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.
Info:
Context: This guide focuses on 0-30m engagements where most combat occurs. For mid-to-long range data (50-100m), see our Long-Range TTK Guide. For understanding why Season 1 changed close-quarters meta, see our Season 1 Meta Analysis.
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.
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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.
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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.
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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.
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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.
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C-Tier: LMGs
DRS-IAR maintains competitive TTK but suffers from slower ADS and movement. Viable but not optimal for pure CQB.
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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.
Tip:
The 15m Threshold: This distance marks where SMG dominance begins to fade. At less than 15m, SMGs win almost every engagement. At 15-30m, carbines and ARs become competitive or superior. Understanding this breakpoint helps you position appropriately for your loadout.
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.
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Faster kills, SMGs excel, aggressive play rewarded
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High-damage weapons gain advantage, TTK doubles, defensive play viable
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).
Get punished harder. Vector goes from 4→6 shots (+50% more), losing speed advantage.
Scale better. TR-7 goes from 3→4 shots (+33%), maintaining competitive TTK.
Watch Out:
Important: All TTK values in this guide assume 100 HP targets unless specified. In real matches, expect 30-50% of opponents to have armor plates, effectively doubling your TTK in many engagements. Always assume armor in competitive play.
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
| Weapon | Damage | RPM | STK (100 HP) | TTK | STK (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
| Weapon | Class | Damage | RPM | STK | TTK | Notes |
|---|---|---|---|---|---|---|
| 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 |
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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.
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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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.
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
| Weapon | Type | One-Shot Range | Max Effective | Notes |
|---|---|---|---|---|
| 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 |
Watch Out:
Shotgun Reality Check: Shotguns deliver instant kills at less than 10m but become unreliable beyond 15m. They’re high-risk, high-reward weapons that demand aggressive positioning and corner control. If you miss your first shot or face multiple opponents, you’re likely dead. Use only in tight corridors and indoor objectives.
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
| Weapon | Class | Damage @ 15m | STK | TTK | Recoil | Viability |
|---|---|---|---|---|---|---|
| M4A1 | Carbine | 22-24 | 5 | 0.20s | Low | Optimal range, S-tier here |
| TR-7 | AR | 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-IAR | LMG | 24-25 | 4-5 | 0.23-0.31s | Med | Functional, mobility hurts |
| SVK-8.6 | DMR | 50 | 2 | 0.40s | Low | Outclassed by automatics |
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.
Losing damage, recoil increasing, effectiveness declining rapidly
Peak performance zone—optimal TTK with manageable recoil
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
| Weapon | Class | Damage | STK | TTK | Assessment |
|---|---|---|---|---|---|
| TR-7 | AR | 28-30 | 4 | 0.25s | S-tier, optimal range zone |
| KORD 6P67 | AR | 25-27 | 4 | 0.24s | Excellent, better control than TR-7 |
| M4A1 | Carbine | 20-22 | 5-6 | 0.30-0.40s | Still functional, near max range |
| DRS-IAR | LMG | 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 |
✓
TR-7, KORD, SOR-556 maintain 4-5 shot kills with fast TTK. This is their optimal engagement range.
M4A1/M277 functional but near damage fall-off limits. Prefer ARs if available.
DRS-IAR competitive with magazine advantage. Good for sustained suppression.
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Damage fall-off crippling. 7-9 shot requirements with challenging recoil = death sentence.
Completely non-functional beyond 15m. Pellet spread too wide for consistent damage.
Standard 23-25 damage ARs struggle here. Stick with high-damage tier (TR-7, KORD).
Watch Out:
The 30m Cliff: This distance represents the edge of “close-quarters” combat. Beyond 30m, you enter mid-range territory where weapon selection becomes critical. If you’re running an SMG and see 30m+ engagements forming, immediately reposition or expect to lose trades against competent opponents.
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
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
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
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.
- ✓ 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
- ✓ 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
- ✓ 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
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 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 →
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 without armor plates unless specified—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.