battle rifle art

Battle Rifles

Standard Battle Rifles

DAMAGE 250 @ 15m – 225 @ 75m
313 RPM when Tap Firing
VELOCITY 600 m/s
AMMO 20 / 120
RELOAD TIME 2.5 sec / 3.4 sec
UNLOCK COST 325Certification Pointsor 250 Daybreak Cash


Battle Rifles are semi-auto precision weapons with high Rate of Fire and comparatively low damage per shot, available to Infiltrator, Engineer, Combat Medic and Heavy Assault.

Battle Rifles are the middle ground between “long range” automatic weapons, and slow-firing semi-automatic precision weapons, such as Semi Auto Sniper Rifles and Scout Rifles.



Eidolon VE33

-30 m/s velocity, no bullet drop


  • Low unlock cost of 325 certs.
  • Available to 4 out of 5 classes.
  • More or less usable at any range.
  • Good hip fire accuracy for a semi auto precision weapon.
  • Can be an effective counter-sniping weapon, as it kills non-NAC Infiltrators with 2 headshots at all ranges.
  • Access to underbarrel Grenade Launcher and Smoke Launcher without much of an opportunity cost, as other rail attachments don’t do much for Battle Rifles.


  • Ineffective in direct combat of any kind, especially against automatic weapons at close range. This can be somewhat compensated by going for headshots.
  • Takes a lot of shots to kill, and only really thrives when firing at completely exposed enemies; in flanking situations.

Battle Rifle Mechanics

Battle Rifle Damage
Click to enlarge

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 full 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 easy to use even for someone with a bad aim, as you can just spam the weapon and still kill an enemy in a reasonable time.

Similarly to Semi Auto Sniper Rifles and Scout Rifles,  Battle Rifles have a negative Recoil Recovery Delay, meaning that BR starts recovering recoil before you can take another shot. They also have lower Recoil and Cone of Fire Bloom, as well as higher Recoil Recovery Rate. 

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 to the right can make fast firing challenging as well.

Eidolon VE33 has 30 m/s lower velocity, but no bullet drop, and it is considered one of the few weapons where this trait is useful, as it means Eidolon can be conveniently used to snipe stationary targets even at extreme ranges.


Exact effects of each attachment can be found in this Weapon Attachment Guide.

Battle Rifles have a diverse attachment selection. 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.

High Velocity Ammo is available, but it has nearly no effect on Battle Rifles due to their damage model. 

Example Attachment Combinations


  • Flash Suppressor
  • Underbarrel Grenade Launcher
  • 2x Scope or up to preference
  • HVA optional. 

This setup is the most versatile, and remains effective at almost any range. It’s especially great on Infiltrators, who can take advantage of their cloaking ability, and easily chain multiple engagements at range.

Long Range

  • High Velocity Ammunition
  • Compensator* or Flash Suppressor
  • Forward Grip
    • mostly taken to reduce recoil angle
  • 3.4x – 4x scope
    • 6x scope is viable, but may limit your ability to defend yourself at close-medium range.

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.

* – Compensator has next to no effect on your tap firing speed. Only take Compensator if you intend to spam shots while pushing through recoil, which has arguable effectiveness due to CoF Bloom. 

“Wrelsatility 2014”

  • 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.

Smoke Launcher

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 yourself 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. 

Gameplay Tips

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’re more likely to die rather than run out of ammo.

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 makes it easier to 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 trying to run away from a fight, try your best to shoot him. Often they’re hurt enough that only 3-4 shots will kill them.


Directive Reward Battle Rifles

The only way to get one of these rifles is to complete the Scout Rifles Directive.

These prestige Battle Rifles have a cosmetic auraxium shader and a predetermined set of attachments: Forward Grip, Compensator and HVA. These attachments have slightly different effects:

  • HVA has no penalty to Minimum Damage Range and its bonus to velocity varies between factions. 
  • Forward Grip has no effect on Recoil Angle

Directive rifles themselves have a bit of faction flavor as well:

  • TR rifle gets larger magazine.
  • VS rifle gets faster reload, but slightly more Vertical Recoil.
  • NC rifle gets higher velocity.

Despite all of that, directive Battle Rifles still play very similar to their base versions. 


DAMAGE 250 @ 15m – 225 @ 95m
324 RPM when Tap Firing
VELOCITY 650 m/s
AMMO 22 / 132
RELOAD TIME 2.5 sec / 3.4 sec

GD Guardian

DAMAGE 250 @ 15m – 225 @ 95m
324 RPM when Tap Firing
VELOCITY 680 m/s
AMMO 20 / 120
RELOAD TIME 2.5 sec / 3.4 sec


DAMAGE 250 @ 15m – 225 @ 95m
316 RPM when Tap Firing
VELOCITY 620 m/s
AMMO 20 / 120
RELOAD TIME 2 sec / 2.9 sec

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