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Battlefield 6 Weapon Range Analysis

A comprehensive analysis of weapon effective ranges in Battlefield 6, comparing base ammunition, Hollow Point (HP), and Synthetic ammo types across different headshot scenarios.

🌐 Interactive Web Tool

View the Interactive Weapon Browser

Browse all 16 weapons with detailed TTK analysis, range visualizations, and personalized ammo recommendations for each weapon!

📊 Data Coverage Note: This analysis currently covers approximately half of the weapons in Battlefield 6. More robust, consistent, and comprehensive data for additional weapons is expected to become available in the coming months as the community continues testing and data collection efforts.

Overview

This project analyzes how special ammunition (Hollow Point and Synthetic) extends weapon effective range by increasing headshot damage multipliers:

  • Base Ammo: 1.34x headshot multiplier
  • Hollow Point: 1.5x headshot multiplier
  • Synthetic: 1.75x headshot multiplier

The analysis uses actual weapon damage data at 0m, 10m, 75m, and extrapolates to 100m to calculate maximum effective kill ranges assuming 100 HP targets.

Key Findings

Special Ammo Benefits

  • 2 Headshot scenarios show massive gains: +30-40m range extensions with Synthetic ammo
  • 1 Incidental headshot scenarios: More modest but still significant +10-25m extensions
  • Weapon-specific availability: Not all weapons have access to Synthetic ammo

Top Performers

  • M277 Carbine: Zero damage falloff out to 100m with all ammo types
  • High-damage ARs/LMGs: Can reach 90-100m with Synthetic and 2 headshots
  • Carbines: Several reach 100m with Synthetic and 2 headshots (M4A1, GRT-BC, QBZ-192, UMG-40)

TTK (Time-To-Kill) Analysis

Comprehensive weapon-by-weapon analysis showing how Hollow Point and Synthetic ammo affect TTK across different ranges and headshot combinations.

Understanding the Analysis

Each weapon has a detailed TTK heatmap showing:

  • Top Row: Actual TTK values (in milliseconds) for Base, HP, and Synthetic ammo
  • Bottom Row: TTK improvements (how much faster HP/Synth kills vs Base)
  • Y-axis: Number of headshots (0 at bottom = body shots only, increasing upward)
  • X-axis: Range in meters
  • Color scale: Shared across all plots for direct comparison

Example: DRS-IAR (LMG with Synthetic Access)

DRS-IAR TTK Analysis

Key Insights:

  • 2 headshots at close range: HP/Synth both save 78ms (4-shot → 3-shot kill)
  • 3 headshots at 50-75m: Synthetic saves 78ms consistently
  • Maximum TTK improvement: 78ms across multiple scenarios

Example: M4A1 (Carbine with HP Only)

M4A1 TTK Analysis

Key Insights:

  • 2 headshots at 0-20m: HP saves 67ms (5-shot → 4-shot kill)
  • 1 headshot at 50m+: HP starts providing consistent 67ms improvement
  • Demonstrates value even without Synthetic access

Example: UMG-40 (SMG with Synthetic - Tierlist #2)

UMG-40 TTK Analysis

Key Insights:

  • Shows exceptional Synthetic scaling (max 189ms improvement!)
  • 2 headshots at 0-30m: Massive improvements from special ammo
  • Best SMG for special ammo utilization

Full TTK Analysis Library

All TTK analyses organized by weapon class:

Ammo Type Tierlists

Top Hollow Point Users

Based on average TTK improvement across all ranges and headshot combinations:

Rank Weapon Class Avg Improvement Max Improvement
1 AK4D Assault Rifle 116.7ms 116.7ms
2 RPKM LMG 108.5ms 108.5ms
3 SOR-556 MK2 Assault Rifle 105.6ms 105.6ms
4 UMG-40 SMG 94.5ms 94.5ms
5 M277 Carbine 83.3ms 83.3ms
6 L110 LMG 83.3ms 83.3ms
7 B36A4 Assault Rifle 83.3ms 83.3ms
8 DRS-IAR LMG 77.8ms 77.8ms
9 PW5A3 SMG 77.8ms 77.8ms
10 GRT-BC Carbine 72.3ms 72.3ms

Top Synthetic Users

Based on average TTK improvement (only weapons with Synthetic access):

Rank Weapon Class Avg Improvement Max Improvement
1 RPKM LMG 108.5ms 108.5ms
2 UMG-40 SMG 106.8ms 189.0ms
3 SOR-556 MK2 Assault Rifle 105.6ms 105.6ms
4 PW5A3 SMG 96.5ms 155.6ms
5 B36A4 Assault Rifle 83.3ms 83.3ms
6 DRS-IAR LMG 77.8ms 77.8ms

Key Insights:

  • RPKM dominates both HP and Synthetic tierlists - best overall user of special ammo
  • UMG-40 shows exceptional Synthetic scaling with max improvements of 189ms
  • Slower-firing weapons (AK4D, RPKM) benefit more from TTK reductions
  • Synthetic ammo provides larger peak improvements but HP is more consistent

Visualizations by Bullets-To-Kill (BTK)

These visualizations group weapons by how many shots they need to kill at 20m with standard ammo and 1 headshot.

3-Shot Kill Weapons

1 Incidental Headshot + 2 Body Shots

3-Shot 1HS

Weapons: TR-7, AK4D, M60 (all Hollow Point)

  • Base: 34.9m
  • Hollow Point: 46.0m (+32%)
  • Theoretical Synthetic: 61.5m (+76%)

2 Headshots + 1 Body Shot

3-Shot 2HS

Weapons: TR-7, AK4D, M60

  • Base: 57.3m
  • Hollow Point: 75.0m (+31%)
  • Theoretical Synthetic: 97.6m (+70%)

Analysis: These high-damage weapons (33 DMG) benefit enormously from multiple headshots.


4-Shot Kill Weapons

1 Incidental Headshot + 3 Body Shots

4-Shot 1HS

Weapons: M277, M123K, L110, DRS-IAR, M433, B36A4, SOR-556 MK2, M417A2, RPKM

Key Performers:

  • M277: 100m at all ranges (no falloff)
  • Most 25 DMG weapons: 35m → 61m synthetic (+73%)
  • M417A2/RPKM: 47m → 65m synthetic (+39%)

2 Headshots + 2 Body Shots

4-Shot 2HS

Key Performers:

  • M277: Still 100m (unstoppable)
  • Most weapons reach 75m with HP, 90-99m with Synthetic
  • 72% range increase with Synthetic for many weapons

5-Shot Kill Weapons

1 Incidental Headshot + 4 Body Shots

5-Shot 1HS

Weapons: M4A1, GRT-BC, QBZ-192, KV9, UMG-40, SGX, PW5A3

Performance Tiers:

  • Tier 1 (Carbines/UMG-40): 47m → 69m synthetic (+46%)
  • Tier 2 (Low-damage SMGs): 24m → 38m synthetic (+61%)

2 Headshots + 3 Body Shots

5-Shot 2HS

Key Performers:

  • M4A1, GRT-BC, QBZ-192, UMG-40: 100m with Synthetic (+53%)
  • UMG-40 proves SMGs can compete at long range with right setup
  • Low-damage SMGs: 36m → 60m synthetic (+67%)

Visualization Guide

Circle Layering

  • Gray (innermost): Base ammo effective range
  • Orange (middle): Hollow Point ammo effective range
  • Purple (outermost): Synthetic ammo effective range (only shown for weapons with access)
  • Black dot: Player position

Reading the Charts

  • Circle radius = Maximum range where the weapon can secure a kill with the specified shot combination
  • Larger circles are more transparent to allow visibility of all ranges
  • Percentage increases show how much special ammo extends your effective range

Important Notes

  • All ranges assume 100 HP targets
  • Calculations use linear interpolation between measured damage points (0m, 10m, 75m, 100m extrapolated)
  • "Incidental headshot" scenarios assume one headshot occurs naturally during the engagement
  • Not all weapons have access to Synthetic ammo - some only have Hollow Point

Weapon Ammo Types

Hollow Point Only

ARs: TR7, AK4D, M433, NVO-228E
Carbines: M277, M4A1, GRT-BC, M417 A2, SG 553R
LMGs: M/60, M123K, M240L, M250, L110
SMGs: KV9, SCW-10, SGX, USG-90

Synthetic Access

ARs: B36A4, L85A3, SOR-556 MK2
Carbines: QBZ, SOR-300SC
LMGs: DRS-IAR, KTS100 MK8, RPKM
SMGs: PM7A2, PW5A3, SL9, UMG-40


Damage Falloff by Weapon Type

Damage Falloff Comparison

This graph shows the actual damage falloff for all weapon types from 0m to 75m, with linear extrapolation to 100m. Key observations:

  • M277 (Carbine): Zero falloff - maintains 25 damage at all ranges
  • High-damage weapons (33 DMG): Drop to ~22 damage at 100m
  • SMGs: Steepest falloff - some drop from 25 to ~12 damage at 100m
  • Solid lines: Actual measured data (0m, 10m, 75m)
  • Dashed lines: Extrapolated data (75m-100m)

Note: Multiple weapons share identical damage falloff curves, which is why you'll see fewer distinct lines than weapons shown in the legend. Weapons with the same base damage and falloff pattern overlay perfectly on the graph.


Key Takeaways

When to Use Hollow Point

  • Always beneficial - Every weapon gets range extension
  • Best for inconsistent aim - Still helps even with 1 headshot

When to Use Synthetic

  • Maximum range - Best extension for long-range engagements
  • 2+ headshot scenarios - Truly shines with good aim (70-100% range increase!)
  • Long-range weapons - Compounds with already good base range
  • ⚠️ Not universally available - Check your weapon's options

Weapon Selection for Range

Best Long-Range Primaries:

  1. M277 - Literally no falloff to 100m
  2. TR-7, AK4D, M60 - 97-99m with Synthetic + 2 HS
  3. M4A1, GRT-BC, QBZ-192 - 100m with Synthetic + 2 HS
  4. UMG-40 - Best SMG option for range (100m with Synthetic + 2 HS)

Best for Incidental Headshots:

  • Any 25 DMG weapon with Synthetic access gets 60-70m range
  • M277 still dominates at 100m

Files in This Repository

Visualizations

  • visualizations/TTK_ANALYSIS/ - Weapon-by-weapon TTK analysis organized by class
  • visualizations/BY_BTK/ - Range circle visualizations organized by bullets-to-kill (3-shot, 4-shot, 5-shot)
  • visualizations/Damage_Falloff_By_Type.png - Damage falloff comparison across all weapons

Data Files

  • data/ - Raw weapon statistics and damage falloff data
  • analysis_results/ - CSV files with detailed analysis results including tierlists

Scripts

  • analyze_ttk_all_weapons.py - Generates weapon-by-weapon TTK analysis heatmaps
  • create_ttk_tierlist.py - Analyzes and ranks weapons by HP/Synthetic effectiveness
  • visualize_all_shots_100m.py - Generates BTK-based range circle visualizations
  • visualize_damage_falloff.py - Generates damage falloff comparison charts
  • Other analysis and verification scripts

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