《Battlefield 6》Beta version (August 9-17) has opened up 15 types of weapons across 7 categories. The current version's map size is relatively small (such as Siege of Cairo, Liberation Peak), and the accessory system is not fully open. This article brings you a comprehensive guide to Battlefield 6 Beta weapons, based on actual test data from all weapon specializations at level 20, combining damage models, recoil control, and mode adaptability to analyze the core characteristics and practical value of each weapon.

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1. Assault Rifles: Versatile Core for Mid-Range
1. M4A1

Positioning: Dominant in close to mid-range, with a fire rate of 900 RPM, hip-fire accuracy surpassing submachine guns, and TTK (Time to Kill) as short as 0.24 seconds.
Drawbacks: Significant damage drop-off at medium to long ranges (single-shot damage drops to 17 after 30 meters), relies on vertical grips for recoil control.
Accessory Suggestions: Laser Sight (enhances hip-fire) + Compensator (reduces vertical recoil), avoid high-magnification scopes to maintain mobility.
2. AK-205

Characteristics: 5.45×39mm ammunition, extreme stability (no deviation in full-auto), but single-shot damage is only 24 (requires 5 shots to kill).
Scenarios: A godsend for defending Liberation Peak, paired with "Synthetic Bullets" to increase headshot benefits, mid-range suppression comparable to light machine guns.
3. M417 A2

Design: 7.62×51mm semi-automatic carbine, single-shot damage of 33 points, 3-4 shots to kill, fire rate of 654 RPM.
Feel: Highly controllable recoil, similar to the SVD in Escape from Tarkov, suitable for mid-range engagements in breakthrough modes.
2. Carbines: Flexible Tactical Pivot
4. NVO-228E

Strength: 7.62 Soviet ammunition, three shots to kill at mid-range (chest damage 42), straight-line recoil easy to control, the most stable full-auto weapon in the version.
Shortcomings: Fire rate of 650 RPM, weaker than M4A1 in close combat, needs to maintain engagement at over 15 meters.
5. B36A4

Positioning: G36C variant, fire rate of 750 RPM, more stable than M433 when fully equipped, but base damage is low (requires 5-6 shots to kill).
Key Accessories: 480mm long barrel + linear compensator, suppresses horizontal jump.
6. M433

Controversial Point: Fire rate of 880 RPM, strong in close combat, but noticeable random recoil at mid-range, completely overshadowed by M4A1.
Suitable Scenarios: King of the Hill/Assault mode small map skirmishes, paired with striped grip + compensator to barely control the gun.
3. Submachine Guns/PDWs: Close-Quarters Specialists
7. PW7A2 (MP7)

Advantages: Fire rate of 950 RPM, small hip-fire spread, TTK of just 0.22 seconds within 10 meters, ideal for flanking and smoke-based tactics.
Drawbacks: 20-round magazine depletes quickly, requires support from a Support soldier, damage drops significantly beyond 30 meters, becoming ineffective.
8. SGX

Pain Points: 9mm ammunition with excessive scatter, both hip-fire and aimed accuracy are at the bottom, hit rate below 50% beyond 10 meters, lowest cost-effectiveness among all weapons.
Redemption Plan: Extended magazine + laser sight, still difficult to change its "T3 level" fate.
4. Light Machine Guns: Suppression and Positioning Kings
9. L110

Characteristics: Zero recoil when using a bipod, 200-round magazine for continuous channel blockage, but movement speed penalty of up to 30%.
Tactical Positioning: Defending in breakthrough mode, can be used offensively with a full-angle grip.
10. KTS100 MK8

Mechanism: Fire rate of 514 RPM, stable recoil control in crouching position, mid-range "laser gun," but weak in close combat (TTK 0.38 seconds).
Accessories: Quick-release grip + suppressor, sacrifices damage for stealth.
5. Precision Marksman/Sniper Rifles: Long-Range Deterrence
11. M39 EMR

DMR Positioning: Semi-automatic 7.62×51mm, severe sight jump during burst fire, requires anticipating the return rhythm, fully equipped can only improve gun control by 10%.
12. SVK-8.6

Pain Points: High damage with 8.6×70mm ammunition but slow fire rate, recoil causes the sight to "fly," four-times scope is the limit for gun control.
13. M2010 ESR

The Only Sniper: Chest-lethal range of 80 meters, headshots are fatal and cannot be revived, but six-times scope reflection easily exposes position.
6. Shotguns and Pistols: Tactical Supplements
14. M87A1

Polarized Reviews: One-shot kill with buckshot within 10 meters, but extremely low tolerance (5-round magazine), an empty shot means being killed in return.
Core Accessories: Long barrel + choke, extends lethal range to 15 meters.
15. P18 Pistol

Positioning: Emergency secondary weapon, 5 shots to kill within 10 meters, faster reload than primary weapons, suitable for finishing off in endgame situations.
7. Class Equipment: Foundation of Battlefield Roles
Assault Soldier: Dual grenade launchers (high-explosive/incendiary), core for vehicle suppression and wall breaching.

Engineer: Anti-vehicle mines (instantly destroy full-health tanks) + repair tools, nemesis of vehicles.

Support Soldier: Ammunition box + bulletproof shield, essential for smoke cover and rescue operations.

Recon Soldier: C4 (self-replenishable) + motion sensor, key for flanking, marking, and demolition.

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The comprehensive guide to Battlefield 6 Beta weapons is as mentioned above. In this version, highly versatile weapons (M4A1, NVO-228E) dominate most scenarios due to their low recoil and fast TTK, while high-threshold firearms (SVK-8.6, SGX) become obsolete due to their mechanical flaws. It is recommended to prioritize "S-class" weapons (M4A1, M87A1) to quickly level up and use equipment like Engineer mines and Recon C4 to build tactical advantages. When the full accessories (such as armor-piercing bullets, thermal imaging scopes) are available in the official version, some T2 weapons (like KTS100, M417A2) may see a comeback, but the core rule remains unchanged: low recoil + high fire rate is still the best solution for a 128-player battlefield.