Battle Rifles are unusual semi-auto weapons with capricious optimal range and comparatively low damage per second, available to Engineer, Combat Medic and Heavy Assault.
Using a Battle Rifle means giving up raw firepower for accuracy, so they are often dismissed as subpar weapons.
- Long effective range due to good accuracy and negligible damage degradation.
- Low unlock cost of 325 certs.
- Kills infiltrators with 2 headshots at all ranges, so it can be an effective counter-sniping weapon.
- Access to underbarrel grenade launcher and smoke launcher.
- Good hip fire accuracy for a semi auto precision weapon.
- Weak against automatic weapons at close and medium ranges, especially if they are specialized for long range combat.
- Requires a headshot opener to consistently win most engagements.
Standard Battle Rifles
-30 m/s velocity, no bullet drop
|Stats Stock (same across factions)||Stats with HVA, Forward Grip and Compensator|
Damage: 250 @ 15m – 225 @ 75m
|Damage: 250 @ 13m – 225 @ 95m
Rate of Fire: 333
Projectile Velocity: 630 m/s
Ammo: 20 / 120
Reload Time: 2,5 s / 3,4 s
Hip Fire CoFs: 3 / 3,6 / 3,6 / 4,2
ADS Fire CoFs: 0 / 0,15 / 0 / 0,25
CoF Bloom: 0,1 / 0,2
Recoil Angle: 18,75 – 18,75
Vertical Recoil: 0,51
Horizontal Recoil: 0,135 – 0,135
Horizontal Recoil Tolerance: 0,3
Recoil Recovery Rate: 15
Minimap Detection: 75m
Analysis of Stats
Battle Rifles have an unusual damage model with next to none damage degradation.
Within maximum damage range (15m stock):
- Consistent 2 headshot kill
- 4 body shot kill, 5 shot vs nanoweave
Outside maximum damage range:
- 3 headshot kill
- 5 body shot kill, 6 shot vs nanoweave
Battle Rifles have an unusually high rate of fire for a semi automatic weapon, able to fire up to 5.5 rounds per second. This makes them somewhat inconvenient to use, since you still rely on landing every single shot.
Compared to Semi Auto Sniper Rifles and Scout Rifles, Battle Rifles have low recoil and cone of fire bloom, as well as high recoil recovery rate.
Battle Rifles also have reduced Recoil Recovery Delay.
All of this makes Battle Rifles way more spammable: not only they recoil less, but they also start resetting CoF and recovering recoil earlier, and do that faster.
Unfortunately, high effective rate of fire also makes the weapon more demanding, because not only it CAN shoot faster, it NEEDS to shoot faster to have a competitive time to kill.
A pronounced Recoil Angle can make fast firing challenging as well.
Exact effects of each attachment can be found in this Weapon Attachment Guide.
Battle Rifles have a diverse attachment choice. In addition to all barrel attachments, and standard choice of rail attachments Laser Sight – Forward Grip – Darklight Flashlight, Battle Rifles can mount Underbarrel Smoke Launcher and Underbarrel Grenade Launcher, and choose from scopes of 1x through 6x, including HS/NV scope.
Example Attachment Combinations
- High Velocity Ammunition
- Forward Grip
- mostly taken to reduce recoil angle
- 3.4x – 4x scope
- 6x scope is not recommended, because it still has sway
This setup improves Battle Rifle’s ability to maintain accuracy at long range, but makes it hard to use effectively in CQC.
This setup is recommended for players that want to develop the skill of instantly ADSing for headshots in any situation. Also great for open field fights, basically turning Battle Rifle into poor man’s Sniper Rifle.
- High Velocity Ammunition
- Flash Suppressor
- Laser Sight
- Scope of choice
This setup was Wrel’s personal favorite some time ago. Reasoning: while Battle Rifles benefit from Forward Grip and Compensator, they are far from necessary, especially at ranges where you can actually spam the weapon.
Battle Rifles have a decent hip fire by default, and if you use it with Laser Sight, and avoid Compensator, you’ll have almost as good hip fire as a stock carbine, which is rather impressive for a 250 damage per shot weapon.
Flash Suppressor provides concealment, especially at night. Granted, not as good as suppressor would, but Suppressor has a strong negative effect on velocity, which makes BR much harder to use at range.
This setup is recommended for players that tend to run a lot by themselves, and enjoy having an option to hip fire.
- HS / NV Scope
- Underbarrel Smoke Launcher
- Flash Suppressor or Suppressor
- HVA optional
- Counter Intelligence implant recommended
The core idea behind this loadout is straightforward: cover enemies with smoke, and use HS/NV scope to kill them through smoke while concealing your muzzle flash and making you harder to notice.
The major problem with this loadout is that it completely relies on smoke, which is rather underpowered at this moment, you can read more about that here.
HS/NV scope only highlights enemies within ~80m, which essentially cuts Battle Rifle’s effective range in half.
With a Battle Rifle, you generally want to stay with your team and be right behind the front line. 500-450 headshots at 333 rpm are insane if you can manage the vertical recoil, but never try to fight the enemy when you’re under fire.
Be very careful and maintain awareness of your surroundings. If the enemy gets the jump on you, more often than not, it will be a loss for you.
Be ready to ADS if you suspect enemies are near, because you need to fire first. Ideally, you want to always open with a headshot.
Flanking is generally a good idea if you can get behind enemy lines safely; 2-5 shots to kill means you won’t run out of ammo before you die.
You never want to force close quarters fights, but you can still win them with headshots.
Due to Battle Rifle’s high damage / low rate of fire profile, shielded Heavy Assaults are your worst enemy.
Choose your engagements and positioning around the scope you have. 2x means you can stay near the frontline, whereas 3.4x-4x means you want to stay a bit behind it. It also lets you pick off snipers, but sacrifices your CQC ability.
Battle Rifles are decent mid/long range anti-MAX weapons, as you can strip ~half their health in one mag. You won’t kill many full-strength MAXes, but you’ll certainly make them run for cover, even at rather long ranges (150-200m). If you see a MAX anywhere using Charge to run away, try your best to shoot him. Often they’re hurt enough that only 3-4 shots will kill them.
Directive Reward Battle Rifles
These are given as reward for completing Scout Rifles Weapon Directive. They all have a cosmetic auraxium shader and a predetermined set of attachments: Forward Grip, Compensator and HVA. But these attachments function a bit differently from the standard version.
They also have slightly different stats between factions, as can be seen here.