In the sci-fi shooting game "Far Light 84", weapons directly determine the advantage in gunfights. Today, we bring you weapon recommendations for Far Light 84. Players who equip weapons based on their strength can significantly increase their elimination rate, with an average damage output 52% higher than the average. This issue will delve into the practical performance and tactical adaptability of four major types of mainstream firearms to help everyone choose their ideal weapon precisely.
1. Sniper Rifles

MK-24: The king of overall cost-effectiveness. With a firing rate of 4.0 rounds per second and a 12-round magazine capacity, it has the lowest recoil among all sniper rifles, making it 90% friendly for beginners to control. It is extremely effective in suppressing at medium to long distances, with negligible bullet drop within 200 meters. When paired with an 8x scope, the 0.3-second interval between shots effectively blocks enemy movement, with a stable hit rate of 78% in elite ranges. Remember to reserve 3 bullets for sudden attacks, aim at the chest first when taking high positions, and use the low recoil to achieve consecutive headshots; Judgment: Base damage of 180 points, headshot damage of 540 points, and no distance decay, it is the only weapon in the game capable of one-shot kills at any distance. As an airdrop weapon, it comes with only 4 special rounds that cannot be replenished, and must be used with an 8x scope from a high vantage point in the final circle. There is a 1.5-second interval between each shot, ensuring absolute accuracy. Acquiring it requires competing for airdrops, so it should be used cautiously by non-top shooters.
2. Assault Rifles

M4: The top choice for new players, the ultimate in balance. With a firing rate of 13.5 rounds per second and a large 35-round magazine, its vertical recoil curve is smooth. After being fully equipped, the difficulty of controlling the gun with a 4x scope is only 3 stars. In terms of accessory options, choose a silencer + vertical grip + extended magazine + red dot sight, which increases the headshot rate in mid-range spraying by 40%. It is the preferred weapon upon landing, capable of combat without blind spots from 1 to 400 meters, with a pass efficiency for the first three chapters 37% higher than the average; Ranger: A dominant weapon in high-score segments. Single-shot damage is 44 points, 12% higher than the AK-77, with almost zero horizontal recoil, allowing 90% performance even in its bare state. The 30-round magazine requires precise control, suggesting a 10-round burst fire. Paired with the hero "Phantom" and its clone skill, it can create a crossfire net. However, with a firing speed of only 0.085 seconds per round, the chance of being outgunned by submachine guns at close range is quite high.
3. Submachine Guns

UMP: Combines stability and burst, with a firing rate of 14.3 rounds per second and a 32-round magazine, its hip-fire spread is 25% lower than similar models. After equipping a laser sight, the hit rate while turning and shooting in the air with a jetpack increases by 50%. Continuous firing during Z-shaped movements, utilizing special horizontal recoil to achieve a "mobile turret" effect. The efficiency of clearing buildings is 2.1 times faster than with a rifle; Vector, the absolute king of damage per second. With a firing rate of 18.2 rounds per second and a 0.6-second emptying time, DPS reaches 291 points within 10 meters, with hip-fire accuracy increasing over time. The first shot needs to be aimed at the neck, with subsequent bullets automatically locking onto the head. However, its biggest weakness is that the 32-round magazine only supports 1.7 seconds of continuous firepower, making the reload window very difficult.
4. Shotguns

Breacher, a godsend for the common player, a single shot hitting all 7 pellets within 5 meters can instantly kill a fully armored enemy, with the highest single-shot damage among non-airdrop weapons. Aim at head height when blocking doors/corners, and hip-fire as soon as the enemy enters. It is a 1v3 counter-kill wonder in buildings, with a terrifying penalty for missing. With a firing rate of only 1.1 rounds per second and requiring a reload every 2 shots, avoid initiating charges; Destroyer, the king of close-quarters combat in airdrops, with a fully automatic firing rate of 3 rounds per second, an 8-round magazine, and the ability to melt a full squad in 2 seconds. The bullet trajectory spreads in a fan shape, requiring no precise aiming within 3 meters, but must be equipped with a vertical grip to suppress recoil, and paired with the hero "Sin Lord" and its stealth skill to achieve perfect ambushes.
5. Accessory Pairing

Assault Rifle: Silencer (concealed firing) + Vertical Grip (reduced recoil) + Extended Magazine (sustained fire) + 4x Scope (medium to long range versatility); Submachine Gun: Pulse Electrode (enhanced assault) + Laser Sight (improved hip-fire) + Red Dot Sight (quick aim response); Sniper Rifle: 8x Scope (long-range strikes) + Sniper Stock (stabilized posture) + Long Barrel (optimized trajectory); Shotgun: Choke (pellet concentration) + Short Barrel (accelerated shooting) + Quick Magazine (faster reloading) Suggest prioritizing addressing the core deficiencies of the weapon (such as the Vector must have an extended magazine), then enhancing advantageous attributes.
Squad Composition: 1. All-around versatile: M4 (mid to long-range suppression) + UMP (close-range fallback) suitable for all tiers; 2. Sniping control: Judgment (long-range sniping) + Vector (close-range protection) suitable for high-ground tactics teams, with an S rating for dominance in the final circle; 3. Building clearance machine: Destroyer (breaching assault) + UZI (clearing support) highly efficient in narrow terrains.
The above is all the content for the weapon recommendations in Far Light 84. In summary, new players should focus on the M4 + UMP combination in the first week, prioritizing the upgrade of the extended magazine and vertical grip. Advanced players need to master the rhythm of switching between the "Judgment + Vector" dual extreme weapons. Next season, sniper rifles will add a "trajectory drop compensation" accessory, further enhancing the long-range suppression capability of the MK-24. The "Void Resonance" accessory theoretically increases damage by 35%, but in practice, the trigger rate is only 6%. Stacking attack speed when not reaching 300 armor actually reduces DPS by 15%-24%.