Post: A complete review of the "Assault" kit.
11-04-2011, 06:43 AM #1
Onehungrywater
Vault dweller
(adsbygoogle = window.adsbygoogle || []).push({}); First of all here are my battlelog stats battlelog.battlefield.com/bf3/soldier/cRySiS%20Narwhal/stats/291591846/xbox/

Alrighty everyone, as you can see by my battlelog stats, I have a service star in the Assault kit. Basically an Assault service star is unlocked after every 220,000 points. Once you hit receive your service star, you will have every item unlocked for that kit. Now that I have completed my assault kit, I am going to be writing a full review on each and every unlock in the category. Keep in mind, these reviews are all my personal opinion, if you disagree please keep that to yourself.

M16A3:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The better of the two starting weapons, the M16 offers a high, reliable damage in close quarters while still remaining accurate and deadly at range. The M16 has one of the better iron sites in the game, it is not too thick and bulky so you can still see targets at range. The good iron sites negate the immediate need for a sight which is always helpful when using a new weapon. If you shoot the M16 in a full auto, it can eventually lead to a moderate amount of muzzle climb, which is why a heavy barrel is not recommended. However if you are a burst firing soldier a heavy barrel will help you keep rounds on your target down range. Even as you begin to progress throughout the assault kit, the M16 will remain one of your most reliable, lethal weapons. The attachments I would recommend are: Holographic sight, Foregrip, and a Laser sight.


AK-74M:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



The worse of the two starting weapons, the AK-74M will lay down a heavy spray of lead in close quarters, annihilating everything in its path. Among the most effective CQC assault rifles in the game, the AK is recommended for smaller maps with tighter fire fights. While the AK may dominate in tight spaces, the weapon is near useless at range; the weapon becomes less of a threat and more of an accessory with an increase in distance. Unless fired as a semi automatic, the AK will have a high amount of muzzle climb making the heavy barrel a disability. The iron sights are fairly wide making it hard to see anything that isn't directly in front of you; some sort of optic scope is highly recommended. The recommended attachments for the AK-74M are: Either a 4x or a 3.4x scope, Bipod, and the Tactical light.


Defibrillators:
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The Defibrillators, or "Defibs", are without a doubt an assaults best friend. If used effectively, the defibs can ultimately lead to a team to victory. The Defibs will revive a dead teammate when you hit them with it, this can be used to receive spawn tickets back in conquest or while attacking in rush. Aside from reviving a dead team member, the defibs will also award you with a point bonus, giving you +100 points for each teammate you revive (Suppose you revived 10 teammates, that is +1000 points.) Learning to use this piece of equipment will make the difference between a good assault player and a expert assault player.


M320:
You must login or register to view this content.
Auto Fire No
Single Shot Fire Yes
Burst Fire No
Rate Of Fire SINGLE SHOT
Ammunition 1 [40mm]
Range MEDIUM



In exchange for your medic packs, you may carry with you the M320. The M320 is a slightly underpowered grenade launcher which does not see much use. I personally LOVE this item, not because I can spam grenades at people across the map, but because I can use it to easily breach a wall. Whether I need to reach an attack point or simply kill a camping enemy behind a wall, a quick shot from the M320 will do the job. If your rifle has the underslung rail attachment, then M320 will be mounted under the rifles barrel just as it was in Bad Company 2 and previous games. However if you do not have the underslung rail, then you must physically equip the launcher as though it were another weapon. The M320 can be modified to shoot either a 40mm grenade, a 12 gauge buckshot, or a smoke grenade.


M416:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 750
Ammunition 30 [5.56x45mm NATO]
Range LONG



Without a doubt my favorite weapon of the entire kit, and as an added bonus, it is unlocked very early in the kit. With a high damage in close quarters and a minimal amount of muzzle climb, the M416 is the ideal killers weapon. Offering three modes of fire, a player can use full auto to decimate any soldier who dare cross him in close quarters combat, a player can use a three round burst for increased accuracy and a higher hit percentage, or a player can use semiautomatic to accurately pick off enemies in the distance. With a very small amount of muzzle climb, players can either use a foregrip to nearly eliminate it, or use a heavy barrel to gain a bit of accuracy. The iron sights seem to give me trouble as they are very thick and hard to see distant enemies with so I would recommend some type of optic attachment. With over 400 kills with the weapon, I can easily say it is so far my favorite weapon in the game, and I would recommend it to anyone interested in beginning an assault kit. The recommended attachments for the M416 are: Holographic or Kobra sight, Foregrip, Suppressor.


M26 MASS:
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Auto Fire No
Single Shot Fire Yes
Burst Fire No
Rate Of Fire SEMIAUTO
Ammunition 5 [12 gauge]
Range SHORT



The MASS underbarrel shotgun is rarely used in online play due to its several weaknesses and minimal strengths. The MASS can fire a 12 gauge buckshot, a frag round, flechette rounds, or 12 gauge slugs. The weapon has a very poor range even for a shotgun, and on top of the range issue, the weapon also has a very low damage. In order to kill someone with the MASS you will need to be within a 3 foot radius and you will also need to hit them in the upper body somewhere. Like the M320, the MASS can be mounted on rifles with the underslung rail or equipped as a third weapon. I would not recommend using the MASS over the M320 or the medic packs.


AEK-971:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 750
Ammunition 30 [5.45x39mm WP]
Range LONG



The AEK-971 is another weapon that will dominate mostly in CQC firefights. Like the AK-74M the AEK-971 will do exceedingly well in CQC situations. Although the weapons damage is not incredibly high, its fire rate is; quantity over quality describes this weapon perfectly. When the weapon is faced with a ranged enemy, it can be switched to a three round burst or semiautomatic to help stabilize the weapon, but the weak ammunition will likely leave you with an assist rather than a kill. With great RPM comes great muzzle climb, a heavy barrel would not be a wise attachment. Although the AEK's iron sights are fairly wide, I actually like them a lot and prefer them over a lot of optic attachments. Overall the AEK is great for maps like Operation Metro and Grand Bazaar, but leave it in the armory for Caspian Border and Kharg Island. The AEK's recommended attachments are: Kobra RDS, Foregrip, and a Laser sight.


M16A4:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The M16A4 is the exact same weapon as the M16A3 (It even shares attachments) except the A4 offers a three round burst rather than the fully automatic A3. The A4 will preform much better at range that the A3 but will be at a slight disadvantage when in tight quarters. Personally I like this weapon much more than the A3. The recommended attachments for the M16A4 are: 4x or 3.4x scope, Foregrip/Bipod, Heavy Barrel.


F2000:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 850
Ammunition 30 [5.56x45mm NATO]
Range LONG



The F2000, being the fastest shooting rifle in the game, will come out above all others when in close quarters firefights. With an incredible 850 RPM, the F2000 with turn anything crossing its path into mulch, considering that target is within a 35 meter radius. One of the major downsides to the F2000's high RPM is the clip will empty quite quickly, so if you are faced with anymore than two enemies you will likely be killed. If you MUST engage an enemy at distance the only way you will put any rounds on target is to switch the weapon over to singlefire, however like the AEK, the weak ammunition will probably leave you with an assist. The F2000's iron sights are very odd and difficult to use, any attempt to use the iron sights at range will yield no results. Overall, the F2000 is a spray and pray kinda gun and it is not recommended for ranged use. The recommended attachments are: Any type of Holographic or Red dot sight, FOREGRIP FOREGRIP FOREGRIP, and a laser sight.


AN-94:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



For me, this was the biggest disappointment of the entire kit, and it is not an easy weapon to unlock either! The AN-94 is by far the worst assault rifle for any sort of close quarters engagement. The weapon only offers a two round burst and a fully automatic firing mode. The AN-94 is also an incredibly weak rifle take upwards of 14-16 shots to down an enemy, couple that with the 2 burst firing mode and you're just asking to be gunned down. This weapon also has a huge amount of recoil so a foregrip is a must. In the short time I used the weapon the only advantage I noticed was the incredible accuracy at range, so I assume this would be the weapon of choice for the bigger maps in the game. Overall, the AN-94 is not NEARLY worth the amount of time and work it takes to unlock, and you should not strive to unlock it. The recommended attachments are: 4x or 7x Scope, Bipod/Foregrip, Heavy Barrel.


Russian acquired M16A3:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The Russian Acquired M16A3 is the EXACT same weapon as the normal M16A3, however it can be used on the side of the Russians. It is unlocked alongside the US acquired AK-74M.


US acquired AK-74M:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



The US Acquired AK-74M is the EXACT same weapon as the normal AK-74M, however it can be used on the side of the US. It is unlocked alongside the Russian acquired M16A3.


This took an incredible amount of time to create, hope you appreciate it Smile
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The following 4 users say thank you to Onehungrywater for this useful post:

BigBlackClocks, Cudder, Ix Benere xI, IzBoogz
11-04-2011, 09:37 AM #2
Ix Benere xI
At least I can fight
Originally posted by Onehungrywater View Post
First of all here are my battlelog stats You must login or register to view this content.

Alrighty everyone, as you can see by my battlelog stats, I have a service star in the Assault kit. Basically an Assault service star is unlocked after every 220,000 points. Once you hit receive your service star, you will have every item unlocked for that kit. Now that I have completed my assault kit, I am going to be writing a full review on each and every unlock in the category. Keep in mind, these reviews are all my personal opinion, if you disagree please keep that to yourself.

M16A3:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The better of the two starting weapons, the M16 offers a high, reliable damage in close quarters while still remaining accurate and deadly at range. The M16 has one of the better iron sites in the game, it is not too thick and bulky so you can still see targets at range. The good iron sites negate the immediate need for a sight which is always helpful when using a new weapon. If you shoot the M16 in a full auto, it can eventually lead to a moderate amount of muzzle climb, which is why a heavy barrel is not recommended. However if you are a burst firing soldier a heavy barrel will help you keep rounds on your target down range. Even as you begin to progress throughout the assault kit, the M16 will remain one of your most reliable, lethal weapons. The attachments I would recommend are: Holographic sight, Foregrip, and a Laser sight.


AK-74M:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



The worse of the two starting weapons, the AK-74M will lay down a heavy spray of lead in close quarters, annihilating everything in its path. Among the most effective CQC assault rifles in the game, the AK is recommended for smaller maps with tighter fire fights. While the AK may dominate in tight spaces, the weapon is near useless at range; the weapon becomes less of a threat and more of an accessory with an increase in distance. Unless fired as a semi automatic, the AK will have a high amount of muzzle climb making the heavy barrel a disability. The iron sights are fairly wide making it hard to see anything that isn't directly in front of you; some sort of optic scope is highly recommended. The recommended attachments for the AK-74M are: Either a 4x or a 3.4x scope, Bipod, and the Tactical light.


Defibrillators:
You must login or register to view this content.


The Defibrillators, or "Defibs", are without a doubt an assaults best friend. If used effectively, the defibs can ultimately lead to a team to victory. The Defibs will revive a dead teammate when you hit them with it, this can be used to receive spawn tickets back in conquest or while attacking in rush. Aside from reviving a dead team member, the defibs will also award you with a point bonus, giving you +100 points for each teammate you revive (Suppose you revived 10 teammates, that is +1000 points.) Learning to use this piece of equipment will make the difference between a good assault player and a expert assault player.


M320:
You must login or register to view this content.
Auto Fire No
Single Shot Fire Yes
Burst Fire No
Rate Of Fire SINGLE SHOT
Ammunition 1 [40mm]
Range MEDIUM



In exchange for your medic packs, you may carry with you the M320. The M320 is a slightly underpowered grenade launcher which does not see much use. I personally LOVE this item, not because I can spam grenades at people across the map, but because I can use it to easily breach a wall. Whether I need to reach an attack point or simply kill a camping enemy behind a wall, a quick shot from the M320 will do the job. If your rifle has the underslung rail attachment, then M320 will be mounted under the rifles barrel just as it was in Bad Company 2 and previous games. However if you do not have the underslung rail, then you must physically equip the launcher as though it were another weapon. The M320 can be modified to shoot either a 40mm grenade, a 12 gauge buckshot, or a smoke grenade.


M416:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 750
Ammunition 30 [5.56x45mm NATO]
Range LONG



Without a doubt my favorite weapon of the entire kit, and as an added bonus, it is unlocked very early in the kit. With a high damage in close quarters and a minimal amount of muzzle climb, the M416 is the ideal killers weapon. Offering three modes of fire, a player can use full auto to decimate any soldier who dare cross him in close quarters combat, a player can use a three round burst for increased accuracy and a higher hit percentage, or a player can use semiautomatic to accurately pick off enemies in the distance. With a very small amount of muzzle climb, players can either use a foregrip to nearly eliminate it, or use a heavy barrel to gain a bit of accuracy. The iron sights seem to give me trouble as they are very thick and hard to see distant enemies with so I would recommend some type of optic attachment. With over 400 kills with the weapon, I can easily say it is so far my favorite weapon in the game, and I would recommend it to anyone interested in beginning an assault kit. The recommended attachments for the M416 are: Holographic or Kobra sight, Foregrip, Suppressor.


M26 MASS:
You must login or register to view this content.
Auto Fire No
Single Shot Fire Yes
Burst Fire No
Rate Of Fire SEMIAUTO
Ammunition 5 [12 gauge]
Range SHORT



The MASS underbarrel shotgun is rarely used in online play due to its several weaknesses and minimal strengths. The MASS can fire a 12 gauge buckshot, a frag round, flechette rounds, or 12 gauge slugs. The weapon has a very poor range even for a shotgun, and on top of the range issue, the weapon also has a very low damage. In order to kill someone with the MASS you will need to be within a 3 foot radius and you will also need to hit them in the upper body somewhere. Like the M320, the MASS can be mounted on rifles with the underslung rail or equipped as a third weapon. I would not recommend using the MASS over the M320 or the medic packs.


AEK-971:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 750
Ammunition 30 [5.45x39mm WP]
Range LONG



The AEK-971 is another weapon that will dominate mostly in CQC firefights. Like the AK-74M the AEK-971 will do exceedingly well in CQC situations. Although the weapons damage is not incredibly high, its fire rate is; quantity over quality describes this weapon perfectly. When the weapon is faced with a ranged enemy, it can be switched to a three round burst or semiautomatic to help stabilize the weapon, but the weak ammunition will likely leave you with an assist rather than a kill. With great RPM comes great muzzle climb, a heavy barrel would not be a wise attachment. Although the AEK's iron sights are fairly wide, I actually like them a lot and prefer them over a lot of optic attachments. Overall the AEK is great for maps like Operation Metro and Grand Bazaar, but leave it in the armory for Caspian Border and Kharg Island. The AEK's recommended attachments are: Kobra RDS, Foregrip, and a Laser sight.


M16A4:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The M16A4 is the exact same weapon as the M16A3 (It even shares attachments) except the A4 offers a three round burst rather than the fully automatic A3. The A4 will preform much better at range that the A3 but will be at a slight disadvantage when in tight quarters. Personally I like this weapon much more than the A3. The recommended attachments for the M16A4 are: 4x or 3.4x scope, Foregrip/Bipod, Heavy Barrel.


F2000:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 850
Ammunition 30 [5.56x45mm NATO]
Range LONG



The F2000, being the fastest shooting rifle in the game, will come out above all others when in close quarters firefights. With an incredible 850 RPM, the F2000 with turn anything crossing its path into mulch, considering that target is within a 35 meter radius. One of the major downsides to the F2000's high RPM is the clip will empty quite quickly, so if you are faced with anymore than two enemies you will likely be killed. If you MUST engage an enemy at distance the only way you will put any rounds on target is to switch the weapon over to singlefire, however like the AEK, the weak ammunition will probably leave you with an assist. The F2000's iron sights are very odd and difficult to use, any attempt to use the iron sights at range will yield no results. Overall, the F2000 is a spray and pray kinda gun and it is not recommended for ranged use. The recommended attachments are: Any type of Holographic or Red dot sight, FOREGRIP FOREGRIP FOREGRIP, and a laser sight.


AN-94:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



For me, this was the biggest disappointment of the entire kit, and it is not an easy weapon to unlock either! The AN-94 is by far the worst assault rifle for any sort of close quarters engagement. The weapon only offers a two round burst and a semiautomatic firing mode, giving it a huge CQC disadvantage. The AN-94 is also an incredibly weak rifle take upwards of 14-16 shots to down an enemy, couple that with the 2 burst firing mode and you're just asking to be gunned down. In the short time I used the weapon the only advantage I noticed was the incredible accuracy at range, so I assume this would be the weapon of choice for the bigger maps in the game. Overall, the AN-94 is not NEARLY worth the amount of time and work it takes to unlock, and you should not strive to unlock it. The recommended attachments are: 4x or 7x Scope, Bipod/Foregrip, Heavy Barrel.


Russian acquired M16A3:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The Russian Acquired M16A3 is the EXACT same weapon as the normal M16A3, however it can be used on the side of the Russians. It is unlocked alongside the US acquired AK-74M.


US acquired AK-74M:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



The US Acquired AK-74M is the EXACT same weapon as the normal AK-74M, however it can be used on the side of the US. It is unlocked alongside the Russian acquired M16A3.


This took an incredible amount of time to create, hope you appreciate it Smile


Assault/Medic kit FTW. The best kit in the entire battlefield franchise due to the defibs, the only bad thing with the defibs is when you get people try and rambo revive you and as soon as you are revived, you die lol. The M416 is the best gun the game so far, I haven't explored any other kits yet ,other than a bit of the engineer, and it's definitely my favourite weapon at the moment.
11-04-2011, 10:31 AM #3
BigBlackClocks
Who’s Jim Erased?
good guide


but,

the an94 can be full auto and the aek is prettyngood at range with burst on, it has low recoil.
11-04-2011, 10:37 AM #4
Solo
Rookie
I love the M16A4. The burst fire is just amazing. I can't decide if I'll use it or the 416. I have a service star on both. :P

I need like 5,000 points to get my F2000. After that, I'll play co-op to get the G3. It was my favorite weapon in BC2.

Then I'll have everything I want, and can level up quickly to get the PDWs and handguns. Already got my M98B and don't care if I get the alternate starting weapons. I'll do vehicles on the way. I already have Thermal Optics on my battle tank.

---------- Post added at 06:37 AM ---------- Previous post was at 06:34 AM ----------

Originally posted by nextgenafter View Post
good guide


but,

the an94 can be full auto and the aek is prettyngood at range with burst on, it has low recoil.


The AEK is amazing at any all ranges! It's unstoppable with the Grip, Kobra, and Silencer.

I use it on maps where I wouldn't wanna use the M16/416.
11-04-2011, 01:17 PM #5
Onehungrywater
Vault dweller
Originally posted by nextgenafter View Post
good guide


but,

the an94 can be full auto and the aek is prettyngood at range with burst on, it has low recoil.

The AN-94 does not go full auto??
11-04-2011, 02:01 PM #6
ResistTheSun
In Flames Much?
Originally posted by Onehungrywater View Post
First of all here are my battlelog stats You must login or register to view this content.

Alrighty everyone, as you can see by my battlelog stats, I have a service star in the Assault kit. Basically an Assault service star is unlocked after every 220,000 points. Once you hit receive your service star, you will have every item unlocked for that kit. Now that I have completed my assault kit, I am going to be writing a full review on each and every unlock in the category. Keep in mind, these reviews are all my personal opinion, if you disagree please keep that to yourself.

M16A3:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The better of the two starting weapons, the M16 offers a high, reliable damage in close quarters while still remaining accurate and deadly at range. The M16 has one of the better iron sites in the game, it is not too thick and bulky so you can still see targets at range. The good iron sites negate the immediate need for a sight which is always helpful when using a new weapon. If you shoot the M16 in a full auto, it can eventually lead to a moderate amount of muzzle climb, which is why a heavy barrel is not recommended. However if you are a burst firing soldier a heavy barrel will help you keep rounds on your target down range. Even as you begin to progress throughout the assault kit, the M16 will remain one of your most reliable, lethal weapons. The attachments I would recommend are: Holographic sight, Foregrip, and a Laser sight.


AK-74M:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



The worse of the two starting weapons, the AK-74M will lay down a heavy spray of lead in close quarters, annihilating everything in its path. Among the most effective CQC assault rifles in the game, the AK is recommended for smaller maps with tighter fire fights. While the AK may dominate in tight spaces, the weapon is near useless at range; the weapon becomes less of a threat and more of an accessory with an increase in distance. Unless fired as a semi automatic, the AK will have a high amount of muzzle climb making the heavy barrel a disability. The iron sights are fairly wide making it hard to see anything that isn't directly in front of you; some sort of optic scope is highly recommended. The recommended attachments for the AK-74M are: Either a 4x or a 3.4x scope, Bipod, and the Tactical light.


Defibrillators:
You must login or register to view this content.


The Defibrillators, or "Defibs", are without a doubt an assaults best friend. If used effectively, the defibs can ultimately lead to a team to victory. The Defibs will revive a dead teammate when you hit them with it, this can be used to receive spawn tickets back in conquest or while attacking in rush. Aside from reviving a dead team member, the defibs will also award you with a point bonus, giving you +100 points for each teammate you revive (Suppose you revived 10 teammates, that is +1000 points.) Learning to use this piece of equipment will make the difference between a good assault player and a expert assault player.


M320:
You must login or register to view this content.
Auto Fire No
Single Shot Fire Yes
Burst Fire No
Rate Of Fire SINGLE SHOT
Ammunition 1 [40mm]
Range MEDIUM



In exchange for your medic packs, you may carry with you the M320. The M320 is a slightly underpowered grenade launcher which does not see much use. I personally LOVE this item, not because I can spam grenades at people across the map, but because I can use it to easily breach a wall. Whether I need to reach an attack point or simply kill a camping enemy behind a wall, a quick shot from the M320 will do the job. If your rifle has the underslung rail attachment, then M320 will be mounted under the rifles barrel just as it was in Bad Company 2 and previous games. However if you do not have the underslung rail, then you must physically equip the launcher as though it were another weapon. The M320 can be modified to shoot either a 40mm grenade, a 12 gauge buckshot, or a smoke grenade.


M416:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 750
Ammunition 30 [5.56x45mm NATO]
Range LONG



Without a doubt my favorite weapon of the entire kit, and as an added bonus, it is unlocked very early in the kit. With a high damage in close quarters and a minimal amount of muzzle climb, the M416 is the ideal killers weapon. Offering three modes of fire, a player can use full auto to decimate any soldier who dare cross him in close quarters combat, a player can use a three round burst for increased accuracy and a higher hit percentage, or a player can use semiautomatic to accurately pick off enemies in the distance. With a very small amount of muzzle climb, players can either use a foregrip to nearly eliminate it, or use a heavy barrel to gain a bit of accuracy. The iron sights seem to give me trouble as they are very thick and hard to see distant enemies with so I would recommend some type of optic attachment. With over 400 kills with the weapon, I can easily say it is so far my favorite weapon in the game, and I would recommend it to anyone interested in beginning an assault kit. The recommended attachments for the M416 are: Holographic or Kobra sight, Foregrip, Suppressor.


M26 MASS:
You must login or register to view this content.
Auto Fire No
Single Shot Fire Yes
Burst Fire No
Rate Of Fire SEMIAUTO
Ammunition 5 [12 gauge]
Range SHORT



The MASS underbarrel shotgun is rarely used in online play due to its several weaknesses and minimal strengths. The MASS can fire a 12 gauge buckshot, a frag round, flechette rounds, or 12 gauge slugs. The weapon has a very poor range even for a shotgun, and on top of the range issue, the weapon also has a very low damage. In order to kill someone with the MASS you will need to be within a 3 foot radius and you will also need to hit them in the upper body somewhere. Like the M320, the MASS can be mounted on rifles with the underslung rail or equipped as a third weapon. I would not recommend using the MASS over the M320 or the medic packs.


AEK-971:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 750
Ammunition 30 [5.45x39mm WP]
Range LONG



The AEK-971 is another weapon that will dominate mostly in CQC firefights. Like the AK-74M the AEK-971 will do exceedingly well in CQC situations. Although the weapons damage is not incredibly high, its fire rate is; quantity over quality describes this weapon perfectly. When the weapon is faced with a ranged enemy, it can be switched to a three round burst or semiautomatic to help stabilize the weapon, but the weak ammunition will likely leave you with an assist rather than a kill. With great RPM comes great muzzle climb, a heavy barrel would not be a wise attachment. Although the AEK's iron sights are fairly wide, I actually like them a lot and prefer them over a lot of optic attachments. Overall the AEK is great for maps like Operation Metro and Grand Bazaar, but leave it in the armory for Caspian Border and Kharg Island. The AEK's recommended attachments are: Kobra RDS, Foregrip, and a Laser sight.


M16A4:
You must login or register to view this content.
Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The M16A4 is the exact same weapon as the M16A3 (It even shares attachments) except the A4 offers a three round burst rather than the fully automatic A3. The A4 will preform much better at range that the A3 but will be at a slight disadvantage when in tight quarters. Personally I like this weapon much more than the A3. The recommended attachments for the M16A4 are: 4x or 3.4x scope, Foregrip/Bipod, Heavy Barrel.


F2000:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 850
Ammunition 30 [5.56x45mm NATO]
Range LONG



The F2000, being the fastest shooting rifle in the game, will come out above all others when in close quarters firefights. With an incredible 850 RPM, the F2000 with turn anything crossing its path into mulch, considering that target is within a 35 meter radius. One of the major downsides to the F2000's high RPM is the clip will empty quite quickly, so if you are faced with anymore than two enemies you will likely be killed. If you MUST engage an enemy at distance the only way you will put any rounds on target is to switch the weapon over to singlefire, however like the AEK, the weak ammunition will probably leave you with an assist. The F2000's iron sights are very odd and difficult to use, any attempt to use the iron sights at range will yield no results. Overall, the F2000 is a spray and pray kinda gun and it is not recommended for ranged use. The recommended attachments are: Any type of Holographic or Red dot sight, FOREGRIP FOREGRIP FOREGRIP, and a laser sight.


AN-94:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



For me, this was the biggest disappointment of the entire kit, and it is not an easy weapon to unlock either! The AN-94 is by far the worst assault rifle for any sort of close quarters engagement. The weapon only offers a two round burst and a semiautomatic firing mode, giving it a huge CQC disadvantage. The AN-94 is also an incredibly weak rifle take upwards of 14-16 shots to down an enemy, couple that with the 2 burst firing mode and you're just asking to be gunned down. In the short time I used the weapon the only advantage I noticed was the incredible accuracy at range, so I assume this would be the weapon of choice for the bigger maps in the game. Overall, the AN-94 is not NEARLY worth the amount of time and work it takes to unlock, and you should not strive to unlock it. The recommended attachments are: 4x or 7x Scope, Bipod/Foregrip, Heavy Barrel.


Russian acquired M16A3:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 800
Ammunition 30 [5.56x45mm NATO]
Range LONG



The Russian Acquired M16A3 is the EXACT same weapon as the normal M16A3, however it can be used on the side of the Russians. It is unlocked alongside the US acquired AK-74M.


US acquired AK-74M:
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Auto Fire Yes
Single Shot Fire Yes
Burst Fire No
Rate Of Fire 650
Ammunition 30 [5.45x39mm WP]
Range LONG



The US Acquired AK-74M is the EXACT same weapon as the normal AK-74M, however it can be used on the side of the US. It is unlocked alongside the Russian acquired M16A3.


This took an incredible amount of time to create, hope you appreciate it Smile


So does the service star give you all weapon unlocks ?
So get a service star get all the unlocks for the f2000?

Noice guide anywho
11-04-2011, 10:16 PM #7
Onehungrywater
Vault dweller
Originally posted by ResistTheSun View Post
So does the service star give you all weapon unlocks ?
So get a service star get all the unlocks for the f2000?

Noice guide anywho

No it does not.
11-05-2011, 07:36 PM #8
Onehungrywater
Vault dweller
Changed the name of the thread.
11-06-2011, 05:54 AM #9
Onehungrywater
Vault dweller
Originally posted by nextgenafter View Post
good guide


but,

the an94 can be full auto and the aek is prettyngood at range with burst on, it has low recoil.


You're right. But the recoil is ridiculous. Updated the info on it.

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