Short-Range Weapon TTK Guide (0-30m)

Short-range combat (0-30m) is where 80%+ of Battlefield 6 kills occur. Understanding close-quarters TTK is critical because this is where weapon choice, reaction time, and positioning determine survival. Season 1’s spread mechanics overhaul fundamentally changed CQB dynamics—burst control now matters even at knife-fighting distances.

This guide provides comprehensive data on weapon performance in close quarters, covering everything from point-blank (less than 10m) to extended CQB ranges (20-30m). Every engagement distance presents different weapon viability, and understanding these breakpoints separates good players from great ones.

The Close-Quarters Meta: Speed Kills

At close range, time-to-kill becomes the dominant factor. Positioning and aim matter, but if your weapon has a 0.25s TTK and theirs has 0.15s, you lose the trade assuming equal accuracy. The CQB meta heavily favors high fire-rate weapons with good hip-fire accuracy.

S-Tier: Elite SMGs

KV9 (Vector) and PW5A3 (MP5) dominate point-blank with 75-150ms TTK. Unmatched fire rates and mobility make them CQB kings.

Best Pick: KV9 (Vector)
TTK Range: 0.075-0.25s
Optimal Range: 0-15m

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A-Tier: Versatile Carbines

M4A1 and M277 maintain 0.15-0.30s TTK through 30m with superior handling. Best all-around weapons for mixed engagement distances.

Best Pick: M4A1
TTK Range: 0.15-0.30s
Optimal Range: 5-40m

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A-Tier: High-Damage ARs

TR-7 and KORD compete with SMGs at close range while maintaining 30m+ effectiveness. 3-shot kill potential at point-blank.

Best Pick: TR-7
TTK Range: 0.17-0.35s
Optimal Range: 10-40m

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B-Tier: Shotguns

12M Auto delivers instant kills at less than 10m but becomes unreliable beyond 15m. High-risk, high-reward positioning-dependent weapons.

Best Pick: 12M Auto
TTK Range: Instant-0.20s
Optimal Range: 0-10m only

🔨

C-Tier: LMGs

DRS-IAR maintains competitive TTK but suffers from slower ADS and movement. Viable but not optimal for pure CQB.

Best Pick: DRS-IAR
TTK Range: 0.23-0.35s
Drawback: Slower handling

🎯

D-Tier: DMRs

Marksman rifles lose to automatics in CQB due to lower fire rates. SVK’s 0.40s TTK can’t compete with 0.075-0.20s weapons.

Status: Functional but outclassed
TTK Range: 0.40-0.60s
Use Case: Mixed-range loadouts

Armor Plate System Impact

Critical: Battlefield 6’s armor plate system adds 50 effective hit points, fundamentally changing every TTK calculation. Players spawn with 100 HP but can equip armor plates for 150 total effective health. This transforms weapon balance significantly.

⚠️

WITHOUT Armor Plates (100 HP)
Base health state
KV9 (Vector) STK:4 shots
KV9 TTK:0.075s
M4A1 STK:4 shots
M4A1 TTK:0.15s
ADVANTAGE

Faster kills, SMGs excel, aggressive play rewarded

🛡️

WITH Armor Plates (150 HP)
+50 effective health
KV9 (Vector) STK:6 shots (+2)
KV9 TTK:0.15s (2x slower!)
M4A1 STK:6 shots (+2)
M4A1 TTK:0.30s (2x slower!)
META SHIFT

High-damage weapons gain advantage, TTK doubles, defensive play viable

💡
Why This Matters for Weapon Selection

Armor plates dramatically shift weapon meta. The KV9’s insane 75ms TTK becomes 150ms against armored opponents—suddenly it’s just “good” instead of “broken.” Higher-damage weapons like the TR-7 benefit more from armor plates because they require fewer additional shots (3→4 instead of 4→6).

LOW DAMAGE WEAPONS

Get punished harder. Vector goes from 4→6 shots (+50% more), losing speed advantage.

HIGH DAMAGE WEAPONS

Scale better. TR-7 goes from 3→4 shots (+33%), maintaining competitive TTK.

Point-Blank Range (less than 10m): Pure Speed

At knife-fighting distances, hip-fire accuracy and fire rate dominate. This is SMG territory—if you’re using anything else at less than 10m, you’re at a disadvantage unless you land headshots.

Submachine Guns: The Close-Quarters Kings

WeaponDamageRPMSTK (100 HP)TTKSTK (150 HP)Notes
KV9 (Vector)
25
1200
4
0.075s
6
Fastest TTK in game, melts at less than 10m
PW5A3 (MP5)
24
920
5
0.13s
7
Better range extension than Vector
SCW-10
23
950
5
0.13s
7
Balanced, good control
PP-29
22
900
5
0.13s
7
Massive 53-round magazine
GZ-M6
20
1000
5
0.15s
8
Lower damage tier, falls behind

Carbines & Assault Rifles: The Versatile Options

WeaponClassDamageRPMSTKTTKNotes
M4A1
Carbine
25
900
4
0.15s
Best all-rounder, competitive CQB
M277
Carbine
25
850
4
0.16s
Lower recoil alternative to M4A1
TR-7
AR
33
720
3
0.10s
3-shot kill beats SMGs if accurate
KORD 6P67
AR
27
750
4
0.16s
Good balance, manageable recoil
SOR-556
AR
25
800
4
0.15s
High RPM compensates lower damage

Why KV9 Dominates less than 10m
The math behind 75ms TTK

The Vector’s 1200 RPM fire rate is unmatched. Combined with 25 damage per shot and Hollow Point ammunition optimizations, it delivers 4-shot kills in 75 milliseconds—faster than human reaction time. No other weapon comes close at point-blank range.

COMPETITIVE REALITY

If you and your opponent start shooting simultaneously at 8m, and they have a KV9 while you have anything else, you die before you can fire your 4th shot. This is why the Vector is S-tier CQB.

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TR-7: The Accuracy Answer
High-damage beats high-RPM

The TR-7’s 3-shot kill at point-blank lets it compete with SMGs—but only if you land every shot. Its 0.10s theoretical TTK beats most SMGs, but the 720 RPM means missing once extends TTK to 0.25s, losing the trade.

SKILL REQUIREMENT

TR-7 requires 75%+ accuracy to compete with SMGs at less than 10m. Below that threshold, SMGs’ forgiveness makes them superior.

Shotguns: The Instant Delete Button

WeaponTypeOne-Shot RangeMax EffectiveNotes
12M Auto
Auto
0-8m
15m
Full-auto, forgiving pellet spread
MCS-880
Pump
0-10m
12m
Longer one-shot range, slower follow-up
DXR-1
Slug
N/A
30m+
Precision slug, requires aim

Short-Medium Range (10-20m): The Transition Zone

The 10-20m bracket is where weapon balance shifts. SMGs lose their overwhelming advantage, carbines become competitive, and high-damage assault rifles start to shine. Understanding this transition is critical for positioning.

Comparative Performance at 15m

WeaponClassDamage @ 15mSTKTTKRecoilViability
M4A1Carbine
22-24
5
0.20s
Low
Optimal range, S-tier here
TR-7AR
30-32
3-4
0.17-0.25s
High
Dominates with control
PW5A3 (MP5)SMG
20-22
5-6
0.20-0.26s
Low
Still competitive, fading
KV9 (Vector)SMG
18-20
6
0.25s
High
Falling off, recoil difficult
DRS-IARLMG
24-25
4-5
0.23-0.31s
Med
Functional, mobility hurts
SVK-8.6DMR
50
2
0.40s
Low
Outclassed by automatics
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The 15m Sweet Spot Explained

At 15 meters, carbines reach their optimal range while SMGs begin suffering from damage fall-off. The M4A1’s 0.20s TTK with low recoil beats the Vector’s deteriorating 0.25s with difficult recoil control. This is why the M4A1 is considered the best all-around weapon—it maintains S-tier performance from 10-40m.

SMGs

Losing damage, recoil increasing, effectiveness declining rapidly

CARBINES

Peak performance zone—optimal TTK with manageable recoil

ARs

Strong here, even better at 20-30m where their range advantage grows

Extended CQB (20-30m): AR Territory

At 20-30 meters, assault rifles establish dominance. SMGs become largely unviable, carbines maintain competitiveness, and high-damage ARs shine. This is the final range bracket before transitioning to true mid-range combat.

Performance at 30m

WeaponClassDamageSTKTTKAssessment
TR-7AR
28-30
4
0.25s
S-tier, optimal range zone
KORD 6P67AR
25-27
4
0.24s
Excellent, better control than TR-7
M4A1Carbine
20-22
5-6
0.30-0.40s
Still functional, near max range
DRS-IARLMG
24-25
4-5
0.28-0.35s
Competitive, ammo advantage
PW5A3 (MP5)SMG
16-18
6-7
0.40-0.52s
Unviable, too many shots required
KV9 (Vector)SMG
15-17
7-8
0.50-0.70s
Completely ineffective, avoid

What Works at 30m
Optimal weapon classes
High-Damage ARs

TR-7, KORD, SOR-556 maintain 4-5 shot kills with fast TTK. This is their optimal engagement range.

Carbines (Marginal)

M4A1/M277 functional but near damage fall-off limits. Prefer ARs if available.

LMGs

DRS-IAR competitive with magazine advantage. Good for sustained suppression.

What Fails at 30m
Avoid these weapon classes
All SMGs

Damage fall-off crippling. 7-9 shot requirements with challenging recoil = death sentence.

Shotguns

Completely non-functional beyond 15m. Pellet spread too wide for consistent damage.

Low-Damage ARs

Standard 23-25 damage ARs struggle here. Stick with high-damage tier (TR-7, KORD).

Weapon Showcases: CQB Champions

These weapons define close-quarters meta. Mastering one of these for your preferred engagement distance maximizes your CQB effectiveness.

KV9 (Vector): The Point-Blank King

KV9 (Vector) Submachine Gun

Full-Automatic SMG • Point-Blank Specialist • Aggressive Playstyle

1200
Rounds Per Minute
CORE STATISTICS
Damage:25
STK (less than 10m):4
TTK (less than 10m):0.075s
STK (Armored):6
Magazine:30 rounds
Reload:2.0s
Optimal Range0-10m
Max Effective15m
Hip-Fire AccuracyExcellent
MobilityFast (SMG class)
STRENGTHS
+Fastest TTK in game (0.075s)+Unbeatable less than 10m+Excellent hip-fire+High mobility+Fast reload (2.0s)
WEAKNESSES
-Useless beyond 15m-Severe damage fall-off-High recoil (1200 RPM)-Small magazine (30)-Ammo consumption
WEAPON PHILOSOPHY

The KV9 is built for one purpose: deleting enemies at point-blank range. Its 1200 RPM fire rate delivers a 4-shot kill in 75 milliseconds—faster than human reaction time. This makes it mathematically unbeatable in confined spaces like corridors, buildings, and objective rooms. However, attempting to use it beyond 15m is suicide. Damage fall-off cripples the weapon, and recoil makes sustained fire impossible. The Vector demands aggressive positioning and corner control. You must force enemies into your optimal range or you’re at a massive disadvantage. Best paired with tactical equipment that enables close approaches (smoke grenades, flashbangs) and played in tight map sectors.

M4A1: The All-Around Champion

M4A1 Carbine

Full-Automatic Carbine • All-Range Versatility • Consistency Focus

900
Rounds Per Minute
CORE STATISTICS
Damage:25
STK (less than 10m):4
TTK (CQB):0.15-0.20s
TTK (30m):0.30-0.40s
Magazine:30 rounds
Reload:2.2s
Optimal Range10-25m
Max Effective40m
Recoil ControlEasy
HandlingExcellent (Carbine)
STRENGTHS
+Versatile 5-40m effectiveness+Easy recoil control+Fast handling/ADS+Competitive CQB TTK+Forgiving (900 RPM)+Low skill floor
WEAKNESSES
-Loses to SMGs less than 10m-Loses to ARs 30m+-Not “best” at any range-Standard magazine (30)-Aggressive fall-off >20m
WEAPON PHILOSOPHY

The M4A1 is consistently ranked the #1-2 overall weapon in Battlefield 6 because it’s never bad. While specialists like the Vector dominate point-blank or DMRs rule long-range, the M4A1 maintains 80-90% of their effectiveness across the entire 5-40m spectrum. Its easy recoil control, fast handling, and forgiving 900 RPM fire rate make it the ideal weapon for players who encounter varied engagement distances. This is the weapon you choose when you don’t know what range you’ll be fighting at. The M4A1 never forces you to reposition due to range disadvantage—it’s always “good enough,” and often better than specialists outside their narrow optimal zones.

TR-7: The Skill-Ceiling Powerhouse

TR-7 Assault Rifle

Full-Automatic AR • High-Damage Specialist • Recoil Mastery Required

33
Damage per Shot
CORE STATISTICS
Fire Rate:720 RPM
STK (less than 10m):3
TTK (CQB):0.10-0.17s
TTK (30m):0.25s
Magazine:30 rounds
Reload:2.5s
Optimal Range10-40m
Max Effective75m
Recoil ControlVery Hard
Skill RequirementHigh (70%+ accuracy)
STRENGTHS
+Highest AR damage (33)+3-shot kill capability+Competes with SMGs in CQB+Effective to 75m+Fastest AR TTK
WEAKNESSES
-Hardest AR recoil-Punishes missed shots-High skill floor-Small magazine (30)-Burst control mandatory
WEAPON PHILOSOPHY

The TR-7 is Battlefield 6’s ultimate skill-ceiling weapon. Its 33 damage per shot enables 3-shot kills at close range (0.10s TTK) and maintains 4-shot performance out to 75m—making it competitive everywhere from CQB to long range. However, brutal recoil demands mastery. Season 1’s burst-fire mechanics are mandatory; sustained spray results in shots flying everywhere. This weapon rewards players with exceptional recoil control and target tracking. If your accuracy is below 65%, use the M4A1 or KORD instead—the TR-7’s theoretical power only manifests with precision. For skilled players, it’s arguably the best overall weapon in Battlefield 6, dominating 10m to 75m engagements.

Tactical Positioning Guide

Knowing your weapon’s optimal range is critical. Here’s how to position based on your loadout.

IF RUNNING SMG
  • ✓ Hold tight corridors and rooms
  • ✓ Use smoke to close distance
  • ✓ Play aggressive on objectives
  • ✓ Avoid open areas entirely
  • ✗ Never challenge 20m+ engagements
  • ✗ Don’t hold sightlines

Force enemies into less than 15m or reposition

IF RUNNING CARBINE
  • ✓ Flex between CQB and mid-range
  • ✓ Take mixed-distance fights
  • ✓ Hold 15-25m angles
  • ✓ Push when needed
  • ✗ Avoid pure point-blank rushes
  • ✗ Don’t challenge 50m+ snipers

Most versatile positioning option

IF RUNNING AR
  • ✓ Hold 20-40m sightlines
  • ✓ Take mid-range duels confidently
  • ✓ Play defensively positioned
  • ✓ Let SMGs come to you
  • ✗ Don’t rush into buildings
  • ✗ Avoid extreme CQB

Maintain distance advantage

Cross-Reference Navigation

UNDERSTAND THE META

Season 1 Meta Analysis

Why did close-quarters combat change? Learn about the spread mechanics overhaul, armor plate system, and why burst-fire control now matters even at knife-fighting distances.

View Meta Guide →

LONG-RANGE DATA

Long-Range TTK Guide

Need data for 50-100m engagements? The long-range guide covers where SMGs become useless and DMRs dominate. See how weapon rankings flip at distance.

View Long-Range Guide →