 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The main reason to "upgrade" from the 45T to the .40 Pro is that its magazine holds an extra five rounds. Otherwise it has the same rate of fire but lower max/min damage, more vertical recoil, slightly less aimed accuracy and a very high spread increase per shot (SIPS). I'd stick with the 45T - its 10+1 capacity should be sufficient for most scenarios. Patched: The .40 Pro was nerfed in the Criminal Activity update on 16 June - its damage drop-off range was reduced from 15-30 to 8-25 metres and the minimum damage was reduced from 15 (a value it shared with the two .45 calibre pistols) to 10. In the Blackout update on 3 November the minimum damage was raised to 25 and its drop-off range was restored to 15-30 metres. Trivia: The ".40 Pro" is based on the Smith & Wesson M&P 40 Pro Series. It's modelled authentically with the green fibre-optic front sight, the 15-round magazine, the underbarrel accessory rail and the longer 5" barrel (and without the optional thumb safety switch). The full M&P (Military and Police) range includes .380 compacts, .357 and .38 revolvers and various 9mm, .40 and .45 pistol models which have been in production since 2005. The Pro Series is intended to provide a middle ground between S&W's standard models and their high-end Performance Center range. o Bald Eagle Ammo: .50 AE Capacity: 7+1 Fire-rate: 220 RPM Reload: 2.20 secs Unlocks: complete 'Enforcer Assignment 2' [both factions] First complete 'Enforcer Assignment 1'. o requires Enforcer Bronze Service Star 2 (20,000 XP with class) o get 10 shotgun and/or battle rifle kills o get 10 ammo resupplies on team-mates Then complete 'Enforcer Assignment 2'. o requires Enforcer Bronze Service Star 7 (70,000 XP with class) o requires Enforcer Assignment 1 o get 25 shotgun and/or battle rifle kills o deflect 250 pts of damage with the ballistic shield (see Double-Barrel Shotgun notes in Section 06a) Summary: As you might imagine, the Bald Eagle is the heaviest of the "heavy pistols". The Deagle in BF4 fired .44 Magnum rounds and did a maximum damage of 56 but the "Beagle" in Hardline uses .50 Action Express and does a massive 68 maximum damage which gives a two-hit kill out to 31 metres (and a three-hit kill at any range beyond). It's also capable of a one-hit kill to the chest/arm in Hardcore mode out to 19 metres. The high damage is balanced by its other stats - it fires around one third slower than the other pistols in this category, each magazine holds only seven rounds, the reloads are very slow for a pistol and the recoil is very heavy (it has the highest per-shot vertical recoil of any gun in the base game, matched only by the M82 sniper rifle). The Beagle comes equipped with the tactical light and compensator. In addition to the standard three sidearm optics options it can also use the much larger Comp M4s (red-dot sight) which is otherwise only available for primary weapons. The player designated as the "VIP" in Hardline's Crosshair mode is always equipped with a golden Bald Eagle. Trivia: The Deagle - or Desert Eagle if you're not into the whole brevity thing - is certainly a "heavy pistol". Models weigh between 3.9 and 4.5 pounds which is double the weight of a typical modern military sidearm like those available to the Operator class. The gun was designed by Magnum Research Inc of America in conjunction with Israeli Military Industries (of Uzi and Galil fame) and entered production in 1982. It is unusual among handguns in that it uses a rifle-style gas-operated mechanism. Originally only made in .357" Magnum calibre, the Deagle has since become available in .44" Magnum, .41" Magnum and of course the hefty .50" AE (Action Express). The current version is the Mark XIX which has a standard frame size for all calibres which means you can convert the pistol very easily by switching the barrel and magazine. Watch FPSRussia demonstrate that here: http://youtu.be/O1_ERm1446I The Mark XIX also comes with a top rail for fitting a scope and on newer models this is a standard Picatinny rail. Naturally the Deagle comes in a number of various exterior finishes. The current range from Magnum Research includes black, burnt bronze, matte chrome, brushed chrome, polished chrome, bright nickel, satin nickel, titanium gold, titanium gold with Bengal tiger stripes and of course 24K gold! Several animal-print finishes including snakeskin, zebra and cheetah were announced as limited editions in 2015 and the "Apocalyptic" model with distressed Cerakote finish followed in 2016. .------------.-----------------------------------------------------------------. | Section 07 | PROFESSIONAL WEAPONS s07 | '------------'-----------------------------------------------------------------' The Professional is the equivalent of the Recon class in previous titles. In BF3 the Recon kit had access to a full range of both bolt-action and semi- automatic sniper rifles but in BF4 only bolt-action snipers were locked to the Recon class and the semi-auto DMR's (designated marksman rifles) could be used with any class. Hardline sees a reversion to the BF3 model so the Professional kit can choose from bolt-action snipers and semi-auto snipers. Additionally you can equip any of the generic weapons (see Section 08). Initially only the Scout Elite primary and the G18C sidearm are available. The Professional Shortcut pack is available from the PSN store. This should unlock all guns and gadgets for the class that appear in the base game except for the one unlocked by completing the Syndicate assignment (.300 Knockout). .-------------.----------------------------------------------------------------. | Section 07a | Bolt-Action Sniper Rifles s07a | '-------------'----------------------------------------------------------------' A bolt-action sniper rifle gives slow but very accurate fire over long ranges and usually uses large calibre rounds that deliver high damage. In BF4 all the bolt-action snipers had zero spread for stationary aimed fire giving them perfect accuracy (although still subject to bullet-drop). However in Hardline only some rifles (Scout Elite and R700) have zero spread but the rest still have very good accuracy, for example the AWM has 0.005 ADS spread. They all have zero spread increase (SIPS) in Hardline though so there is no loss of accuracy on rapid follow-up shots. The bolt-action snipers in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ==================+========+================+========+======================== .308 Winchester | | | | R700 LTR and 388-Recon ------------------| | 30m to 100m | 59.0 |------------------------ .300 Win. Magnum | | | | AWM ------------------| 100.0 |----------------+--------+------------------------ .300 Blackout | | 50m to 80m | 50.0 | .300 Knockout ------------------| |----------------+--------+------------------------ .338 Lapua Magnum | | 50m to 125m | | M98B ------------------+--------+----------------| 51.0 |------------------------ 5.56x45mm NATO | 75.0 | 45m to 90m | | Scout Elite (these are the console damage stats - for PC stats please refer to Symthic.com) I've had to make some assumptions here about the calibres used by each weapon based upon the labels in the game code and the cartridges used by these rifles in real life. It's not a big deal - the actual stats are the important bit! Patched: In the Criminal Activity update on 16 June the damage drop-off start distance for the R700 and AWM was increased from 12.5 to 30 metres, more than doubling their one-hit kill range. Here are a few notes about the sniper damage stats: o Thanks to the headshot damage multiplier, all of the bolt-action sniper rifles can get a one-shot headshot kill at any range. o Most bolt-actions have a max damage of 100 which gives a one-hit kill on the upper torso* or arms at distances before the damage drop-off begins. o At other distances the guns will give a two-hit kill on body shots, although the ones with higher damage and longer drop-offs will have a better chance of killing with one shot when "finishing off" a target who's already wounded. o In Hardcore mode (where players have 60 health) the bolt-actions can get body shot kills at quite long ranges. Even the Scout Elite with its lower maximum damage can kill with one shot out to 73 metres. *Remember that the Mechanic kit's Armored Insert reduces damage to the chest. __ When you're using a bolt-action rifle you'll need to chamber your next round after each shot - either tap R2 (fire) again or temporarily release L2 (ADS). In either case you will briefly come out of your aimed scope view. (This can be avoided by equipping the straight-pull bolt attachment.) Any scope with 6x magnification or higher will suffer from "sway" and "glint" when you ADS - the weapon will wobble somewhat and the glint of sunlight on the lens will be visible to any enemies in front of you. Consequently you may prefer to use the medium-range scopes on sniper rifles or even one of the 1x sights if you're operating at shorter ranges. You can negate sway by tapping or holding L3 ("steady scope" setting in options) to hold your breath for around 3.5 seconds. The Professional class reputation perks include Hold Breath which extends this duration. You might think that a suppressor would be a useful attachment for a stealthy long-range sniping role but it will actually be a major hindrance. The subsonic ammo will have a significantly slower muzzle velocity which will increase the travel time for your shots making it harder to hit moving targets and increasing the effect of bullet-drop under gravity. The reduction in sound will stop you automatically appearing on enemy minimaps but at long ranges you would probably be outside their map anyway. The only real benefit would be concealing your muzzle flash but you can use the flash hider attachment for that instead. In addition to the bolt-action rifles listed below the suppressed AWS and the classic M1903 are also available (see Section 08) and can be used by any class. o Scout Elite Ammo: 5.56x45mm Capacity: 10+1 Fire-rate: 53 RPM Reload: 2.85 secs Unlocks: available at start [both factions] Summary: All the bolt-action snipers are capable of giving a one-hit headshot kill at any range but the Scout Elite also has the highest rate of fire, the fastest muzzle velocity, twice the magazine capacity and the quickest reloads plus less recoil than the R700 LTR and AWM! To help you get started the Scout comes equipped with the 6x scope, straight-pull bolt and flash hider. That combination of features gives you few reasons (see below) to replace the Scout if you want a weapon purely for long-range sniping. You'd need to buy both the R700 and AWM (whereas the Scout can be used by both factions) and then grind 50 kills separately with each to unlock the straight-pull bolt. If you want to use vouchers to unlock other attachments then it's easier with one rifle than two. As seen in Section 02a, the Scout Elite experiences less bullet-drop than the R700 but more than the AWM. Patched: The Scout Elite's rate of fire was reduced by almost 30% in the patch on 3 November 2015. Even after that big nerf it still shoots faster than the other bolt-action rifles. Trivia: The Scout rifle is manufactured by Steyr of Austria who are probably best known for the AUG bullpup assault rifle (see Section 05a). The Scout has a lightweight polymer/aluminium construction with a bipod integrated neatly into the forestock. See the Scout on Forgotten Weapons: https://youtu.be/qucXL7GzoVg The Elite variant has a heavier longer barrel, extended scope rail, larger bolt handle and adjustable cheek piece on the butt stock. Although it is commonly seen in 7.62mm, the version in Hardline uses the same intermediate 5.56mm round as many of the assault rifles. Steyr also have an Elite 08 model with a more radical contemporary design compared to the classical rifle layout of the original. It has a pistol-grip, lightweight folding stock, multiple Picatinny rails and an external detachable bipod. At the IWA 2016 trade fair in March 2016 Steyr announced the new Scout RFR (rimfire rifle) in .22 LR, .17 HMR and .22 WMR calibres. o R700 LTR Ammo: .308 Win Capacity: 5+1 Fire-rate: 51 RPM Reload: 3.38 secs Unlocks: $48,000 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The main benefit of the R700 and AWM over the Scout Elite is that they both have a max damage of 100 that gives a one-hit chest-shot kill out to 30 metres. They also have the lower 9.81 m/s² gravity stat (which reduces drop) and the option of equipping the powerful .338 Magnum rounds (see Section 10b). In comparison to the criminals' AWM, the R700 has faster reloads and less recoil. Symthic lists its fire-rate as 51 RPM but it feels like it's around 40 RPM (and therefore about the same as the AWM). The R700 comes equipped with the 8x rifle scope. Patched: In the Criminal Activity update on 16 June the damage drop-off start distance for the R700 and AWM was increased from 12.5 to 30 metres. Trivia: Remington have been manufacturing the Model 700 for over fifty years and it has seen considerable use in the US military. In 1966 it was adopted by the US Marine Corps as the M40 (seen in BFBC2 Vietnam, BF3 and BF4) and in 1988 it entered service with the US Army as the M24 (seen in BF2, BFBC1 and BFBC2). More recently those M24 actions have formed the basis of the Army's M2010 ESR (see below). See the Remington 700 on IV8888: https://youtu.be/cYTb2elcpJo The Remington 700 LTR (Light Tactical Rifle) is a variant of the 700P police model. It has a 20" barrel instead of the standard 26" and is available in .223 Remington, .308 Winchester or 300 RSAUM. Remington also market the R700 USR (Urban Sniper Rifle) which is an LTR with extra tactical features such as a detachable box magazine, adjustable buttstock, optional suppressor and Remington's Modular Accessory Rail System (MARS) which includes a secondary front scope rail that allows the user to add/remove a night-vision device. Remington is the oldest firearms manufacturer in America. The company was founded in 1816 and is now celebrating its 200th anniversary! o AWM Ammo: .300 Win Mag Capacity: 5+1 Fire-rate: 39 RPM Reload: 3.50 secs Unlocks: $51,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The AWM has a slow rate of fire, more recoil than the other snipers and slow reloads (its long reload is one second longer than that of the R700). The combination of average velocity and low gravity give it minimal bullet-drop and the 100 max damage makes it possible to get one-hit kills on chest shots within 30 metres but otherwise you should consider sticking with the Scout Elite. The AWM comes equipped with the 14x hunter scope. Patched: In the Criminal Activity update on 16 June the damage drop-off start distance for the R700 and AWM was increased from 12.5 to 30 metres. Trivia: The AWM is one of a family of sniper rifles designed and manufactured by the British company Accuracy International. The original model was the PM (Precision Marksman) rifle in 7.62mm NATO. This was adopted by the British army in the mid 80's (to replace the Lee-Enfield L42A1) and designated the L96A1 but nicknamed the "Green Meanie"! An updated version called the AW (Arctic Warfare) was designed for the Swedish military - incorporating features to improve performance in cold climates (hence the name!) - and this model was also adopted by the British Army as the L118A1. The AWM* (Arctic Warfare Magnum) uses either .338 Lapua Magnum (like the M98B, GOL Magnum and 338-Recon in BF4) or .300 Winchester Magnum. British forces use two versions of the so-called "Super Magnum" in .338 Lapua - the L115A1 and the enhanced L115A3. The L115A3 was used by British sniper Craig Harrison to achieve the longest recorded sniper kill of 2,707 yards (~1.5 miles) in Helmand Province in 2009. This record was eventually broken in May 2017 by a Canadian sniper in Iraq using a McMillan TAC-50 anti-materiel rifle at a range of 3,871 yards (~2.2 miles). See the AWM on Future Weapons: http://youtu.be/glCddKt8sX0 A suppressed version of the AW was added to Hardline in the Getaway update (see Section 08b). The AWM has now been superseded by the AX308 in .308 Winchester and the AXMC which fires .338 Lapua Magnum but can be readily converted to use either .300 Win Mag or .308 Win. Accuracy International also currently market the AT308 (in .308 Win), the AX50 (in .50 BMG) and the new AXAICS and ATAICS chassis (both made to take R700 actions). See the AT308 and AX50 on Vickers Tac: https://youtu.be/zDzM-kWdPVw *The AWM also appears in BF4 as the L115. Previously it was called the L96A1 but after the ammo was changed from 7.62mm to .338 Magnum late in the game's life-cycle the weapon's name was updated to keep it authentic to the real range of rifles. o .300 Knockout Ammo: .300 Blackout Capacity: 5+1 Fire-rate: 36 RPM Reload: 3.20 secs Unlocks: complete 'Professional Syndicate' assignment [both factions] First complete 'Professional Assignment 1'. o requires Professional Bronze Service Star 2* (20,000 XP with class) o get 10 sniper rifle kills o get 5 kills with laser tripmines Then complete 'Professional Assignment 2'. o requires Professional Bronze Service Star 7* (70,000 XP with class) o requires Professional Assignment 1 o get 25 sniper rifle kills o get 5 Camera Coins (get 2 camera assists in one match for each) Finally complete 'Professional Syndicate'. o requires Professional Assignment 2 o requires 10 Professional guns and/or gadgets purchased o requires Professional Gold Service Star 1* (275,000 XP with class) o get 200 sniper rifle kills o unlock Professional tier 4 reputation 10 times* o get 15 Camera Coins (get 2 camera assists in one match for each) o get 15 Marksman Coins (get cumulative 250m headshot/s for each) You can use the semi-auto snipers to get the kills if you want. The laser tripmines can be planted on floors, walls, ceilings, etc, and are best hidden around corners so that enemies don't see them. They can also be planted flat on the road to damage passing vehicles. The Camera Coins are much easier to get since the patch that made the camera gadget more effective and reduced the coin requirements. You should plant your cameras high on walls, trees, etc, in positions that will overlook routes used by enemies. You get a camera assist each time a friendly kills someone spotted by one of your cams. When you get a headshot kill at 50+ metres you'll receive a marksman bonus equal to the range in metres. You earn one Marksman Coin when you get a marksman bonus of 250+ or several marksman bonuses in the same match that total 250+ (e.g. 63 + 84 + 106 = 253). You can choose whether to use a bolt-action sniper to score those long-range shots or a semi-auto sniper to farm multiple shorter ones. If you aim at targets who are near objectives (e.g. capture points in Conquest mode) then the objective marker will show their distance. Remember you need to get shots totalling at least 250 metres so avoid distances like 83 or 123 metres! (3 x 83 < 250 and 2 x 123 < 250) In Conquest Large mode on Dust Bowl the hills on the east and west sides are around 300 metres from the middle "A", "B" and "C" flags. If you know the distance you can set your zeroing (see Section 02a) but remember to set it again each time you respawn. When long-range sniping look out for stationary enemies that will make easier targets, e.g. snipers, crew in static vehicles, people capping flags and those lying prone including the recently revived! Don't go prone otherwise the easy target will be you! Use cover and keep strafing - but always stop to take your shot to take advantage of the stationary bonus to accuracy. I would suggest using the default Scout Elite with the 14x scope (if you have the scope or an unlock voucher). You can equip the grapple and use this to access rooftop sniping spots. Speaking of spots, don't forget to keep pressing R1 (PS4 default) to mark enemy soldiers. Spotting will help out your team-mates too. *See my notes on unlocking the ARM (see Section 04b) for basic tips on grinding classes and farming tier 4 rep. Summary: The .300 Knockout has very prominent strengths and weaknesses. It holds its 100 maximum damage out to 50 metres which means you can get one-hit kills on chest shots at impressive distances. However its fixed sound suppressor gives a velocity of only 300 m/s (less than half that of the Scout Elite) and combined with the standard 15 m/s² gravity value that causes very severe drop at longer ranges. (If you're sniping with the Knockout at medium ranges try setting the zeroing to 200 or 300 metres - that should counter most of the drop.) Its post-patch fire-rate is slightly slower than the AWM's making it the slowest bolt-action sniper in the game. The Knockout comes equipped with the FLIR 2x scope and laser sight. Given its limitations there is little reason to equip a long-range scope and you might as well run with a medium-range scope that will prevent the "glint" effect that can give away your position. The rifle cannot accept any muzzle attachments because that slot is used by the permanent suppressor. Patched: In the Robbery update on 16 September 2015 the rate of fire was cut by 30% from 51 RPM to 36 RPM. Trivia: In 2010 Remington won the contract to upgrade a large volume of M24 sniper rifles (see above) for the US Army. Their design for the M24E1 "Enhanced Sniper Rifle" was later designated the XM2010 ESR and then officially adopted as the M2010 ESR. The rifles were converted from 7.62x51mm to .300 Winchester Magnum which increased their effective engagement range by around 50% while maintaining 1 MOA accuracy. The action is mounted inside the Remington Accessory Chassis System (RACS) which gives the .300 Knockout its exotic appearance. This modern lightweight chassis features a fully adjustable folding stock, a long monolithic scope rail and an octagonal handguard with extra rails for other attachments. The M2010 design also has detachable magazines, a 6.5-20x optical scope and a removable sound suppressor. The standard 24" barrel extends a few inches beyond the end of the handguard and fitting the suppressor significantly increases the weapon's overall length (to 52" in total). However on the game model the protruding barrel is not visible, creating the appearance of an empty chassis. So it seems that Hardline's .300 Knockout is actually based on a concept for an "AAC integrally-suppressed Remington 700" using .300 Blackout ammunition (see Section 08b) which was proposed around 2011 but didn't enter production as far as I know. The implication is that the weapon has a shorter barrel and the suppressor is cunningly built into the length of the handguard. (A similar design can be seen in the integrally-suppressed variant of Barrett's .308 MRAD sniper rifle which was revealed in early 2015.) o 388-Recon Ammo: .308 Win Capacity: 5+1 Fire-rate: 39 RPM Reload: 3.20 secs Unlocks: $48,000 [both factions] The 388-Recon was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: Although its bullpup configuration makes the 388-Recon cosmetically quite different to the other bolt-action sniper rifles, it delivers fairly similar performance to the R700 LTR and AWM. Usually a bullpup weapon would have better hipfire/moving accuracy and worse aimed accuracy and reload times but the 388 actually has perfect aimed accuracy, the same hipfire/moving accuracy and slightly faster reloads than most of the other bolt-action snipers. The 388-Recon comes equipped with the 8x rifle scope. Trivia: The 388-Recon in Hardline is actually the SRS (Stealth Recon Scout) which is manufactured by the US company Desert Tech (formerly Desert Tactical Arms), the same firm that makes the MDR which appears in Hardline as the "MDC" assault rifle. See the SRS on Ultimate Weapons: http://youtu.be/7xY7nH5hWrI It's available in .308 Winchester and .338 Lapua Magnum calibres and there's no such ammunition as .388 so the "388-Recon" name is weird. There would be no issue with trademarks since the 338-Recon name - previously used for the .338 version in BF4 - is already fictitious so it could've been called the 308-Recon in Hardline instead. (The ammo type in the game code is "762x51mmNATO_Bolt" and 7.62mm NATO is practically equivalent to .308 Winchester and that's why I chose to list that as the ammo type.) See the SRS on Military Arms Channel: https://youtu.be/lAolFvexg30 The novel bullpup design makes it much shorter than conventional weapons. It has a barrel length of 26" and yet even the longer .338 Lapua Magnum model has an overall length of only 38" which is shorter than an M16 assault rifle (with its 20" barrel). The compact Covert model has an overall length of 26" which is similar to an SMG - an image on the company's website illustrates that the SRS Covert is the same length as an MP5 with the sliding stock extended. See the SRS Covert on MAC again: https://youtu.be/gbCgjAsuq9k The modular design of the SRS allows you to switch between calibres easily, e.g. the more powerful .338 load can be used where longer range is required or for an anti-materiel (anti-vehicle/equipment) role but the gun could be converted to .308 which would be cheaper for training and give less overpenetration in an anti-personnel role. See the SRS Covert on IV8888: https://youtu.be/LQQtFYGOzS4 It can also be converted to .260 Remington, .300 Winchester Magnum, 7mm WSM, 6.5mm Creedmoor and 6.5x47mm Lapua. The manufacturer claims that it is the most versatile sniper system in the world. o M98B Ammo: .338 Magnum Capacity: 10+1 Fire-rate: 27 RPM Reload: 3.20 secs Unlocks: $48,000 [both factions] The M98B sniper rifle was added to the game in the update that came with the Betrayal DLC but the expansion is not required to access it. Summary: The M98B has the same long damage drop-off start distance as the .300 Knockout so you can get the same one-hit kills to the chest/arms out to 50 metres but without the heavy bullet-drop. It also has the same large 10-round magazine capacity as the Scout Elite. It has heavy vertical recoil, a massive x4.5 first-shot multiplier and very slow recoil recovery although that doesn't really matter as it also has a delayed animation on cycling the bolt which gives it an incredibly slow rate of fire (taking over two seconds per shot). The M98B comes without any attachments and it doesn't have the option of adding a straight-pull bolt or any muzzle attachments except for the suppressor which would reduce the velocity and increase the drop. Trivia: The M98B is made by Barrett Firearms Manufacturing of Tennessee, the same company that gave us the M82 (see Section 07b). The Barrett M98 was an entirely new design for a precision rifle in the .338 calibre. The original model never entered production but this bolt-action M98B version was subsequently launched in 2009. A modified version of the M98B called the Barrett MRAD (Multi-Role Adaptive Design) was produced to meet the requirements of the USSOCOM (US Special Operations Command) Precision Sniper Rifle programme. At the SHOT Show in 2015 Barrett displayed an integrally-suppressed version of the MRAD with a titanium suppressor built into the length of the handguard - this is essentially the same concept as the ".300 Knockout" in Hardline (see above). .-------------.----------------------------------------------------------------. | Section 07b | Semi-Auto Sniper Rifles s07b | '-------------'----------------------------------------------------------------' Previously labelled as designated marksman rifles (DMR's) in BF4, the semi-auto sniper rifles would normally be used in a support role at squad level engaging targets at medium ranges in contrast to the long ranges where you would use a bolt-action sniper rifle. In contrast to the bolt-action snipers, the semi-autos have higher rates of fire and larger magazines but reduced bullet damage and slightly less aimed accuracy. The starting primary for the Professional class is the Scout Elite above. All semi-auto snipers must be bought using money (XP) and most are faction-locked. The semi-auto snipers in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ================+========+==============+========+================= .416 Barrett | 90.0 | 70m to 130m | 55.0 | M82 .416 ----------------+--------+--------------+--------+----------------- 7.62x51mm NATO | 43.0 | 60m to 120m | 34.0 | everything else ----------------+--------+--------------+--------+----------------- 7.62x39mm WP | 45.0 | 8m to 60m | 35.0 | Saiga .308 ----------------+--------+--------------+--------+----------------- 5.56x45mm NATO | 30.0 | 10m to 20m | 24.0 | RO933 M1 (these are the console damage stats - for PC stats please refer to Symthic.com) The SOCOM16, SR25, PTR91, Saiga .308 and SP-AR all give a basic three-hit kill at all ranges and cannot give a one-shot headshot kill. The M82 has a two-hit kill at all ranges and gives one-hit headshots like the bolt-action rifles. They have access to a full selection of optics including the long-range scopes but you might prefer to use a medium-range scope to avoid the glint effect. Each shot with a semi-auto weapon counts as a first shot so the angled foregrip is an obvious choice for the grip attachment as this reduces the first-shot recoil. o SOCOM16 Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 360 RPM Reload: 2.40 secs Unlocks: $24,000 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The four semi-auto snipers that were available at launch have fairly similar stats - they all share the same rate of fire and magazine capacity and their reload times and recoil are comparable too. The most significant stat for the SOCOM16 is its spread increase per shot (SIPS) which is double that of the other three guns for some reason. This means that successive shots will be much less accurate. The SOCOM comes equipped with the M145 3.4x scope. Trivia: The Springfield Armory SOCOM16 is a modern, shortened, lightweight variant of their own M1A from 1974 which is a civilian version of the M14 that was used by the US military throughout the 1960's until it was replaced by the M16 during the Vietnam War. The standard SOCOM16 only has a short scope rail on top but the SOCOM II model comes with a full quad rail system for attachments. See the original M1A on TFB TV: https://youtu.be/dTvAI-zJmUU SOCOM stands for "Special Operations COMmand" and 16 is the length of the barrel in inches - the shortest barrel length permitted without registration under US law. See a suppressed M1A on IV8888: https://youtu.be/fEVWb7O21LI In January 2016 Springfield Armory unveiled the SOCOM16 CQB (Close Quarter Battle) model which features a remodelled stock with three short accessory rails, an adjustable tactical AR buttstock, a pistol grip and an optional red-dot sight. The Springfield M1A is the basis for the bullpup SRSS Bulldog 762 which was added to BF4 in the Dragon's Teeth DLC. o SR25 ECC Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 360 RPM Reload: 2.50 secs Unlocks: $40,200 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: The SR25 has quite average stats for this category but it's the obvious choice for the police faction simply due to that excessive spread increase on the SOCOM16. The recoil pattern includes a distinct pull to the right (typical of M16-type weapons in Battlefield titles) but this should reset between each shot of a burst. Trivia: The Knight's Armament Company (KAC) SR25 is a modern 7.62mm marksman rifle developed by Eugene Stoner drawing on his previous designs for the seminal AR10 and the classic AR15/M16. SR stands for Stoner Rifle and 25 is simply the sum of 10 and 15. See the SR25 on FPSRussia: http://youtu.be/VoMhKrAMksg The SR25 ECC (Enhanced Combat Carbine) was part of KAC's Commercial & Law Enforcement range alongside several other SR25 models (7.62mm) and the SR15 (5.56mm) and SR30 (.300 Blackout). The "Enhanced" series has now been superseded by the "Advanced" models, namely the SR25E2 ACC (Advanced Combat Carbine), the SR25E2 APC (Advanced Precision Carbine) and the longer SR25E2 APR (Advanced Precision Rifle). The Enhanced range had standard Picatinny accessory rails along the handguard but the Advanced series has KeyMod slots instead (which are lighter and more comfortable) and at SHOT Show 2016 KAC showcased new models of the SR25 Advanced with Magpul's rival M-Lok slot system. See the SR25 on Vickers Tactical: https://youtu.be/u8b5ondZv5o The SR25 previously featured in BF3 and BF4 as the Mk 11 Mod 0 - the designation used by the US Navy and USMC. The most recent version or - in the Navy's numbering scheme - "modification" is the Mk 11 Mod 2 which is a very similar design also made by KAC. This has already been adopted by the US Army as the M110 SASS (Semi-Automatic Sniper System) with the intention of replacing their bolt-action M24's. The SR25 was shown and mentioned by name in a season 2 episode of Breaking Bad spin-off Better Call Saul. The M110K5 battle rifle (see Section 08b) was added to Hardline with the free Blackout DLC. o PTR91 Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 360 RPM Reload: 2.30 secs Unlocks: $39,000 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The PTR has half the aimed accuracy of the other three semi-auto snipers in the base game but that shouldn't be too much of an issue at most ranges. It has balanced horizontal recoil so you'll see no significant pull to either side. It has the highest muzzle velocity of the four (although the SOCOM and SR25 aren't far behind) and it's got a fast long reload time. I chose the PTR over the Saiga because it has a longer damage drop- off, higher velocity and because it's basically a modern G3. :) Patched: In the 28 April patch the vertical ADS recoil was reduced by around one third for both the Saiga and the PTR to give them figures closer to those of the SOCOM and the SR25. Trivia: The PTR91 (Precision Target Rifle) re-uses the design of the HK91 which is the later semi-auto civilian version of the Heckler & Koch G3. It's manufactured by PTR Industries in South Carolina using the same machine tools that were originally used to produce the M/961 and M/963 - the Portuguese military versions of the G3. See the HK91 in slo-mo on Miculek.com: https://youtu.be/Ds3zqUCduTM The company's full range now spans forty different models including modernized variants with scope rails, accessory rails and adjustable buttstocks, the sniper models resembling the original PSG1 marksman rifle and the old skool G3 replicas which are available in authentic olive drab or with retro wooden furniture. See the PTR91 on TFB TV: https://youtu.be/g9OCmbf2cHE They also offer an SBR variant which has a short barrel and an MP5- style collapsible stock but still shoots the same 7.62mm calibre. This is essentially the same concept as the HK51 (see Section 06b). See the PTR91 with a drum mag on IV8888: https://youtu.be/EU2HxW3eMXc The long reload animation for Hardline's PTR includes the infamous "HK Slap" of the G3, MP5, etc - the charging handle is pulled back and locked into a notch to hold the bolt to the rear, the magazine is changed and then the charging handle is slapped to release it. In addition to making the user look cool on the rifle range this ensures that the bolt returns with sufficient force to lock it closed plus it's easier to load the new mag when the bolt is open. o Saiga .308 Ammo: 7.62x39mm Capacity: 20+1 Fire-rate: 360 RPM Reload: 2.30 secs Unlocks: $22,800 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The Saiga has a few stats that make it stand out from the previous three guns. Firstly it has a different damage profile with slightly higher damage at all ranges but a much shorter drop-off (if you look closely on the Symthic weapon charts you'll see that the Saiga's damage graph covers half the distance of the others). It also has a slower muzzle velocity (over 100 m/s slower than the others) and it experiences the higher 15 m/s² gravity value (while the others have 9.81 m/s²). However it does at least have slightly less vertical recoil so that's something! Patched: In the 28 April patch the vertical ADS recoil was reduced by around one third for both the Saiga and the PTR to give them figures closer to those of the SOCOM and the SR25. Trivia: Although it's hard to spot at first because it has a shorter magazine and a conventional semi-grip rifle stock instead of a separate pistol grip, the Saiga is based on Kalashnikov's AK47 assault rifle pattern. See a custom Saiga .308 on IV8888: https://youtu.be/yIVKfYCM14k A range of Saiga semi-automatic sporting rifles are available to the civilian market in various calibres including 7.62x39mm (like the original AK47), 5.45x39mm (like the AK74), .308 Winchester (7.62mm), .223 Remington (5.56mm) and even .30-06 Springfield. The game's data files specify that the Saiga .308 in Hardline uses Soviet 7.62mm. o M82 .416 Ammo: .416 Barrett Capacity: 5+1 Fire-rate: 60 RPM Reload: 3.80 secs Unlocks: $100,000 [both factions] The M82 .416 was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The M82 is radically different to the other semi-auto snipers. It delivers a maximum damage of 90 which, although insufficient for a one-hit kill, is likely to finish off any injured target. It has a minimum damage of 55 so it gives a two-hit kill (body-shots) or a one-hit kill (headshot) at any range. In Hardcore mode it can kill with a single shot to the chest/arms out to over 120 metres. It has perfect accuracy (zero spread) for stationary aimed fire, no spread increase per shot (SIPS) for follow-up shots and a very high muzzle velocity that's significantly faster than any of the semi-auto or bolt-action snipers. The M82 suffers from major recoil though. It has five times more vertical recoil than the SOCOM, SR25, etc, and - although it has a lower first-shot multiplier - it still gets almost four times more muzzle-rise and it also has a significantly slower recoil recovery. Its magazine holds only five rounds and the reload times are very slow - the short reload is slower than the long reloads of the DMR's above. Additionally the length and weight of the weapon give it very poor accuracy in unaimed hipfire. The rifle is modelled authentically with an 18" monolithic scope rail and a bipod mount with no option to fit a 6 o'clock rail for a grip; it also has a typically large Barrett muzzle brake (although this is specifically the two-port version from the .50-cal model). Consequently there are no muzzle attachments or foregrips available for it so these cannot be used to improve its stats. The M82 comes without any attachments. You need to get 20 kills with it to unlock optics (or use an unlock voucher from a Battlepack) and another 30 kills (50 total) to access the accessory slot. Patched: Originally the M82 had the same 360 RPM fire-rate as the other semi- auto snipers although you needed to limit yourself to around 100 RPM to allow time for that heavy recoil to reset after each shot. In the Betrayal update on 1 March 2016 it got a serious nerf to its rate of fire - it seems to be around 60 RPM so it's no longer possible to spam it (and the recoil always resets before your next shot). Trivia: Barrett Firearms Manufacturing was established specifically to design and manufacture semi-automatic rifles in the mighty .50" BMG calibre. The Barrett M82 was their first such design, entering production in 1982 (hence the name!). It was followed by the M90 (.50 bolt-action), M95 (ditto), M99 (.50 single-shot), M98 (.338 semi-auto), M98B (.338 bolt-action) and the new MRAD (Multi-Role Adaptive Design) which is derived from the M98B. They also offer the Barrett Optical Ranging System (BORS) - a ballistics computer that mounts over your scope. Successive improvements to the M82 gave rise to the M82A1, M82A1M and the M82A3 which appeared in BF4. (The M82A2 was a bullpup model with the mechanism and chunky .50-cal magazine located at the rear - it previously featured in Metal Gear Solid 4.) See the M82A1 on Forgotten Weapons: https://youtu.be/iEDFn3UtVIc With several modifications the M82 was adopted by the US Army in 2002 and designated the M107; in addition to the anti-materiel role it can also be used for remote bomb disposal. In early 2011 Barrett launched the revised M107A1 as a new model available to the public. See the M107 on Ultimate Weapons: http://youtu.be/7uNKflwUTH0 See the M107 on Miculek.com: https://youtu.be/5J9hCDr21mo See the M107 on IV8888: https://youtu.be/Xu6BOAHhJbE (The second video illustrates the effect of a .50 BMG round against ballistics gelatin which is designed to replicate human tissue.) .416 Barrett Ammunition ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The .50 BMG (Browning Machine Gun) cartridge has been in service now for almost a century. While it provides a very powerful round for modern anti-materiel rifles, several manufacturers have now designed new calibres that are more effective for long-range sniping. Barrett invented their own .416 Barrett round in 2005 to give higher muzzle velocity and superior long-range energy compared to the .50 BMG load. Currently the M99 and M82 rifles are both offered in .416 calibre and a kit is also available to convert .50 M82 models. See the M99 .416 on Future Weapons: https://youtu.be/KZFqUiSRC18 Desert Tactical Arms - the company that makes the MDR (Hardline's MDC) and the SRS (Hardline's 388-Recon) - also offer the HTI sniper rifle for military use. This is available in .416 Barrett calibre in addition to .50 BMG, .408 CheyTac and .375 CheyTac. o RO933 M1 Ammo: 5.56x45mm Capacity: 30+1 Fire-rate: 800 RPM Reload: 2.38 secs Unlocks: $48,000 [both factions] The RO933 M1 was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: The M1 is another novel addition to the semi-auto sniper category. It has a theoretical maximum fire-rate that's more than double that of the previous marksman rifles and it also has the larger 30-round magazine of the standard RO933/M16/M4/etc, superior spread increase and slightly better recoil. The trade-off for all this is that its 5.56mm ammo does less damage and has a very short drop-off. In contrast to the basic three-hit kill at all ranges for the standard DMR's, the M1 requires four hits out to 18 metres and five hits beyond that. The RO933 M1 comes without any attachments. The only attachment for the muzzle slot is the suppressor so you cannot equip a heavy barrel, muzzle brake or compensator for stat bonuses. Trivia: The "M1" is based on the Mk 12 Mod 1 and in fact during pre-release testing on the Hardline CTE it was labelled as the "M12 Mod 1". The Mk 12 is essentially a semi-automatic marksman variant of the M4 carbine. There was a requirement for a compact lightweight marksman rifle and this was initially met by upgrading M4 carbines with an upper receiver branded as the Special Purpose Receiver (SPR) but then subsequently this evolved into a full weapon system and it received the designation Mk 12 (and SPR now stands for Special Purpose Rifle). The Mk 12 uses a free-floating match-grade 18" heavy barrel which is slightly shorter than the 20" barrel of the standard M16. The Mod 0 variant can be recognised by its smooth cylindrical PRI Gen III handguard and by the continuous scope rail running along the length of the rifle. By contrast the Mod 1 has a KAC handguard with flat railed sides (and usually rail covers) and two separate top rails. See the Mk 12 SPR on TFB TV: https://youtu.be/Tc3iOVO_Vqc It would normally be used with the Mk 262 5.56mm cartridge (with a heavier 77-grain bullet) that was designed especially for the Mk 12. The Mk 12 entered US service in 2002 and has been used by various branches of the special forces but is being replaced by the Mk 20 - the marksman variant of the Mk 17 SCAR-H (see Section 06b). Civilian versions of the gun are made by Bravo Company Manufacturing of Hartland, Wisconsin. They currently offer a black model with an M16A2 buttstock and a flat dark earth (FDE) model with an adjustable stock. Both have the tubular PRI handguard of the military Mod 0. See the BCM Mk 12 on MAC: https://youtu.be/J9Kw4cT1zbM https://youtu.be/QrpA4TicX_M o SP-AR Ammo: 7.62x51mm Capacity: 20+1 Fire-rate: 360 RPM Reload: 2.30 secs Unlocks: $48,000 [criminals] / get 1,250 kills with it and buy licence [cops] (Betrayal DLC required) Summary: The Betrayal expansion focused on the Professional class, adding two new machine-pistols (see below) and this semi-auto sniper. Its performance is quite similar to the original four rifles in this category. It has the same damage profile, rate of fire and magazine capacity and its velocity, reload and accuracy stats are typical. It has slightly more vertical recoil but slightly less horizontal recoil and more than twice the average recoil recovery rate which allows you to fire accurate follow-up shots more rapidly. The SP-AR comes without any attachments. Trivia: Hardline's "SP-AR" is based on the FN FNAR* which is a semi-automatic 7.62mm NATO tactical marksman rifle that was announced in early 2008. The FNAR was based on the design of the BAR** semi-auto hunting rifle which was introduced by the Browning company during the 1960's and remains in production today. The FNAR adds a matt black tactical stock with a pistol grip, a 16" chrome-lined barrel, a 20-round mag, a scope rail and accessory rails plus it lacks the iron sights. FNH USA currently market three versions of the FNAR - in addition to the Standard model there's also the Heavy model with a 20" heavy barrel and the Competition model with a blue anodized receiver, a conventional rifle stock (made from striped blue/grey laminate) and a short front rail on the muzzle of its 20" barrel. In late 2009 Winchester launched the SX-AR which is a hunting rifle like the original BAR. It uses the same basic design as the FNAR - retaining the pistol grip and underbarrel rail - but it has a Mossy Oak camouflage finish, a heavy barrel, two very short scope rails, no side rails and it comes with a 10-round magazine by default. Like several other guns in Hardline with the option of extended mags, the default model for the SP-AR includes an incorrect short magazine. *This must be Finbarr Saunders' favourite rifle. ;) **This BAR is unrelated to the military M1918 BAR .30-06 machinegun designed by John Browning, except that Browning's grandson helped to develop the BAR hunting rifle. .-------------.----------------------------------------------------------------. | Section 07c | Machine-Pistols s07c | '-------------'----------------------------------------------------------------' Complementing the slow sniper rifle primaries, the Professional gets a range of machine-pistols (derived from semi-automatic pistol designs) and compact SMG's as its sidearms. This was a logical choice as weapons like the G18 and 93R have been popular choices for Recon players in previous Battlefield titles. The Professional sidearms are all capable of either full auto or burst fire and are therefore ideal for short-range encounters. Unless you're an expert MLG pro quick-scoper you'll want to switch to your secondary whenever you're indoors or in other confined spaces. The machine-pistols in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ============+========+==============+========+================= | 30.0 | 20m to 40m | 18.0 | TEC9 |--------+--------------+--------+----------------- 9x19mm | TBC | TBC | TBC | Improvised Gun |--------+--------------+--------+----------------- | | 8m to 24m | | everything else ------------| 24.0 |--------------| 12.0 |----------------- .45 ACP | | 6m to 30m | | MAC10 (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: In the Robbery update on 16 September 2015 the MAC10's max damage was increased from 23 to 24 and its min damage decreased from 14.5 to 12. Additionally you can equip the FN57, G17 Race Pistol or Dual vz.61 (see Section 08b), the non-lethal T62 CEW taser or the tracking dart pistol. o G18C Ammo: 9x19mm Capacity: 16+1 Fire-rate: 900 RPM Reload: 1.50 secs Unlocks: available at start [both factions] Summary: The G18 fires on full auto at a rate of 900 RPM, giving it a close- quarters TTK (Time to Kill) of just over a quarter of a second. Its other stats are defined to make it ineffective in anything other than very short-range encounters - it has heavy recoil (vertical and horizontal), poor aimed accuracy and high spread increase per shot. You might only get one kill per magazine but at least it has the same rapid reload times as the semi-auto G17. The G18 comes equipped with the laser sight. Trivia: The G18 is an automatic variant of the basic G17 design (see Section 04c), designed to meet the requirements of an Austrian special forces unit. Since it chews through ammunition so quickly it would normally be used with a 33-round magazine but it can also accept any of the standard Glock pistol magazines. See the Glock 18C on TFB TV: https://youtu.be/cc4ZTlsusTQ Like the previous G17C model, the G18C has slots in the barrel and a cut-out in the slide to reduce vertical recoil. See the Glock 18C on Vickers Tactical: https://youtu.be/jp1JoDkofyA The other 9mm Glock models are all semi-automatics - the G19 compact, G26 subcompact and extended G34 variant for competition. Other models are available in .45 ACP, .380 ACP, 10mm, .40 S&W, .357 SIG and the .45 GAP (Glock Automatic Pistol) load which was designed especially to give the power of the classic .45 ACP in a smaller modern pistol. See a converted automatic G17 on IV8888: https://youtu.be/ub4OswUhLwo o 93R Ammo: 9x19mm Capacity: 20+1 Fire-rate: 900 RPM Reload: 1.35 secs Unlocks: $10,800 [cops] / get 1,250 kills with it and buy licence [criminals] Summary: It may have the same damage profile and nominal rate of fire as the G18 but the 93R is more controllable. It fires three-round bursts and it has much lower recoil (vertical and horizontal) and half the SIPS. It also has larger magazines (with the full 20+1 capacity sufficient for seven bursts) and even faster reload times - the 93R has the quickest short reload time in the whole game. Trivia: The Beretta 93R is based on the Beretta 92 design and launched in 1979. The R stands for raffica which means "burst" in Italian. (As noted above, the 92F is designated as the M9 in US military use, however the Raffica is not the "M9-3R" - it's just 93R.) Various features were incorporated to make it usable with the burst fire mode including an extended magazine, folding foregrip, recoil compensator, optional folding buttstock and an extended trigger-guard which allows you to hook your left thumb through it. See the 93R in slo-mo on Vickers Tac: https://youtu.be/JALH0gQa8gY The 92 was not the first Beretta model to be adapted into a machine- pistol - the M951R was based on the M1951 design in the 60's and had a fully automatic fire mode, supported by a longer barrel, extended magazine and chunky wooden foregrip. Like the TEC9 and MAC10 below, the 93R is officially a Cool Gun: http://tvtropes.org/pmwiki/pmwiki.php/CoolGuns/MachinePistols o TEC9 Ammo: 9x19mm Capacity: 20+1 Fire-rate: 600 RPM Reload: 2.19 secs Unlocks: $19,200 [criminals] / get 1,250 kills with it and buy licence [cops] Summary: The criminals' machine-pistol fires at two thirds the rate of the G18 but it also has higher damage at all ranges and a long four-hit kill (out to 28 metres). It has the same 20-round magazine capacity as the 93R and high recoil but not as much as the G18. Trivia: Interestingly the TEC9 design was derived ultimately from the m/45 submachinegun (see Section 05a). A Swedish firm called Interdynamic used the m/45 design as the basis for their own MP9 SMG in the early 80's. It proved to be unsuccessful so the company then set up a US offshoot to market a semi-automatic pistol version called the KG9. It took 20 and 32-round magazines that fed into the magazine well in front of the trigger guard. See the KG9 on MAC: https://youtu.be/apTn7SjDXGc?t=16m18s The KG9 had a low price, an aggressive appearance and an open-bolt design which could very easily be converted to fire on full auto and it was these features that made it very popular with gang members. The company was forced to make a revised closed-bolt version and this launched in 1982 as the KG99. The company became Intratec in 1985 and the weapon was rebranded as the TEC9. See the TEC9 on Military Arms Channel: https://youtu.be/JoI2O2UPzUI The TEC9 was specifically named in a firearms ban in the state of California and as a result it was renamed the TEC-DC9 ("Designed for California") in 1990. Then the 1994 Federal Assault Weapons Ban named several features of so-called "semi-automatic assault weapons" and again the TEC9 was listed (along with the MAC10 - see below). This gave rise to a new modified model called the AB10 ("After Ban") and saw the removal of the threaded barrel and the gun's distinctive perforated barrel-shroud along with the replacement of the larger magazines with smaller 10-round mags. Following that complicated and somewhat chequered history, the firm closed in 2001 and production of the weapon ceased. Since the "TEC9" in Hardline fires on full auto it would probably actually be a converted KG9 or possibly an original MP9. A community mission was held in mid-October 2015 which offered a gold Battlepack for getting twenty kills with the TEC9. o MAC10 Ammo: .45 ACP Capacity: 15+1 Fire-rate: 1,145 RPM Reload: 2.50 secs Unlocks: complete 'Professional Assignment 2' [both factions] First complete 'Professional Assignment 1'. o requires Professional Bronze Service Star 2 (20,000 XP with class) o get 10 sniper rifle kills o get 5 kills with laser tripmines Then complete 'Professional Assignment 2'. o requires Professional Bronze Service Star 7 (70,000 XP with class) o requires Professional Assignment 1 o get 25 sniper rifle kills o get 5 Camera Coins (get 2 camera assists in one match for each) (see .300 Knockout notes in Section 07a) Summary: All the machine-pistols are devastating at short range but the MAC10 is in a league of its own. It has the fourth fastest rate of fire in the game (just below the Scorpion SMG) and a theoretical minimum TTK of just over a fifth of a second. It fires the same .45 ACP load as the UMP45 and K10 but - as with the 9mm machine-pistols - the damage profile has been reduced in order to limit its DPS. Now let's go through the negatives... The default magazine capacity is only 15 rounds (and you'll chew through those in no time). The reload times are very slow for a gun where the magazine loads into the pistol grip. It has the same high vertical and horizontal recoil as the G18 but with a higher first-shot recoil multiplier. Finally it has the worst aimed accuracy of all the sidearms and it has the same poor spread increase per shot (SIPS) as the G18. The MAC10 comes equipped with the suppressor and stock. Patched: In the Robbery update on 16 September 2015 the MAC10's maximum damage was increased from 23 to 24 and its minimum damage reduced from 14.5 to 12.0 - this matches the G18 and 93R, although the MAC10's drop-off still starts earlier and ends later. Trivia: The compact MAC10 (Military Armament Corporation M10) was designed by Gordon B. Ingram for use in covert operations and indeed it did see some service with Navy SEAL's in the Vietnam War. See the MAC10 on IV8888: https://youtu.be/6x9qHkgdTpc It was in production from 1970 to 1973 and there were three main versions: the MAC10 available in both .45 ACP and 9mm and the MAC11 in .380 ACP. All three models fired at over 1,000 RPM. See the MAC10 on MAC: https://youtu.be/apTn7SjDXGc?t=7m43s It's modelled authentically in the game with a long chunky suppressor and folding wire stock. With both removed the weapon is only 11" in length and with the magazine loading into the pistol grip it's quite similar in size and shape to the Micro Uzi (see Section 05a). See dual-wielded MAC10's on FPSRussia: http://youtu.be/QQyUk1gVVGs The MAC10 previously appeared in the Battlefield franchise as a primary weapon in BFBC2's superb Vietnam expansion while the MAC11 features in Rainbow Six: Siege as the "SMG-11". o MP9 Ammo: 9x19mm Capacity: 20+1 Fire-rate: 900 RPM Reload: 2.30 secs Unlocks: $10,800 [cops] / get 1,250 kills with it and buy licence [criminals] (Betrayal DLC required) Summary: The MP9 seems to have a compilation of stats collected from other machine-pistols. In addition to having the same damage profile as the G18 and 93R, it has the G18's auto fire-rate, the 93R's magazine capacity and the TEC9's recoil stats. Beyond that it has relatively slow reload times and - despite the integral foregrip - it has wider hipfire spread than all of the previous guns in this category. The MP9 comes without any attachments. Trivia: The MP9 (Machine-Pistol 9mm) has a permanent foregrip and is equipped by default with an Aimpoint Micro TL sight. It's only 11" in length and weighs 1.7 kg (including the sight and a full 30-round mag). The design originated in the early 90's as the TMP (Tactical Machine Pistol) manufactured by Steyr, the same company that makes the AUG assault rifle and Scout Elite sniper rifle. It was bought by the Swiss firm Brügger & Thomet in 2001 and they updated the design by adding an optics rail, a short side rail and a folding buttstock. They also renamed it the MP9 even though there were already two SMG's with the same name! It's unrelated to either the Ruger MP9 (designed by Uziel Gal of Uzi fame) or the Interdynamic MP9 which was the first version of the TEC9 (see above), although in 2015 B&T did announce the P26 which was inspired by the original Interdynamic design. See the P26 on Military Arms Channel: https://youtu.be/XXmEEigbRSs The semi-automatic version of the MP9 for civilian markets is the TP9 (Tactical Pistol 9mm). It lacks the buttstock of the MP9 and the US version is also missing the foregrip but it has a stock mount and an optional short underbarrel rail so it can be upgraded to the original configuration if registered as an SBR (short-barrelled rifle). See the TP9 on Military Arms Channel: https://youtu.be/AHhvbQZfjD4 https://youtu.be/RZLXnhvE_oQ Visceral seem to be attempting to emulate the success of CS:GO with the Betrayal expansion. Not only did they add the MP9 from that game but we also got the Karambit knife, an Asiimov copycat camo and a a stat-tracker for counting your kills with each gun! o Improvised Gun Ammo: 9x19mm Capacity: 30+1 Fire-rate: 950 RPM Reload: 1.80 secs Unlocks: $48,000 [criminals] / get 1,250 kills with it and buy licence [cops] (Betrayal DLC required) Summary: The second new machine-pistol from the Betrayal expansion seems to have a slightly lower maximum damage* and its hipfire spread is twice as wide as most of the others. However it has a high rate of fire, large magazine capacity and less recoil than everything else in this group apart from the 93R. The Improvised Gun comes without any attachments and the only one available is a home-made suppressor built from an oil filter which unlocks after 70 kills (or using a voucher). This crude device blocks the weapon's (equally basic) iron sights but helpfully someone has painted a yellow line on it to indicate your point of aim! *It has a unique damage profile so I can't copy its damage stats from another gun and since the Betrayal update the damage figures shown on Symthic only apply to the PC version of the game. Trivia: The Improvised Gun is a crude home-made firearm (constructed from a metal pipe, welded sheet metal and a wooden grip) which might also be described as a "zip gun". A traditional zip gun would commonly have one or more barrels each holding a single round (like a derringer) but in this case it takes the form of a compact magazine-fed SMG with the same general configuration as the TEC9 (see above). The weapon in Hardline is modelled accurately on a real home-made SMG that was seized by police in South America. https://goo.gl/p10QSR A community mission was held in mid March 2016 which offered a gold Battlepack for getting 50 kills with the Improvised Gun. .------------.-----------------------------------------------------------------. | Section 08 | GENERIC WEAPONS s08 | '------------'-----------------------------------------------------------------' At launch all equippable primary and secondary weapons were locked to classes but Visceral later decided to be less restrictive and added several new guns which can be used in your loadouts for any of the four classes. If you happen to find one you really like you could even equip it on all four classes. If you use the same attachments for every kit then you'll never need to adjust to using a new gun when you switch classes during a match. .-------------.----------------------------------------------------------------. | Section 08a | Classics s08a | '-------------'----------------------------------------------------------------' Following the example of DICE who added the M1 Garand rifle as a veteran reward in BFBC2 available to all classes, Visceral have added classics to Hardline too. Similarly they can be used by any class or faction but they are not limited to veteran players this time - you just need to buy them using in-game money (XP). Some of the classics are harder to use thanks to their inferior stats and the limited range of optics and other attachments available for them. You'd probably only want to use the M1A1 and M1 if you enjoy a challenge, you're interested in historical military arms or you're trying to get their trophies/achievements! The classics in the game have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ====================+===========+==============+==========+=============== .500 Nitro Express | 100.0 | 35m to 80m | 45.0 | Mammoth Gun --------------------+-----------+--------------+----------+--------------- .30-06 Springfield | 75.0 | 45m to 90m | 51.0 | M1903 --------------------+-----------+--------------+----------+--------------- .303 British | 43.0 | 30m to 60m | 25.0 | Syndicate Gun --------------------+-----------+--------------+----------+--------------- .30 Carbine | 34.0 | 40m to 65m | | M1 --------------------+-----------+--------------| 15.0 |--------------- .45 ACP | 25.0 | 15m to 35m | | M1A1 --------------------+-----------+--------------+----------+--------------- 12-gauge | 16 x 25.0 | 10m to 20m | 16 x 6.0 | 1887 (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: The damage drop-off for the M1 Carbine was buffed in the first March 2016 update - it was extended from 30-60 metres to 40-65 metres. I've listed these together for consistency with the rest of the guide but it's unfair to compare their damage profiles as these are different types of guns. All the classic guns are marked with a curious gold circular badge which forms part of an elaborate easter egg to unlock the Syndicate Gun (see below). o M1A1 Ammo: .45 ACP Capacity: 30 Fire-rate: 725 RPM Reload: 2.25 secs Unlocks: $45,000 [both factions] The M1A1 was added to the game in the update that came with the Criminal Activity DLC but the expansion is not required to access it. Summary: The M1A1 Thompson SMG was the first gun added to Hardline that could be used by any class/faction and it seems that the developers were careful not to upset the class balance by making it too effective! Compared to the Mechanic's submachineguns (see Section 05a) it uses the same .45 ACP ammo as the UMP45 but it does substantially less damage at all ranges and it also has a relatively slow rate of fire. Those two facts combine to give it a very poor DPS, lower than any of the other SMG's. It has a minimum TTK of 0.255 seconds compared to 0.146 seconds for the Mechanic's starting weapon, the MP5K. It has high vertical recoil too but at least the horizontal recoil and first-shot recoil multiplier are both fairly low. Its accuracy is quite typical for an SMG although it does have very good hipfire as you might hope with the Tommy Gun! By default it uses a stick magazine that gives a 30-round capacity (not 30+1). This can be upgraded to a 50-round drum mag which is one of the Thompson's main strengths, although it won't help you in close quarters where you can get shredded by modern weapons with high DPS. The only other attachment available is a stubby grip which reduces your spread increase per shot (SIPS). There are no optics, no muzzle attachments and no other accessories or grips. Trivia: The M1A1* was a military version of the Thompson submachinegun. The "Tommy Gun" was an obvious choice for inclusion in Hardline - not only is it an iconic criminal weapon but it also previously appeared in BF1942, BF Vietnam, BF1943 and most recently in BFBC2. The Thompson SMG was designed by John Thompson (hence the name!) in the late 1910's - he envisioned a "hand-held machine gun" that could be used in the trench warfare that was prominent during World War I. See Thompson's prototype on Miculek.com: https://youtu.be/mxU_De14wMs It entered production in 1921. It saw some early use by military and police forces but the Tommy Gun is most famous for its popularity among the gangsters of the Prohibition era of 1920's America. See the M1A1 on TFB TV: https://youtu.be/D53opaeollQ The Thompson submachinegun was later adopted by US armed forces and the M1928A1, M1 and M1A1 models were all used during WWII. Late M1 models and all units of the M1A1 version have the triangular guards around the rear sight which can be seen on the Hardline gun model. You can recreate the look of the gangsters' weapon of choice in the game by adding the wooden foregrip and drum magazine - although in reality the M1 and M1A1 models couldn't accept the drum mag. See the M1A1 on IV8888: https://youtu.be/T5ACAv_Y1-8 In February 2016 Auto-Ordnance announced an expansion to their wide range of Thompson, M1911 and M1/M1A1 Carbine replicas with polished chrome and titanium gold versions of their Model 1927 (the semi-auto version of Model 1921 Thompson). These come with 20 and 50-round mags with matching finishes and optional authentic mobster's violin case! See the Auto-Ordnance M1A1 on MAC: https://youtu.be/OAm4lsJMeYQ Getting 275 kills with it earns you the "Tommy's Favorite" trophy. The Thompson with a 50-round drum magazine appears in Payday 2 as the "Chicago Typewriter" - this was a common nickname for the real weapon because it was used by Chicago gangsters and it goes rat-a-tat-tat! Similarly the Tommy Gun (DLC weapon) for Rockstar's L.A. Noire was called "The Chicago Piano". *Although it had a similar designation in military service, the M1A1 is unrelated to the M1/M1A1 Carbine (see below) and the M1 Garand! o M1 Ammo: .30 Carbine Capacity: 30+1 Fire-rate: 850 RPM Reload: 1.90 secs Unlocks: $66,000 [both factions] The M1 was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The M1 Carbine is a semi-auto weapon with no option for automatic fire. It has a theoretical maximum fire-rate of 850 RPM (the same as the FAMAS!) but in practice you can probably only achieve a maximum rate of around 400 RPM or a controlled rate of 200 RPM. It has a unique damage profile with high max damage that gives you a three-hit kill out to 40 metres. Instead of the standard M1 15-round magazine it's modelled with the larger 30-round magazine (which was used primarily with the automatic M2 model) and it also has excellent reload times, with the short reload taking less than two seconds. Accuracy, vertical recoil and velocity are all typical of the other carbines in the game (see Section 04a) but it has practically no horizontal recoil. Since it's outclassed by most weapons in close quarters and the low minimum damage makes it ineffective at long range I think this carbine is best used with controlled tapfire at medium ranges, although you're stuck with using the iron sights. The M1 Carbine comes without any attachments. You unlock (unfold!) the stock at 50 kills, the flash hider at 70 kills and the stubby grip at 90 kills. There are no other attachments available. Patched: The damage drop-off range was buffed in the Betrayal DLC update on 1 March 2016 - it was extended from 30-60 metres to 40-65 metres. Trivia: Hardline's M1 is the M1A1 paratrooper variant of the M1 Carbine. The M1 - generally known as the M1 Carbine - was designed along with its .30 Carbine ammunition to give US officers and support units like drivers, radiomen and artillery crews an effective weapon that was significantly lighter than the M1 Garand rifle or the Thompson SMG (see above). It weighs only five pounds when empty (about half the weight of those other weapons) and it was also cheaper to produce. See the M1 Carbine on TFB TV: https://youtu.be/yHYd1tsH2jQ https://youtu.be/Fvgzk-vhnjQ The M1 Carbine saw extensive use by US forces during WWII with over six million manufactured. In the later stages of the war other models were introduced - the M1A1 paratrooper version with a lightweight folding metal buttstock, the M2 with a full-auto mode and a larger 30-round magazine and the M3 with an infra-red scope for night ops. See the M1A1 on Forgotten Weapons: https://youtu.be/Dx-8QgkbIiU See the M1A1 on TFB TV: https://youtu.be/10oX4QVpfBw These were used in the Korean War too and the M1 and M2 also saw some action in Vietnam although (like the M14) these were phased out with the introduction of the M16 assault rifle (see Section 04b). See the M2 on Forgotten Weapons: https://youtu.be/ateT144BgPk Although modern military carbines are often shortened versions of an existing weapon (for example the M16/M4 and G36/G36C), the M1 is not a carbine variant of the M1 Garand rifle. The designs are essentially unrelated and the Garand even used a different calibre - the same .30-06 Springfield as the M1903 rifle (see below). See the M1 Carbine on IV8888: https://youtu.be/simGcJm2Pm4 Getting 275 kills with it earns you the "Grandpa's Automatic" trophy. o 1887 Ammo: 12-gauge Capacity: 5+2 Fire-rate: ??? RPM Reload: 1.10 x N secs Unlocks: $50,000 [both factions] The 1887 shotgun was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: As usual full stats for shotguns are not presented on Symthic and the reload time above is an approximation based on my own basic timings. This vintage lever-action shotgun functions much like the pump-action shotguns. It has a very slow rate of rate (taking more than a second between successive shots) and it does high damage with 16 pellets per shell - more than any other shotgun in the game - and each doing a maximum damage of 25. However it has a wider pellet scatter cone than any shotgun apart from the DBS and it has a slow reload cycle. Each shell is loaded individually so you're free to resume firing at any stage if needed. The 1887 comes without any attachments and only two are available. Equipping both the sawed-off stock and the short barrel options produces a far more compact weapon* which resembles the shortened "Mare's Leg" lever-action rifle that was added to BF4 as a sidearm. The stock attachment functions statistically like a vertical foregrip so it gives reduced spread (increased accuracy) when moving and/or using hipfire. Adding the short barrel increases the angle of the pellet cone by 25% which makes it very wide. *The 1887 is the opposite of the Double-Barrel Shotgun - the default version is the full-length gun and you add attachments to shorten it. Trivia: The Winchester Model 1887 was designed by the legendary John Browning and entered production in 1887 (hence the name!). It is regarded as the first truly successful lever-action shotgun. It only remained in production until 1901 - when it was superseded by the similar but improved Model 1901 design - and fewer than 65,000 1887's were made. The weapon is correctly modelled in Hardline with a capacity of seven shells. Technically it holds "5+2" - five in the underbarrel tube magazine, one in the chamber and one in the shell carrier. Winchester was founded 1866 so 2016 is their 150th anniversary. See a Chinese 1887 clone on IV8888: https://youtu.be/UisjxqqfIbo The Italian company Chiappa who make the exotic Rhino revolver which featured in BF4 (as the "SW40") also manufacture authentic replicas of historic firearms. Their extensive range includes several 1887 shotguns - including a shortened "Mare's Leg" model - plus 9mm and .22 LR versions of the M1 Carbine (see above). See a Chiappa 1887 on TFB TV: https://youtu.be/mo7QsrLF7zU The Model 1887 has previously appeared in several video-games such as Call of Duty (Black Ops 1 and Modern Warfare 2 and 3) and Far Cry 3 and 4. It was also famously used by Arnie in Terminator 2. If you have both attachments equipped and you fire the shotgun in hipfire (or release your ADS button immediately after firing) then your character will use a cool one-handed flip-cocking technique to operate the action, just like Arnie in the movie. :) See Jerry Miculek spin-cocking an 1887! https://youtu.be/gwe1ToZTSEE Getting 275 kills with the 1887 earns you the "I'll be Back" trophy. o M1903 Ammo: .30-06 Capacity: 4+1 Fire-rate: 58 RPM Reload: 2.85 secs Unlocks: $25,500 [both factions] The M1903 rifle was added to the game in the update that came with the Betrayal DLC but the expansion is not required to access it. Summary: Although it has some limitations, the M1903 is a more effective choice for long-range sniping than the AWS (see Section 08b). Most of its stats are copied from the Scout Elite (see Section 07a). It has the same muzzle velocity, reload times, accuracy and damage profile (giving a one-hit headshot kill at any range but no one-hit body-shots in close-quarters) and similar recoil and rate of fire. However it only holds five rounds compared to the Scout Elite's 10+1 and it takes over four seconds to reload the rifle when empty. The M1903 comes without any attachments but you can unlock a 6x scope with a simple crosshair reticle at 20 kills and a suppressor at 50 kills (which will trash your muzzle velocity). There are no other attachments available although the M1903 does permanently have the benefit of a straight-pull bolt (so you can always chamber the next round without needing to exit your ADS/scope view). Trivia: The bolt-action Springfield M1903 rifle entered US military service in 1903 (hence the name!) and was the standard service rifle of US forces until 1936 when it was replaced by the semi-auto M1 Garand. The original 1903 model used the .30-03 cartridge with a round-nosed bullet which was designed specifically for this new rifle. However this was superseded in 1906 by the .30-06 Springfield cartridge with a pointed bullet which gave superior aerodynamic performance and was later adopted as the standard calibre for rifles and machineguns including the M1 Garand and M1918 Browning Automatic Rifle (BAR). See the M1903A3 on IV8888: https://youtu.be/7tS-sJONe04 In 1917 Remington designer John Pedersen invented a contraption that could replace the bolt in a bolt-action .30-06 Springfield to convert it into a semi-auto rifle firing a .30" pistol calibre from a canted detachable top-loading 40-round magazine. Over sixty-five thousand "Pedersen devices" (and over a million magazines) were manufactured but the Great War ended before they could enter service in Europe and the concept was rendered redundant by the adoption of the M1 Garand. See the Pedersen on Forgotten Weapons: https://youtu.be/znvzXr3cLD4 After the widespread issue of the M1 Garand during World War II the M1903 remained in use by the US Army as a sniper rifle. The M1903A4 model was introduced for this role with a new stock, 2.5x scope and no iron sights. The US Marine Corps had previously used the M1903 with a 5x scope as a sniper rifle in World War I and later during WWII they adopted the M1903A1 with a long narrow Unertl 8x target scope which was the basis for Hardline's 6x M1903 scope design. See an M1903A4 replica on MAC: https://youtu.be/kcc99z8PPQw The M1903 was the primary weapon for the US Scout class in BF1943 and it's available to the Scout class in BF1 including the "Experimental" semi-auto variant which is fitted with the Pedersen device. See the M1903A3 on MAC: https://youtu.be/Nk5L7UnS2AA Getting 275 kills with it earns you the "Bolt From the Blue" trophy. o Mammoth Gun Ammo: .500 NE Capacity: 3 Fire-rate: ??? RPM Reload: 3.60 secs Unlocks: complete 'Big Game Hunter' assignment [both factions] (Betrayal DLC required) This isn't a normal assignment where you need to get N kills with X weapon, instead you need to find six hidden collectibles on the new Chinatown map (Grand Bazaar remake) to unlock the cabinet containing the Mammoth Gun and then open a secret room to access it. You'll need to be playing on a game mode that uses the full map, for example Conquest or Heist. Since several video guides describe the collectible locations relative to Conquest flags I would recommend learning the locations and doing this in Heist mode where you'll have less competition from other players. You'll also need to do this in a live server (with at least three other players). The six collectibles are small metal mammoth head ornaments with very long tusks. These are distributed quite symmetrically around the map with one in each corner and two at either end of the central alley. You can pick up a collectible by pressing Square (or Cross on Xbox) and you'll hear an elephant "trumpeting" sound. Each collectible can only be collected once and it doesn't matter if other players find some of them - the cabinet will still open but the Mammoth Gun can only be acquired by ONE player per match! 1. Starting in the north-east* corner of the map the collectible can be found inside the bus on the east road. It will be sitting on the dashboard next to the instrument panel. 2. In the north-west corner the collectible is hidden under a tray of vegetables on one of the many similar market stalls there. If you start at the small pagoda and walk east you'll pass a toy stall and then come to two vegetable stalls facing you. You can find the collectible under a tray of cabbages on the left side of the stall on the left. You'll need to shoot the tray. 3. The next collectible is inside the butchers cornershop at the road junction in the south-west corner of the map. You'll find it in the second fridge in the row of four on the left. 4. In the south-east corner it's hidden among the yellow flowers in a planter under the pedestrian overpass bridge to the east of the market. Specifically it's the planter under the south steps at the west end of the footbridge. This one's very difficult to see so sweep your aim over all the plants and keep spamming Square. If you don't hear the sound effect then another player has probably taken it already. 5. Moving into the main straight alley that bisects the map you can find the next collectible on a shelf at the right side of the small butchers shop towards the north end of the alley on the west side (next to the firecracker shop). 6. The sixth collectible is on a shelf in the back right corner of the vase shop on the east side near the south end of the alley. The secret room** can be accessed via the shop opposite the vase shop - it's on the west side at the south end of the alley and you'll see Buddha and Great Wave paintings inside. Pass through the shop and across the courtyard cafe to the back room with a cash register on a counter. Shoot the yellow sign and the pot behind the counter and activate the switch to open the hidden door behind the fridges. Directly in front of the door you'll see a display showing all of the collectibles that have been found so far. If all six are present you can interact with the display to unlock the cabinet and then collect the Mammoth Gun... unless another player has taken it already! Watch JackFrags' video guide showing all the collectible locations: https://www.youtube.com/watch?v=N9tMyD2oTpk *Anyone who played Grand Bazaar a lot in BF3 will probably notice that Visceral have rotated the map so north is now south! For example the curved "banana" corridor is near the top-left corner now. **The hidden room is based on a location from the first Gremlins movie (which was a visual reference for the remade map). There's even a box on the floor where you can hear a Mogwai inside. :) Summary: Although the break-action configuration resembles the Double-Barrel Shotgun (see Section 06a), Hardline's Mammoth Gun is actually a triple-barrel .500 hunting rifle so it performs very differently. It does a max damage of 100 out to around 35 metres so you can get a one-hit kill on shots to the upper torso or arms and it'll give a kill with a single headshot out to about 75 metres. The rifle also has perfect stationary ADS accuracy but its potential for sniping is limited by the basic iron sights (with no optics available), heavy gravity (double that of the bolt-action sniper rifles) and limited ammo capacity (it only holds three rounds). You can empty all three barrels very quickly either by using the three-round burst mode or by simply pulling the trigger quickly - you can fire three shots in about half a second but the weapon has very high vertical recoil (roughly eight times more than the FAMAS and F2000!) so your second and third shots will go high. If you wait for the recoil to reset before each shot you can fire your two follow-up shots in around 1.5 seconds. Once the weapon is empty you're stuck with a very slow reload animation that takes 3.6 seconds. The Mammoth Gun has no attachments. Trivia: The "Mammoth Gun" is an example of a "drilling" - from the historic European tradition of making hunting weapons as "combination guns" with three barrels. A drilling will commonly have two smoothbore barrels (to fire shotgun shells) and one rifled barrel (to fire rifle rounds) but it's also possible to have drillings with one shotgun barrel and two rifle barrels (which could be in the same or different calibres), three shotgun barrels or three rifle barrels. The Mammoth Gun is quite similar to appearance to the triple-barrel custom hunting rifle built by the Johann Fanzoj company of Austria which has three rifle barrels and is available in the powerful 8x57mm IRS, 8x75mm RS, 9.3x74Rmm and .375 H&H Magnum calibres. The Mammoth Gun could also be considered an example of an "elephant gun" (hence the name!). This concept originated in the 19th century where European big-game hunters on safari in Africa needed massive stopping power when hunting - or defending themselves against - large animals such as rhinos and elephants. Early examples were shotguns that used black powder and fired giant slugs from a large barrel - a common calibre was 4 bore (equivalent to 1 inch / 25mm) and some even used 2 bore (1.3 inches / 33.7mm)! After the advent of smokeless powder several gun-makers designed rifle cartridges especially for big-game hunting with large-calibre bullets and long cases packed with propellant. Prominent examples of these were .375 H&H Magnum, .416 Rigby, .404 Jeffery, .505 Gibbs and the .450, .470 and .577 Nitro Express rounds. According to the game's data files the Mammoth Gun uses .500 Nitro Express rounds. This traditional big-game load dates back to 1890 and features a 3" or 3.25" case with a .510" 570-grain bullet which can achieve a muzzle energy of almost 8,000 Joules. Compare that to the standard modern NATO military cartridge which has a 62-grain 5.56mm (nominally .223" calibre) bullet in a 45mm (1.8") case and will give less than 2,000 Joules! On the loadout screen your character kneels on one knee and holds the Mammoth Gun aloft in veneration! Seeing this always reminds me of the Engineer character in the Battlefield Friends cartoon who is always getting obsessed with using overpowered weapons. :) o Syndicate Gun Ammo: .303 British Capacity: 47 Fire-rate: 550 RPM Reload: 3.00 secs Unlocks: complete 'Big Eddie's Wiseguys' assignment [both factions] (Betrayal DLC required) The unlock for the Syndicate Gun needs five players with the Betrayal DLC, all working together, using party chat and each equipped with a different classic gun, namely the M1A1 Thompson SMG, M1 Carbine, 1887 shotgun, M1903 sniper rifle and Mammoth Gun (all listed above). The group needs to join a server running the Cemetery map and meet up at the large circular catacombs area just north-east of the middle of the map (it's the "D" flag in Conquest Large). There are several mausoleums at ground level around the circle and four of them have doors bearing the Syndicate emblems that were hidden around the DLC maps - each symbol has a circular maze motif around a different Greek letter in the middle. The first four players need to stand in front of the doors which have the specific symbol that could be found in the maps of the expansion that introduced their gun to the game as shown in the table below. Position | south-east | south-west | north-west | north-east --------------+------------+------------+------------+------------ Greek Letter | Phi | Xi* | Pi | Sigma --------------+------------+------------+------------+------------ Weapon | M1A1 | M1 | 1887 | M1903 The fifth player - with the Mammoth Gun - needs to stand underground in front of the golden doors (marked with two Sigma symbols) on the west side of the circular room. They need to position themselves on the octagonal plate on the floor marked with a mammoth's head. Now the four players need to face their doors and follow the button prompt to interact with all four doors at exactly the same time. If this is done correctly a lightning bolt will strike the large tree in the centre of the area causing it to catch fire. Additionally the golden doors downstairs will open revealing a spiral staircase down to a crypt where the Syndicate Gun can be found on a sarcophagus. Only ONE player can collect the gun per round so you'll need to restart the match and repeat the process for each member of your group that needs the gun. Also shortly after the gun has been taken the golden doors will close so you need to exit promptly otherwise you'll be trapped inside the tomb! The whole process is illustrated in JackFrags' video guide here: https://www.youtube.com/watch?v=N9tMyD2oTpk *This is the serifed (mathematical) version of the letter Xi rotated through 90° so it looks like this: [I] Summary: The Syndicate Gun performs like a battle rifle with lower recoil and a larger magazine. It has the same "long-range" damage profile as the FAL and HCAR so it gives a three-hit kill out to 46 metres and a four-hit kill at any range beyond that. It fires at only 550 RPM which is slower than most of the battle rifles but it has a big 47-round magazine and less vertical recoil. It has good stationary aimed accuracy but it has a high SIPS value so it quickly becomes inaccurate in sustained fire. The gun's stationary hipfire accuracy is very poor but somehow it is considerably more accurate in hipfire when moving! The Syndicate Gun is permanently fitted with armour-piercing tracer rounds and a side-mounted green triple-dot laser which turns off when you ADS. It also has very basic optics which are modelled on the 3.5x PO scope but with less magnification and a thin black reticle that's really hard to see (and can't be edited at the Gun Bench). No other attachments are available for it. Trivia: The Syndicate Gun is based on the vintage Lewis Gun. When it first appeared on the CTE (less than two weeks after the release of the previous DLC) it was modelled authentically with the full-length barrel, butt stock and bipod but for release the stock was removed and the barrel was reduced to less than half its normal length. The Lewis Gun was invented by a US Army officer named Isaac Newton Lewis in 1911 but it was initially rejected by the US military so he moved to Belgium and established a company in Liege to produce the weapon in the British .303 calibre. It was adopted by the Belgians in 1913 and it was nicknamed "The Belgian Rattlesnake" by German forces but it didn't see major use until the design was licensed for mass production by BSA in the UK the following year. During World War I the weapon was issued widely to British soldiers where it replaced the heavier water-cooled Vickers Gun. In addition to its infantry role it was also used as a portable anti-aircraft gun or mounted to vehicles such as aeroplanes, armoured cars, tanks and motorcycles. The Lewis Gun was only eventually adopted by the US Navy and US Marine Corps in 1917. The American model used the standard .30-06 Springfield round and remained in service until World War II. See the Lewis Gun on Forgotten Weapons: https://youtu.be/l73mR4D9pYw The design features two very distinctive aspects - the large barrel shroud and the top-mounted pan magazine. The wide aluminium shroud around the barrel and gas cylinder was presented as an air-cooling system, although the weapon actually functioned well without it and was sometimes used minus the shroud, e.g. if mounted on an aircraft. The Lewis used a flat circular pan-type magazine which was mounted horizontally on top and had the cartridges stored radially inside. The standard magazine held 47 rounds but in late 1916 a new design holding 97 rounds was introduced primarily for anti-aircraft guns. The Lewis Gun's design was the basis for the Royal Army's standard machineguns in the 2009 free-to-play title Battlefield Heroes. It also features in BF1 as both an infantry and vehicle weapon. Most of the guns in the original Star Wars trilogy were based on real historic weapons.* You might recognize the Lewis Gun's design (with the pan magazine removed) because it was used as the basis for the T-21 Imperial heavy blaster which also appears in DICE's Battlefront game. I love the look of the heavy blasters used by Stormtroopers on Tatooine in Episode IV - they look gritty and realistic and yet the Lewis Gun's barrel shroud (on the T-21) and the long barrel of the German MG34 (on the DLT-19) give them an exotic appearance too. *See Section 07a of my Battlefront guide for more examples. .-------------.----------------------------------------------------------------. | Section 08b | Miscellaneous s08b | '-------------'----------------------------------------------------------------' This section covers any other guns that have been added to the game since launch and can be equipped onto any of the four classes. These weapons have the following damage profiles: | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ================+========+==============+========+================= arrows | 100.0 | TBC | TBC | A8S ----------------+--------+--------------+--------+----------------- | 90.0 | 30m to 100m | 59.0 | AWS 7.62x51mm NATO |--------+--------------+--------+----------------- | 43.0 | 20m to 50m | 24.0 | M110K5 ----------------+--------+--------------+--------+----------------- | 34.0 | 10m to 20m | 25.0 | G17 Race Pistol 9x19mm |--------+--------------+--------+----------------- | 25.0 | 25m to 35m | 12.0 | M5SD ----------------+--------+--------------+--------+----------------- .300 Blackout | 30.0 | 30m to 60m | 18.0 | RO933 .300 BLK ----------------+--------+--------------+--------+----------------- 5.7x28mm | 25.0 | 10m to 60m | 15.0 | FN57 ----------------+--------+--------------+--------+----------------- 4.6x30mm | 20.0 | 20m to 40m | 10.0 | MP7 ----------------+--------+--------------+--------+----------------- .32 ACP | TBC | TBC | TBC | Dual vz.61 (these are the console damage stats - for PC stats please refer to Symthic.com) I've listed these together for consistency with the rest of the guide but it's unfair to compare their damage profiles as these are different types of guns. o MP7 Ammo: 4.6x30mm Capacity: 40+1 Fire-rate: 950 RPM Reload: 2.60 secs Unlocks: $36,000 [both factions] The MP7 PDW was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The MP7 has the same high fire-rate it had in BF4 but it also has a similar low damage profile so it compares less favourably to the SMG category in Hardline where most weapons do more damage, fire faster or both! Its 20 max damage gives it a five-hit kill at short range, a lower DPS than any of the Mechanic kit's SMG's and only slightly more damage per second than the classic Tommy Gun. However its high fire-rate, large mag size and tight hipfire spread make it quite capable in close quarters plus - unlike the classics - it has access to a full range of optics, accessories and muzzles so the MP7 is a usable substitute if you don't like the Professional and Enforcer primaries, provided you can limit yourself to short ranges. The MP7 comes without any attachments. Trivia: The MP7 was developed by HK of Germany to meet the requirements of NATO's demands for a PDW and it entered production in 2001. See the MP7 on Vickers Tactical: https://youtu.be/h3jek2PML1g Just as with the P90 (which was also developed to meet NATO's brief) a new type of high-velocity armour-piercing ammunition was designed especially for the MP7. It takes a 20, 30 or 40-round magazine which is loaded into the grip, like the Uzi or a pistol. The compact design gives an overall length of just 41cm with the stock retracted. See the MP7 on Future Weapons: http://youtu.be/rMj73QKr7oI The MP7 appears in Payday 2 as the "SpecOps" although unusually it's fitted with a foregrip attachment instead of using the integral one. See the MP7 on IV8888: https://youtu.be/HY_lPyHyqLU o FN57 Ammo: 5.7x28mm Capacity: 20+1 Fire-rate: 455 RPM Reload: 1.25 secs Unlocks: $6,000 [both factions] The FN57 pistol was added to the game in the update that came with the Robbery DLC but the expansion is not required to access it. Summary: The FN57 gives you an alternative if you want a sidearm that can be used at longer ranges than the machine-pistols or that fires faster than the heavy pistols and revolvers. It retains its 455 RPM fire-rate and 20-round magazine from BF4 so you can put a lot of lead down-range in a short period of time and it has very fast reload times and minimal horizontal recoil too. Compared to the Operator's pistols it fires slightly faster than most of them although you might not be able to achieve its theoretical maximum fire-rate. It also does less damage, giving a kill with four hits instead of the usual three although the implication is that it uses armour-piercing rounds which can negate the effect of Mechanic body armour (however the Armored Insert damage modifier got nerfed in the same update that added this pistol anyway). If you don't like the slower fire-rates and smaller ammo capacities of the Enforcer and Mechanic kits' sidearms then you might prefer to use the FN57 although it obviously does much less damage per shot. It has similar vertical recoil to the Professional's machine-pistols but it has a x1 first-shot recoil multiplier instead of x2 so you have a little more control at slightly longer ranges. The FN57 comes without any attachments. Patched: Previously the bronze, silver and gold metallic camos were available by default but this issue was fixed in the November 2015 update. Trivia: As noted previously the FN "Five-seveN" was developed in parallel with the P90 PDW and the novel 5.7mm cartridge they share, although it didn't enter production until 1998, eight years after the P90. The high-velocity 5.7mm bullets are designed to penetrate modern body armour but they have a tendency to tumble within the target which causes more damage and reduces the risk of over-penetration making them suitable for law enforcement applications. FN boast that the gun is used by 300+ agencies worldwide including the US Secret Service. See the FN Five-seveN on TFB TV: https://youtu.be/FC2jWYIxRqU Although originally sold only to military/police operators, the gun has been available to civilian users since 2004. The current models are the USG (United States Government), the brown FDE (Flat Dark Earth) and the Five-seveN Mk 2 which launched in 2013. This is the second appearance of the Five-seveN in the Battlefield series but the weapon has previously featured in over thirty games, including the Counter-Strike, Splinter Cell and SOCOM series. Also Kirito uses one as his secondary in the anime Sword Art Online II. The USG model appears in Rainbow Six: Siege as the "5.7 USG". o RO933 .300 BLK Ammo: .300 BLK Capacity: 30+1 Fire-rate: 700 RPM Reload: 2.30 secs Unlocks: complete RO933 .300 BLK Assignment [both factions] o Get 10 kills with the standard RO933 carbine on Night Job map o Get 10 kills with the standard RO933 carbine on Night Woods map The RO933 .300 BLK carbine was added to the game in the update that came with the free Blackout expansion. Both free night maps were added to the standard map rotation on all non-DLC official servers so you'll come to them naturally if you play the full sequence. However you can use the Server Browser to jump directly onto them or if you're lucky you might find a custom server running both maps back-to-back in your preferred mode. Summary: Our third version of the RO933 carbine (see Section 04a) is fitted with an integral suppressor and uses different ammunition so it has several stats that differ from the standard model. It has a unique damage profile with 30 max damage that gives a four- hit kill which it holds all the way out to 42 metres. However it also fires 150 RPM slower than the original RO933 and of course that sound suppressor reduces the velocity considerably. It has a higher gravity value too which will also cause more drop at range. It has the same magazine size and reload times but more horizontal recoil and over twice as much vertical recoil. It does have better hipfire and moving accuracy, however a higher SIPS is applied. The RO933 .300 BLK comes without any attachments. You can unlock the same selection as the standard RO933 except there are no other muzzle devices (because of the fixed suppressor) and it can't equip either extended magazines or AP Tracer ammo. Trivia: This is a modified version of the Colt R0933 (see Section 04a). It's been converted to use subsonic .300 Blackout ammunition (see below) and it has an integral suppressor that barely extends beyond the end of the handguard, so it has the advantages of quieter operation with little or no increase in the overall length of the weapon. The AR15/M16/M4 platform can be readily modified by swapping out the upper receiver. Spike's Tactical offer compressor uppers which have an 8.1" barrel fitted with their own MRS suppressor which adds only another 3" to the overall weapon length. These are available in both 5.56mm and 300 BLK versions. The modified R0933 is also similar in concept to the Daniel Defense M4 Carbine ISR (Integrally Suppressed Rifle) which is a .300 Blackout carbine with a 10.3" barrel and a permanent (welded) suppressor and also to the SIG MCX (see Section 05a) which can be converted easily to use 300 BLK optionally with a suppressor built into the handguard. .300 Blackout Ammunition ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The .300 AAC Blackout cartridge - also known as 7.62x35mm or simply 300 BLK - was designed by Advanced Armament Corporation working in conjunction with Remington and is essentially a .30-calibre bullet (comparable to 7.62mm) mounted in a cutdown and renecked 5.56mm case. This makes it possible to convert a 5.56mm weapon to use 300 BLK by simply changing the gun's barrel - both the existing bolt and the original magazines can be retained. The cartridge was designed to give improved power in the M4 carbine. The standard 5.56mm NATO ammo was made to be used with the longer 20" barrel of the M16 and yields significantly less power from the M4's 14.5" barrel. The .300 Blackout is said to give similar performance to the Soviet 7.62x39mm (from the original AK47) even when fired from a short barrel. It's also available with several heavy subsonic loads which are effective in suppressed weapons (such as this version of the RO933 carbine) - although only effective at relatively shorter ranges, it gives good power and is very quiet in operation. In June 2015 it was reported that the Dutch MARSOF special forces unit had issued a tender to purchase a large volume of .300 Blackout carbines and ammo. This was the first known instance of a military force proposing the adoption of the 300 BLK cartridge. In late 2016 it was confirmed that MARSOF had selected the SIG MCX which is the carbine version of the MPX submachinegun (see Section 05a). o M110K5 Ammo: 7.62x51mm Capacity: 25+1 Fire-rate: 600 RPM Reload: 2.50 secs Unlocks: complete M110K5 Assignment [both factions] o Get 25 kills with battle rifles on Night Job map o Get 25 kills with battle rifles on Night Woods map The M110K5 battle rifle was added to the game in the update that came with the free Blackout expansion. Summary: Evidently the M110 semi-auto sniper rifle has been converted to offer fully automatic fire in Hardline - it has a fire-rate of 600 RPM. Although it's technically classed as a battle rifle because of its calibre, it has very different stats to the Enforcer's primaries (see Section 06b). It has almost the same damage profile but the minimum damage is 24 instead of 25 so it's not capable of the usual four-hit kill at long ranges. It has a decent 25-round magazine but it lacks their lightning-fast reload times. It has similar heavy vertical recoil but that's combined with a very large first-shot recoil multiplier so you'll want to use an angled grip on it to reduce the initial jump. Perhaps thanks to its marksman heritage, its accuracy is very good - the aimed, hipfire and moving spread stats are the best in the Enforcer and Operator categories. Like the new RO933 which was added in the same update, the M110K5 is fitted with a permanent suppressor. While this stops you appearing on enemy minimaps when you fire, it also limits your muzzle velocity to a subsonic 330 m/s and it prevents you from using any other muzzle attachments (for example to reduce that recoil). The M110K5 comes without any attachments. Patched: The recoil was reduced in the first March 2016 update. The vertical recoil was decreased from 1.0 to 0.7 (which matches the best of the other battle rifles) and the first-shot multiplier was reduced from 2.5 to 2.2 (still twice the average for battle rifles). Additionally the recoil recovery rate was increased by 25%. Trivia: The Knight's Armament Company SR25 semi-auto sniper (see Section 07b) was adopted by the US Army as the M110 Semi-Automatic Sniper System. See the M110 on Future Weapons: http://youtu.be/SwZQiGik41w Several versions of the M110 are available in KAC's military range including the long-range M110A2 with a 20" barrel and the lightweight M110K2 and M110K3 carbines with 16" barrels. The M110K5 variant was revealed at the SOFIC (Special Operations Forces Industry Conference) in 2014. The gun design is optimised for suppressed operation - it has a 14.5" barrel and a semi-permanent suppressor shrouded inside the standard long KeyMod handguard giving it the same overall length as an SR25 without a suppressor. In spring 2016 it was announced that HK had won the US Army's CSASS (Compact Semi-Automatic Sniper System) competition with their G28E model and a mock-up of this was shown at the SHOT Show in early 2017. This has been designated as the M110A1 by the US military and will start replacing KAC's original M110 in service around 2019. See the HK CSASS mock-up on Vickers Tac: https://youtu.be/zQNyJfOqlaM A community mission was held in mid-January 2016 which offered $200k of in-game currency for getting 50 kills with the M110K5. o AWS Ammo: 7.62x51mm Capacity: 5+1 Fire-rate: 45 RPM Reload: 3.50 secs Unlocks: $81,000 [both factions] The AWS sniper rifle was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: The AWS is a bolt-action sniper rifle with a fixed suppressor. This gives a limited sniper capability to any class but compared to the other bolt-action rifles it has very slow muzzle velocity (more drop and longer travel times) and it lacks the 100 maximum damage (for one-hit kills in close-quarters). Overall you'd be better off using the classic M1903 Springfield (see Section 08a) or running the Professional class with an unsuppressed sniper rifle. The AWS comes without any attachments. You'll need to either get 20 kills to unlock the optics slot or use a voucher. Trivia: The AWS (Arctic Warfare Suppressed) is another model of the Accuracy International AW bolt-action sniper rifle now fitted with a long narrow suppressor instead of a standard barrel. However the gun model in Hardline has a folding buttstock which I think makes it the AWC (Arctic Warfare Covert) variant which has been used by special forces operators including Delta Force, the SAS and the German KSK. It can be packed into a carrying case that resembles a large briefcase. The AWS and AWC both use the same 7.62mm calibre as the AW and the original PM (L96A1) rather than the powerful .300 Winchester Magnum or .338 Lapua Magnum of the AWM (see Section 07a). However they would normally be used with subsonic loads for quieter operation. The AW variants are all similar in appearance as they are mounted in the same body - the manufacturer's own AICS (Accuracy International Chassis System) which consists of an aluminium frame with external polymer panels. The 1.0 version is the original, the 1.5 added an adjustable cheek rest and the 2.0 also has the folding shoulder stock which reduces the overall length by eight inches. The AICS can also by used to mount the action from an R700 rifle in the same way as Remington's own RACS (as used by Hardline's ".300 Knockout"). The AWS sniper rifle shares its short name with the ARES Shrike AWS (Advanced Weapon System) which is an LMG that was available in BF4. o M5SD Ammo: 9x19mm Capacity: 30+1 Fire-rate: 700 RPM Reload: 2.30 secs Unlocks: $60,000 [both factions] The M5SD SMG was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: The SD variant has similar stats to the Mechanic's M5 Navy, with the same velocity, damage profile (giving a four-hit kill to 25 metres), reload times and hipfire spread. The main differences are that the M5SD has superior aimed accuracy and slightly less recoil but it also fires 100 RPM slower. The M5SD comes without any attachments but has a fixed suppressor. Compared to RO933 .300 BLK it has the same fire-rate and magazine size. The M5SD has better recoil and moving accuracy while the RO933 does more damage at all ranges and has a faster long reload. Trivia: This is the third version of the MP5 (see Section 05a) in the game. The integrally-suppressed MP5SD dates back to the mid 70's - the "SD" stands for Schalldämpfer which is German for "sound suppressor". There were three buttstock options (fixed stock, collapsible stock or no stock) and two different trigger groups (with or without a burst mode) and all six permutations were available as distinct variants numbered SD1, SD2, etc. The model in the game has the fixed stock and burst option like the original MP5 SD5 but it also has a narrower suppressor, a remodelled handguard with rails and the same incorrect short magazine as the M5 Navy. An additional top rail is added when an optic is equipped. o G17 Race Pistol Ammo: 9x19mm Capacity: 17+1 Fire-rate: 900 RPM Reload: 1.50 secs Unlocks: $60,000 [both factions] The G17 Race Pistol was added to the game in the update that came with the Getaway DLC but the expansion is not required to access it. Summary: This is a customised version of the Glock G17 semi-automatic pistol. It has almost identical stats to the Operator's unmodified G17 (see Section 04c) including the theoretical maximum fire-rate of 900 RPM and the three-hit kill out to 10 metres. The match-grade components give it an aimed accuracy of 0.1 (the same as the .357 and .44 revolvers and the PTR91 sniper rifle) and the lowest horizontal recoil of the sidearms category (tied with the FN57 and M1911). It's also fitted with the Coyote red-dot sight from BF4. However for the sake of balance it also gets a couple of negatives. It has almost 60% more vertical recoil than the standard G17 and the spread increase per shot (SIPS) is 40% larger. At short ranges it should give quite similar performance to the G17 but you can also get accurate single shots at long range (with 25 min damage) and it's much easier to unlock! Overall it's an excellent choice of secondary for any of the four classes unless you want the higher damage profiles of the Enforcer's Beagle/M1911 or Mechanic's .44/.357 or the auto/burst options of the Professional's sidearms. Since it is already extensively customised, the G17 Race Pistol has no attachments available. Trivia: A "racegun" is any type of rifle, shotgun or pistol that has been modified to facilitate faster and more accurate use in competition. The game model can be seen to have several external modifications resembling those available from Carver Custom of Florida, namely an optics mount which wraps around the slide, an enlarged magazine well for quicker reloads and a custom compensator to reduce recoil. A racegun pistol would also usually have some internal modifications too, with the gun's standard barrel, trigger, connector and rod all replaced by custom parts. o A8S Ammo: arrows Capacity: 1 Fire-rate: 15 RPM Reload: 3.20 secs Unlocks: $85,000 [both factions] (Betrayal DLC required) Summary: This is one of the less traditional choices for a loadout weapon in a Battlefield game - it's an air-rifle that fires arrows! Although the full console damage stats aren't confirmed, it gives a maximum damage of 100 (and one-hit kills on body-shots) out to quite a respectable distance, but it has a very slow muzzle velocity of only 200 m/s so there's a heavy drop effect - in theory an arrow should fall by almost half a metre over a distance of 50 metres. You carry only ten arrows but since it's a generic weapon you can use it with the Enforcer class and then drop ammo to resupply yourself. The A8S has a nominal fire-rate of 100 RPM but since each arrow needs to be loaded individually and it takes about 36 seconds to fire all nine follow-up shots that's equivalent to an effective maximum rate of fire of approximately 15 RPM. It's very quiet in operation so it functions as a suppressed weapon. The A8S comes equipped with a Comp M4s sight by default but no other attachments are available for it. Trivia: The Airrow Stealth A8S was a pneumatic rifle from a company called Swivel Machine dating back to the late 80's. It used a long cylinder of compressed air or carbon dioxide (mounted horizontally under the barrel) to fire arrows at twice the velocity of a conventional bow. The A8S airgun could also be modified to launch lines, underwater harpoons or tranquilizer syringes for animals. The model in Hardline is the original design with a 16-inch barrel, long trigger and trigger guard (presumably designed to be used while wearing diving gloves), basic scope mount and the same telescoping buttstock as commando variants of the M16. The current version is the A8S1P which - like so many modern weapons - copies its styling from the AR15/M16 pattern with a similar grip, trigger guard and handle. The Airrow Stealth airgun was used in a couple of scenes in the 1993 John Woo movie Hard Target. The Betrayal DLC also features the A8S Explosive as a Battle Pickup - this uses explosive-tipped arrows (like the ones in Rambo III). o Dual vz.61 Ammo: .32 ACP Capacity: 31+1 Fire-rate: 1,300 RPM Reload: 1.50 secs Unlocks: $100,000 [both factions] (Betrayal DLC required) Summary: I haven't seen any damage stats for the console version of Hardline's akimbo machine-pistols but on PC they do considerably less damage than the Professional kit's sidearms (which already have lower damage than pistols using the same ammunition). If I had to guess I'd say the dual Skorpions probably give a six-hit kill at short range. Together they fire at an insane 1,300 rounds per minute which is now the highest rate of fire in the game, beating even the K10 SMG. They have very bad hipfire accuracy but if you press L2 to zoom (you can't actually ADS of course) you can improve the spread by almost a factor of ten, giving them similar (i.e. poor) aimed accuracy to most of the other machine-pistols. They also have similarly heavy recoil, with identical stats to the TEC9 and MP9. Each gun has a 15-round magazine - so you have a total ammo capacity of 32 when you have a round in each chamber - although these are actually modelled as a single 31-round magazine so if you reload when empty you get 31 rounds and if you then reload again you get 32. The reload times are impressively fast for someone holding two guns! No attachments are available for the Dual vz.61's. Trivia: The vz.61 Skorpion machine-pistol was designed in the late 50's and entered production with the Czech company Ceska Zbrojovka in 1961. It remains in use today and CZ continue to market a semi-auto version alongside their Scorpion CZ3A1 submachinegun (see Section 05a), CZ75 pistol (see Section 04c) and CZ805 assault rifle (in BF4). Thanks to its telescopic bolt it has a very compact design that's only 10 inches in length or 20 inches with the wire stock unfolded. The original design also features a wooden grip and short magazines holding either ten or twenty rounds. The original vz.61 model used .32 ACP (significantly smaller than the .45 ACP used by the M1911) but this was followed in the 90's by the vz.82 using 9x18mm Makarov and the vz.83 using .380 ACP. In real life the Skorpion has a 850 RPM fire-rate so if you happened to use two together they'd have a combined fire-rate of 1,700 RPM! Like the Mammoth Gun (see Section 08a), the Dual vz.61's give your character a unique pose on the loadout screen - he stands with his arms crossed over his chest like a badass. The 60's Skorpion has previously appeared in numerous video-games series such as Rainbow Six, GTA, Far Cry, Splinter Cell, Metal Gear Solid and Hotline Miami but the dual-wielded vz.61's in Hardline are clearly inspired by the Skorpions with akimbo option in the Call of Duty titles Modern Warfare 3 and Black Ops (1). .------------.-----------------------------------------------------------------. | Section 09 | BATTLE PICKUPS s09 | '------------'-----------------------------------------------------------------' Battle Pickups were previously introduced in BF4 as a way to include several "power-up" weapons that would be too powerful to be freely available. Instead of unlocking and equipping them, they can only be collected on the battlefield. They can usually be found on the maps on weapon cases marked with a map icon (with the same weapon always spawning at the same map location in any given game mode). Each pickup weapon comes with a limited amount of ammo and cannot be resupplied. If you switch to another gun or a gadget then the pickup will be dropped but it is possible to pick up the pickup again! This section covers the MG36 and the M240B - the two light machineguns* (LMG's) that are available during online play as Battle Pickups. I've also added notes for any other guns (and "guns") that are available as pickup weapons, however since this is specifically a firearms guide I haven't covered the RPG and SMAW rocket-launchers, the Stinger anti-air missile-launcher or the A8S Explosive arrow-airgun in the Betrayal expansion. The M240 and MG36 use the standard NATO rifle and intermediate loads. | Max. | Damage | Min. | Ammunition | Damage | Drop-Off | Damage | Weapons ================+========+==============+========+========== 7.62x51mm NATO | 43.0 | 30m to 60m | 25.0 | M240B ----------------+--------+--------------+--------+---------- 5.56x45mm NATO | 33.0 | 30m to 40m | 20.0 | MG36 ----------------+--------+--------------+--------+---------- nails | 55.0 | 10m to 20m | 45.0 | Nail Gun (these are the console damage stats - for PC stats please refer to Symthic.com) Patched: The M240's minimum damage was increased from 24 to 25 in the 28 April 2015 patch and its damage drop-off range was extended from 20-50 metres to 30-60 metres in the Robbery update on 16 September 2015. Kills obtained with the LMG's or the Nail Gun are not tracked on your Battlelog profile (or on the unofficial bfhstats.com website). This can be particularly frustrating if you're working on the trophy for getting 100 Nail Gun kills. The data files for Hardline (presented on Symthic) include stats for the M249 and MG4 light machineguns too but these weapons are not playable in the game. *Technically the ARM, RPK and RPK74 are also LMG's but these have smaller ammo capacities and are included in Hardline effectively as "heavy assault rifles" in the Operator class loadouts instead. o MG36 Ammo: 5.56x45mm Capacity: 100+1 Fire-rate: 750 RPM Reload: 3.10 secs Unlocks: N/A (Battle Pickup) or $75,600 (car upgrade) The "LMG Armory" option can be bought and equipped onto both the sedan and coupe cars - it puts an MG36 pickup in your car's trunk. Summary: The MG36 uses the same 5.56mm NATO rounds as many of the carbines and assault rifles but it has a unique damage profile which gives it a four-hit kill out to 36 metres and a five-hit kill beyond that (just as long as all five shots hit the chest/arms). Its main advantage is the 100-round drum magazine, although it takes longer to reload than lighter magazine-fed weapons and the MG36's long reload takes a whole second and a half longer so try to keep at least one round in the weapon. With that 750 RPM fire-rate you can fire it continuously for eight seconds - if you really want! It experiences heavy recoil and its left recoil of 0.7 (the highest in the whole game) usually gives it a pull to the left but it has a first-shot recoil multiplier of one (no additional recoil) so it can deliver controlled fire in short bursts. The MG36 pickup comes equipped with a Comp M4s sight and a laser sight which will tighten your hipfire when you want to go full Rambo with it. :) However the LMG Armory version lacks the laser. The bipod attachment was completely removed for Hardline so you can't use that to negate the recoil as you would in BF4 for example. Trivia: The MG36 was intended as a light machinegun (LMG) variant of the HK G36 assault rifle (see Section 04a) fitted with a heavier barrel and a bipod. The concept was never mass-produced but - while prototype weapons have appeared in previous Battlefield titles* - in the games it's basically just a G36 with a bigger drum mag. However it's also depicted here as having the low-profile scope rail from the G36C (used on the MG36 LMG model in BF2) rather than the much taller carry handle with integrated scope of the original G36 assault rifle design (seen on the MG36 models in BFBC1 and BFBC2). The magazine is modelled on the Beta C-Mag which has two separate drums that feed into a central portion that can be loaded into the magazine well on the underside of the weapon like a normal magazine. In BF3 the MG36 had a capacity of 50 rounds (unless you added the extended mags option) but in Hardline it gets the authentic 100. *Some examples of prototypical Battlefield guns are the XM8 series in BFBC1 and BFBC2, the MK3A1 and PDW-R in BF3, the LSAT and PDW-R in BF4 and the FMG9, K10 and suppressed .300 Knockout in Hardline. o M240B Ammo: 7.62x51mm Capacity: 100 Fire-rate: 600 RPM Reload: 6.75 secs Unlocks: N/A (Battle Pickup) Summary: Using the heavier 7.62mm NATO load, the M240B does appreciably more damage than the MG36. It gives a three-hit kill out to 46 metres in Normal mode and a two-hit kill to 51 metres in Hardcore. However it does also have a slower rate of fire. It holds 100 rounds (and comes with a further 100) but it's belt-fed so it has a very slow reload time. You'll want to avoid unnecessary reloads and find a safe spot when it finally runs dry. Recoil is heavy again but its horizontal recoil is balanced (so there is no obvious pull to either side) and it has a recoil multiplier of only 0.5 so it actually experiences less recoil on the first shot and this makes it very controllable when tapfired. The M240B comes equipped with a Holo sight and a flash hider. Patched: In the 28 April patch the minimum damage was buffed from 24 to 25 giving it the standard 7.62mm battle-rifle damage profile. This small change added the potential for a four-hit kill at range. In the 16 September update the damage profile was changed to match the FAL battle rifle - the damage drop-off start and end distances were both extended by 10 metres. Trivia: M240 is the US designation for the MAG which was developed by FN Herstal. The name stands for Mitrailleuse d'Appui Général which is French for "general-purpose machinegun". See the M240B on IV8888: https://youtu.be/nv1a-RuxU0c The FN MAG entered production in 1958 but wasn't adopted by the US until the late 70's. FN report that the MAG is used in over ninety countries and that over 200,000 units have been manufactured. In US service the M240 was originally mounted on vehicles but the M240B ("M2-40 Bravo") version was subsequently developed for infantry use. See the M240B on FPSRussia: http://youtu.be/UcN7w_gh7uY The latest model to enter US service is the M240L which is up to 18% lighter than the Bravo model thanks to its titanium components and the optional lightweight buttstock and shorter barrel. See the M240L on Military Arms Channel: https://youtu.be/uw4GmrwdD70 The FN MAG is also in service in the UK where it's known as the L7 GPMG (General-Purpose Machinegun) but nicknamed the "Gimpy"! British forces additionally use the 5.56mm FN Minimi (a.k.a. the M249 SAW) including a new version using 7.62mm. The M240 is also produced by OOW who make the HCAR (see Section 06b). See the OOW M240 on Vickers Tactical: https://youtu.be/SLdYA9YPKi0 Barrett revealed their own M240LW model at the 2015 SHOT Show. It's six pounds lighter and five inches shorter than the standard version. o Nail Gun Ammo: nails Capacity: 10 Fire-rate: 900 RPM Reload: 3.10 secs Unlocks: N/A (Battle Pickup) The Nail Gun is available on all four maps in the Criminal Activity DLC. It can also be found on the Night Woods bonus map and on Break Pointe and Precinct 7 in the Robbery expansion. Summary: Although it has a nominal fire-rate of 900 RPM, the Nail Gun fires on semi-automatic so the practical limit is the rate at which you can pull the trigger. It does heavy damage, sufficient for a kill with two body-shots (or a single headshot) out to 15 metres. It has good accuracy both in hipfire and "ADS" (it doesn't actually have any sights) but its effective range is severely limited by its other stats. Its projectiles have a velocity of 150 m/s (one third that of the RPK/AKM) and experience a gravity acceleration of 80 m/s² (more than five times higher than most guns in the game)! This causes a significant "bullet-drop" effect - projectiles would fall by 40cm (16") at 15 metres or by around 70cm (28") at 20 metres! With the crazy drop you should limit yourself to very short-range encounters. The hipfire spread and recoil recovery make it quite viable to spam hipfire shots rapidly at targets out to around 10-15 metres. At longer ranges you'd need to start aiming high in order to compensate for the drop. Trivia: Hardline's Nail Gun is modelled on the Hilti DX460 "powder-actuated fastening tool" but with a yellow and black finish instead of the company's standard red and black. It's a construction tool used to attach timber or sheet metal to concrete, masonry or steel. Unlike a traditional pneumatic nail gun - which requires a large external gas compressor attached via a hose - the DX460 is entirely self-contained. It's powered by 6.8mm (.27") explosive cartridges which come on numbered plastic strips of ten charges (colour-coded for different powers) which are loaded into the bottom of the grip. You can either load individual nails into a fastener guide at the front or you can attach a magazine (as seen in the game) which takes strips of nails. When the trigger is pulled one cartridge is fired and this drives a heavy piston that strikes the nail. The power can be altered by using different cartridges and by adjusting the rotary dial on the side of the tool. The DX460 has several safety features including a contact pressure safety device so the gun can only be fired when it's pressed firmly against a hard surface. It would therefore not be possible to use it as a projectile weapon unless that safety mechanism was bypassed. Getting 100 kills with it earns you the "Nailed It!" trophy. See Jerry Miculek's tactical staple-gun! https://youtu.be/GrJRSf55zsE o Double-Barrel Shotgun Ammo: 12-gauge Capacity: 2 Fire-rate: ??? RPM Reload: 3.50 secs Unlocks: The Double-Barrel Shotgun from the Enforcer class is also available as unmarked Battle Pickups on the Pacific Highway map in the Getaway DLC and the Alcatraz map in the Betrayal DLC. On Pacific Highway you can find it hanging on the wall next to the fireplace upstairs in the big hunting lodge north-west of the central rocky peak. That's the cops base in Capture the Bag mode or the largest building at Log Cabins ("A" flag) in Conquest Large. On the Alcatraz map the DBS is in one of the museum display cases on "Sunset Strip"* in Cell Block A by the north-east exterior wall. *Cell corridors at Alcatraz were named after famous US streets such as Broadway, Times Square and Park Avenue in New York. Summary: (see previous entry in Section 06a) Trivia: Kills with the pickup version are counted towards your total DBS stats so you can use it for the "Menz in the Hood" trophy. o M1A1 Ammo: .45 ACP Capacity: 50 Fire-rate: 725 RPM Reload: 2.25 secs Unlocks: The generic M1A1 Thompson SMG (with 50-round drum mag and foregrip) is also available as an unmarked Battle Pickup on the Alcatraz map in the Betrayal DLC. It can be found in one of the museum display cases in Cell Block C on "Michigan Avenue" by the south-west exterior wall. Summary: (see previous entry in Section 08a) Trivia: Preserved documents from Alcatraz include a 1948 inventory of guns and ammunition held at the prison. These included eight Thompson submachineguns (1928 model) with a selection of box and drum mags, thirty M1911A1 pistols (see Section 06c) and thirty M1 Carbines (see Section 08a) with ball and tracer ammo. .------------.-----------------------------------------------------------------. | Section 10 | ATTACHMENTS s10 | '------------'-----------------------------------------------------------------' Every primary firearm or sidearm has a series of accessories, sights/scopes and sometimes ammunition types which can be added to change how they perform. You can choose your attachments to customise your weapon to suit different roles or to either enhance its strengths or reduce its weaknesses. In previous games you unlocked specific attachments by getting a certain number of kills with that weapon, for example you might get the Kobra sight with ten kills, laser sight with 20 kills, etc. In Hardline however you need to get a certain number of kills to unlock each category of attachments and then you can choose which ones to buy using cash (XP). - If a gun has four attachment slots (e.g. carbines and battle rifles) then you need 20 kills to unlock optics, 50 kills to unlock accessories, 70 kills to unlock muzzle attachments and finally 90 kills to unlock grips. - If a gun has three attachment slots (e.g. most SMG's and shotguns) then you need 30 kills for optics, 60 kills for accessories and 90 kills for muzzles. Following the example of the F2000's scope and the CS5's suppressor in BF4, many of the weapon attachments in Hardline are modelled differently for certain guns and some have unique designs. Several attachments from BF4 are unavailable in Hardline - i.e. the bipod, the frag and dart ammo for shotguns, the three-dot laser, the laser/light combo, the 2x magnifier, the duckbill choke and the underbarrel grenade-launcher rail plus the variable zoom and range finder options for sniper rifles. There have also been several changes to optics (see Section 10a). Battlepack Vouchers ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Battlepacks can be earned by achieving Service Stars with each weapon, vehicle category, class and game mode; you can also buy them using in-game cash (XP) and you can even purchase them with real money if you really want to. A Battlepack will give you a random mix of XP/rep boosts, melee weapons and various cosmetic features like patches, Battlelog avatars, emblem shapes, gun camos and vouchers to unlock outfits and vehicle paints. They can also give you attachment vouchers which can each be used as a shortcut to unlock one specific item for the gun of your choice, for example you might get a Suppressor Voucher, Angled Grip Voucher or Rifle Scope Voucher. Attachment vouchers count as an "Advanced" item which affects your chance of getting them in each type of Battlepack. Patched: In the 28 April patch the Battlepack system was adjusted to increase the chances of receiving collectibles and vouchers instead of boosts. You can view/open the Battlepacks you've earned under Multiplayer \ Battlepacks off the main menu, during a match from the "pause" menu accessed by pressing the Options button or on your online Battlelog account. If you have an attachment voucher but you have already scored sufficient kills to unlock that attachment category (for example if you have a Suppressor Voucher but you've unlocked the muzzles category) then you can choose whether to buy the attachment (press Triangle) or redeem the voucher (press Cross). It's usually best to buy it with XP (which is limitless) and save the voucher to give you a headstart when you start using a new gun. Loadouts ¯¯¯¯¯¯¯¯ To access your guns/attachments/gadget/vehicles loadout menus press Square on the respawn screen during a match. You can also adjust your set-up outside a match from the game menus under Multiplayer \ Customize. Although not without its problems, Hardline brought several good innovations to the modern Battlefield series and one of the greatest was the introduction of multiple loadout slots per class. You can now have up to five separate loadouts in each class and you can cycle through them on the respawn screen simply by pressing Triangle. By default only one slot is available. The second and third unlock by earning 30,000 and 80,000 XP respectively with that class, the fourth comes from Battlepacks and the fifth is a benefit of Premium subscription. Kill-Counter ¯¯¯¯¯¯¯¯¯¯¯¯ Owners of the Betrayal DLC (including Premium subscribers) have the benefit of a kill-counter for each weapon which can be viewed during play. This feature was initially advertised as being part of the gun models (like the "StatTrak" guns in CS:GO) but in actuality it's integrated into the HUD (above the ammo counter). Although this feature was added with the Gun Bench in the Betrayal expansion, the counter is shown for all loadout weapons and not just the ones that've been customised at the Gun Bench. .-------------.----------------------------------------------------------------. | Section 10a | Optics s10a | '-------------'----------------------------------------------------------------' As usual the various sights and scopes are grouped into three categories: Close-Range Medium-Range Long-Range anything up to 2x zoom 3.4x to 4x zooms 6x and higher zooms The close-range sights and medium-range scopes can be used with any primary gun category but the long-range ones can only be used with the sniper rifles. Several sights and scopes will be familiar from previous Battlefield titles but there have been several changes. Despite being seen in Hardline as recently as the December 2014 preview build, the Chinese optics from BF4 (the Coyote, HD33, Prisma and JGM4) have been removed. Additionally the Comp M4s, SRS02 and Micro T1 red-dot sights have been added, the 3.4x PK-A scope was replaced by the 3.5x PO, the 20x Hunter scope was changed to 14x and the 40x Ballistic was removed. In addition to BF4's canted iron-sights accessory you can now supplement your optics with the new canted RDS (red-dot sight) instead. The Betrayal DLC added the Gun Bench feature which allows you to completely customize the scope reticles of up to five primary weapons. Iron Sights ¯¯¯¯¯¯¯¯¯¯¯ These are the gun's built-in sights used when no other sight/scope is attached. An exception is the F2000 where the "iron sights" are actually a low-mag scope. Red-Dot Sights (RDS) - Reflex / Kobra / Comp M4s / Micro T1 / SRS02 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The iron sights (and the weapon itself) are often very obtrusive and give a poor view of your target and the surrounding area. The red-dot sights overcome this by mounting a large unobstructed circular aperture on top of the gun with a red dot (or other simple bright marker) to indicate the centre. The red-dot sights offer no magnification and only give the effective zoom which is equivalent to aiming down the gun's iron sights normally. The Reflex sight now has a solid yellow triangular reticle instead of its usual red dot but it still has a thick border which blocks some of your view. It's modelled on the RX06 sight (with that yellow triangle) which is manufactured in the USA by Trijicon who are best known for their ACOG range. The Russian Kobra sight has long been a favourite of mine. It has a red T-shaped reticle (which makes it easy to see) and a slim border. In real life the Kobra sight allows the user to switch between four different reticles, the other three options being a dot (used for the Red Dot Sight in BFBC2), a chevron or both. See the Kobra sight on Military Arms Channel: https://youtu.be/EnubG8nQvNo The remaining three sights are all new additions to the Battlefield series. The Comp M4s is a true red-dot sight with the point of aim marked with a small red point of light. There are a few parts which protrude and obscure your view most notably the battery compartment at the lower-right side. The Comp M4 sight is manufactured by Aimpoint of Sweden. Their Comp M2 optic was adopted by the US military in 2000 as the M68 CCO (Close Combat Optic). The Micro T1 also has a red dot. It has a thick border and a combined battery compartment and rotary switch which sticks out somewhat on the right side. The Micro T1 is also made by Aimpoint. The real sight is small enough to be mounted conveniently on top of a large high-mag optical scope or night-vision sight. The Micro T1 appears in Payday 2 as "The Professional's Choice Sight"! The SRS02 has a green dot and a chunky housing. The real SRS (or Sealed Reflex Sight) is made by Trijicon like the Reflex sight above; it has a red dot and a top-mounted solar panel as a secondary power source. See the SRS sight on Military Arms Channel: https://youtu.be/CIBMZ6HSJSY 1x Sights - Holo / PK-AS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The 1x sights operate on a similar principal to the red-dot sights but now the dot is surrounded by a small circle which greatly improves the visibility of your point of aim. The Holo option has a red reticle and a rectangular sight image. On a real-life EOTech Holo sight the two square buttons at the rear are used to adjust the brightness of the reticle up/down to suit your environment and the circular NV button allows you to temporarily dim the marker when you want to use the sight in conjunction with night-vision equipment. The PK-AS has a circular image and a reticle consisting of a red dot and a black circle which should make it visible against light and dark backgrounds. Labelled incorrectly as the "PKA-S" in previous Battlefield titles, this Russian 1x sight is now correctly shown as the PK-AS. Night Sights - IRNV (1x) / FLIR (2x) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Both of these give a thermal image which can be used to detect enemies through smoke* or when camouflaged against foliage or darker backgrounds. They also both have rudimentary range-finders incorporated in their scope views. The IRNV (Infra-Red Night-Vision) scope gives a basic 1x zoom and a green view with heat sources highlighted yellow. The FLIR (Forward-Looking Infra-Red) scope has a 2x zoom and a greyscale sight image with heat sources marked white. Patched: Previously you couldn't see through smoke using the FLIR scope if you were inside the smoke cloud but this was fixed in the 3 November patch. The IR sights are severely blinded by taclights and other bright light sources. Both units are fairly large and occupy a big chunk of your screen. The FLIR scope is modelled on one of the ThOR scopes made by ATN Corp of San Francisco. The digital scopes of the ThOR series each offer a different range of magnification, with the best offering up to 40x zoom - for only US$8,700! *Your options as infantry are more limited compared to BF4, but if you want to use smoke you can buy and equip the M18 Smoke grenade. Medium-Range Scopes - M145 (3.4x) / PO (3.5x) / ACOG (4x) / PSO1 (4x) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These scopes give a level of zoom that will be useful at medium ranges but with- out most of the penalties applied to larger scopes. They use a combination of black and red markings designed to work against both light and dark backgrounds. The M145 has a very thick eyecup which limits your peripheral vision outside the scope view. The reticle consists of a central red T (not unlike the Kobra RDS) and back crosshairs. The M145 is the US Army's variant of the ELCAN C79 and is used primarily on the M240 and M249 machineguns. The PO scope is a new addition to the series.* It has a thinner border and the reticle has a red ring and a black horizontal line with small black crosshairs. This Russian scope would come with a side bracket for mounting on Kalashnikov pattern weapons such as the AK74, AN94, etc. The ACOG now has a small red ring instead of a red chevron. The ACOG name is a registered trademark of American company Trijicon and stands for Advanced Combat Optical Gunsight. Although the game's version gives 4x magnification, Trijicon manufacture a range of ACOG models with various magnifications from 1.5x up to 6x (and with different lens sizes and reticle shapes/colours). See various Trijicon ACOG's on IV8888: https://youtu.be/B3nyql99Qas The Russian PSO1 has a red chevron plus several black markings including the distinctive curved "graph" in the reticle image which can be used to determine ranges based on a human target with a height of 1.7 metres (5 feet 7 inches), e.g. if the target fits neatly between the curve and the horizontal line below the "6" mark then the range is 600m. It is a large unit which occupies a lot of your screen both in and out of ADS. The 4x PSO1 scope was designed specifically for use with the SVD Dragunov as a designated marksman rifle. See the SVD and PSO1 on Forgotten Weapons: https://youtu.be/8gcE45knbNA *The PO replaces the Russian 3.4x PK-A sight from previous BF titles. This was an imposter in this group as the real device is actually a 1x red-dot sight. Long-Range Scopes - TA648 (6x) / PKS07 (7x) / Rifle Scope (8x) / Hunter (14x) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These scopes give enhanced magnification for long-range sniping - unlike the previous categories, each scope provides a different level of magnification. All four options here give no peripheral vision when you ADS. Any weapon using a scope with 6x mag or higher will suffer penalties. The scope will "sway" when aiming so you will often want to tap L3 to hold your breath (to steady your aim for about five seconds). Additionally the glint of sunlight reflecting off the lens will be visible to enemies when aiming at them - yes, even when playing on the night maps! Previously labelled as the Chinese "CL6X" in BF4, the TA648 is an American 6x scope with the point of aim indicated with a red dot and outer black ring. The TA648 range of 6x ACOG scopes is manufactured by Trijicon. The real design has a top rail which allows the user to mount a back-up holo sight. The PKS07 has a central red chevron and some black linear markings. In Russian military use the 7x PKS07 is the standard scope for the SV98 marksman rifle. The Rifle Scope and Hunter both have simple black crosshairs that fill the large sight image. The mil dots can be used to help factor bullet-drop. Since BF4 the Hunter has been reduced to 14x magnification (from 20x) and the 40x Ballistic Scope option has been removed. For sniping it's recommended to find a magnification that you're comfortable with then always use the same one so you get used to it. This is easier to do in Hardline where optics unlock early and you can choose which ones to purchase. You can use long-range scopes in conjunction with the canted iron-sights or new canted RDS (see Section 10b) to give you an option for short-range use. The Rifle Scope for the M1903 has 6x magnification instead of the usual 8x. Improved Iron-Sights / Mini (RDS) / Delta (RDS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The sidearms get their own range of optics to replace the basic iron sights. The new option of improved iron-sights replaces the ghost ring of BF4. It has luminous green markings (resembling an inverted exclamation mark) which should be more visible against a dark background. However the raised sections at the rear will impair your view around your point of aim. The Mini and Delta are both miniature red-dot sights. The Delta sight has a thin border and a more prominent triangular reticule. The 3x scope that was available to a few sidearms in BF4 is not featured here. .-------------.----------------------------------------------------------------. | Section 10b | Accessories s10b | '-------------'----------------------------------------------------------------' This rather broad category includes secondary sights, lights, lasers, extended magazines and alternate ammo types. Although in reality you could use several of these simultaneously, in the game you can only use one accessory at a time. Where an accessory has two modes (e.g. on and off!) you can toggle between them by pressing d-pad up on consoles or by tapping T (for "Toggle") on PC. Canted Ironsights / Canted RDS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Canted irons add a set of back-up iron sights onto the side of the weapon at a 45° angle to the top. When using a sight/scope attachment this allows you to switch between using the optics and the canted irons (by pressing d-pad up). Hardline has added an alternative to canted irons in the form of canted RDS where a small red-dot sight can be mounted and used in exactly the same way. These accessories would be particularly useful when running a high magnification scope that would otherwise be inconvenient in close-quarters engagements. The canted irons option cannot be used in conjunction with iron sights or the Comp M4s or SRS02 sights. Similarly the canted RDS cannot be used with iron sights or any of the red-dot sights or 1x sights (see above). Canted irons were a standard feature on the real-life SR25 ECC marksman rifle. Extended Magazine ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Absent from BF4, the extended mags option returned in Hardline and can now be used on a wide range of weapons. When this accessory is equipped your magazine size will increase by five rounds but you will suffer a 50% penalty to your "manoeuvrability" - your ADS and hipfire accuracy while moving. In a Twitter Q&A in January 2015 lead multiplayer designer Thad Sasser said that equipping extended mags would give you less ammunition overall but I tested a few Operator primaries and in all cases I had enough spare ammo for either four or even five full reloads with the larger magazine size (where usually you spawn with sufficient rounds for four full reloads with the standard magazine). For example the M416 assault rifle has a 30+1 capacity and you usually get 124 extra rounds (31 x 4) but with extended mags you get 35+1 and 144 spare (36 x 4). Flash Light / Tactical Light ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The flash light has no statistical effects but it can be used to illuminate a small area and to blind/disorient hostiles when you aim at them. The game notes that lights are especially effective at dazzling IRNV/FLIR scope users. You can toggle it on/off by pressing d-pad up. The taclight works much like the flash light except it turns on automatically when you ADS (press L2 to aim). Although it's not shown on the d-pad prompt you can enable/disable the taclight's function by pressing d-pad up. At longer ranges the lights will usually only serve to highlight your position to enemies and give them something to aim at! Laser Sight ¯¯¯¯¯¯¯¯¯¯¯ When you use hipfire (i.e. when shooting without pressing L2 to ADS) you will experience greatly reduced accuracy (increased spread) compared to normal aimed fire (for example the M416 assault rifle has a stationary aimed spread of 0.2 and a standing hipfire spread of 3.0). The laser sight improves your hipfire accuracy by providing a 25% reduction to your hipfire spread. As usual you can turn the device on/off by pressing d-pad up. When you switch the laser attachment on you'll notice that your hipfire crosshairs in the centre of the screen will tighten slightly indicating the accuracy bonus applied. If you play in Hardcore mode the hipfire crosshairs are disabled and therefore you can use the laser's dot for aiming as you would in real life. The beam of the laser is visible to the enemy (even from the side) so remember to turn it off if you are hiding behind a crate/corner or want to make your position harder to determine in dark areas or at longer ranges. Also don't forget that the laser is turned on by default every time you respawn. BF4 had separate options for red or green lasers. In Hardline there is only one option but for some guns it'll be red and for others it'll be green. Stock ¯¯¯¯¯ This option can be purchased and selected to add a shoulder stock to a weapon that does not come with one by default. Some guns (e.g. the SCAR-H) are modelled with a folded stock and you need to buy/equip this option in order to unfold it! According to the in-game description the stock "increases weapon control during rapid fire" - and in fact it has exactly the same statistical effects as the stubby grip, i.e. it reduces ADS spread increase by 50%, reduces hipfire spread increase by 15% and reduces the maximum ADS spread by 50%. When the stock and stubby grip are used together the effects stack so you get a massive buff to your weapon's overall accuracy in aimed automatic fire. Straight Pull ¯¯¯¯¯¯¯¯¯¯¯¯¯ When the straight-pull bolt is equipped on a bolt-action sniper rifle you will chamber the next round automatically after firing a shot and without coming out of your ADS (scope) view. This makes it much easier to track the position of the enemy when taking follow-up shots or engaging a group. .338 Magnum Rounds ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is an alternate ammo type for the R700 LTR and AWM sniper rifles only. It costs $100,000 to unlock so it has a higher price than most of the guns! It extends the damage drop-off range from 30-100 metres to 50-125 metres (to give the same long one-hit kill range as the .300 Knockout) and adds a 50% bonus to stationary spread (although the R700 already has perfect aimed accuracy). However it also applies a x5 penalty to vertical recoil, reduces the min damage from 59 to 50 (also the same as the Knockout) and reduces the rate of fire - it takes about 50% longer to chamber each round. Also since it equips into the accessory slot it's necessary to give up the straight-pull bolt to use it. Patched: Several stat changes were applied on PC on the final day of the beta in February 2015. The effective range for .338 Magnum rounds was reduced. In the 16 June patch the damage against the Mechanic's Armoured Insert was increased and the one-hit kill range was extended. Shortcut unlock vouchers are available from Battlepacks for most attachments but since the .338 Magnum Rounds option is available for only two weapons in the base game it seems it was decided not to include vouchers for it. The .338 Lapua Magnum load was developed specifically for long-range sniping, with Finnish ammo firm Lapua working in conjunction with Accuracy International (who make the AWM) and Finnish rifle manufacturer Sako. It was designed to give high performance and excellent body-armour penetration at long ranges. 12G Slug ¯¯¯¯¯¯¯¯ The 12-gauge slugs are an alternate ammo type for shotguns. Instead of the usual buckshot pellets, each shell contains a single solid projectile (and therefore they cannot be equipped in conjunction with the muzzle chokes). With the full shotgun stats for Hardline not published I can only speculate on their performance. The damage profile and headshot multiplier for slugs in BF4 have both seen changes and it's unclear how these influenced Hardline. I think slugs do 100 damage out to 20 metres so they would give a one-hit kill out to that range - and maybe a one-hit headshot kill out to around 50 metres? Slug rounds are not available to the Double-Barrel Shotgun or 1887. Breaching Rounds ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Criminal Activity expansion required] The breaching rounds are an alternate ammo type for shotguns. They contain an explosive load which can be used to take out laser tripmines or sabotage traps and to remove any building door that has an open/close interaction. When breaching rounds are equipped your shotgun will still use the standard buckshot shells by default but when you press d-pad down the next shot you fire will be a breaching round (the d-pad prompt shows a shotgun shell) and then the gun switches back to buck again. You can continue to select the explosive shells as many times as you like - you have a single pool of ammo and all rounds are magically subtracted from the same total. This combination of ammo types is fairly realistic. In military and police roles an operator might load one or two breaching rounds to fire first or if they have a shotgun with two separate magazines (like the KSG) these can be used to switch between two different ammo types. The breaching rounds have a very short time-to-live and detonate after only nine metres. If you fire into empty space you'll see a pretty fireworks effect right in front of you and even a weak fence ten metres away will survive. In BF4 the damage from shotgun frag rounds includes a splash component of up to 25 so it was possible to kill yourself for example by firing at your feet four times. The breaching rounds in Hardline work differently though - it's possible to kill yourself with a single shot if you hit an object less than a metre away! Breaching rounds are not available to the Double-Barrel Shotgun or 1887. AP Tracer Rounds ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Criminal Activity expansion required] The AP Tracer (armour-piercing tracer) ammunition can be equipped onto assault rifles, carbines, battle rifles and semi-auto snipers. The armour-piercing effect counters the Mechanic's Armored Insert (body armour) damage modifier and the bullets also do increased damage to armoured vehicles. However as a penalty the bright bullet trails of the tracer effect will reveal your position to the enemy, especially on the darker night maps. Additionally with certain weapons the max damage will be reduced. This seems to mainly affect the majority of assault rifles and carbines, with a loss of the four-hit kill for the AKS74u, G36C and SG553 carbines and the M416, M16A3, ARM, L85A2, FAMAS, F2000, SAR21 and AUG A3 assault rifles. This is a major negative. (Thanks to MarbleDuck of Symthic for posting the AP Tracer damage stats. Be sure to check him out on Youtube for very informative technical Battlefield content.) In real life you can get armour-piercing or tracer rounds in intermediate and rifle calibres but it'd be quite unusual to have both in the same cartridge. You would normally only see both together on specialist heavy machinegun ammunition. .-------------.----------------------------------------------------------------. | Section 10c | Muzzles s10c | '-------------'----------------------------------------------------------------' You can replace the standard barrel or fit a range of attachments to the end. Standard Barrel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is just the default configuration when you have no other option selected. Muzzle Brake / Compensator ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These attachments both serve to redirect propellant gases at the end of the barrel and thereby reduce the recoil experienced by the user. The muzzle brake reduces horizontal recoil by 50% and vertical recoil by 17.5% but it also applies a 50% penalty to the spread recovery rate. The compensator reduces vertical recoil by 40% but increases horizontal recoil by 17% and increases your spread increase per shot (SIPS) by 30%. Since it's much easier to manually counteract the effect of vertical recoil, the muzzle brake will often be more useful. You should be cautious of adding the compensator to a weapon that already has high horizontal recoil. Heavy Barrel ¯¯¯¯¯¯¯¯¯¯¯¯ When a rifle is fired the barrel is subjected to very high pressures that cause vibrations (at a harmonic frequency) which can reduce accuracy. A normal barrel tapers significantly along its length (so it's thinner at the muzzle end) but a heavy barrel has far less taper and the increased thickness makes it stiffer and therefore less prone to the negative effects of these harmonics. In Hardline the HBAR gives a 50% reduction to stationary ADS spread (increased accuracy) and a 20% reduction to the stationary ADS spread maximum. Additionally the added weight gives a 20% reduction to ADS/hipfire vertical recoil and a 20% reduction to ADS horizontal recoil. However that weight also causes a 50% penalty to ADS/hipfire spread when moving (reduced accuracy), but if you always stop before you shoot then you will suffer no negatives from using the heavy barrel. Flash Hider ¯¯¯¯¯¯¯¯¯¯¯ The flash hider conceals the prominent bright "muzzle flash" when firing your weapon which could otherwise reveal your position to the enemy. This would be more beneficial in darker environments where your muzzle flash is more obvious. It has no statistical bonuses/penalties (on recoil, accuracy, etc) so if you don't use any of the other barrel attachments you might as well equip this one! (In BF4 the 2015 Spring Patch added a penalty to spread recovery when using the flash hider but this change has not yet been applied in Hardline.) Suppressor ¯¯¯¯¯¯¯¯¯¯ Commonly (but incorrectly) known as a "silencer", a suppressor can be fitted to the end of the barrel reducing the sound made when the weapon is fired; it also functions as a flash hider (see above). Normally in Hardline firing a gun causes the player to be temporarily marked on the enemy team's minimaps but with the suppressor equipped this doesn't happen and therefore you can sometimes gain a significant tactical advantage. There are a few disadvantages to using a suppressor: o Reduced muzzle velocity* - this will make it harder to hit moving targets and increase the effect of bullet-drop (see Section 02a). o Exclusion of other muzzle attachments - if you pick the suppressor you'll lose the ability to use other attachments like the muzzle brake or heavy barrel. o Increased weapon length - it'll be harder to hide behind a corner! In BF3 the suppressor attachment reduced the damage drop-off distances for your gun and in BF4 it reduced your stationary hipfire accuracy but neither penalty is currently applied in Hardline. BF4 had four cosmetic variations of the suppressor for primary weapons and a further three for the sidearms. These were unlocked separately and you could select which one to equip. In Hardline however there is only one suppressor option for each weapon, but this will have a different appearance depending on which gun you're using. If your primary weapon is unsuppressed you might like to run with a suppressor on your sidearm to give you a stealthy option when you need it. However, due to the open nature of their cylinders, the revolvers cannot use suppressors. *Fitting a suppressor to any firearm in Hardline reduces its muzzle velocity to 340 m/s or less (representing a switch to subsonic ammo). Even if the standard velocity of the weapon is already subsonic it will still be reduced. Even some primary weapons like the K10, UMP45 and M1A1 can end up with muzzle velocities of less than 200 m/s - a third that of a typical assault rifle in the game. Most real ammunition is supersonic which means its muzzle velocity is greater than the speed of sound (at sea level this is around 340 m/s) and you get the usual "crack" sound which is actually a small sonic-boom. A suppressor can still reduce the sound of supersonic loads (its main function is to slow and cool the propellant gases to reduce the loud muzzle blast) but to be properly quiet you need to use either subsonic ammo or a suppressor that's specifically designed to bleed the velocity to below the speed of sound. Full Choke / Modified Choke ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A choke can be fitted to the muzzle of a shotgun to tighten the width of the cone of pellets (with buckshot ammo) as they leave the barrel. This makes the weapon more effective on ADS shots at range but there are also negatives. The modified choke makes the cone 20% tighter but also increases hipfire spread by 20%. The full choke tightens the cone by 40% but gives a 50% increase to hipfire spread. I believe both attachments give a penalty to recoil too. The choke options are not available to the Double-Barrel Shotgun but its barrel attachment functions statistically as a full choke. Additionally they cannot be used with slug rounds in the other shotguns. The (mostly useless) duckbill choke from BF4 is not available in Hardline. .-------------.----------------------------------------------------------------. | Section 10d | Grips s10d | '-------------'----------------------------------------------------------------' There are three types of underbarrel foregrips in Hardline which can be fitted to give you bonuses to accuracy or recoil. There were six designs of foregrip in BF4 but only three different types - the ergo and vertical grips gave the same statistical effects, as did the angled and folding grips and the stubby and potato grips. In Hardline you no longer get to choose between cosmetic variations although, as with the suppressors, each of the three types is rendered as a different design depending on which gun you're using them on. The foregrips have no statistical penalties and BF4's other underbarrel options (the bipod and grenade-launcher rail) are unavailable so there's no reason not to use a grip on any gun that will accept one. You can choose the one that best fits your play style. (In BF4 the 2015 Spring Patch added a penalty to spread recovery when using a foregrip but this change has not yet been applied in Hardline.) Vertical Grip ¯¯¯¯¯¯¯¯¯¯¯¯¯ You will suffer increased spread (reduced accuracy) if you fire while moving - this can be thought of as either a "movement penalty" or a "stationary bonus" (depending on your perspective). Your weapon will also have more spread if you use hipfire instead of ADS (aiming down sights). For example the M416 has a stationary ADS spread of 0.2, a moving ADS spread of 1.0, a stationary hipfire spread of 3.0 and a moving hipfire spread of 3.5. The vertical grip gives a 50% reduction to moving ADS/hipfire spread and a 25% reduction to stationary hipfire spread. This makes it most useful if you prefer a close-quarters "run-and-gun" play style. Angled Grip ¯¯¯¯¯¯¯¯¯¯¯ The first-shot recoil multiplier of a weapon increases the vertical recoil on a single shot or the first shot in automatic fire. The angled grip reduces the recoil multiplier by 33% so it's most useful when you fire short controlled bursts or you're using a semi-automatic weapon. The triangular angled grip is modelled on the original AFG (Angled Foregrip) manufactured by Magpul which is now available in five different colour options. In BF4 it was always rendered in Flat Dark Earth (dark tan) which looked okay on the SCAR-H in its default paint scheme but rubbish on anything else! In Hardline it will usually be black although it still comes in FDE when used on the SCAR. Stubby Grip ¯¯¯¯¯¯¯¯¯¯¯ During automatic fire the spread (random angular deviation) of each successive shot increases by a fixed amount - the spread increase per shot (SIPS) - until it reaches the maximum limit. This is a decrease in your weapon's accuracy. The stubby grip reduces ADS SIPS by 50% and hipfire SIPS by 15% plus it reduces the maximum ADS spread by 50%. This allows you to be more accurate when firing longer bursts at range. .-------------.----------------------------------------------------------------. | Section 10e | Camo s10e | '-------------'----------------------------------------------------------------' Just like BF4, Hardline has an extensive range of camo/colour combinations that can be applied to any gun in its final slot. The seven standard solid (unpatterned) options (black, FDE (Flat Dark Earth), green, etc) can be purchased at any time for $5,000 each. Once you have bought one it can be used with any gun. There are also several camo patterns (splinter, digital, ERDL, hexagon, etc) which can be obtained with various colour schemes (jungle, forest, desert, etc). These are unlocked as specific combinations, e.g. Tiger Jungle, ERDL Snow, etc, when they appear randomly in Battlepacks. If you're into that kind of thing you can also drop large sums of money to buy the fluoro zebra patterns and you can unlock bronze, silver and gold metallic options for a specific weapon by getting ten Bronze Service Stars (100 kills), ten Silver Service Stars (250 kills total) and ten Gold Service Stars (500 kills total) with that gun. The "adaptive" option of BF4 - which automatically changed the colour scheme of your weapon to match the terrain of the current map - is not available. The Betrayal DLC added the Gun Bench feature which allows you to completely customize the camo colours of up to five primary weapons. __ You can also create your own custom emblem which will be displayed on your gun and ballistic shield and on the killcard info shown to your victims after you kill them. After logging into your online Battlelog account click on Agent (top left), then Customize Emblem (top right) to access the emblem design tool.* Each emblem can consist of up to twenty separate layers - or forty with Premium. Additional shapes for your emblem designs can be unlocked via Battlepacks. *Direct link: http://battlelog.battlefield.com/bfh/emblem/edit/personal/ .------------.-----------------------------------------------------------------. | Section 11 | CONTACT s11 | '------------'-----------------------------------------------------------------' I welcome feedback, corrections and contributions on this guide. Contributions will usually be reworded but will always be fully credited to the submitter so be sure to tell me the name you want me to use. You can email me at barticle at hotmail.com - obviously changing the "at" to an @ and removing the spaces. It would be helpful if you include "Battlefield" or "Hardline" somewhere in the subject line to get my attention. I prefer contact by email but if you have trouble with your emails (inbox full, webmail blocked, overzealous spam filter, etc) and/or you don't hear back from me within a few days then feel free to message me via GameFAQs. .------------.-----------------------------------------------------------------. | Section 12 | THANKS s12 | '------------'-----------------------------------------------------------------' I would like to thank the following:- o Sym and Miffyli at Symthic.com for the weapon stats o Zormau, TimeItself, Zombierus and Miffyli for the shotgun stats o MarbleDuck for the AP Tracer ammo damage stats o NoctyrneSAGA for the .338 Magnum ammo stats o xFactor, LevelCap, TheRussianBadger and JackFrags for gameplay previews o DANNYonPC for the DLC gun previews o Modern Firearms (guns.ru) for info on some of the guns o Internet Movie Firearms Database (imfdb.org) for info on some of the guns o The Firearm Blog (thefirearmblog.com) for recent news stories o Defense Review (defensereview.com) for info on the MDR o Kuuten, Raven_Djinn, Zormau, gto364cid and youngsplud420 for helpful forum posts o Mayhem for the DerpSwag :) o my favourite gaming channels for Battlefield content: - http://www.youtube.com/user/darthveda - http://www.youtube.com/user/MarbleDuck - http://www.youtube.com/user/DANNYonPCin720p - http://www.youtube.com/user/rivaLxfactor - http://www.youtube.com/user/LevelCapGaming - http://www.youtube.com/user/Matimi0 - http://www.youtube.com/user/bigMooney06 - http://www.youtube.com/user/jackfrags - http://www.youtube.com/user/izzygonecrazygaming - http://www.youtube.com/user/xFPxAUTh0r1ty (Battle(non)sense) - http://www.youtube.com/c/flakfiregaming - http://www.youtube.com/user/StoneMountain64 - http://www.youtube.com/user/th3chineseguy - http://www.youtube.com/user/MrTimeItself - http://www.youtube.com/user/I2usskhofTV (Russkhof) - http://www.youtube.com/user/dontrevivemebro - http://www.youtube.com/user/Kulprit008 - http://www.youtube.com/user/NeebsGaming o my favourite channels for firearms features: - https://www.youtube.com/user/Iraqveteran8888 (IV8888) - https://www.youtube.com/user/Sturmgewehre (Military Arms Channel / MAC) - https://www.youtube.com/c/thefirearmblogtv/ (TFB TV) - https://www.youtube.com/user/VickersTacticalInc - https://www.youtube.com/user/MiculekDotCom - https://www.youtube.com/user/FPSRussia o MP1st for Battlefield news - http://mp1st.com/category/battlefield/ o Battlefield Friends :D - https://www.youtube.com/playlist?list=PL5EFADE5F1A6F7492 o Jazzdefector, Michael Meara, Planet Boelex and Pobedia for super sounds I will be happy to give credit and thanks to anyone who makes a contribution. ___________ ___ \______ / ___ / / / / __ \_/ / / / \___ ________ _________/ \__ ___ ______ / / ________ .-------o / __ / \___ // ___/\_ ___// // ___// / / __ / | ANOTHER / / / /_____/ // / / / / // / / / / \/ / '---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------. / / / // / / // / / / / // / / / / / GUIDE | / \/ // \/ // / / \_ / // \_ / \ / \________ o-----' \______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/ -- Battlefield Hardline Firearms Guide Copyright 2015-2016 James R. Barton Initial version 1.00 completed 23 September 2015 Current version 1.05 completed 27 November 2016 All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be downloaded and printed for personal, private, non-commercial use only. This work is subject to copyright. It may not be hosted online or otherwise distributed publically or reproduced either in whole or in part without the advance written consent of the author. Any violation would constitute an infringement of copyright and is strictly prohibited. The only websites with the author's consent to publish this guide are GameFAQs (gamefaqs.com) and its affiliates, i.e. Gamespot (gamespot.com). If you find this file hosted on any other site I would be grateful if you would inform me at the email address given at the top. Thanks!