B6 WEAPONS LABBuild for the fight
ROSTER 63/63 STATS LOADING BUILD DATA LOADING
BATTLEFIELD 6 • MULTIPLAYER

Pick the gun. Set the distance. Get the loadout.

Use AUTO META to find the strongest weapon/build at an exact distance, or BUILD MY GUN to lock any primary and optimize only its attachments. The engine balances exact-distance lethality with transformed recoil/spread control; community tier lists and popularity are not inputs.

01
WEAPON MODELet the engine choose the gun, or lock any primary and make that exact weapon as lethal and controllable as possible at your selected distance.
02
TARGET DISTANCEExact distance drives lethality, recoil/spread weighting and the recommended optic tier
25m
Advanced priorities
WEAPON INTELLIGENCE

CHECKING DATA
WEAPON CHARACTER Relative within weapon class • higher bar = stronger in that characteristic
LASERBEAM CONTROL / RECOIL Lower mechanical instability is better
HOW TO READ THE NUMBERS / LEGEND

Arrows show which direction is better. Laser Score and Beam Index are different measurements and should not be read as the same scale.

TRIGGER→KILL ↓Lower is better. Trigger pull to lethal bullet impact at the selected distance; includes projectile flight.
MECH TTK ↓Lower is better. First damaging hit to lethal hit; excludes projectile flight. A one-shot kill is 0 ms.
BTK ↓Lower is better. Bullets or shells required to kill a 100 HP unarmored target.
DAMAGE ↑Higher is generally better, but breakpoints matter more than raw damage once BTK is unchanged.
LASER SCORE ↑Higher is better, 0–100. Filter-stable Laserbeam efficiency score. Ranking uses a fixed 55/45 percentage tradeoff between Trigger→Kill and Beam Index; changing class filters does not change that tradeoff.
BEAM INDEX ↓Lower is better. Absolute mechanical instability index built from recoil, recoil unpredictability and ADS spread at this distance.
ADS RECOIL ↓Lower is better. Mechanical recoil magnitude after the winning attachments when exhaustive build data is active.
RECOIL VARIATION ↓Lower is better. Directional variation in recoil; more variation means a less repeatable pattern.
UNPREDICTABLE RECOIL ↓Lower is better. Portion of recoil converted into unpredictable lateral movement by directional variation.
SUSTAINED ADS SPREAD ↓Lower is better. Effective spread while continuing to fire ADS after spread growth and recovery.
MOVING ADS SPREAD ↓Lower is better. Minimum ADS spread while moving/strafe-firing.
OPTIC FIT ↑Higher is better, 0–100. Range suitability of the selected optic tier; this is an optimizer policy, not claimed magnification data.
VELOCITY ↑Higher is generally better. Faster bullets reduce flight time and make moving targets easier to lead.
ADS TIME ↓Lower is better. Time to aim down sights.
ROFContextual. Higher fire rate can reduce TTK, but only together with damage, BTK, recoil and spread.
WEAPON CHARACTER BARS ↑Higher bar is better relative to other weapons in the same class; these are descriptive bars, not the META score.
OPTIMIZED PRIMARY

/100ATTACHMENT POINTS
WAITING FOR DATA
WHY THIS BUILD

What changed the decision

COMPLETE LOADOUT

AUTO BEST FIT
Why these class / gadget choices?
SECONDARY

/60SIDEARM POINTS

WAITING FOR DATA
DATA STATUS

Show uncertainty instead of hiding it.

LIVE GAME1.4.2.5Current Sep 1 build gate
CATALOG63 / 63 weapons56 primaries + 7 secondaries; always visible
PRIMARY BUDGET100 pointsHard cap
SECONDARY BUDGET60 pointsDifferent from primaries

AUTO uses LASERBEAM META: a pool-stable percentage utility of 55% exact-distance trigger→kill lethality and 45% transformed recoil/spread controllability. Optic tiers are also range-gated so a cheap close-range sight cannot win a long-range build simply by saving Pick points. Weapons more than 25% off the fastest kill pace receive an additional penalty. Mechanical TTK remains visible separately. Exhaustive builds use the Analyzer's attachment transforms, recoil amount, directional variation and effective ADS spread; missing audited data fails closed.