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Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:20 pm   Last edited by trainer772 on Mar 19, 2014 2:39 pm. Edited 7 times in total

Weapon difficulty guide

Weapon difficulty/potential guide for the Beginner

Table of Contents
Grading System
Things to note when using this guide
Pointman Guns
Rifleman Guns
Sniper Guns


Last edit date: April 19, 2013
Last update added: April Update (I am no longer updating this because Aeria changed all the weapons to Timed instead of Permanent.)

There are a ton of stickies and guides on weapons and such. So why did I make this guide? What makes this idea so unique?

Firstly, this guide is made to directly address the issue of difficulty. This guide is an easy reference guide to help novices directly determine which guns are good for their skill levels and which guns may be too difficult or not worthwhile.

Secondly, this guide addresses the topic of "potential." It gives a rating of how well a user may be able to use a weapon after gaining skill. After all, there's two parts to a boulder on a cliff. One part is pushing the boulder over and the other is seeing it roll, turning potential energy to kinetic energy. The "potential" rating given to each gun tells how well a user may do in combat they get better. Therefore, it is important to invest in high-potential weaponry and avoid easy but impotent guns like the MP5K or the FN-FNC.

I put quite a bit of effort, so enjoy yourselves and try not to bash on it.

Grading system

Difficulty: A rating of how difficult the bloom and recoil is to control and how hard it is to land bullets on the enemy.
1) Very Easy. These guns can probably be cranked on fully auto for more than 10 shots but will still maintain its aim.
2) Easy. They may need to be bursted or tapped a certain way, but they are still very manageable.
3) Moderate. These guns start to lean on the tough side and must be played bursting or tapping.
4) Difficult. The high recoil or bloom of these guns makes kills difficult, and good accuracy is also a must.
5) Extreme. Only guns like the M14, Famas, and SA58 have this rating. These guns are doubtlessly the most difficult to handle and are only for the intense gamer.

Potential: A rating of how well it can do in the hands of a professional, regardless of its difficulty.
1) None. This gun cannot excel at all. Avoid using these guns.
2) Little. This gun will not be good. Do not purchase.
3) Moderate. This gun is an OK investment.
4) High. A pro will do considerably well with this gun.
5) Infinite. Anyone will never stop improving at using this gun. These are the best for intense gamers.

Things to note when using this guide

1. These values are very approximate and should be taken as plus or minus 1.

2. If you cannot tap, add +1 to the difficulty of the guns I specified as tap-only. If you cannot burst, add +1 to the difficulty of the guns I specified as burst.

3. "Difficulty" is determined by how hard it is to land bullets on the enemy. Nothing more than that. Difficulty has to do with the output end (shooter). Potential has to do with both output and intake (receiver) and how well it can do against other guns. This grading system makes the sniper rifle section really wacked.

4. The weapons were graded on difficulty with novices in mind. So don't fuss over guns like the AKs and other relatively easy guns considering that they're "hard" to a novice.

5. All guns with a * in front means that it is top tier.


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:20 pm   Last edited by trainer772 on Mar 25, 2013 7:07 pm. Edited 18 times in total
Pointman Guns

I listed possible mod combinations with the pointmen guns to satisfy all types of playstyles and preferences. However, I strongly recommend that everyone uses the pro mods. If available, the silicon grip is listed for many of the "easy" sets; however, it is recommended that you avoid using the silicon grip unless you spray a lot and have difficulty coping with the recoil. Whenever available, Burst Barrel, Mech Imp, and Ergo are strongly recommended for best effect! All sniper mods are strongly discouraged, since it would be far more practical to actually use a rifle.

Difficulty: Easy. Its low recoil and moderate bloom makes it a relatively comfortable weaon to get used to. Not really recommended though.
Potential: Little. It doesnít quite cut it in Pub with its low damage and overall inferior firepower. Even pros will have difficulty excelling with this gun.

Difficulty: Easy or Moderate. The low recoil makes it a lazer gun, while the problematic bloom can be cured by bursting. The bloom suffers a considerable amount when moving, making this a rather impractical PM weapon. Add one to its difficulty if you like to move a lot or if you can't burst. Don't get it if you can't burst and you move a lot.
Potential: Little or Moderate. Ever since it was badly nerfed by losing its penetration, it has become difficult to make good use out of its low range and low ROF. It is also one of the weakest PM guns with nothing to really boast about. However, one advantage many pros use is the excellent accuracy and stability especially when crouching, which can be used to get many headshots.

P90 TR
Difficulty: Moderate. The TR has twice the bloom of the P90, making shorter bursts a must. This increase in bloom makes the P90 lose the only good thing it had - stability and accuracy.
Potential: Little. Although modding it to TR unlocks a plethora of new mods, they do little to help even experienced players to have an avdantage over the P90. P90 is better than P90 TR.
Recommended mods: lol. Just use P90.

Difficulty: Moderate or Difficult. It has low ROF, making the recoil and bloom settle rapidly. The crosshairs are pretty tight for a PM gun, and the recoil is low when bursting. However, it has high cumulative recoil.
Potential: Little. Its damage, ROF, and range makes the UMP the M16 of Pointman. Itís just too well rounded and too average with no stat to boast of. The UMP cannot exemplify the main trait of all PM guns: a high DPS. But all in all, the gun leans towards the longer ranged side - it has tighter crosshairs, long range, and low recoil, but high bloom and recoil.
Recommended mods: (Easier mods: Laser II, 9mm barrel, Soft grip, RCS) (Pro mods: Laser II, LRB, Mech Imp, Carbon Grip, RCS)

Difficulty: Difficult. It has one of the most recoil and bloom of all traineeranking weapons and MUST be bursted with. The low accuracy makes it unusable past 10 or 15 meters.
Potential: Moderate or High. Suprisingly enough, the ferocious ROF and damage combination makes it one of the most powerful foes within 10 meters. It also has one of the highest mobility in the entire game, making it a formidable rush gun. Within 5 meters, few guns can defeat the Uzi. The DPS is just so high. Note: putting a silencer on the Uzi does not decrease the range (bug?). Always use a silencer with the Uzi, since it makes it ninja. However it lacks in long-range abilities and has mediocre accuracy and moderately high bloom/recoil.
Recommended mods: (Easier mods: Silicon Grip, Mag Replacement.) (Pro mods: Burst Barrel, Mag Replacement)

Bizon PP19
Difficulty: Very Easy. It has probably one of the lowest recoil of all noncapsule guns. However, It has quite a bit of side-to-side, so watch out and try to keep your finger off the trigger once in a while. The bloom can also become problematic if you mod it with the mechanism improvement.
Potential: Little or Moderate. Its achingly slow ROF is a very defeating factor. However, the high mag cap, high damage, low recoil, and tight jumpshot crosshairs makes it a mobile headshot machine. This is the best Euro shop Coop gun by far. If you wish to use this in PVP, you have to use the Pro mods.
Recommended mods: (Easier mods: Spets, Ergo) (Pro mods: Burst Barrel, Mech Imp, 9mm Para magazine) (Coop mods: Spets barrel OR Burst Barrel, Mech Imp, Ergo)

Difficulty: Very Easy. Extremely little recoil or bloom. Great stability overall.
Potential: Little or Moderate. The 28 damage makes it a peashooter of a submachine gun and seriously limits the userís ability to excel. However, it is a good beginner's gun and a seriously fun weapon to use/spray because it has excellent stability and accuracy. For those who want a challenge, it would be advisable to use the +ROF trigger instead of the +Stability trigger to increase the recoil and increase its damage output.
Recommended mods: (Easier mods: Custom Trigger, 0000000000000

Difficulty: Easy. Though it has high ROF, the bloom isnít bad and the recoil is completely manageable. The biggest problem may be its dizzying horizontal recoil that changes direction after every bullet as well as its tendency to have huge cumulative recoil when sprayed for longer than bursts of 10.
Potential: Moderate. The damage, ammo, and ROF combination makes it a potential field sweeper in the hands of an accurate professional if you don't get outgunned. The only problem is its slight lack of DPS as well as low damage per shot, making it essential to make good use of its sprayability. Somehow the recoil makes it feel more powerful than the peashooter that it is.

KBP PP2000
Difficulty: Moderate. Some recoil, low bloom. Not too troublesome but best kept away from beginners.
Potential: Little or Moderate. If you chose to use the penetration mod, youíd better aim well or risk dying from the low 20-round magazine. If you donít, it loses its unique penetration ability. The crosshairs are pretty tight and the recoil is rather low. However, the MP7 and Veresk completely outclass it. My recommendation is to use the Burst Barrel and not the penetration trigger to truly maximize damage output while keeping the magazine capacity at a sprayable level. The PP2K also comes with extremely high mobility that can be exploited to maneuver rapidly around maps.
Recommended mods: (Easier mods: Soft Grip, RCS) (Balanced mods: Burst Barrel, RCS) (Pro mods: Burst Barrel, 7N31, Hard Grip, RCS)

Difficulty: Difficult. The heavy recoil and strange bloom makes either automatic or tap fire impossible. It must be bursted with; however, it becomes ok when bursted in 5s.
Potential: High. It has the best damage and range of carbines as well as good penetration, ROF, and accuracy. Suprisingly enough, the gun had roughly 40% tighter groupings than what the crossheirs suggest (only when using bursts of 5-6), making it an excellent choice for anyone who can master this relatively difficult weapon. Extremely difficult weapon to master, but well worth the super low price tag! For beginners I recommend using gloves (EG08/SA09), Ergo, and the stability trigger.
Recommended mods: (Easy mods: Custom Trigger, Ergo) (Pro mods: Ergo, Burst Barrel, Mech Imp)

Difficulty: Very Easy. It has super high stability as well as excellent accuracy, especially when crouched or standing. It comes with a little bloom when moving.
Potential: Moderate. It's nothing too exceptional. Its moderate DPS is made useful by its super high accuracy/stability, allowing for flexible range gameplay. However, it can be out-gunned in CQC by high-ROF weaponry. Useless SMG overall.

Difficulty: Moderate. It's a moderately accurate carbine, with some side-to-side recoil and moderate bloom.
Potential: Little. It has good range, damage, and accuracy. However, it lacks in ROF or overall firepower. It can easily be gunned by SMGs or rifles alike. Probably the worst carbine in AVA.
Recommended mods: 000000000000000

Difficulty: Difficult. Unnecessarily high recoil and bloom makes it The Famas of Pointmen. It's trademark trait is the terrible accuracy, making it impossible to hit enemies. Best used when crouching.
Potential: None. The most troubling this is its unnecessarily huge crosshairs and high recoil. KAVA players call this gun the dove because it is a weapon of peace. When you see an M4Spectre user, you do not need to fear them because they come in peace. Yes, it has one of the highest damage/range combination of pointman, but the extreme recoil and crosshair size makes completely useless. Even pros will have trouble handling its unnecessary recoil and bloom.
Recommended mods: (Easy mods: Advanced Silencer, Soft Grip) (Pro mods: Burst Barrel, Mech Imp, Soft Grip)

Difficulty: Easy. If you ever pick it up, you will find that it has almost no bloom and little recoil, albeit some pretty big crosshairs.
Potential: Moderate. Though it is one of the easier guns with minimal bloom or recoil, the DPS is really sad. The lack of range makes it lose an extreme amount of damage over even a small distance. Good for beginners to spray with.

Kriss Super V
Difficulty: Easy. It has low recoil and almost no bloom, and it can be used jumping or strafing. It has a little side-to-side recoil, so spraying is not recommended. It lacks accuracy, limiting it to 20 meters.
Potential: Moderate or High. It has high damage per shot and high damage per second, making it a deadly gun for the consistent PM. The only problem is its huge crosshairs, which makes it difficult to use in medium range combat. Extremely reliable overall, and highly recommended for those who would like an MP7 with less ROF and high damage. The LRB and +13ammo magazine replacement are highly recommended.
Recommended mods: (Must-have: Laser sight, LRB, Mag Replacement)

P90 Harimau
Difficulty: Very Easy. It is the most accurate submachine gun and has one-pixel recoil as well as half the bloom of a normal P90. Extremely easy to hit with.
Potential: High. One of my personal MK2 favorites. It has the most accuracy of all pointmen guns (seriously!) combined with low recoil and low bloom unless sprayed past bursts of 8. Its 50 round magazine makes it ideal for spraying around corners and taking down multiple enemies. However, it lacks in damage over range and can easily be outgunned by rifles at medium range or higher-DPS guns like Veresk in CQC. It used to be a top tier weapon but is now simply for fun.

M1A1 Thompson
Difficulty: Easy. It has moderate bloom level, but can be minimized by bursting in short intervals which comes with easy-mode spray capability, which results in more accurate shots. Thompson also comes with moderately low recoil and has a great moveshot.
Potential: High. Thompson has relatively high damage and moderate range which allows it to out-perform some other SMGs at medium range. It has moderate ROF and very easy recoil or bloom, making it a powerful low-recoil SMG. Although an SMG, it is closer to the role of the carbine.

Difficulty: Very Easy. It comes with little recoil and little bloom. Its main problems are its lack of accuracy and its annoying horizontal recoil.
Potential: High. It does well in armor-intensive game modes like demolition. Its low damage is made up for by its blistering high ROF (only with Burst Barrel + Mech Imp), which can out-ROF most PM guns. It has one of the highest mobility/ROF of all smgs, making it ideal for rushing. However, some people hate its record-low damage/range combo and its dependency on headshots. It is difficult to make kills with this gun without scoring at least one hit to the head.
Recommended mods: (Easy mods: Laser, Advanced Silencer, Light Trig, Ergo) (Pro Ninja mods: Laser, Advanced Silencer, Mech Imp, Ergo) (Sniper mods: Laser, Sharpshooter Barrel, Precision Trig, Ergo) (Best DPS mods: Burst Barrel, Mech Imp, Ergo)

*SR2M Veresk
Difficulty: Difficult. Nicknamed the Para of Pointmen, it has the most recoil and bloom of all PM guns and may only be used accurately bursting. However, it isn't too hard compared to the assault rifles. If you cannot burst, this is not the gun for you. If you can, then get this ASAP.
Potential: High or Infinite. It has literally the highest DPS of PM as well as excellent penetration, allowing for endless improvement in skill. The great damage per shot and the relatively good range makes it a viable option up to ~15 meters. It is the main symbol of Pointman; everyone who's focus is on PM must have this weapon. It stands a good chance vs RM in CQC because it ignores their armor.
Recommended mods: (Easy mods: Mag, Silicon) (Pro mods: Burst Barrel, Mag, Ergo)

Bizon Arachne
Difficulty: Very Easy. It has less recoil than the Bizon...
Potential: Moderate or High. Its kill power is better in every way over the Bizon. It has almost no recoil and better DPS as well as a good headshot ability because of its accuracy and reliability. However, the DPS is still very lacking to make it a practical point-blank weapon.

K1A1 Rail
Difficulty: Easy or Moderate. The recoil pattern is strictly vertical, making it a manageable weapon. It also has low bloom. However, the first-shot accuracy is terrible. Beginners may find the recoil to be high when used with ROF mods.
Potential: High. The good damage and range allows it to be used as a versatile allaround gun in the hands of a pro. This gun is actually a lazer of a long-range rifle with excellent CQC abilities. The mods allow for flexible modding, changing it into an SMG or a rifle.
Recommended mods: (Easy mods: Advanced Trigger, Silicon) (Sniper mods: Sharpshooter, Precision) (Pro CQC mods: Burst Barrel, Advanced Trigger)

Difficulty: Easy or Moderate. The recoil and bloom is really low, even though the ROF ranks as one of the highest. The moveshot is crazy good. The only problem with it is that it will suffer exponentially increasing bloom, making it impossible to use past 5-shot bursts. Do not get this if you cannot burst. This guns difficulty depends largely on the mods you use; one set may make it very easy, while another set will make it moderate.
Potential: Moderate. It can easily be outclassed by top-tier guns, and the damage makes it essential to aim for the head. However, the great stability as well as its good moveshot and built-in silencer makes it a great weapon to go ninja with.
Recommended mods: (Easy mods: Spets, Ergo) (Sniper mods: Sharpshooter, Precision, Ergo) (Balanced mods: Spets, Mech Imp, Ergo) (Pro mods: BB, Mech Imp, Ergo)

Galil MAR
Difficulty: Easy. The recoil is low and the moveshot is excellent.
Potential: High. Excellent moveshot, great DPS, and good stability. This makes it one of the more well rounded PM weapons. However, its damage feels really lacking although it makes up for it with a relatively high ROF. In addition, the blue flash is very visible and makes you an easy-to-see target in the dark or through smoke. However, it comes with a hefty amount of knockback; if you hit the enemy, their crosshairs shake a lot and their guns bloom an extreme amount; therefore, if you frequently go up against paras, you can use this gun to make their crosshairs go wild.

Calico M950
Difficulty: Very Easy. As easy as the Bizon. Be warned about side-to-side recoil when firing long bursts.
Potential: Moderate. The Bizon lacks DPS and is thus not as useful as it could be. The Calico is basically an improved version of the Bizon, with added ROF and other things for superior firepower. It's still not on par with other top-tier pointmen guns. It lacks mods and has very low damage per shot.

*AKS74U Desmodus
Difficulty: Easy. It's an AKs with much less bloom and recoil. Still needs to be bursted in 10 or fewer bullets and still needs to be aimed.
Potential: Infinite. Let me tell you a story. Once upon a time, there was an extremely powerful carbine known to AVA players as the Ay Kay Ess Sev'nyfoh Yoo. It had the highest damage/range of pointmen guns as well as high mobility and penetration, but it came with extreme recoil and bloom. One day, Redduck decided to take this top-tier carbine and simply added the only thing it lacked - stability. And thus, the most OP pointman gun was born - the AKs74u Desmodus.
In all seriousness, this thing doesn't deserve to be in AVA. Its only problem is bloom, which can be cured by bursting in 10. Otherwise, it has almost no recoil, good accuracy, high damage, high range, high ROF, high mobility, and high penetration. One does not simply fail with this gun.

Difficulty: Moderate. It has low recoil but problematic bloom that must be cured by using short bursts. It also lacks in standshot accuracy, forcing its users to crouch to make the most out of it. However, it is very stable when crouched and has excellent ADS accuracy, making it potent at medium ranges.
Potential: Moderate. It has decent damage, range, and stability, making it slightly sprayable. It makes up for its relatively bad moveshot and lower DPS with excellent crouchshot and very high range for a pointman weapon.
Recommended mods: (Easy mods: SAW, RCS) (Pro mods: LRB, RCS)

Difficulty: Easy or Moderate. It is a far more stable version of the Veresk, with greater stability and accuracy even when moving.
Potential: High. It has extremely high damage per shot and excellent penetration for a pointman, combined with decent ROF and balanced stability. Its greatest defect is its terrible range damage, making it difficult to defeat even riflemen past 10 meters.

Dual Uzis
Difficulty: Easy. It has relatively decent accuracy combined with low recoil. However, it blooms relatively fast, making it essential to burst at medium ranges.
Potential: High. It is extremely weak and has terrible range damage. However, its terrible damage per shot is supplemented by its extremely fast ROF as well as good hit rate. Very useful weapon for the front-line pointman who knows how to get close.

CZ Skorpion EVO3
Difficulty: Easy. Although it has low accuracy like other SMGs, it has little recoil and low bloom. Very easy to hit with. For those who have experienced a Galil Mar, its crosshairs are similar to a Galil Mar's with less accuracy and no bloom.
Potential: Moderate or High. It is relatively weak and depends heavily on ROF and hit rate to make up for its low damage. While the lack of bloom and recoil can be helpful at medium ranges, its subpar DPS makes it easy to conquer by high-DPS SMGs like the SR2M and SR3M.

*Thompson M1921
Difficulty: Easy. It has extremely good accuracy and very low recoil. However, it blooms extremely rapidly.
Potential: High. It has decent damage, decent ROF, and excellent hit rate along with a useful 50-round clip. Its only flaw is its terrible bloom, although it has great first-shot accuracy to help it at medium ranges. Possibly infinite rating if the bloom weren't so terrible.


Difficulty: Difficult. This is a very difficult shotgun with terrible recoil and excellent ROF, but high bloom. The ROF is severely limited by its high recoil/bloom combination.
Potential: Little. A good player will know to exploit the excellent fire rate but it has almost no OHK abilities even at point blank. The bloom can get really bad after a few shots, making it impossible to use. It is regarded as the worst shotgun and a troll weapon.
Recommended mods: (Best mods: Magazine, Custom Choke)

Difficulty: Difficult. Its slow ROF and high recoil will make novices struggle to tame this gun. It is advisable to have cover nearby to hide behind in case it tags. Most of the difficulty comes from the necessity to aim extremely precisely.
Potential: Moderate. Its low ROF will make it difficult for a user to make kills without sustaining great damage, but a good user can nevertheless aim well (for the guts or head) and fire under pressure to make this a potential headshot weapon. It has a moderate OHK especially when aiming for the guts or the head but comes with a high price for missing even a single pellet.
Recommended mods: (Best mods: Long Range)

Benelli M1014
Difficulty: Moderate. Moderate recoil for a shotgun, fast ROF and decent close range OHK rate makes this shotgun easier to use than the Saiga-12 or FN TPS.
Potential: Moderate. I only gave this a moderate rating because there are other guns like the Saiga 12 and the FN TPS that can easily defeat it. Otherwise the OHK is decent and the ROF/stability is good.

Difficulty: Difficult. The Saiga has the most recoil in AVA. However, it comes with fast recoil/bloom recovery.
Potential: High. This semi-auto shotgun combines fast ROF with a high damage/range combo to make it one of the most deadly shotguns. However, its OHK is not reliable and its high recoil makes it difficult to learn to aim another sh3ll.
Recommended mods: (Best mods: Choke Extraction)

Difficulty: Moderate. It has a considerable kick and big crosshairs, forcing users to take careful aim. Its slow ROF is also challenging for users to sync.
Potential: Moderate or High. This pump action shotgun is hated by many and loved by few. Its OHK is extremely random, sometimes tagging at point blank and OHKing at 10 meters. However, its overall balanced ROF, firepower, and stability makes it a fun but obsolete weapon to use.
Recommended mods: (Best mods: Mag)

*Remington Blue Skull
Difficulty: Difficult. It is similar to a Remington. However, it has much tighter crosshairs and much faster ROF, making it very forgiving in case you miss. Its recoil is extremely high, only second to the Saiga.
Potential: High. Probably makes the record for being the second-best shotgun (after Striker), or possibly even the best one. The ROF makes it shoot as fast as a semi-auto, and the tight crosshairs makes it still potent at medium ranges. This gun sweeps the battlefield better than any other shotgun by making up for the things all shotguns lack - a tight pellet grouping and high range. It also has a special ability; it has a knockback effect similar to the Galil Mar, causing the enemy's crosshairs to bloom enormously.

Spas-15 (BG Crusher)
Difficulty: Easy. Point and click. Not much to it. It suffers very little recoil or bloom.
Potential: Moderate. After having used the BG crusher for awhile, I've found it relatively deficient. The trigger 3 increases its OHK ability to a non-zero amount, though the decreased ROF (aggravated more by a nerf of T3) makes it extremely difficult to fire the second shot before dying. Even with Trigger 3, the OHK is "mediocre" at best and can easily be beaten by the Saiga or TPS. With Trigger 1, the shotgun becomes a pistol, equivalent in damage output to a low-ROF Walther P38. Not recommended for serious OR fun gameplay, since its terrible tradeoffs with any trigger makes it virtually impossible to use effectively.
Its strong point is the extremely low recoil and bloom, making it a handy learning tool for any beginners unaccustomed to the high kick of top-tier shotguns. However, it would be more beneficial to the user to buy a high-kick high-OHK shotgun; while the learning curve may be steep and the first few days may be disastrous, it would be a far better investment to fail the first few days and have a higher-potential shotgun.
Recommended mods: (Only OHK mod: Trig3)

*Striker 12
Difficulty: Easy. Point and click. If you zoom in, its accuracy increases greatly. Its moveshot is lacking though. Be wary of its hipfire bloom and make sure to zoom in past 5 meters.
Potential: High. Great shotgun overall. Its only 2 flaws are the low ammo count and the slow reload. It also lacks OHK abilities but comes with fast ROF to make up for it. However, the damage is very consistent, the ROF is fast, the accuracy is great, and the stability is really good. Overall a highly recommended shotgun.
Mods: Trigger and random damage barrel. ADS past 5 meters.


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:20 pm   Last edited by trainer772 on Jun 04, 2014 8:45 am. Edited 34 times in total
Rifleman Guns

Difficulty: Difficult. Big recoil, big bloom, terrible moveshot, only 25 bullets per mag. Not a good gun to use.
Potential: Little. Just not a good gun overall, definitely something you canít excell with. It's good practice for more difficult weaponry.

Difficulty: Moderate. Low recoil, low bloom, but often appears to be difficult to novices. Definitely bad past 10 or 15 meters. Crouching is a must-have!
Potential: Little. It is too average overall and can get easily outgunned by everything. However, it has good CQC abilities and low bloom when crouching, making it a relatively flexible weapon for its era. Recommended for players seeking a challenging and rewarding weapon.
Mods: Burst barrel, Custom Trigger (Optional)

G36 (rail)
Difficulty: Moderate. It can only be used while tapping; otherwise, its recoil and bloom gets the better part of you. But when tapped, it's a headshot machine.
Potential: Moderate. Though people say that itís noobish and a troll gun, it is a decent weapon that can get easy headshots in the hands of an accurate marksman. However, this gun is so much better when you put on the Secret Korean Mods. Not really recommended for serious business since it is hard to make kills without headshots.
Mods: Never really found the secret Korean mods. I think it's Laser-BB-ShockAbsorber.

Difficulty: Difficult. It has unnecessary recoil and high ROF, making it one of the more difficult RM guns. The most difficult part about it is the terrible first-shot accuracy and the deadly slow bloom recovery, making it usable only within 10 meters.
Potential: Little. It has ok range and ok damage, but its awful recoil negates everything good about it. It is only a troll gun and may not be taken seriously. IMO itís more of an SMG than anything.
Mods: (Easy: Laser-SS-Custom-hard-CRS) (Pro: Laser-BB-VetMech-Hard-CRS)

Difficulty: Moderate. It has average recoil, average ROF, and average bloom, making it an average gun to master. If you like to run and gun, this gun will be extremely difficult.
Potential: Little. Its accurate crouch shot may be exploited to get many headshots at far ranges, but itís just too average overall and is limited by its bad moveshot and bloom.
Mods: BB

Difficulty: Moderate. Similar in behavior to the G36, it should be used while tapping or else its recoil and bloom will get too high.
Potential: High. The 43 damage allows for endless possibilities, while its ROF may be increased above normal by a fast tapper. The accuracy is also lacking when moving or tapping too rapidly. The only limiting factor is its ROF. The ROF is generally very lacking and puts the users at a great disadvantage when fighting within 10 or 15 meters. With the damage barrel, the AK47 has the lowest ROF of all automatics in AVA.
Mods: None

*M4A1 (MKII)
Difficulty: Easy. Low recoil, low bloom. Should not be used on fully auto anyways.
Potential: High. It is one of the best MK2 guns. It has knockback power, accurate crosshairs, and an excellent headshot ability. It also has one of the highest ROFs of all rifles (second to the Famas series). The best tactic is to tap slowly and strafe so that it fires in bursts of 2 or 3.
Mods: Laser-Proto-RCS are a must, LRB or BB is preference.

Difficulty: Easy. Its bloom and recoil is 0 when crouching and zoomed in, but it is difficult to use while moving. If you end up having to rush with it, try to tap well and it will become much more accurate than what its crosshairs suggest. Do NOT get it if you play as a moving rifleman.
Potential: Moderate. A good user can exploit it to get headshots or consecutive body shots, but itís just too outdated overall. If you want a crouch lazer, just go for an SG556, which is a newer and stronger alternative.

Difficulty: Easy. It has low recoil and moderate bloom, making it a smooth and easy gun.
Potential: Moderate. An accurate user can defeat most opponents by utilizing its knockback power to avoid taking damage. However, its DPS is just too lacking.

Difficulty: Difficult. The recoil and bloom is manageable when bursting. Most people have a problem with its unpredictable side-to-side recoil and slightly large crosshairs, but it will be very easy to those who tap. If you can use an AK47, you can use a Sako. No exceptions. The burst is just as accurate as its tap. Be warned that the visual recoil (aka the movement of the gun) is a lot, but it has much less recoil than what the jerking gun indicates.
Potential: High. The high damage and ROF allows the gun to be used in CQC, while the norecoil zoom shot gives it an excellent countersniper function. It is one of the best investments overall. I myself have this gun and I do not regret the purchase at all, since it serves almost every function on the battlefield. However, many novices may find the recoil challenging to control.
Mods: RCS is a must, BB or LRB is preference.

Difficulty: Easy. Moderate recoil, moderate bloom, troublesome ROF, overall impracticality. Has very good crouchshot and decent moveshot.
Potential: Little. Not a good gun overall, itís pretty average and few pros find anything good about it to exploit. It is rarely seen anywhere because it can easily be outgunned. The DPS is very lacking and the mobility restricts its viability. Its only pros are its decent stability and excellent crouchshot.
Mods: Vet-RCS. No barrel.

Difficulty: Easy. It has average recoil, average ROF, and average bloom, making it an average gun to master. Best used when strafing.
Potential: Moderate. Its accurate crouch shot may be exploited to get many headshots at far ranges, but itís just too average overall and is limited by its bad moveshot. It is an effective strafeshot weapon due to its excellent standshot accuracy.
Mods: You can mix and match the BB, LRB, and Custom. I would go with BB+Cust.

Difficulty: Moderate. Less bloom/recoil than the FAMAS, making it more manageable. However, its recoil is still troublesome.
Potential: Moderate. It's a major improvement over the nearly-useless FAMAS. The recoil is easier and the groupings are tight. In addition, it has great DPS, allowing riflemen to fight on par in CQC while maintaining medium range abilities.

M2 Carbine
Difficulty: Moderate. This gun has low bloom but high recoil and tight crosshairs. An excellent aim and tapping is a must.
Potential: Little. Though it loses very little damage over a distance, it has little damage to begin with. The bad damage makes it one of the worst rifles in AVA.

M4A1. BumbleBee
Difficulty: Moderate. Similar to the M4 in behavior, but the crosshairs are a little less predictable. It has an unnecessary amount of kick.
Potential: High. Like all other M4s, its good accuracy and good stability makes it an excellent headshot machine. The gun is so similar to the original M4MKII that it really isn't worth purchasing. It is easily outclassed by all the other M4 types: Chrome, M4MKII, and Carpio.

Difficulty: Medium. It has more recoil over the M4, but the crosshairs rarely get big even when jumping. It has problematic bloom.
Potential: Moderate. The damage and crosshairs can easily be exploited for intense CQC, but there is a point where an experienced player may covet a more challenging and potential gun than this. The gun is geared more towards CQC. It is relatively stable mk2-wise, allowing for slightly extended sprays in CQC. At medium to long ranges, the high recoil will make kills difficult.
Mods: Laser II. Sharpshooter barrel is a must. With BB, the gun will have terrible accuracy.

Difficulty: Moderate. The recoil is troublesome and can only be tamed by tapping and crouching. When crouched and tapped it becomes easy.
Potential: Moderate. Itís just too limiting of a gun, with very inflexible gameplay that may not experienced player would want. However, the damage is high and the crouchshot is lazer. If you want a crouchshot lazer, the SG556 is a much better alternative.
Mods: Laser, Vetmech, WG, RCS.

Difficulty: Moderate. The recoil and bloom is moderate, but can be managed by tapping.
Potential: Little. Itís just too similar to guns like the AN94 and the AK74. They are too inflexible and will cause trouble even to experienced players when played outside of their intended uses. Just too average overall with nothing to boast about. It is best used aiming down the sights.
Mods: Don't mod to A3.

M4A1 Chrome
Difficulty: Moderate. It has a strange bloom/recoil combination similar to the Bumblebee. This may be the most unstable variant of the M4.
Potential: High. It has less accuracy and more recoil. However, it has a very high ROF/damage rate, making it an excellent RM gun for CQC.

*SA58 Para
Difficulty: Difficult. It also has a severe bloom problem combined with difficult recoil control, depending on which barrel you use.
Potential: Infinite. For the first few months of usage, your K/D will drop and you will suffer under the frustratingly high recoil. When this gun is mastered, you can go on 3headshotsinarow streaks easily. This is the best investment for the intense AVA player. If you want an easier Para, use the Spets barrel, ergo, and RCS - just as effective but far more stability.

Difficulty: Extreme. It has massive bloom, making kills difficult after the first 5 shots. This is a gun I myself would stay very clear of. It actually may be the only gun harder than the Para.
Potential: High. It has an excellent headshot ability, and its high damage kills in a consistent 3 hits. The ROF is very limiting and the bloom makes it difficult. There was a whole controversy on its potential rating, so I'll just leave it open ended; if you can aim and tap, this will serve you well.
Mods: BB Ergo RCS

Difficulty: Moderate. The recoil may be negated by tapping rapidly, but nothing can prevent the bloom. It is very difficult if you don't tap fast enough. An accidental 2-shot burst will cause the crosshairs to kick a lot. No bursting with this gun.
Potential: Little. An experienced user can use this gun to get headshots, but itís just too average overall. If youíre going to get a tapping gun, just get a Para.
Mods: BB Ergo RCS

AK47 Hawkeye
Difficulty: Moderate. Hawkeye has more bloom and recoil than AKMK3.
Potential: High. Hawkeye has slightly better DPS than AKMK3, but the overall bloom makes it worse.

Difficulty: Moderate. Must be tapped to use well or the bloom will overtake you. When tapped or bursted in 2, it is easy.
Potential: Moderate. Good for CQC and going ninja. Since it is so weak, headshots are a must. Mostly a troll gun, but great for people who love to run-and-gun and flank. Beware of its insane bloom and tap it like a para.
Mods: There is no one set that works for this gun. Laser-Custom is good for best hit rate.

AN94 Sidewinder
Difficulty: Very Easy. As long as you tap, it has no recoil and little bloom as well as super tight crosshairs. If a kill isn't made within 10 shots, the side-to-side recoil and horrendous bloom kicks in.
Potential: High. Not a very thrilling amount of damage, and its headshot ability must be used. It's got a good range so it can be used very far. However, it is extremely accurate and laser with so little recoil that it makes it extremely good at hitting the enemy multiple times. This gun holds the record for best moveshot.

Difficulty: Moderate. Its bloom behaves like an M14 EBR but itís easier to use. Its bloom will kick in under extensive moveshot usage. It also has extremely little recoil. Do not run and gun with this.
Potential: Infinite. Just like an M14, it can be used to headshot enemies swiftly or make consistend 3 shot kills. It has extremely low standing or crouching recoil, so it is an excellent defensive gun. The damage and penetration combination is excellent, making quick kills.

Snow Leopard M16A2
Difficulty: Moderate. Has standard bloom and low recoil.
Potential: Moderate. Decent damage, decent ROF, decent stability, decent accuracy, good crouchshot. Overall far too average for exceptional gameplay, although it is an improvement over the original.

Difficulty: Easy. Its recoil and bloom is almost 0 when bursted accurately and slowly. Moveshot is terrible however.
Potential: High. Excellent damage/ROF/Range, okay moveshot. When crouched, the crosshairs go lazer tight (the 556 is probably the best crouch weapon). Not the most offence weapon, but it can manage in CQC. The best tactic is to crouch and burst every time you see an enemy further than 10 meters. It also has startlingly good DPS, allowing for excellent CQC rifling.
Mods: All preference based. I recommend using the proto grip and the LRB II; BBII makes it bad.

Robinson XCR
Difficulty: Moderate. Depending on the mods, the recoil and bloom varies a lot. However, its bloom is a greater trouble than the recoil. Also has terrible moveshot accuracy.
Potential: Little. High recoil, high bloom, bad damage, bad ROF. Not worth getting.
Mods: All preference based. No set of mods will make this worth using anyways.

*G36 Alligator
Difficulty: Very Easy. It behaves like a pre-nerf G36 Rail, with extremely low recoil so that it can be bursted. Even though it has fast ROF, it will still be able to spit out plenty of shots while being manageable. Its headshot rate is phenomenal.
Potential: Infinite. Excellent damage, excellent moveshot, insane range, great bloom recovery. A pro can use this gun for headshots. Every time I see this, the guy always gets 70% headshots because the damage and accuracy is so good. This is definitely one of the best assault rifles for its easiness and deadliness. It most behaves like an XM8 with additional ROF/damage and no recoil.

*M4A1 Carpio
Difficulty: Easy. Refer to M4MK3.
Potential: High. Refer to M4MK3.

*AK74M Seroja
Difficulty: Easy. Probably one of the best crouchshots out there, if not the best. It also comes with decent moveshot. Little bloom and recoil.
Potential: High. It's a very easy gun to use with good ROF and little recoil. It functions extremely similarly to the SG556 in moveshot and crouchshot. The ROF is slightly slower but it maintains much better moveshot accuracy.

AK47 MK.3
Difficulty: Easy. Low recoil when tapped, low bloom when bursted. Very manageable overall.
Potential: High. The DPS is hardly wasted because of its excellent stability, making it a very easy weapon to excel with. It has great medium rage abilities because it can score multiple shots very rapidly. It also has extremely effective headshots. It is a very balanced weapon overall without being too overpowered. It used to be marked down as top tier but was removed from this position due to the lacking ROF and overall boring performance.

Difficulty: Very Easy. It has probably the lowest recoil of any assault rifle. It is the only gun to have tighter crosshairs while moving as opposed to standing (with Sharpshooter Barrel), so if you're a RM on the run, this is for you. Be warned, the bloom will catch on if you keep the gun going for more than 10 shots!
Potential: High. The insane accuracy will allow for endless possibilities for the good aimer. The DPS is extremely lacking, so keep your distance! This weapon is best used while moving and shooting for the head at long ranges. Avoid fighting pointmen. I marked it down a notch due to the release of other rifles with similar stability and higher DPS.
Mods: SS only.

Difficulty: Easy. It has good accuracy, low recoil, and low bloom even when moving. It can be fired in extended bursts with little cumulative recoil penalty. The accuracy is slightly lacking and cannot be cured by crouching.
Potential: High or Infinite. Since the M4MK3 nerf, the gun noticeably lost some accuracy. Due to its decreased damage and accuracy, its status as a top-tier rifle is debatable.

G3A3 Nero
Difficulty: Moderate. Its 2-shot bursts are super easy and has little recoil. The zoom shot is excellent. However, it has problematic bloom, especially when moving. Since the recoil kicks intensely on the 3rd shot, it is best used when crouching and tapping rapidly or firing 2-shot bursts. Easy when crouched and tapped.
Potential: Moderate or High. It has excellent damage and penetration, making it relatively solid. Its excellent stand/crouchshot accuracy and low recoil/bloom when tapping allows it to fight flexibly in mid-range, though it will fire at a significantly lower DPS compared to contemporary spray rifles. Moving and firing will cause it to bloom rapidly.

Diemaco C7A2
Difficulty: Moderate. It's an M16 with slightly better accuracy and slightly less recoil.
Potential: Moderate. This a buffed M16, really. Unless you're an M16 fanboy or something, this is not worth getting. Terrible moveshot and everything, but more DPS and accuracy. The ROF is decent and the headshot ability is decent.
Mods: BB-WG or LRB-WG.

Difficulty: Easy. No recoil when scoped in, but big crosshairs otherwise.
Potential: Moderate.When it is scoped in, it is a super stable and super no-recoil gun. Good if you like to ADS a lot. Otherwise, the bloom and accuracy is terrible. The worst part about this gun is its lack of DPS, making it easy to beat in CQC.
Mods: Default is fine.

Difficulty: Easy. Its stability is comparable to the M4MKIII. It has a little more recoil and bloom.
Potential: Moderate. Although the stability may be comparable to the M4MKIII, the overall functionality of the gun (ROF, damage, range) is a lot worse. Don't fall for the description that says it has bonus stopping power in Infection. The M4MKIII has just as much stopping power, if not more. The CR21 is a nerfed M4MKIII, making it a useless gun to have.

Remington R4
Difficulty: Very Easy. It is similar to a G36 in terms of moveshot and crouchshot. It has low recoil or bloom overall and is very stable when used while crouching or standing.
Potential: Moderate or High. Overall, it functions like a buffed G36. It has more DPS, more accuracy, less recoil, less bloom, and can be bursted. Overall a very sprayer-friendly gun. The Burst Barrel is recommended to increase its DPS.
Mods: BB

*AK47 Predator
Difficulty: Easy. Somehow happens to be an easier version of the AK47 MKIII. It is more accurate and has less bloom, making it the easiest of all AK47 variants.
Potential: Infinite. It has high ROF and high stability as well as excellent damage and little bloom. It is inherently the most powerful AK47 variant.

Difficulty: Easy. People complain about its bloom. However, the overall accuracy and low recoil supplement this deficiency. The lack of moveshot accuracy is best supplemented by strafing rapidly.
Potential: Infinite. Imagine that the M4MK3 and AKMK3 had a baby and named it the XM8. The XM8 is weaker than the AKMK3 and much stronger than the M4MK3. Its ROF is faster than the AKMK3 and slower than the M4MK3. Its bloom/recoil is right in between the two guns. Overall an extremely viable option for serious gamers due to its excellent power-ROF-stability balance. Ever since the M4MK3 nerf, the XM8 has become a popular option due to its similar functionality and stronger range damage.
Mods: Param trig. The other trigger is really really bad and knocks it below moderate potential.

Difficulty: Easy. You can burst for as long as 10 shots at a time. The recoil/bloom is so little and the recoil/bloom recovery is extremely fast. However, the recoil makes it difficult to use at longer ranges.
Potential: High. The gun has great DPS for a rifle due to its extremely high ROF. It also has good knockback power, making it extremely useful against snipers. It can almost fight on par with the Para in CQC. At medium ranges, the gun's great bloom recovery allows one to use bursts of 4-5 and still have a high hit rate even while running and strafing. The overall stability coupled with its high ROF makes it able to defeat most SMGs and rifles in CQC and medium range. The only two things preventing it from being OP is its quick accumulation of recoil and its terrible range damage.
Mods: trigger.

K2 Rail
Difficulty: Easy. Its recoil may be troublesome for many beginners. However, it comes with extremely low bloom and excellent accuracy even when moving.
Potential: High. The deadly accuracy as well as the good ROF-Damage-Range combination makes it a formidable weapon for the mobile rifleman. It lacks bloom, making it an excellent medium-range rush rifler. However the M4MK3 beats it everywhere. The only problem with this gun is that it is extremely outdated.
Mods: SS, Custom Trig. Use WG if you crouch a lot.

M16A2 Pristis Burst
Difficulty: Moderate. The gun has a burst function that may take some time getting used to. In addition, it has a bit of bloom and zero bloom recovery, making it essential to kill quickly. Best used when crouching at medium ranges.
Potential: Moderate. The DPS is lacking in CQC due to the restrictive burst function and inflexiblity. However, over a range, it is able to hit multiple shots extremely rapidly. Once one masters the art of synchronizing their taps with the gun's bursts, it becomes a formidable long-range rifle. This gun holds the record for slowest bloom recovery.

M16A2 Pristis
Difficulty: Easy. It has practically 0 bloom recovery and blooms rapidly. However it has low max bloom. It also has almost no recoil. This gun should be bursted anyways since the cumulative recoil can become considerable.
Potential: High. It's just a Pristis Burst but you can control the fire rate so you can control DPS in CQC. Therefore it's a lot better but a lot more susceptible to noob spray.

Tar-21 Cherry
Difficulty: Decline to comment.
Potential: Decline to comment.

Difficulty: Easy. Relatively accurate with little bloom or recoil when aiming down the scope and crouching. If you do not ADS, the accuracy is really bad and the bloom is really high.
Potential: Moderate. It has high damage, blazing penetration, good ROF, and great stability. Its only downfalls include a terribly slow reload, really bad mobility and fail accuracy. It makes a great annihilation sweeper due to its excellent killing power in CQC.
Mods: Scope ONLY. Do not use a mag mod, since it lowers ROF by over 20% and murders its accuracy.

Difficulty: Easy. Although it has bad accuracy, it has negligible moveshot penalty, little bloom, and extremely low recoil.
Potential: High. It has OK ROF and "decent" damage per shot, making the XM8 a far more viable option. However, it can be modded with ROF mods to have subpar accuracy but better CQC abilities.
Mods: LRB II and Ergo for overall flexibility. BB, Ergo, and Mech Imp for the CQC gunner.

Difficulty: Easy. The AK200 has mediocre accuracy and considerable bloom, especially when moving. However, its aim-down-the-sights is extremely accurate and has relatively little recoil or bloom. The weapon functions extremely similarly to the AK107 BIS with noticeably improved hipfire.
Potential: High. As an AK107 with increased accuracy and stability, the weapon makes a great anti-sniper and long-range rifle, while its acceptable hipfire allows it to stand a chance against rushers. Contrary to popular opinion, it is NOT overpowered, nor does it have extremely high range.

Tar-21 Tiamat
Difficulty: Easy. Although it lacks in crouchshot accuracy, the overall accuracy is decent, especially during moveshot. It has low recoil and low bloom overall, similar to the AMD.
Potential: High. The Tiamat is similar to the AMD in overall functionality. Its damage, ROF, accuracy, and stability are all above average and make for a flexible well-rounded rifle. Best used with bursts of 5.

HK416 Mjollnir
Difficulty: Easy or Moderate. Has straight-up recoil that needs to be controlled. Good moveshot (may need strafing to maximize accuracy), excellent standshot, and laser crouchshot. Almost no bloom unless sprayed. The ADS function incurs a significant ROF penalty but is as lazer as the AK107's scope.
Potential: High. As a more-stable HK416, it is a CQC battlerifle that dishes out high damage in CQC while allowing for medium range combat with its excellent crouchshot stability. It has some high recoil relative to contemporary spray weapons like the XM8 and the M4MK3 and many who have been dependent on run-and-gun weapons may find this a difficult weapon to aim.

Difficulty: Difficult. Unnecessarily high recoil and bloom, especially when moving. The recoil pattern is difficult to control regardless of the trigger. With the semi-auto trigger, it has a low ROF cap and will be easy to defeat in CQC. With the fully-auto trigger, it will have terrible bloom and mediocre medium-range abilities.
Potential: Moderate. Its only pros are decent damage and good 1st-shot accuracy. However, its recoil and bloom is similar to a para's. It has similar DPS to the para when the auto-trigger is used.
Mods: None or fully auto trigger. Para will be better either way.

OTs Groza
Difficulty: Easy. It has extremely high accuracy even when moving as well as low bloom. However, it comes with noticeable vertical recoil, which is relatively easy to control.
Potential: High (or infinite?). The excellent accuracy and ROF combined with the integrated silencer makes this a deadly weapon all-purpose rifle for demolition with few setbacks to keep it from outperforming most other rifles. Unlike the silenced RX4, the Groza is able to fight effectively in head-on charges as well as in flanks. However, its 20-shot clip makes it essential to aim well and limits its ability to excel in average PVP game modes like annihilation or escort. It also has above-average penetration vs SA09.
Mods: LRB.

M249 Red Tiger
Difficulty: Difficult. Terrible accuracy and high recoil. Very difficult to kill with unless crouching.
Potential: Little. Although it is powerful, its recoil and accuracy makes it very difficult to hit with. Not recommended at all.

*AK47 CQB Aka
Difficulty: Easy. Accurate, low recoil, and decent bloom control. Similar to AKMK3.
Potential: High. Refer to AKMK3 description.

Difficulty: Easy. It has accurate stand/crouchshot and fairly decent moveshot. The burstfire function makes it easy to control.
Potential: High. Similar to a Pristis Burst in functionality. Excellent burstfire accuracy, but limited DPS and viability in CQC.

*RX4 Raffin
Difficulty: Easy. Like an RX4, it has extremely good accuracy. However, it has much less recoil when moving and slightly less bloom.
Potential: High or Infinite. As a silenced, accurate, and stable rifle, it is extremely deadly in the hands of a proficient aimer. However, the DPS is slightly subpar and relies heavily on hit rate to kill.

Difficulty: Easy. Good accuracy, even when moving. Also has very low recoil and bloom.
Potential: High. Although it lacks in ROF, it makes up for it with excellent damage and top-tier stability, making it easy to hit the 4-5 hits required to take down an enemy. Essentially an XM8 with excellent moveshot and low bloom, along with similar DPS.


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:20 pm   Last edited by trainer772 on Jan 27, 2014 9:48 am. Edited 15 times in total
Sniper Guns

For Sniper Rifles, the potential part doesnít really mean potential since an extremely pro sniper will get headshots with a galil. It just means how well you can excel with it. Difficulty is how hard it is to score shots.

Note that no sniper is Difficult or Extreme to score shots. Honestly, sniping is too easy for those kinds of ratings.

I really did not like the application of potential/difficulty to sniper rifles. Ignore the difficulty ratings, because no sniper rifle is difficult to aim and shoot with.

Click here for an in-depth analysis of bolt action sniper rifles

Difficulty: Easy. Itís not hard to use at all, but its tag rate is sometimes annoying.
Potential: None. Just a bad rifle with a high tag rate. That is, unless you slap on the upgrade kit...

Difficulty: Moderate. The slow scope speed, slow reload, slow mobility, and bad moveshot makes it a limited gun.
Potential: High. Really, the 1% tag rate is worth the slowness. A better user will learn to handle the slowness of the gun. However, the speed of the scope may sometimes cause deaths. Personal opinion: I strongly believe that the TPG is the epitome of how all sniper rifles should be. Fast-scope rifles or fast-QS rifles made the sniper class OP.
Mods: Lapua only.

Difficulty: Moderate. Itís semiautomatic and can have a 20 round magazine, but its recoil is high and moveshot is pretty bad.
Potential: Little. A better user will know to aim for the stomach, but itís still not a good investment. The WA2000 is a better choice, albeit a bit expensive.
Mods: RB, Cust, RFG, PSG1

Difficulty: Very Easy. The fast scope speed and quickswitch, as well as the 10 round magazine, makes it very forgiving for new players.
Potential: Little. KAVA players joke that its name is SV98 because it tags 98% of the time. While this is stretching the truth, it does get a message across.
Mods: Barrel, VetMech, Swap

Galil Sniper
Difficulty: Moderate. The fast ROF enables players to take many shots within a short space of time. Has some recoil and meh moveshot though.
Potential: None. Seriously, why does AVA still have this gun? It has70 damage and low range, making it possible for users to tag on fugitives in coop. You can only OHK at 1 meter to the stomach. Don't even use this gun if you care about your death count. Or your Euros.
Mods: RFII.

Dragunov SVD
Difficulty: Moderate. Recoil is high despite what its stats say, but the ROF is pretty fast and moveshot is near perfect.
Potential: Little. The gun has extremely rapid ROF but comes with high recoil. It takes great amounts of skill to utilize but can be deadly in the hands of a semi-auto expert. However, the Knights SR25 and the WA2000 are both better than this sniper in many aspects, making it an obsolete weapon.
Mods: Cust, Heavy

Difficulty: Very easy. Has a great moveshot, a uniquely fast scope, and fast quickswitch.
Potential: Moderate. Great gun, it has amazing moveshot so no need to shiftwalk or break shot. Has an amazingly fast scope and quickswitch. Reload is achingly slow, since the shots must be loaded by single bullet. BUT this gun tags almost as much as a SV-98 so you're going to need a great secondary. In general, it's a buffed SV98.

Difficulty: Very Easy. It has the lowest recoil of all sniper rifles as well as a high ROF and perfect moveshot.
Potential: Little. Yes, itís silenced and you can spray with it, but not many people can topfrag with this gun. KAVA players call it a tranquilizer because it is silent and takes more than 3 hits to kill. At least tranquilizer guns put enemies down on the first hit...
Mods: Cust

Difficulty: Easy. Fast scope and fast reload. Great moveshot and great accuracy.
Potential: Moderate or High. The AWM has the fastest scope speed in all of AVA (except possibly the mosin). In addition, it has decent OHK to the chest or stomach especially in CQC. It will tag frequently to the limb or at long ranges. It has reliable penetration and damage. Do NOT mod it with a trigger because it will decrease scope time and decrease damage. Overall well suited for CQC.
Mods: Lapua

Mad Galil
Difficulty: Easy. Semi auto, moderately low recoil, whatís so hard about this? It may be difficult for anyone who has not had extensive experience with spammable semi-autos.
Potential: High. A skilled user can pull off multiple shots in a row. However, it is still very weak and has low penetration, making it dependent on body shots for consistent 2-hits.

Difficulty: Easy. Itís a quick scope and fast quick switch
Potential: Infinite. I will say it without shame. This gun is the best sniper rifle in all of AVA (except for Mosin and possibly the ASW). If you want a sniper rifle, this is your best bet. It has super high damage, super fast scope, and overall excellent flexibility. Has the occasional tag to the leg or arm, but otherwise very reliable.
Mods: SS, LRB. Mag replacement is recommended for annihilation/escort players.

*Knights SR25
Difficulty: Easy. It has half the recoil of the MSG90 and more ROF along with good accuracy. However, the moveshot recoil is very high.
Potential: High. Just a fun gun, really, but it does suprisingly well in escort or annihilation in the hands of a pro who knows how to aim for the stomach. If you hit the chest or stomach, its good penetration kicks in and it will ignore most armor. The OHK rate is close to 60% or 70% with reinforced barrel at close range and suffers a drastic drop-off at longer ranges. This gun is probably the best non-capsule semi-auto sniper. Do NOT get the fast reaction stock for it, because it will lower the OHK to 20%. It will OHK on chest up to 18m and guts past 45m.
Mods: LRB, swap grip. Do not use RB.

Walther Wa2000
Difficulty: Moderate. The semiauto function is a little hard to handle, but its ROF and recoil is quite manageable.
Potential: Moderate. It has a higher OHK rate than the Knights, but tags really randomly, regardless of the range. If you plan to go CQC with this, you might want to bring a good pistol along to finish tags. The ammo is also very limiting. Overall, it has more ROF and damage than the Knights.
Mods: Upgrade kit, RB, RFG, Heavy.

*Mosin Nagant
Difficulty: Easy. It has a fast scope and fast bolt action, as well as a somewhat fast quickswitch and good moveshot. Be warned of its low-power scope, which makes sniping difficult at far ranges.
Potential: Infinite. Its speed can be utilized by a pro to pull off many quick kills in succession. The OHK is surprisingly high and the quickswitch is super fast, making it a deadly CQC rifle. Be warned of its boring reload. If you have a DSR, imagine this as a DSR with more damage and perfect accuracy. If you have an AWM, imagine this as an AWM with super high OHK.

Difficulty: Moderate. The gun tends to have several bars of instability even when standing (if you have the LRBII). If you don't, it will tag a lot but have good accuracy.
Potential: Moderate or High. Even pros will find themselves missing at far ranges due to its inaccuracy/tag. It's a fun gun, really. However, the unnecessary bars of instability do not really matter at CQC sniping, where this gun often excels. It has great ROF when quickswitching, making it excellent in circumstances where you miss the first shot. Instantly becomes a top tier sniper when used with SG09.
Mods: Quick II, LRB II. Do not use RB II.

SVD Zebra
Difficulty: Very Easy. It's semi auto and has extremely low recoil. In addition, the moveshot and the jumpshot is nearly perfect, making it a deadly CQC weapon.
Potential: High. It has about a 50% OHK rate, making it essential for users to be able to pull off another shot. Nevertheless, it has very low recoil and a versatile and fast scope, making it possible to pull off consecutive shots rapidly. One could say that it is a Mad Galil with more damage and less recoil but less ROF.

*SV98 Silver Arrow
Difficulty: Very Easy. If you know how to use the SV98, you know how to use the SV98 Silver Arrow. Hint: It comes with + style crosshairs like the TPG-1's high powered scope, not the ^ shaped chevronsor the dot style scope that the normal SV98 has.
Potential: High. Its tag rate is around the same as the DSR-1 with reinforced barrel (maybe even a bit better). It has a lightning fast quickswitch, fast reload, 10 round magazine, and good moveshot. It's basically a buffed DSR-1 or buffed AWM with a more reliable OHK rate. Excellent for all-purpose usage.

Difficulty: Moderate. The gun has a fast scope and fast ROF, enabling users to quickscope more easily than the TPG-1. It still shares many restrictions that the TPG has.
Potential: High. The PGM is similar to the TPG; it has terrible moveshot and high damage. The PGM has a fast scope, making CQC fighting more manageable. The problem with the gun is that it has lower penetration, making wallbangs and chestshots tag. Contrary to popular myths about OHK rates, the TPG still has the highest OHK, followed by ASW and then PGM.
Mods: Lapua II. Scope is preference

Difficulty: Moderate. It works like a galil with unpredictable recoil and high ROF, making it slightly difficult to tame.
Potential: Little. The gun works like a buffed galil and still fails to operate on a practical scale. The most fun part about it is the annoyingly loud gunshots.
Mods: LRB, RFG

Difficulty: Easy. The slow mobility and bad moveshot makes it a limited gun. However, the scope and overall functionality is very fast. Be warned: the scope zoom is extremely high and will severely limit performance in CQC.
Potential: High. This gun is simply a TPG1 with a slightly faster scope and a lower OHK. Nothing more to say about it.

*VSS Katana
Difficulty: Very Easy. Similar to the HK417, it has no recoil and insane stability when moving.
Potential: High. Although it is a semi-auto, it can OHK in CQC. Otherwise it almost always 2-hits. However, its excellent stability and moveshot accuracy allows the sniper to dodge while firing off multiple shots. The ROF, damage, and range are very high, making it an excellent semi-auto. The silencer is very useful since the first shot almost never OHKs.

Blaser R93
Difficulty: Very Easy. Perfect moveshot, fast scope, no recoil.
Potential: Moderate. It has a fail OHK combined with excellent moveshot and an attachable silencer. The silencer is not recommended because it lowers the OHK drastically. Worth getting if you're bored of PGM/FRF2/TPG, but nevertheless is worse overall than those 3 due to its frequent tags on limbs.
Mods: RB

*ASW .338
Difficulty: Easy. Itís a quick scope, relatively easy to aim.
Potential: Infinite. Imagine an FRF2 with slightly slower ROF but an integrated silencer. Also has increased penetration and increased damage. It holds the record for second most OHK rate after TPG. Since the ROF is really slow, quick switching is a must!
Mods: Trigger. Scope is preference

MSG90 Borte Chino
Difficulty: Easy. The recoil when staying still is relatively low. However, it has terrible moveshot and its recoil becomes doubled if the player is moving. It is difficult to pull off a second shot mostly due to its terribly slow ROF.
Potential: High. This gun's OHK is excellent. While it fails to OHK to the leg at all, it can OHK on the arm to mid range and to the guts to very far ranges. Its recoil is very manageable in a stable position, but the ROF is the slowest of all semis and may be equivalent to quickswitching a fast bolt action. Overall a very good semi for those who prefer OHK over ROF. For those who have a Knights SR25, this is a Knights with no moveshot, slower ROF, and a bolt-action OHK.

Difficulty: Easy. Semi auto, low recoil, and almost perfect moveshot.
Potential: High. A skilled user can pull off multiple shots in a row. This gun has a slightly higher OHK rate than the Mad Galil, but is overall extremely similar to it in every way. You should only get this if you have had experience with semi autos and know how to pull of a second shot.

Difficulty: Easy. Extremely fast scopes, easy to aim, and perfect moveshot. Rapid quickswitch for rapid firing, similar to DSR's ROF.
Potential: Infinite. Perfect moveshot, rapid ROF, fast scope speed, and decent OHK combine to make yet another good sniper rifle.
Mods: Scope is preference.

MSG Mod0
Difficulty: Easy. Very low recoil, excellent moveshot, and decent ROF.
Potential: High. Essentially a Zebra with less damage and similarly terrible ROF. It ranks as average among popular semi autos and has no features to boast of.


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:21 pm   Last edited by trainer772 on Mar 13, 2013 6:10 pm. Edited 5 times in total

For this section, potential isn't the right word to describe pistols. Rather, I used the term pistolness to describe how well the sidearm acts like what it is - a sidearm!

Grading system

Difficulty: A rating of how difficult the bloom and recoil is to control and how hard it is to land bullets on the enemy.
1) Very Easy. These pistols have almost no recoil and no bloom.
2) Easy. These pistols have a little recoil/bloom, but it isn't troublesome at close range.
3) Moderate. These pistols need to be tapped quickly or bursted in a certain way or the crosshairs may become unmanageable.
4) Difficult. These pistols start to have a lot of recoil and bloom, making skill a must.
5) Extreme. Wait, pistols can be extreme? hahaha

Pistolness: A rating of how well it functions as a pistol. Several factors may be range, damage, draw speed, ROF, accuracy, and simple all-around viability.
1) Terrible. These pistols lack the essential functions of a pistol.
2) Bad. These pistols are not the best pistols.
3) Decent. They may be decent pistols, but some aspect of it will limits its ability.
4) Great. These types are among the most useful pistols because they are well rounded and have few weaknesses.
5) Beretta. Enough said.

Skorpion vz 61
Difficulty: Easy. You just spray, there's no tactics to it.
Pistolness: Terrible. Everything about it is wrong. It has very low damage and range. It takes some time to draw out. It has the worst 1st-shot accuracy of every gun in all of AVA. Although it is automatic, it has a meager 10 bullets per magazine, which can be expended all too quickly. Avoid getting this gun at all costs!!!

Difficulty: Easy. The ROF may be mediocre, but there is almost no bloom and recoil. It's not hard to land shots with this gun.
Pistolness: Bad. It is the cheapest pistol for a reason. Although it has good draw speed, the overall firepower is extremely lacking. The gun has a relatively slow ROF and very little damage/range, making it a peashooter. In addition, users who tap fast may experience a jamming feeling where the gun sometimes does not fire. Nevertheless, it is a good budget pistol and better than no pistol at all. If you can properly sync the ROF to maximize damage output, its rating becomes Great.

Difficulty: Moderate. This gun has controllable recoil and excellent move/jumpshot, allowing the user to move rapidly while shooting this gun. The only problem is the gradual bloom and lack of accuracy when tapping rapidly. If you cannot tap fast and you prefer accuracy over ROF but wish to save euros, the P226 is good.
Pistolness: Great. Great ROF, fast draw speed, good damage. Some may prefer this pistol over the Beretta due to its incredible efficiency.

Walther P38
Difficulty: Easy. Just tap however fast you want. It is relatively accurate and has little bloom. However, the recoil may be troublesome.
Pistolness: Great. It has very high damage and an excellent headshot ability. It has fast ROF and a quick draw speed. It would be OP if it weren't for the small clip size or the terrible range damage that makes it useless past 10 meters.

Stechkin APS
Difficulty: Easy. Because it is the only automatic pistol with a stock, it has one of the highest stability. It suffers little bloom even when moving, although the recoil may be problematic if sprayed for more than 4 or so shots at a time.
Pistolness: Decent. The APS has great firepower because of its automatic capability, although each bullet feels very weak. It is easily capable of making many consecutive hits. The worst part about this pistol is the slow draw speed (due to the time required to fit the stock on). The slow draw speed will make the user extremely vulnerable for 3 valuable seconds, which often leaves the user dead.

Difficulty: Easy. This gun is extremely accurate. It does have considerable bloom and recoil, but fast tappers can exploit its low maximum recoil/bloom cap.
Pistolness: Beretta. This pistol is regarded as the best pistol in the game. It has everything a good pistol must have. The draw speed is almost instant. The damage feels very high, and the ROF is the fastest of semi-auto pistols. The gun can also have a silencer and can zoom-in when right-clicked, making it extremely versatile for all situations. This pistol is simply the best (but has a very high pricetag on it T_T). However, it is not recommended for people who cannot tap fast and exploit its best traits, since it has relatively low damage.

Python 357
Difficulty: Moderate. It has decent accuracy along with decent stability. One of the strange reasons why it is difficult is because it only has 6 shots per clip coupled with an achingly slow reload; therefore, the user must know how to aim very well.
Pistolness: Great. The gun has excellent firepower and can usually kill in 2-3 hits. It also comes with good ROF for a magnum, allowing for quick kills. However, the draw speed is slightly slow and the 6 shots with slow reload makes it restrictive.

Difficulty: Easy. Built as a spam-pistol, it has low recoil and bloom per shot.
Pistolness: Decent. It has excellent ROF and excellent stability, allowing for a good all-around pistol. The only problem is its very low damage (roughly 23, contrary to the stats). This makes it useful only to those who can tap very rapidly.

Difficulty: Easy. It has slightly high bloom, but otherwise is a completely manageable pistol.
Pistolness: Beretta. It has an enormous magazine capacity as well as one of the fastest ROFs of semi-auto pistols, making it the prime choice for spamming in CQC. It also has good penetration, which makes up for its slightly low damage. Slightly under Beretta due to its damage, but basically up there.

MK23 Socom
Difficulty: Easy. Although it has a little more recoil, it is very accurate. Attaching a silencer to this gun will NOT give the usual range penalty but will add an unusual stability bonus and remove hitmarkers.
Pistolness: Great. It has moderate draw speed attributed to the unnecessary cocking of the slide. However, it has moderate ROF (with a high clip size to waste!) and deadly-high damage and range, giving it one of the highest firepower of semi-auto pistols. Also has a high one-hit headshot range, allowing for instant kills. One of the worst parts about it is its unnecessarily high price, which makes it more expensive than the stronger Beretta.

Beretta M93Ra
Difficulty: Moderate. Relatively easy when bursted. However, it suffers large amounts of bloom when moving.
Pistolness: Great. Probably one of the best automatic sidearms, second to the MAC10. Its automatic fire allows users to spit out lots of shots and dominate sniper/pistol only rooms. However, it suffers from a slow draw speed.

Difficulty: Easy. Almost no recoil and moderate bloom makes this an easy sidearm to use.
Pistolness: Bad. Although it has decent firepower, it has a small clip that goes fast and a slow draw speed, making it not as useful as it could be. Overall it's not something you'd like to see on your screen when you press 2.

Difficulty: Easy. Little recoil, little bloom, and little stability penalty while moving. However, its starting accuracy is subpar.
Pistolness: Decent. Meh, just don't get it. Stick with the Glock, Beretta, or Socom. It has only 7 bullets per magazine, making it necessary to take careful aim. However, the 38 damage, 14 range, and fast ROF can make it handy in all situations.

Luger P-08
Difficulty: Easy. It has little recoil or bloom, making it excellent for high hit rate.
Pistolness: Decent. The initial damage is great and its excellent stability allows one to hit many times. The draw speed is good. It has two primary drawbacks - the magazine size of 7 shots and the low range damage. This makes it extremely difficult to kill full-health enemies without hitting the head at least once.

Desert Eagle
Difficulty: Moderate. It has flexible moveshot accuracy and little bloom but high recoil.
Pistolness: Decent. It has a high damage per shot. However, its ROF is slow, it has unnecessarily high recoil, and it suffers an immense amount of damage lost over a distance, making it practical only to experienced aimers. It is not a good pistol for those who like to spam.

Colt SAA
Difficulty: Moderate. It has high recoil and bloom but excellent accuracy.
Pistolness: Great. The draw speed is very fast. It has high damage, high ROF, and excellent firepower overall. It is extremely similar to the Python, though it has superior firepower due to its higher ROF and stability. One drawback is that the gun comes with 6/0 bullets, making it a 1-use sidearm. It also has extremely bad accuracy and problematic cumulative bloom, although this does not affect its performance in CQC.

Ingram MAC10
Difficulty: Moderate. I only gave this rating to the Ingram because I know there will be those who think it can go on fully auto. It is a burst-only gun with recoil and bloom less than the Uzi. Easy-pz if you can burst and ADS.
Pistolness: Great. Only problem that it has is the slow draw speed like all other automatic sidearms. A potential problem is the fact that it comes with 32/0 bullets. Its damage and range is very lacking like any other pistol. However, its blistering high ROF makes up for everything. The firepower is so immense that people think of it as an Uzi sidearm. The ROF makes easy kills in CQC and allows snipers to fight on an equal level with pointmen. It must be ADS'd all the time.

Winchester M1887S
Difficulty: Difficult. Big big crosshairs.
Pistolness: Bad. It's a Desert Eagle with 3 shots... The damage is terrible especially over range, the draw speed is agonizingly slow, and the ROF is slower than a knife. Sometimes it fails to kill a tagged foe at 2 meters. You might as well use an anaconda instead.

SW M29
Difficulty: Moderate. OK accuracy but slow ROF, making it slightly challenging to aim and sync simultaneously.
Pistolness: Great. It has extremely high damage, making it lethal in CQC.


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:21 pm   Last edited by trainer772 on Oct 18, 2012 6:23 pm. Edited 1 time in total
There. That's my guide. It has over 9000 words.
If you liked this guide, please rate this 5 stars and +karma!
Constructive feedback is always welcome!

Credits to:
EMF (thanks for deleting the post, I really appreciate it~)
Aggh (Why do you hate me so much?)
QKO (Y U banhammered?)
Apple Core
LaxBrah (Thanks for picking up on the small things!)
For their input into making this guide!

[CENTER]User testimonials and reviews~[/CENTER]
Will help those duckies in selecting a gun.[/QUOTE]
[QUOTE=LordChao2;13320757]Best. Guide. EVAR.
I'd like to see someone top that.[/QUOTE]
[QUOTE=Swag420;13321151]only if this thread existed 2 weeks ago when i started this game. this is all a starter ever wanted Smile[/QUOTE]
[QUOTE=lFire;13321365]Good guide + rep man ![/QUOTE]
[QUOTE=winx;13321497]this guide is good.[/QUOTE]
[QUOTE=CaptChina;13321676]Good guide and good for beginners.[/QUOTE]
[QUOTE=Apple Core;13321684]btw, nice guide. I give you mad props.[/QUOTE]
[QUOTE=Auron1;13324289]Nice guide[/QUOTE]
[QUOTE=MrCirymed69;13331669]Good Guide. Very Happy[/QUOTE]
[QUOTE=Brockavich;13336012]This is begging for a sticky[/QUOTE]
[QUOTE=concentration1;13337092]Sticky this! It's been weeks already! lol[/QUOTE]
[QUOTE=dogboy10;13339562]This is an awesome guide, thank you.[/QUOTE]
[QUOTE=Romeo19;13395841]Great guide.[/QUOTE]
[QUOTE=K0BAL7;13401688]I +repped you for this awesome guide.[/QUOTE]
[QUOTE=xeroslash;13402324]+Rep. Thanks for helping a noob out Smile[/QUOTE]
[QUOTE=SgtGunstar;13405291]I gave rep and a 5 star vote. Nice guide.[/QUOTE]
[QUOTE=Chinc;13405457]How is this not stickied...[/QUOTE]

[CENTER]Haters gunna hate~[/CENTER]

[QUOTE=Aggh;13321017]Sako has infinite potential? Are you joking?
your views on mp7 pretty much invalidate this thread. Sick and tired of bull headed kriss fan boys.[/QUOTE]
[QUOTE=LoveLITE;13321776]might I offer a word

that word would be DERP[/QUOTE]
[QUOTE=GoAway;13520758]I completely disagree with everything in this guide. Every. Single. Effing. Thing.
(blah blah blah blah blah)
There's like a million things wrong with this guide. I really hate how you have no clue how to use like half of the weapons in the game. Maybe if you stopped camping with your FR and spraying your MK.3 you would realize that most of the guns you marked down are good and have potential.[/QUOTE]
[QUOTE=shadyboiii;13617116]your guide was mediocre at the start, and it was because people helped that it became better.
it still lacks info, mainly because your rated many guns too highly, just because someone tried to argue it was good, but only from a pub perspective.[/QUOTE]
[QUOTE=Aggh;13615269]Trainer's thread should be taken with a grain of salt. Much of it was incredibly wrong in it's originally posted form and some of it still is.[/QUOTE]
[QUOTE=BoredofMyTpg;13623980]And the kid who wrote that sticky is a joke.[/QUOTE]
[QUOTE=Aggh;13768115]Don't write something if you don't know anything plox.[/QUOTE]


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedJul 24, 2012 3:21 pm
Post reserve.


Rank 0
21 Jul 2012
PostedAug 07, 2012 11:39 am
How does the ak mk3 compare vs the m4a1 mk3 and the para?


Rank 5
15 Feb 2012
Bowlofrice Korea, South
PostedAug 07, 2012 12:53 pm
lordoli4 wrote:
How does the ak mk3 compare vs the m4a1 mk3 and the para?  
Considering the elements: ROF, damage, and stability

Low ROF - 5.4 r/s
Medium damage - 40
Medium-High stability

High ROF - 6.6 r/s
Low damage - 34
High stability

High ROF - 6.3 r/s
High damage - 48
Low stability

Overall, Para is better than both (if you can use it) and M4MK3 comes second because of AKMK3's lacking ROF.


Rank 0
21 Jul 2012
PostedAug 07, 2012 2:03 pm
Doesnt the ak47 mk3 kill faster then the m4a1 mk3 due higher damage and beter penetration?
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