B6 BF6 WEAPONS LABPick the gun. Set the distance. Get the loadout.
ROSTER LOADING STATS LOADING BUILD DATA LOADING FRESHNESS CHECKING

What fight are you building for?

Game mode
Weapon mode
Weapon class

Fighting distance One distance drives everything. Presets are shortcuts to the same value.
m
25m
How should we optimize?
More options

Changes class/gadget recommendations only. Does not change weapon damage or TTK.

Results update as you change these settings.

RESULT

CHECKING DATA

RECOMMENDED BUILD

/100POINTS USED
WAITING FOR DATA

WHY THIS WON

Show full scoring breakdown
Advanced stats
WEAPON INTELLIGENCE

CHECKING DATA
ARMOUR COMPARISONSame weapon, build and distance — live calculated
WEAPON CHARACTERRelative within weapon class • higher bar = stronger in that characteristic
LASERBEAM CONTROL / RECOILLower mechanical instability is better
How to read the numbers
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.
ALTERNATIVES

Runners-up at this distance

SECONDARY

/60SIDEARM POINTS

WAITING FOR DATA
COMPLETE LOADOUT

AUTO BEST FIT

DATA & AUDITData status

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 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. Community tier lists, popularity and creator recommendations are never inputs.

Attachment display-name verification is a separate concern from optimization. Name confidence never changes attachment candidates, modifiers, point costs, budgets or ranking.