Bf3 what is a carbine




















Last Edited: 12 Jan am. Weapons Each weapon's page will have detailed stats and information. The Weapon information on each weapon's page is set up in a simple format.

Unlock : When you unlock the weapon. Kit : Which kit it's unlocked in - incase you navigated to the weapon through a link. Magazine Size : How much ammo can fit into one magazine. Reload Time : How long it takes to reload your weapon. Some weapons will have two times, the quickest and the slowest times. It will take longer to reload if you completely empty your weapon on most weapons. Fire Modes : The different modes the weapon can fire in.

Accessories : All weapons accessories and the amount of kills to unlock in brackets. If weapons have accessories unlocked when the weapon is unlocked, it will say [Default]. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5. Developers have stated that the "ACW-R" in-game is chambered for 6. It serves a similar role to the M, a stable gun with a steady rpm rate of fire and easy to control recoil. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots.

It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its rpm rate of fire, but the recoil severely limits its long range capabilities.

The standard version of the F, with its built in scope, appears on the kill Dog Tag for the F Tactical. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns.

The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0.

Extended magazines gifts the weapon with a massive round box and this is visually shown on the weapon when attached. It uses round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs.

The PKP Pecheneg appears in the game. It features high stopping power like other 7. It is referred to in game as an " RPKM ", a modernised 5. The weapon's damage matches the idea that it is a model, as it is scaled to the 5. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present.

It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard. Like in Call of Duty: Modern Warfare 2 its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default. Despite the fact that BF3's "MG36" is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting kills with it. The M98B is the last bolt action unlocked.

It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's The Barrett M appears in the game, but it is exclusive to the singleplayer; it's absence in BF3's multiplayer could be chalked up to difficulty with balancing the weapon properly.

True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.

To acquire it, the player would have to complete an assignment. It is unlocked when the player receives 58, Co-Op Score. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway. It's limited to semi-automatic fire in game and features a 20 round magazine.

It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production round HK magazines, but are colored grayish instead of transparent.

This can be easily seen by looking at the magazine while crawling. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device.

The SV returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles. The Javelin appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during "Operation Guillotine;" here it has infinite ammunition.

During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around feet. It is correctly depicted firing VOG caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters. The M can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone.

It can fire standard HE, buckshot, or smoke rounds. Close Quarters DLC added a "LVG" round for the M; the name stands for "Low-velocity grenade" and it does fly slower than the other grenade variants , but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls. It is incorrectly referred to as an "RPG".

At the start of "Operation Guillotine," Blackburn is tasked with briefly carrying an M Mortar as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.

The " FIM Stinger " in the game is actually an M training set with the rear-mounted performance indicator removed: it has "Tracking rainer" written on the gripstock unit apparently referenced from a photograph where one T was not visible , a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU.

It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission "Rock and a Hard Place.

The M appears on three Dog Tags. The M15 anti-tank mine can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine.

The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it. M18A1 Claymore anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation. The M67 hand grenade is the primary grenade seen in Battlefield 3 , used by all factions.

Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the "FRAG" specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually "cook" the grenade's fuse.

Blackburn uses an M84 stun grenade to disorient a group of PLR fighters at the bottom of an elevator shaft. Sporting the fasting reload speed of any assault rifle is great, as well as a tiny first-shot recoil and high rate-of-fire means this gun is so easy to use.

Good accuracy, high damage and respectable recoil add up to a reliable weapon similar to that of an assault rifle. This weapon is exceptional in close quarters and is the best assault rifle available for such situations. With a huge rate-of-fire and high, uncontrollable recoil, the F is a nightmare to use at long ranges so avoid those fire fights if you can.

A lot of players will consider the M16A3 as the best weapon in the game and you can certainly put it in the number 1 spot. Remember the M discussed earlier in the post? The M16A3 has a longer range and higher rate-of-fire, meaning it can perform better in close quarters while retaining the long-range devastation most assault rifles have!

If you can tame this beast, the AEK is undoubtedly the best gun in Battlefield 3. A mind-boggling RPM rate-of-fire can melt enemies in half a second.



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