Try the Armory

Try the RPK-74M in Multiplayer. Swap attachments, see the stats change, or optimize a loadout for your fight.

Lock in. Load out.

Find a Battlefield 6 or REDSEC build that’s easy to control and hits hard.

My Playstyle

Add a second fight

Describe your setup

Advanced settings
Firing scenarioMovement, aiming, and fire mode

Semi-auto uses the maximum source cadence. Burst timing includes pauses.

Build prioritiesRecoil, precision, damage, and handling

Relative camera recoil. Exact camera movement is unverified.

Class and weapon accessWeapon family, class bonuses, and training

Training effects are not numerically applied.

Time to kill and magazineTarget, hit zone, and fight assumptions

Fight assumptions

Assumed shots landed helps size the magazine. Ideal firing TTK assumes every shot hits.

Attachments and visibilityOptics, lasers, and stealth

Build limitsPoints, ADS limits, and protected stats

Set up your fight to get a recommendation.

02 — THE ARMORY

Build your kit

Live stats

Choose a weapon

Tap a node to explore parts

Counts the parts equipped in this preview. Prefer and Exclude only guide the search.

AMBER = ACTIVE / CHANGED

The illustration shows the reference setup. The parts and stats update as you edit your build.

Build performance

Current buildWeapon baseline

PERFORMANCE MATRIX

Chart references & evidence

The radar is a display-only profile: damage ÷ 50, velocity ÷ 1000 m/s, fire rate ÷ 1000 RPM, and 1 − existing normalized recoil, precision and handling losses, capped at 100%. The Profile Rating grades the average of the six radar axes on a curve. An average of 54% displays as about 90/100. The change beside the score compares this build with the weapon baseline under the same fight settings. The optimizer ranks builds by your fight priorities. The matrix shows midpoint values for range bands; recommendations weight distance intervals across the band.

The schematic is illustrative, with approximate attachment categories. It is not an exact weapon model or dimensional drawing. Native camera movement, armored REDSEC damage and some class effects still need evidence.

LIVE BUILD READOUTSYNCED
MANUAL PREVIEW
Settings

Profile Rating grades the six radar stats for these fight settings. Search priorities guide which build the optimizer recommends.

PRIMARY

Choose a weapon

PROFILE RATING—
My loadouts

Saved on this browser.

Select two or three builds to compare.

OPEN NOTEBOOK

What the numbers mean

Complete choices, exact verification

Weapon-specific optics, magazines, ammo, muzzles, barrels, grips, lasers, lights, shared rails, ergonomics and accessories are available wherever the source catalog permits them. Shared rails hold one device. Dependency rules reject incompatible combinations, including magazine/grip conflicts.

Exact mode accounts for the complete raw choice space, enumerating effect-distinct builds or safely pruning branches. Equivalence preserves all attachment effect data and dependency roles. Minimum remaining-cost bounds reject over-budget branches; audited lower score bounds reject branches that cannot improve the retained balance, control or kill-timing objectives. Locked attachments are applied before equivalence and keep their exact cost. The completion receipt accounts for the raw choice space. Fast mode remains an optional beam-search shortlist.

Operator effects

Assault AR sprint/draw, Support LMG ADS, Engineer SMG hip spread and Recon sniper sway are conditionally modeled. Each card shows the bonus separately from its attachment effects. Signature-family filtering is on by default; turn it off for open-weapon comparisons.

Patch 2.1.1.0 source research rechecks the class operands and confirms Mk 24, Z84M, RSPR and ELR-40 bindings (L4070). Native activation and composition remain conditional; this is not an independent in-game test. DMRs have no signature-weapon bonus. Training-path effects, Recon rechamber/breath bonuses and Support sprint-speed exemption are not numerically modeled.

Perfect hits, with travel shown

All shots hit the selected zone. Firing TTK starts at shot one and follows damage breakpoints and firing cadence. Estimated impact TTK adds range ÷ initial bullet speed once. That travel estimate ignores drag and trajectory; it is not a validated ballistic simulation. No aim or sprint delay is added.

Verified armored REDSEC TTK remains unknown. Supported chest-shot results can show separate armor-break and carryover scenarios. An unarmored reference is available. Builds needing a reload to kill are not assigned a TTK. Sniper timing uses the source baseline cycle; the unquantified Recon cycle bonus is excluded.

Sources, remaining gaps and version

Weapon and attachment data is based on the 2.1.2.0 update and the game-file audit. LockinLoadout supports 57 primary weapons, including NSW4, M16A4 and all six DMRs. VSSM can also be found as VSS. Some new attachments have unverified unlock requirements. Shotguns and sidearms are outside the optimizer. Exports retain the source revision, data fingerprint and model hashes.

The extracted SCW-10 curve shows 14.62 chest damage from just above 55 through 75 metres, while EA lists 14.3. Mk 24 Frangible costs 20 points in the extracted catalog, while EA lists 15 across the arsenal. The SV-98 Flash Hider follows the extracted spotting values. These discrepancies are tracked in the dataset.

Recovery and sustained spread now participate through an assumed firing simulation. Laser visibility and utility requirements constrain builds, with optional minimap-exposure and ordinal visual preferences. Season 5 class bindings are source-backed by L4070; native class activation and perk effects remain conditional. Historical 2.1.1.0 armor curves remain available for supported chest-hit estimates. EA documents 40 armor HP per plate and 80 total in Battle Royale. Armor curve selection, modifier composition and the amount of damage transferred into health on an armor-breaking hit remain unresolved. Camera motion, backup/variable optics, world spotting and the complete native physics equations still need qualified evidence. Each result includes a coverage table. EA armor capacity · EA armor-breaking damage events.

Numerical source ↗ · Class evidence ↗ · EA classes ↗ · Versioned dataset ↓
Faster exact search

Every catalog attachment stays selectable. Lock a named sight to reserve its exact point cost and build around it. Exact search uses a strong provisional starting build, safe cost/score bounds and up to four background workers. Recoil and spread calculations are reused. Completed search jobs are saved on this browser for the same settings and data/model version; changing priorities, class, range or attachment locks triggers a fresh search. Pause or stop at any time. Broad first-time searches can still take substantial time. Only a completed search certifies the best result for the modeled stats.

Scoring formula

Compare builds

Enter a reference build

Your reference is the build you already use or want to compare against. Search results remain the recommendations. Changes describe the recommendation relative to this reference. Comparison guide · K5

Enter what you already use. Comparisons rebuild both weapons under the same current class, range and firing assumptions. A current build may fall outside your search restrictions; those differences will be shown.