Long-Range Weapon TTK Guide (50-100m)

Long-range engagements (50-100m) fundamentally change weapon performance in Battlefield 6. Most automatic weapons experience catastrophic damage fall-off by 50m, transforming what were lethal close-range options into multi-second TTK liabilities. This guide provides comprehensive data on which weapons maintain effectiveness at distance and which become unviable.

Understanding long-range TTK is critical because Battlefield 6 features dramatically shorter damage drop-off ranges than previous titles—approximately 50% shorter than Battlefield 4. Most assault rifles reach minimum damage by 50m, carbines by 20-25m, creating engagement scenarios where weapon choice determines win rates more than player skill.

The Long-Range Meta: What Works at Distance

At 50m+, only specific weapon classes maintain competitive TTK. The ranking shifts dramatically from close-range performance, with marksman rifles and LMGs dominating while SMGs and carbines become nearly unusable.

🎯

S-Tier: DMRs

Marksman rifles ignore damage fall-off entirely, maintaining consistent 2-shot kills at any range. SVK-8.6 and M433 dominate 50m+ engagements.

Best Pick: SVK-8.6
TTK Range: 0.40-0.60s
Skill Floor: High (precision required)

A-Tier: Elite LMGs

DRS-IAR and M240L maintain 4-5 shot kills to 50-60m with manageable recoil. High magazine capacity enables sustained fire.

Best Pick: DRS-IAR
TTK Range: 0.39-0.55s
Skill Floor: Medium (recoil control)

🔫

B-Tier: High-Damage ARs

TR-7 and high-damage assault rifles maintain 4-5 shot kills to 75m, but recoil becomes challenging at maximum effective range.

Best Pick: TR-7
TTK Range: 0.45-0.65s
Skill Floor: High (recoil mastery)

💥

C-Tier: Snipers

Bolt-actions excel at 100m+ but suffer in 50-75m “no man’s land” where automatics can compete. Mini Scout is the exception.

Best Pick: Mini Scout
TTK Range: 1-shot headshot any range
Skill Floor: Very High (headshots required)

D-Tier: Carbines

M4A1 and other carbines hit minimum damage by 20-25m, requiring 6-8 shots at 50m. TTK becomes uncompetitive beyond 40m.

Status: Avoid at 50m+
TTK Range: 0.60-1.00s+
Effective Range: Max 40m

🚫

F-Tier: SMGs

SMGs require 7-10 shots at 50m with severe recoil. Mathematically impossible to compete with other weapon classes at distance.

Status: Completely unviable
TTK Range: 1.00s+
Effective Range: Max 30m

Comprehensive 50m TTK Data

At 50 meters, damage fall-off has already eliminated most close-range specialists. The weapons listed below represent everything that remains viable—notice how the pool shrinks dramatically compared to close quarters.

Assault Rifles: The Balanced Option

WeaponDamageRPMShots to KillTTK (Body)TTK (1 Head)Notes
TR-7
28-30
720
4
0.25s
0.17s
S-tier, best AR for 50m+
KORD 6P67
25-27
750
4-5
0.24-0.32s
0.16-0.24s
Competitive with manageable recoil
SOR-556
23-25
800
5
0.30s
0.23s
Higher RPM compensates lower damage
M16A3
22-24
800
5
0.30s
0.23s
Solid but unremarkable at distance
AK-24
20-22
650
5-6
0.37-0.46s
0.28-0.37s
Lower damage tier struggles at 50m

Light Machine Guns: Sustained Fire Dominance

WeaponDamageRPMShots to KillTTK (Body)MagazineNotes
DRS-IAR
25
771
4
0.23s
100
S-tier LMG, dominant 0-60m
M240L
25
670
4
0.27s
100
Lower recoil than DRS-IAR
KTS100 MK8
22
750
5
0.32s
200
Massive magazine, moderate TTK
M250
20
700
5-6
0.34-0.43s
75
Lower damage tier, still functional

Marksman Rifles: Range Specialists

WeaponDamageRPMShots to KillTTK (Body)TTK (Headshot)Notes
SVK-8.6
50
150
2
0.40s
1-shot
Best DMR, 2-shot any range
M433
43
830
3
0.14s
0.07s
Fastest practical TTK if accurate
DM7
45
260
3
0.46s
0.23s
3-shot consistent, lower fire rate
BSV-M
38
320
3
0.38s
0.19s
Balanced option, moderate RPM

🎯

Why DMRs Dominate 50m+
No damage fall-off mechanics

Marksman rifles maintain constant damage at all ranges. The SVK’s 2-shot kill is the same at 10m, 50m, or 200m. This makes DMRs the only weapon class that doesn’t suffer performance degradation at distance.

HEADSHOT ADVANTAGE

With 2.0-2.5x headshot multipliers, DMRs become devastating. SVK: 1 headshot = instant kill. M433: 1 headshot + 1 body = 0.07s TTK.

⚠️

DMR Skill Requirements
High accuracy mandatory

DMRs punish missed shots severely. Missing once with the SVK means your 0.40s TTK becomes 0.80s (adding a 3rd shot). Players with less than 70% accuracy often achieve faster practical TTK with automatics that forgive misses.

RECOMMENDATION

If your headshot rate is below 25%, stick with ARs or LMGs until you develop precision mechanics.

Carbines & SMGs: The Dead Zone

50m Performance Collapse
CARBINES AT 50M
M4A16+ shots, 0.60s+
M2776-7 shots, 0.55s+
SMGs AT 50M
KV9 (Vector)8-10 shots, 0.75s+
PW5A3 (MP5)7-9 shots, 0.65s+

Both weapon classes experience 35-50% damage reduction by 50m, transforming elite close-range options into multi-second TTK liabilities. Even perfect accuracy can’t save you—the math simply doesn’t work.

TACTICAL RECOMMENDATION

If you see a 50m+ engagement forming, immediately disengage and reposition. Do not challenge with carbines or SMGs—you will lose to any competent opponent using an AR, LMG, or DMR.

Extended Range Performance (75-100m)

Beyond 75 meters, only marksman rifles and select high-damage automatics maintain any semblance of competitive performance. This is sniper territory—but even snipers face challenges in the 75-100m “no man’s land.”

Viable at 75-100m
Mini Scout (Sniper)S-Tier
Headshot:1-shot kill (any range)
Body Shots:2 shots (80 dmg each)
Rechamber:Fast (unique mechanic)
SVK-8.6 (DMR)S-Tier
TTK:0.40s (2 shots)
Headshot:1-shot kill
Consistency:No damage fall-off
M433 (DMR)A-Tier
TTK:0.14s (3 shots)
Fire Rate:830 RPM (fast)
Recoil:Challenging at 100m
TR-7 (AR)B-Tier
STK:4-5 shots
TTK:0.45-0.55s
Practical:Recoil control critical
Unviable at 75-100m
❌ All SMGs

Minimum damage reached. 10+ shots required. Recoil makes sustained fire impossible.

❌ All Carbines

Even M4A1 becomes hopeless. 8+ shot requirement with severe spread bloom.

❌ Most LMGs

DRS-IAR and M240L hit severe damage fall-off. 6-7 shot kills with difficult recoil patterns.

❌ Standard ARs

Only TR-7 and KORD maintain functionality. All others require 6-8 shots with punishing recoil.

⚠️ Traditional Snipers

Bolt-actions suffer from slow rechamber times. Mini Scout dominates this bracket due to unique mechanics.

CRITICAL REALITY CHECK

At 75-100m, 80%+ of weapon classes become non-functional. If you’re running an SMG or carbine and see 100m engagements, you have two options: (1) Reposition to close distance, or (2) Switch loadouts. There is no third option where you compete with precision rifles using a Vector.

Weapon Showcase: Long-Range Champions

These weapons define the long-range meta. Master one of these for 50m+ engagements and you’ll dramatically improve your mid-to-long range performance.

SVK-8.6: The Precision King

SVK-8.6 Marksman Rifle

Semi-Automatic DMR • Long-Range Specialist • Skill-Ceiling Weapon

50
Damage per Shot
CORE STATISTICS
Fire Rate:150 RPM
Shots to Kill:2 (all ranges)
TTK (Body):0.40s
TTK (Headshot):Instant Kill
Magazine:20 rounds
Reload:2.3s
Effective RangeUnlimited
Damage Fall-offNone
Recoil PatternVertical, Manageable
Accuracy RequirementHigh (70%+)
STRENGTHS
+Consistent 2-shot kill any range+Instant-kill headshots+No damage fall-off+High headshot multiplier (2.5x)+Predictable recoil
WEAKNESSES
-Punishes missed shots severely-Lower fire rate (150 RPM)-Loses CQB to automatics-Smaller magazine (20 vs 30+)-High skill ceiling
WEAPON PHILOSOPHY

The SVK-8.6 is the definitive long-range weapon for skilled players. Its constant 50 damage at all ranges means performance doesn’t degrade—a 2-shot kill at 10m is identical to 200m. The 2.5x headshot multiplier (125 damage) enables instant-kill potential, rewarding precision. However, missed shots are devastating—missing once extends your 0.40s TTK to 0.80s, making you vulnerable. This is a weapon for players with 70%+ accuracy and strong target tracking. If you can consistently land headshots, the SVK becomes unbeatable at distance.

DRS-IAR: The Sustained Fire Monster

DRS-IAR Light Machine Gun

Full-Automatic LMG • All-Range Workhorse • Forgiving Performance

771
Rounds Per Minute
CORE STATISTICS
Damage:25
Shots to Kill (50m):4
TTK (50m):0.23s
TTK (1 Headshot):0.16s
Magazine:100 rounds
Reload:5.5s
Effective Range0-60m
Drop-off Start40m
Recoil PatternChallenging (771 RPM)
Accuracy RequirementMedium (forgives misses)
STRENGTHS
+100-round magazine+Fast TTK (0.23s at 50m)+Dominant 0-60m range+Forgives 50+ missed shots+High fire rate (771 RPM)+Sustained suppression
WEAKNESSES
-High recoil (771 RPM)-Long reload (5.5s)-Drop-off after 40m-Spray control required-Slower ADS time
WEAPON PHILOSOPHY

The DRS-IAR dominates 50m engagements through sheer magazine capacity. While DMRs demand precision, the DRS-IAR forgives mistakes—you can miss half your magazine and still eliminate multiple targets. The 771 RPM fire rate generates a fast 0.23s TTK at 50m, making it competitive with assault rifles while maintaining sustained fire advantage. Recoil control is mandatory, but the Season 1 burst-fire meta (4-6 rounds) synergizes perfectly with LMG mechanics. This is the ideal weapon for players with 50-65% accuracy who want long-range effectiveness without DMR precision requirements.

TR-7: The High-Skill Assault Rifle

TR-7 Assault Rifle

Full-Automatic AR • Versatile All-Rounder • Skill-Reward Weapon

33
Max Damage
CORE STATISTICS
Fire Rate:720 RPM
Shots to Kill (50m):4
TTK (50m):0.25s
TTK (1 Headshot):0.17s
Magazine:30 rounds
Reload:2.5s
Effective Range0-75m
Optimal Range0-40m
Recoil PatternHigh (mastery required)
Accuracy RequirementHigh (65%+)
STRENGTHS
+Highest damage AR (33)+4-shot kill to 75m+Fast TTK (0.25s)+Versatile range profile+S-tier meta weapon
WEAKNESSES
-Extreme recoil (hardest AR)-Punishes poor control-Small magazine (30 rounds)-High skill floor-Drop-off after 40m
WEAPON PHILOSOPHY

The TR-7 is Battlefield 6’s ultimate skill-ceiling assault rifle. Its 33 damage per shot (highest in AR class) enables 4-shot kills out to 75m, making it one of the few ARs that competes with DMRs and LMGs at distance. However, this power comes with brutal recoil that demands mastery. The TR-7 punishes spray-and-pray playstyles—Season 1’s burst-fire meta is mandatory to control this weapon. Players who invest time learning the recoil pattern are rewarded with a 0.25s TTK at 50m and effectiveness out to 75m. This is not a beginner-friendly weapon, but in practiced hands, it dominates mid-to-long range engagements while remaining competitive in close quarters.

Tactical Recommendations

Weapon selection matters exponentially more at long range than close quarters. Here’s how to approach different engagement scenarios.

50M ENGAGEMENT
  • ✓ Switch to DMR if available
  • ✓ Use 4-6 round bursts
  • ✓ Aim for upper chest/head
  • ✓ Don’t spray full-auto
  • ✗ Never challenge with SMG/carbine
  • ✗ Don’t mag-dump LMGs

Best for: DMRs, LMGs, high-damage ARs

75M ENGAGEMENT
  • ✓ DMRs only (SVK/M433)
  • ✓ Mini Scout if sniper
  • ✓ TR-7 if exceptional recoil control
  • ✓ Single-tap precision shooting
  • ✗ All LMGs become difficult
  • ✗ Standard ARs ineffective

Best for: DMRs exclusively

100M ENGAGEMENT
  • ✓ SVK-8.6 or Mini Scout only
  • ✓ Headshots mandatory
  • ✓ Cover-to-cover movement
  • ✓ Disengage if outgunned
  • ✗ ALL automatics unviable
  • ✗ Don’t force engagements

Best for: Precision rifles only

Cross-Reference Navigation

UNDERSTAND THE META

Season 1 Meta Analysis

Why did weapon performance change so dramatically? Learn about the spread mechanics overhaul, armor plate system, and attachment impacts that transformed long-range engagements.

View Meta Guide →

CLOSE-QUARTERS DATA

Short-Range TTK Guide

Need data for 0-30m engagements? The short-range guide covers close-quarters combat where SMGs and carbines dominate. See how weapon rankings flip at different distances.

View CQB Guide →