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.
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Context: This guide focuses on 50m+ engagements. For close-quarters data (0-30m), see our Short-Range TTK Guide. For understanding why Season 1 changed weapon performance, see our Season 1 Meta Analysis.
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.
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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.
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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.
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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.
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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.
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D-Tier: Carbines
M4A1 and other carbines hit minimum damage by 20-25m, requiring 6-8 shots at 50m. TTK becomes uncompetitive beyond 40m.
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F-Tier: SMGs
SMGs require 7-10 shots at 50m with severe recoil. Mathematically impossible to compete with other weapon classes at distance.
Watch Out:
Critical Note: The 50m threshold is where weapon viability collapses for most automatic weapons. Carbines lose 35-40% of their damage, SMGs become spray-and-pray hopeless, and only high-damage ARs maintain competitive performance. Choose your loadout based on expected engagement distances.
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
| Weapon | Damage | RPM | Shots to Kill | TTK (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
| Weapon | Damage | RPM | Shots to Kill | TTK (Body) | Magazine | Notes |
|---|---|---|---|---|---|---|
| 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 |
Tip:
LMG Advantage: At 50m+, LMGs transition from “competitive” to “dominant” due to high magazine capacity enabling sustained accurate fire. The DRS-IAR’s 100-round magazine means you can afford to miss 50+ shots and still eliminate multiple targets without reloading—a massive advantage in long-range combat.
Marksman Rifles: Range Specialists
| Weapon | Damage | RPM | Shots to Kill | TTK (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 |
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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.
With 2.0-2.5x headshot multipliers, DMRs become devastating. SVK: 1 headshot = instant kill. M433: 1 headshot + 1 body = 0.07s TTK.
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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.
If your headshot rate is below 25%, stick with ARs or LMGs until you develop precision mechanics.
Carbines & SMGs: The Dead Zone
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.
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.”
Minimum damage reached. 10+ shots required. Recoil makes sustained fire impossible.
Even M4A1 becomes hopeless. 8+ shot requirement with severe spread bloom.
DRS-IAR and M240L hit severe damage fall-off. 6-7 shot kills with difficult recoil patterns.
Only TR-7 and KORD maintain functionality. All others require 6-8 shots with punishing recoil.
Bolt-actions suffer from slow rechamber times. Mini Scout dominates this bracket due to unique mechanics.
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.
Info:
Data Note: Precise 75-100m TTK data is limited because engagements at this distance are relatively rare in Battlefield 6’s faster-paced meta. Most automatic weapons have already hit minimum damage by 60-75m, making exact measurements less relevant—they’re all “bad” at this range. The weapons listed as “viable” are the only options that maintain any competitive edge.
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
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
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
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.
- ✓ 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
- ✓ 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
- ✓ 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
Watch Out:
Map Awareness: If you’re spawning on a map with predominantly 50m+ sightlines (e.g., open desert maps, large-scale Conquest), immediately evaluate whether your loadout is viable. Spawning with an SMG on a map like Arica Harbor is asking to be farmed by DMRs and LMGs. Switch loadouts or stick to close-quarters objectives.
Cross-Reference Navigation
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 →
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 →
Info:
Data Accuracy: All TTK values derived from confirmed in-game testing and community damage analysis. Shots-to-kill counts verified in firing range at measured distances. Values represent body-shot performance—actual results may vary with limb shots, headshots, or armor. This data reflects Season 1 patch 1.1.1.0 balance state and will be updated following future patches.