Overview
After countless of hours in ArmA 3 I decided to put my experince with its weapons into this guide.This guide includes all weapons from the base game and all official DLCs (not the Creator-DLCs though).Keep in mind that this guide is based on my experiences, tests and opinions with ArmA weaponary, feel free to discuss with me in the comments.The first sections focuses on the different weapons ordered by their type (Assault Rifles, Pistols etc.), the last section features my pick for the Top 3 in each category.
Introduction
The guide will include some basic information about each weapon, like calliber, ammo count per magazine, fire modes, availability (which DLC adds the weapon) and others as well as a short list of pros and cons.
After listing those basics I will go into further detail about the pros and cons and give some advice on how to utilise the weapon, based on my experience and tests.
To give you a good overview all weapons are divided into different categories and sub-categories. This makes it easier to find the information on the weapons you are looking for.
The categories are:
- Assault Rifles
- Rifles
- Carbines
- Grenade Launchers
- Machine Guns
- Light Support Weapons
- Light Machine Guns
- Medium Machine Guns
- Precision Rifles
- Designated-Marksman Rifles
- Sniper Rifles
- Sub-Machine Guns
- Pistols
- Rocket Launchers
- Un-guided
- Guided
Assault Rifles
The Assault Rifle section includes the rifles themselves, their carbine versions and the available grenade launchers.
All comparisons made in this section refer to other ARs. If I describe a rifle as heavy or light-weight it is in relation to other ARs.
The same applies when talking about range. For ARs anything below 100m is considered short range, between 100m and 400m is considered medium range and long range starts at 400m and reaches up to 700m.
Rifles (Part 1/2)
With it’s DLCs ArmaA 3 contains 11 assault rifles, all of them seen below. Pictured are only the standard camo variants of the many different colored rifles available, although they sometimes require a different DLC than the base weapon.
The Rifleman
Most ARs are used by Riflemen, this class is the back bone of every squad. Carrying several magazines of ammo for themselves or other squad member with similar weapons the rifleman are versatile and can engage at most ranges. Their loadout should be balanced and not too heavy, therefore other equipment like vest and backpacks should be chosen carefully and depending on the mission.
From top to bottom row: AK-12, AKM, CAR-95, Katiba, Mk20, MX, Promet and Promet SG, SDAR, SPAR-16, TRGM-21, Type 115
- 30Rnd (with and without Tracer)
- 75Rnd (with and without Tracer)
- Full-auto
- Semi-auto
- Burst, 2 shots
Pros:
- high caliber
- good accuracy
- low recoil
Cons:
- heavy weapon
- medium rate of fire
The AK-12 is a good assault rifle, with its 7.62 it has more punch than most other ARs. Its accuracy is better than many other rifles and it still has an easy to control recoil. The AK-12 is compatible with almost all attachments but is heavy compared to other ARs.
Due to its caliber and accuracy and coupled with the right optic (both RCOs or the DMS work fine) the AK-12 can be used even at longer ranges, in close quartes its weight and rather slow rate of fire are an disadvantage compared to some other ARs.
- 30Rnd (with and without Tracer)
- 75Rnd (with and without Tracer)
- Full-auto
- Semi-auto
Pros:
- high caliber
Cons:
- heavy recoil
- no attachments
The AKM is not a bad assault rifle, however compared to the other weapons in ArmA it falls way behind. The AK-12 can deliver the same caliber with less recoil and at longer ranges. The AKM is only slightly lighter than the AK-12, but still heavier than most other ARs.
As it is outperfomed by the AK-12 in almost all aspects and even has no weapon attachments available the AKM is more or less obsolete. It should be used if you want to create a certain atmosphere (maybe rebels using old stockpiled weapons), but otherwhise, if an AK-12 is available, there is no reason to pick the AKM.
- 30Rnd (with and without Tracer)
- 100Rnd (with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- light-weight
- good handling
- large magazine capacity
Cons:
- less range
Although the CAR-95 lacks the range of rifles like the AK-12 it can still shine with its rate of fire and more importantly its light weight. Combined with a low recoil the weapon is easy to control even in full-auto and a strong AR in close range. Combined with an RCO type of scope it still can be used at further ranges and even as a support weapon when using the 100Rnd magazines.
- 30Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- high rate of fire
- good handling
Cons:
- less range than other ARs
The Katiba well balanced between close-quarter and ranged capabilities. It’s has lower recoil than other rifles like the AK-12 and maintains a high rate of fire, while still being accurate enough for engagements at range. It may not be able to compeat with rifles like the AK-12 or MX once you fight further than 300 or 400 meters, but it has the upper hand at lower distances. Therefore the Katiba is best used with an RCO type of scope or simply an ACO.
- 30Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- light-weight
- high rate of fire
- very good handling
Cons:
- low range
- no bipod attachments
The Mk20 is one of the best ARs in close-range. It has one of the highest rates of fire among all ARs (even beating the Katiba) and is not only light-weight but also easy to handle. Although it is precise it lacks ranged capabilities and will not be able to compeat with other ARs, as its lower caliber loses stopping power at range.
- 30Rnd (both with and without Tracer)
- 100Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- good range and accuracy
- large magazine capacity
- shares magazines with all other MX variants
Cons:
- lower rate of fire
- stronger recoil
The MX is part of a larger family of MX type rifles. They all share the same 6.5mm ammo but fill different roles on the battlefield. The AR variant, simply called MX, has a high accuracy and range as well as the capability to use 100Rnd magazines. It’s best fitted with an RCO type scope as well as a bipod or even a sound surpressor. The MX’s ranges however comes at the cost of a high recoil and sup-optimal handling in full-auto.
Rifles (Part 2/2)
- 30Rnd (both with and without Tracer)
- 6Rnd Slug and Pellets (with SG variant)
- Semi-auto
- Full-auto
Pros:
- good range and accuracy
- shares magazines with other Promet variants
- shotgun for close-range with SG variant
Cons:
- high recoil
- no bipod attachment
The Promet is an improved MX in many aspects: it matches the MX in range and accuracy, has an increased rate of fire and weights less. However its recoil is stronger and handling it will require some practice. Like the MX the Promet is member of a bigger group of Promet weapons which share the same caliber and magazines.
A special variant of the Promet is the Promet SG. Fitted with a 6Rnd under-barrel-shotgun it enhances close-combat capabilities while adding a little weight to the gun.
- 30Rnd (with and without Tracer)
- 20Rnd Dual Purpose (Underwater)
- Semi-auto
- Burst, 3 shots
- Full-auto
Pros:
- only underwater weapon
- light-weight
Cons:
- high recoil
- overall bad to mediocre stats
- no attachments
The SDAR is ArmA’s only underwater weapon, using its special Dual Purpose magazines diver can fight each other at ranges of up to 30 to 40 meters. While on land the SDAR performance is underwhelming, it’s outperformed by all other AR. The SDAR should only be used if underwater fighting is to be expected.
- 30Rnd (both with and without Tracer)
- 150Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- good accuracy
- high rate of fire
- largest AR magazine capacity
Cons:
- less range than other ARs
The SPAR rifles, like both the MX and the Promet, consist of different variants for different purposes, however not all use the smae ammo/magazines. The SPAR-16, the AR variant, not only combines a high rate of fire with good accuracy but is also able to load the largest magazine among all ARs. Its only drawback is a slightly lower range than, for example, the Promet. Still RCO type of scopes are the best option for the SPAR-16.
- 30Rnd (with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- light weight
- good accuracy
- high rate of fire
Cons:
- bad handling
- no bipod attachment
The TRG-21 is essentially a tuned down SPAR-16, slightly less weight, sligthy less accuracy, slightly smaller rate of fire. However it handles worse than the SPAR-16 and has only 30Rnd magazines at its disposal.
- 30Rnd 6.5mm (both with and without Tracer)
- 10Rnd .50 BW
- Semi-auto (for both 6.5mm and .50 BW)
- Full-auto (only 6.5mm)
Pros:
- good range
- highest rate of fire for ARs
- secondary .50 caliber
Cons:
- high recoil
- heavy weapon
- heavy .50 magazines
Although its accuracy is not the best the Type 115 has a good range. Its rate of fire is the highest among all ARs but comes at the cost of a high recoil. Additionally the Type 115 might be the heaviest AR, this is due to the secondary .50 BW barrel which can be used to take out enemies with only one shot at both close and long ranges. Therefore the best scopes to be used with the Type 115 are RCO variants or the DMS. It is however important to mention that the zeroing of the scopes if always in respect to the 6.5mm main barrel and not the .50, so some practice might be needed to compensate for inaccurate zeroing.
Carbines
Most carbines in ArmA 3 are light, more compact version of ARs. They therefore share some characteristics with those rifles, like the rate of fire and the calliber, but also tend to lack behind in range and accuracy.
In most cases the carbines are intended to be used in combination with heavy loadouts as a way to reduce the weight. Sometimes they can be used as a good alternative for SMGs in close-range, while still being able to engage in mid-range firefights.
The Specialist
Carbine are best used by specialist roles like Engineers, Explsosive Specialist or AT/AA Specialists. Those classes often have a heavy loadout due to their specialization (toolkits, mines, explosives, missiles, launhers etc.) and can benefit by saving as much weight as possible. While completely ditching a primary weapon is often not possible it is worth to save some weight in exchange for less range by picking a carbine. In some cases even more light-weight options like SMGs might be considered, a carbine still offers more accuracy and stopping power and is overall more versatile.
From top to bottom row: AKU-12, AKS-74U, Katiba Carbine, Mk20C, MXC, TRG-20
- 30Rnd (both with and without Tracer)
- 75Rnd (both with and without Tracer)
- Full-auto
- Burst, 2 shots
- Semi-auto
Pros:
- high caliber
- good accuracy and range
- large magazine capacity
- bipod available
Cons:
- strong recoil
- heavy weight
- medium rate of fire
The AKU-12 is quite similar to the AK-12, featuring the same magazines and caliber. Additionally it is accurate enough to be utilised at longer ranges (compared to other carbines). However it is the heaviest carbine and has strong recoil, making it harder to controll in full-auto mode than others.
- 30Rnd (both with and without Tracer)
- Full-auto
- Semi-auto
Pros:
- good rate of fire
Cons:
- strong recoil
- no attachments
- small caliber
The AKS-74U has many flaws: it cannot use any attachments, has strong recoil and uses a small caliber. Although its rate of fire exceeds the one of the AKU-12 while being not as heavy there is no real reason to use it with the other alternatives available. It is certainly better thn nothing and still outranges SMGs but all other carbines outperform the AKS.
- 30Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- high rate of fire
- good accuracy
Cons:
- strong recoil
The Katiba Carbine may not be as accurate as the AKU-12 but stills outperforms other carbines. The same 6.5mm ammo as used by the AR Katiba has good stopping power, however strong recoil makes the weapon ahrd to controll and use in full-auto mode.
Overall the Katiba Carbine is good at medium ranges, but lacks behind in close quarters due to its recoil.
- 30Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- highest rate of fire among carbines
- light-weight
- good handling
Cons:
- less range and accuracy
The Mk20C is not the most accurate and comes short at medium to long ranges. But the Mk20C can make up for this since up close its rate of fire and good handling as well as its low weight give it the advantage over other rifles.
- 30Rnd (both with and without Tracer)
- 100Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- good accuracy
- largest magazines among carbines
Cons:
- strong recoil
The MXC suffers the same problem like the Katiba Carbine: strong recoil. Although its rate of fire is lower than the Katibas it has increased accuracy and can use the largest magazines among all carbines.
- 30Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- high rate of fire
- light-weight
Cons:
- less range/accuracy
While the TRG-21 is a bad AR, due to simply being a tuned down SPAR-16, the TRG-20 is one of (if not the) best carbine. It has the least weight while still being controlable with its high rate of fire, it only lacks behind in range/accuracy.
Grenade Launchers
All grenade launchers are mounted under the barrel of the rifle. Therefore the weapons equiped with them are the same as their non-granade launcher counterpart. The biggest difference lies in the sight of the grenade launchers and in most cases it is more interesting to decide which rifle you want to use and then equip the greande-launcher version if available.
If you what to play as a grenadier your choice of rifle will be limited to those 8 options and is most likely affected by which AR you want to use.
It should be noted that a grenade launcher prevents you from equipping a bipod!
The Grenadier
The Grenadier uses a grenade launcher to take out larger groups of enemies or engage light vehicles more efficiently than rifle alone could. Smoke rounds allow him to either cover himself and the rest of the squad or to mark enemy targets up tp 400 meters away for other infantry or vehicles and aircraft. The flare rounds can be used to mark targets at night, similar to smoke rounds, or to provide some light in a small area, which is usefull if no NVGs are available.
From top to bottom row: AK-12 GL, CAR-95 GL, Katiba GL, MK20 EGLM, MX 3GL, Promet GL, SPAR-16 GL, TRG-21 EGLM
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: iron sight
Availability: Apex DLC, Contact DLC
Adding a grenade launcher to the AK-12 further adds to the weight of the already heavy weapon. This should be considered when choosing a grenade launcher equipped weapon, as the additional ammo also adds to the overall weight of your loadout.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: iron sight
Availability: Apex DLC
The CAR-95 GL is a good choice for a light grenadier loadout, as the light-weight CAR-95 can equip a grenade launcher and still weight less than a standard AK-12.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: red dot
Availability: ArmA 3
The Katiba GL, although heavier then the CAR-95 GL, is still light-weight compared to other grenade launchers.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: red dot
Availability: ArmA 3
The MK20 EGLM is very light-weight as it is mounted on the MK20C, the carbine version of the MK20. However the EGLM is slower at reloading than other grenade launchers.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
- 3Rnd 40mm HE
- 3Rnd 40mm Smoke (different colors)
- 3Rnd 40mm Flare (different colors)
Sight: red dot
Availability: ArmA 3
While being a heavier weapon the MX 3GL is equipped with the best available grenade launcher: the 3GL. The 3GL offers a quick reload and is the only on to load special 3Rnd magazines, which allow you to fire 3 grenade in rapid succession. Although the recoil is quite strong those 3 grenade shots are devastating.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: iron sight
Availability: Contact DLC
Like the MX 3GL the Promet GL is quite heavy, but does not feature the 3GL.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: iron sight
Availability: Apex DLC
While the SPAR-16 GL’s weight is less of a problem, its sight however blocks a larger part of your field of view than other grenade launchers.
Available Magazines:
- 40mm HE
- 40mm Smoke (different colors)
- 40mm Flare (different colors)
Sight: red dot
Availability: ArmA 3
The TRG-21 EGLM uses the same grenade launcher as the MK20 EGLM, making relaoding comperatively slow. However the weapon itself still remains light-weight.
Machine Guns
Machine guns include the light support weapons (LSW), light machine guns (LMG) and medium machine guns (MMG). Except for the LSWs most MGs are heavy weapons and even light one will outweigh heavy ARs.
For MGs short range again refers to distances below 100m, medium ranges extends upto 400m and everything further is considered long range.
The recoil of MGs (except for LSWs again) is so strong that it is in efficient to fire them while not deployed.
Light Support Weapons
Light Support Weapons, like the name suggests, support the other infantry classes with larger volumes of suppresive fire than possible with an AR. However they don’t use heavy weapons and larger calibers like LMGs do, they often share the same caliber as the ARs in their squad and can load the same magazines as well.
ArmA and its DLCs feature 4 LSWs with different calibers, magazines capacity and rate of fire.
The Autorifleman
One LSW alone can provide a larger, sustained volume of fire than multiple ARs. This enables the autorifleman to suppress enemy infantry while his squad advances. By having lighter weapons than LMGs or MMGs the autorifleman can easy stick with his squad, however he loses some range and stopping power by using smaller calibers than other MGs.
From top to bottom row: CAR-95-1, MX SW, RPK-12, SPAR-16S
- 30Rnd (with and without Tracer)
- 100Rnd (with and without Tracer)
- Full-auto
- Semi-auto
Pros:
- bipod included
- low recoil
- high rate of fire
- light weight
Cons:
- less range
- small caliber/less stopping power
The CAR-95-1 is the LSW variant of the CAR-95. Like its AR counterpart it is light-weight and maintains a good rate of fire while having low recoil. It can even be used without being deployed. Its smaller caliber however comes at the cost of reduced stopping power and range compared to other LSWs.
- 30Rnd (with and without Tracer)
- 100Rnd (with and without Tracer)
- Full-auto
- Semi-auto
Pros:
- high range and good accuracy
- good rate of fire
- high stopping power
Cons:
- heavy weapon
The MX SW uses the same magazines like the MX, however it has not only an increased rate of fire but also better accuracy and range due to a longer barrel. This makes the weapon overall heavier than other LSWs but still lighter than LMGs. Its accuracy and range allow engagemant even at long range. When firing undeployed its recoil limits it to close and (depending on the gunner’s skill) medium ranges.
- 30Rnd (with and without Tracer)
- 75Rnd (with and without Tracer)
- Full-auto
- Burst, 2 shots
- Semi-auto
Pros:
- high caliber
- bipod included
- good accuracy
Cons:
- lower rate of fire
- heaviest LSW
- strong recoil
The RPK-12 uses the highes caliber among all LSW, however it is the heaviest one as well. Its lower rate of fire is less of a problem and with its good accuracy it can handle targets at longer ranges. When used undeployed it is limited to short ranges due to its recoil.
- 30Rnd (with and without Tracer)
- 150Rnd (with and without Tracer)
- Full-auto
- Semi-auto
Pros:
- largest magazine capacity
- high accuracy
- high rate of fire
- low recoil
Cons:
- less range
- less stopping power
The SPAR-16S proves itself as one of the best LSWs mainly due to the combionation of its high rate of fire, large magazines and accuracy. Its low recoil is an added bonus which allows it to be used even at medium ranges without deploying (this might require some practice though). The only drawback is the shortened range and weakened stopping power compared to weapons like the MX SW.
Light Machine Guns
LMGs are the next step up in firepower, often featuring higher caliber and magazine capacity than both ARs and LSWs. They are heavy weapons with heavy magazines and may require an assistant gunner to carry extra ammo.
Their effective range often exceeds ARs and LSWs, close range is still below 100m, medium range now extends to 500m. Above 500m is considered long range even for LMG, however it is possible to use them effectively even at 800m or more.
ArmA 3 features 3 LMGs.
The Machine Gunner
The Machine Gunner aims to suppress enemies similar to the autorifle man. The larger caliber and extended range provided by LMGs allows him to engage at further distances and even fire at light vehicles or enemies behind cover. Due to the increased weight he loses some mobility and might even require an assistant machine gunner to carry ammo for him.
From top to bottom row: LIM-85, Mk200, Zafir
- 200Rnd (both with and without Tracer)
- Fast full-auto
- Slow full-auto
Pros:
- large magazine capacity
- high accuracy
- selectable rate of fire
- low recoil
- bipod included
Cons:
- low rate of fire
- less stopping power than other LMGs
- less range
The LIM-85 fetures 200Rnd magazines which allow for suppressive fire over extended periods of time. While it has less range than the other LMGs its low recoil and high accuracy allow for precise fire even without deploying the gun. Its rate of fire is lower than other LMGs but it has the option of using a slower fire mode, which allows for more accurate fire at larger distances.
- 200Rnd (both with and without Tracer)
- Full-auto
Pros:
- large magazine capacity
- light-weight
- good rate of fire
Cons:
- strong recoil
The Mk200 is the lightest LMG available in ArmA. While its accuracy and range are not the best they are still decent and allow this gun to easily reach participate in medium to long range fire fights. Its rate of fire is significantly higher then the LIM-85’s one but come at the cost of higher recoil, making the weapon hard to use without deplyoing it.
- 150Rnd (both with and without Tracer)
- Full-auto
- Semi-auto
Pros:
- bipod included
- large caliber
- high rate of fire
- good range/accuracy
Cons:
- no suppresor available
- very strong recoil
- heavy
The Zafir, being the heaviest LMG in ArmA, not only feaures the highest rate of fire but also the largest caliber compared to the Mk200 and LIM-85. A mayor drawback however is the very strong recoil, which makes using the gun even while deployed on the ground hard to controll. This can be mitigated by using the semi-auto firemode available, enabling precise fire at long range (not as remotely as effective as marksman rifles but still useable even at 1000m).
Medium Machine Guns
Medium Machine Guns, or MMGs, are the heaviest infantry based machine guns in ArmA 3, they are only outclassed by static or vehicle mounted Heavy Machine Guns (HMGs).
The heavy MMGs will require two persons to operate effectively, one carries the heavy gun the other the ammo. Those weapons are a step up in caliber and range compared to LMGs, their medium range easily extends to 700m. Additionally long range engagements are no problem for MMGs and they are a viable option to suppress enemy snipers even at a distance.
In ArmA 3 only 2 MMGs are available, the SPMG and the Navid, therefore this section will directly compare those two weapons to each other.
The Heavy Gunner
Equipped with the largest caliber MGs the Heavy Gunner can wreck havoc upon enemy infantry and light vehicles alike. The accuracy of the MMGs allows him to stay outside of the effective range of ARs and even LMGs while firing magazine after magazine of high caliber rounds. But carrying such a heavy weapon limits his mobility and an assistant gunner is required to transport enough ammo to ensure sustained fire.
From top to bottom row: Navid, SPMG
- 150Rnd (Tracer every 3 shots)
- Full-auto
- Burst, 3 shots
Pros:
- higher rate of fire
- more stopping power
- burst mode
Cons:
- heavier than SPMG
- strong recoil
- less accuracy
The Navid’s priority is fire power. Both, its caliber and high rate of fire, make this weapon devasting at medium ranges. Although not as accurate as the SPMG it still has long range capabilities. The major drawback is the weight of the Navid, it is not only one of the heaviest hand held weapons, but also considerably heavier than the SPMG.
- 130Rnd (Tracer every 5 shots)
- Full-auto
Pros:
- lighter than Navid
- high accuracy
Cons:
- slower rate of fire
- less stopping power
While the SPMG’s caliber is lower than the Navid’s and it also lacks in rate of fire, its accuracy is exceptional. Even at long ranges it remains precise, at distances where the Navid can only spray into a larger area the SPMG can still take accurate shots or small bursts. Additionally its lighter weight makes the SPMG more mobile allowing for the gunner to reposition frequently and easily. Overall the Navid dominates the medium range but is outperformed by the SPMG at long ranges, the decision between those two MMGs is ultimately narrows down to accuracy versus sheer firepower.
Precision Rifles
The category of Precision Rifles includes a large assortment of weapons, ranging from DMRs to bolt-action sniper rifles
As those weapons are all about range I will add an additinal row to the general information tables: Max Zeroing Distance. The Max Zeroing Distance is the highest range at which you can zero the weapon using a sniper scope. It is not a definitiv indicator for maximum range, but it can be used to compare the range of different weapons more easily.
Generally speaking the usage of those precision rifles in easy in ArmA 3, you don’t have to account for enviromental factors like wind, no matter the distance. You only have to zero you weapon and check your targets movement. For those who want a more challenging experience I can only recommend the ACE 3 Mod, which among others adds a whole new advanced ballistics system.
Designated Marksman Rifle (Part 1/2)
The Designated Markeman Rfile (or DMR) closes the gap between ARs and sniper rifles. Those weapons are more precise and often have larger calibers than ARs but are less heavy and maintain a higher rate of fire than sniper rifles. Basicly DMR avarage out all their stats between ARs and sniper rifles.
With DMR normal rifle optics like RCO scopes are RCO are less useful, to utilise the DMR capabilities a higher powered scope is required. Generally scopes like the DMS or the AMS types are good choices, in some cases even stronger scopes might be considered (most noteably the Khalia scope).
Arma 3 features 10 DMRs with even more camo variants.
The Designated Marksman
The Designated Markman provides long range capabilities to the squad. He can take out priority targets even at distances were ARs become useless. His weapon might be heavier than the standard AR but he is still mobile enough to stick with the rest of the team.
From top to bottom row: ASP-1 Kir, CMR-76, MK-I EMR, Mk-14, Mk-14 (Classic), MK-18 ABR, MXM, Promet MR, Rahim, SPAR-17
- 10Rnd
- Semi-auto
Pros:
- extreme high caliber
- integrated suppressor
Cons:
- extreme bullet drop
- limited range
- bad accuracy
The ASP-1 Kir is a bad DMR, this is mainly due to it being designed as a special purpose rifle which coudl as well bi in its own category. It has an integrated suppressor making it one of the most silent weapons in ArmA 3. Its 12.7mm caliber guarantees a one-shot kill at any possible distances. Those range are however limited to 600 meters or less (due to its accuracy anything above 400 meters will be challenging). Additionally the extremely strong bullet drop reuquires precision while zeroing the weapon, slight error might put your shot way of target.
Therefore using scopes like an ACO and using the ASP as a short range, stealth kill weapon might be the best option.
- 20Rnd
- Semi-auto
Pros:
- bipod included
- high accuracy
- light-weight
Cons:
- no rail attachments
- low caliber
The CMR-76 is a light-weight but still accurate DMR. Its accuracy is however limited due to its lower caliber which lack both range and stopping power. At longer ranges multiple successive hits have to be scored to kill an amored oppenent. Within ranges of up to 500 or 600 meters the CMR-76 is deadly accurate while still providing decent stopping power.
- 20Rnd
- 10Rnd
- Semi-auto
- Full-auto
Pros:
- higher caliber
- decent accuracy
- good range
- full-auto available
Cons:
- heavy
The MK-I EMR features not only a larger caliber than rifles like the CMR but also decent accuracy. Due to the 7.62mm caliber not only stopping power but also range is increased to, allowing the Mk-I to be easily used even when exceeding 1000 meters. At close ranges the Mk-I can fire in full-auto mode if needed, although it has to be mentioned that its rate of fire and handling are way worse than those of ARs.
Overall the Mk-I is a very good DMR, which trades off high accuracy and light-weight for range and stopping power.
- 20Rnd
- 10Rnd
- Semi-auto
- Full-auto
Pros:
- good range
- high caliber
- full-auto avialable
Cons:
- less accuracy
- no rail attachments
The Mk-14 is quite similar to the Mk-I, it has the same 7.62mm caliber for increased range and stopping power and has a full-auto firemode available (with an increased rate of fire). The Mk-14 is lighter than the Mk-I, but losing accuracy in return.
- 10Rnd
- 20Rnd
- Semi-auto
Pros:
- high caliber
- good range
- good accuracy
Cons:
- no rail attachments
The Mk-14 (Classic) is basicly an Mk-14 without full-auto firemode. While caliber and range remain the same the Mk-14 Classic is a little more accurate than the standard Mk-14.
- 20 Rnd
- 10 Rnd
- Semi-auto
- Full-auto
Pros:
- high caliber
- good range
- decent accuracy
- full-auto available
Cons:
- heavier than other DMRs
The Mk-18 ABR is more acurate than the Mk-14. While it is heavier than Mk-14 it is not as heavy as the Mk-I, it fills the gap between both of those DMRs. Not heavy, good rate of fire and decent accuracy.
- 30Rnd (both with and without Tracer)
- 100Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- Full-auto available
- decent accuracy
- large magazine capacity
Cons:
- low caliber
- less range
The MXM is the DMR variant of the MX family. It can load the same magazines (including the 100Rnd ones) as the other rifles and can act as an AR. If DMRs are in between ARs and Sniper Rifles than the MXM is in between ARs and DMRs. Its accuracy is good but like the CMR it lacks in range and stopping power due to its caliber.
Designated Marksman Rifle (Part 2/2)
- 30Rnd (both with and without Tracer)
- Semi-auto
- Full-auto
Pros:
- good accuarcy
- high rate of fire
- full-auto available
Cons:
- low caliber
- low range
Like the MXM the Promet MR is a markman variant of an Assault Rifle, in this case the Promet. It has both, the Promets accuracy and its high rate of fire, however it is strongly limited in range compared to other DMR like the MXM. Its high accuracy gives the Promet MR an advantage at its effective range, which however already ends at 1000 meters. At longer distances it is very dificult to use the weapon due to diminishing stopping power and not being able to use zeroing.
- 10Rnd
- Semi-auto
- Full-auto
Pros:
- good accuracy/range
- high caliber
- light-weight
- full-auto available
Cons:
- no rail-attachments
The Rahim is a light-weight DMR with not only high accuracy but also good stopping power and range due to its caliber. While its small magazine size and high recoil make the full-auto firemode almost useless it is an exceptionally good DMR.
- 20Rnd
- Semi-auto
- Full-auto
Pros:
- good range/accuarcy
- high caliber
- good stopping power
- full-auto available
Cons:
- heavier than other DMRs
The SPAR-17 uses, contrary to the MXM and Promet MR, its own caliber and does not share magazines with the other SPAR variants. This allows for greater range and stopping power, equaling the performance of the Rahim and sometimes even outperforming its stopping power. Additionally the SPAR-17 has acces to 20Rnd magazines. However its weight is above average (for DMRs).
Sniper Rifles
Sniper Rifles (abreviated as SR) are the most accurate weapons in ArmA. They are heavy and have a high caliber to ensure maximum range. At close distances (below 100 meters) those rifles are almost useless, since they are too heavy to quickly and frequently reposition and their recoil is to high to fire them effectively while undeployed. SRs start to become effective at longer disctances (about 500 meters) and can be used up to 1600 meters or in some cases even further.
Out of the 4 SR available 2 are heavy variants, only viable in a seperate sniper-spotter team, and the other might be used inside some special weapons squads.
The Sniper
Sniper operate together with a spotter in a small team. They engage in long-range combat against high priority targets or enemy snipers. While a SR is to heavy to allow for constant movement, mobility is still required, wether it is to get into a good position, to extract after a succesful mission or to reposition if neccessary. To enable the sniper to take his shots he is often equipment with a ghilie suit to remain undetected as long as possible.
From top to bottom row: Cyrus, GM6 Lynx, M320 LRR, MAR-10
- 10Rnd
- Semi-auto
- Full-auto
Pros:
- high stopping power
- full-auto available
- not too heavy
Cons:
- mediocre accuracy/range
The Cyrus is one of the more light-weight SRs, although still heavy compared to ARs or DMRs it can be used while still maintaining mobility. Its high caliber is very effecttive at taking done targets with one hit, however due to its accuracy it strugles when you exceed ranges of 800 to 1000 meters.
- 5Rnd
- 5Rnd APDS
- Semi-auto
Pros:
- good accuracy/range
- highest stopping power
- APDS ammo against vehicles/cover
- bipod included
Cons:
- no sound suppresor
- extremely heavy gun
- heavy ammo
The GM6 Lynx has the highest stopping power amongst all SRs, a hit is always a kill. This come at the cost of both a heavy gun and heavy magazines, making frequent movement impossible while using the Lynx. In addition to its normal ammo the Lynx can load special APDS rounds which can be used against light-amoured vechicles are to shoot through walls or other kinds of cover, making the Lynx the only Anti-Material Rifle available in ArmA III.
The Lynx’s range and accuracy exceeds the Cyrus by far, however shots at distanced above 1800 meters are unreliable without the faster APDS ammo loaded.
- 7Rnd
- bolt-action
Pros:
- bipod include
- highest range/accuracy
- high stopping power
Cons:
- no sound suppresor
- lowest rate of fire
- heavy
The M320 LRR is the most accurate rifle available in ArmA 3. It is almost as heavy as the Lynx but can’t match its firepower, although a direct hit will still kill infantry. Additionally the M320 is the only weapon which can be reliably used at 2000 meters (or even more), at those ranges however the bullets time of flight is quite long and moving targets can easily change direction before impact.
It should be mentioned that the M320 has the lowest rate of fire as it is the only bolt-action SR, which means that reloading after each shot will move your aim significantly for some seconds. If you want to observe the impact of you shot you should delay the reload by holding LMB pressed after shooting.
- 10Rnd
- Semi-auto
Pros:
- good accuaracy
- light-weight
Cons:
- low stopping power
The MAR-10 the lightest SR and offers more mobility than the M320 and the Lynx. While its weight is comparable to the Cyrus the MAR-10 is more accurate but with lower stopping power. At 2000 meters it is not as reliable as the M320 but can still be used if neccessary.
Sub-Machine Guns
Sub-Machine Guns or SMGs are short range weapons, most efficient in ranges below 50 meters and almost useless at 200 meters or more. They are light-weight and have a high rate of fire to compensate for their smaller caliber.
SMGs are no alternative for ARs as they have an immensely shorter range, they are their own class of weapons, optimised for close quarters combat and the clearing of buildings.
There are 6 SMGs available in ArmA 3.
Pilots, Crew and CQC
SMGs are most commenly used by pilots or other vehicle crew which don’t expect combat outside of thier vehicles, except for emergency situations, where they have to defend themselves.
If only close quarters combat (CQC) is expected other roles may also opt for a SMG. SMGs are best used for clearing buildings, therefore they are a good choice for missions where you will encounter many enemies inside.
From top to bottom row: ADR-97 and ADR-97 TR, ADR-97C and ADR-97C TR, PDW2000, Protector, Sting, Vermin SMG
- 50Rnd
- Semi-auto
- Full-auto
Pros:
- longest range
- highest stopping power
- good accuracy
- large magazine capacity
Cons:
- low rate of fire
- high recoil
The ADR-97 is the most accurate SMG. Combined with its high accuracy and stopping it is the only SMG that can be used at ranges more than 150 meters. While its rate of fire is lower than most SMGs and its recoil stronger, it can still match them in CQC due to the increased stopping power.
The ADR-97 is equipped with a green dot sight and can’t use other scopes, its TR version however can use all scopes available as well as flashlights and laser pointers.
- 50Rnd
- Semi-auto
- Full-auto
Pros:
- long range
- high stopping power
- good accuracy
- large magazine capacity
Cons:
- low rate of fire
- high recoil
The ADR-97C is quite similar to the ADR-97, however it uses a shorter barrel, decreasing both weight and accuracy. Overall the differences are marginal and can be ingnored, simply pick the one you like more.
Like the ADR-97 the ADR-97C also has a TR version which allows for additional attachments to be used.
- 16Rnd
- 30Rnd
- Semi-auto
- Burst, 3 Shots
- Full-auto
Pros:
- low recoil
- good rate of fire
- light-weight
Cons:
- low range
- low stopping power
- no flashlight/laser pointer attachment
- np sound suppressor
The PDW2000, while completely useless at range, offers a good rate of fire and low recoil, making it easy to controll in full-auto firemode. Its rate of fire also compensates its lower stopping power.
- 30Rnd
- Semi-auto
- Full-auto
Pros:
- good rate of fire
- low recoil
Cons:
- low range
- low stopping power
The Protector has similar features to the PDW2000, however a slightly lower rate of fire with no increase in stopping power make it less usefull in CQC. In contrary to the PDW2000, the Protector can use both muzzle and rail attachments.
- 30Rnd
- Semi-auto
- Burst, 3 Shots
- Full-auto
Pros:
- high rate of fire
- longer range
Cons:
- low stopping power
The Sting is a good all-rounder: a high rate of fire for CQC and enough range to outperform other SMGs (except for the ADR-97). Overall one of the best SMGs in the game.
- 30Rnd
- Semi-auto
- Burst, 2 shots
- Full-auto
Pros:
- highest rate of fire
- light-weight
Cons:
- low stopping power
The Vermin has the highest rate of fire among all SMGs. Its has no strong recoil but is not as controll able as for example the PDW2000. While it has a larger caliber than the other SMGs, its stopping power is still on par with that of the 9mm ones.
Pistols
Pistols are light-weight sidearms. They are only of limited use against enemies with body armor and should be used only if absolutely neccesary.
Their range is extremely limited, 100 meters is out of reach for most of them. The only advantage pistols have is their size: they can easily be carried within your uniform or a small backpack to hide them, for example in an undercover mission.
There are 7 different pistols available in ArmA 3, all of which are fired in a semi-auto firemode.
The Sidearm
There is almost no role which only uses a pistol. In most cases the pistol is a sidearm used only in emergencies. Switching to your pistol is faster than relaoding your primary weapon.
Some roles like jet pilots or police officers might be equipped only with pistols in certain missions.
From top to bottom row: 4-five, ACP-C2, P07, PM, Rook-40, Starter Pistol, Zubr
- 11Rnd
Pros:
- red dot available
- good stopping power
Cons:
- high recoil
- medium magazine capacity
Among the .45 ACP pistols the 4-five is the best, featuring not only more rounds than other pistols of its caliber but also the option to equip a red dot sight. Its high stopping power is a plus but a strong recoil make it harder to hit your target in rapid succession.
- 9Rnd
Pros:
- good stopping power
Cons:
- small magazine capacity
- low rate of fire
The ACP-C2 has less recoil than the 4-five, while using the same caliber. A lower rate of fire and two rounds less in the magazine are a big disadvantage though. Overall it is outperfomed by most other pistols.
- 16Rnd
- 30Rnd
Pros:
- large magazine capacity
- low recoil
- good rate of fire
Cons:
- no flashlight attachment
The P07 is one of the best available pistols. While it has less punch than .45 pistols, its large magazines (16Rnd standard, 30Rnd available) combined with a low recoil, which enables you to utilise its good rate of fire, allow the P07 to outperfom them in most situations.
- 10Rnd
Pros:
- low recoil
Cons:
- no attachments
- medium magazine capacity
The PM has slightly less stopping power than other 9mm pistols. Its rate of fire is also lower, as is its magazine capacity. Its only advantage is a low recoil.
- 16Rnd
- 30Rnd
Pros:
- large magazine capacity
- low recoil
- high rate of fire
- good stopping power
Cons:
- no flashlight attachment
With the same recoil and magazine capability like the P07, but with better stopping power and higher rate of fire the Rook-40 is quite likely the best pistol available in ArmA 3.
- 6Rnd (Green and Red variants)
Pros:
- good for starting races
Cons:
- does not deal any damage
The Starter Pistol shoots flares and is made to be used as a starter pistol for Kart races. In some scenarios you might use this to send visual signals during nighttime, altoug the flares don’t shoot up very high.
- 6Rnd
Pros:
- red dot available
- highest stopping power
- it’s a revolver
Cons:
- no silencer
- high recoil
- low rate of fire
- very small magazine capacity
The Zubr has the higest stopping power among all pistols, it still requires multiple hits against body armor though, which is a challange due to its high recoil and low rate of fire. Its small magazine capacity of only 6 rounds forces you to make every shot count, leaving no room for errors. Quite likely the best argument for using the Zubr is that it’s the only revolver (except the Starter Pistol).
Rocket Launchers
Rocket Launchers are seperated into 2 sub-categories, guided and un-guided. All rocket launchers are heavy weapons and require a two person team to operate effectively, one who carries and shoots the launcher and one who has additional ammo.
Un-guided Launchers
Un-guided Launcher have a similar purpose to guided AT launcher: destroying vehicles. While un-guided they are often lighter and have lighter ammo.
When firing those weapons the drop of the projectile has to be taken into account, therefore I will also list the maximum range at which the scopes of the launcher can be adjusted. It is possible to use them even at larger distances however this would mean to aim with your target not inside the scopes reticle, effectively limiting the range.
ArmA 3 feature 3 un-guided launcher, one which comes in 2 subvariants.
The AT Rifleman
By using an un-guided launcher the AT Rifleman offer his squad a quick response to enemy ground vehicles as well as entrenched positions. In contrary to the Missile Specialist a AT Rifleman carries a lighter launcher, an additional ammo bearer might still be needed though.
From top to bottom row: MAAWS Mk4 Mod 0 and Mod 1, RPG-42 Alamut, RPG-7
- MAAWS HEAT 75
- MAAWS HEAT 55
- MAAWS HE 44
Pros:
- good impact
- lighter ammo variants
- high projectile velocity
- high range
- range finder and night vision (Mod 1 only)
Cons:
- none
The MAAWS Mk4 is a very powerful weapon. It stands out from the other launcher due to its high rang and projectile velocity, which allows you to easily hit moving vehicles (even helicopters are valid targets in some situations).
It offers both HE and HEAT ammo to combat infantry and vehicles alike, and its HEAT 55 round offers a more light-weight AT alternative against light vehicles.
While the Mod 0 variant lacks night vision in its scope the improved Mod 1 not only allows night vision but is also the only un-guided launcher to feature an integrated range finder.
- RPG-42 Rocket (for AT purposes)
- RPG-42 HE Rocket
Pros:
- good impact
- night vision in scope available
Cons:
- less range
While the RPG-42 Alamut hits just as hard as the MAAWS Mk4, it lacks behind in range and projectile velocity. On the plus side though it is always fitted with a night vision device.
- PG-7VM HEAT Grenade
Pros:
- light-weight
Cons:
- less impact
- only iron sights
- less range
The RPG-7’s situation is similar to the AKM’s: it is outperformed by all other weapons in its category and more of a prop to equip certain factions (like the Bandits from Apex DLC) more fittingly. With the least powerful ammo, no magnified scope and only 500 meters range there is not much except its low weight that speaks for the RPG. That said however I have to mention that in situations where you are sure to not exceed more the 200 meters in attack range the RPG-7 might prove very effective as you can carry more ammo than with the other launchers.
Guided Launchers
Guided launcher are the most effective AT or AA weapon that can be carried around by infantry. Their warheads and therefore their ammo is often heavy but deals significant damage to everything hit, with some launcher able to one-shot tanks and aircrafts.
For aircraft guided launchers are often the only viable option. Some ground targets can also be destroyed by un-guided launchers, but priority or high-threat targets often require a guided launcher.
There are 4 guided launchers available in ArmA 3, one of which is an AA launcher.
The Missile Specialist
Due to their weight only specialist use guided launchers. They have to select their launcher based on the threats they might encounter. For Anti-Air there is only one option.
The rest of the specialist’s equipment shoulde be focussed on reducing the overall weighr to allow him to stick around with his squad and hunt down enemy targets if needed.
From top to bottom row: 9M135 Vorona, PCML, Titan MPRL Compact, Titan MPRL
- ground vehicles
- infantry
- 130mm HEAT
- 130mm HE
- direct
Pros:
- heavy impact
- thermal vision
- built in range finder
Cons:
- very heavy rocket launcher
- can’t lock on target, beam guided only
The 9M135 Vorona is the heaviest rocket launcher. Not only the launcher itself but also its ammunition are heavy, but they also pack quite a punch. While it can not be locked onto targets the Vorona has beam guidance, which requires you to keep your crosshair on targets untill impact. This allows it to be used against buildings or infantry easily but is not as effective as other guidance systems against vehicles.
- ground vehicles
- PCML Missile (HEAT)
- direct
- fly-over
Pros:
- light-weight
- fly-over mode available
- range finder integrated
Cons:
- weak impact
- hard to use unguided
- limited range
The PCML is the lightest guided rocket launcher. Its range is limited to about 600 meters, making it more of a defensive weapon, used to respond to vehicle threats attacking you, rather than an offensive one.
The PCML’s guidance system allow the use of a fly-over mode, which lets the warhead detonate above the locked target to hit weaker spots in its armor. Un-guided the PCML can only be used at close range (up to 100 or 200 meters) due to the missiles flight profile.
- ground vehicles
- infantry
- IR lock (AT missiles only)
- beam guided
- Titan AT Missile
- Titan AP Missile
- direct
- top-down (AT missiles only)
Pros:
- light-weight
- good impact
- IR lock and beam guided
- range finder integrated
- thermal vision available
Cons:
- can’t strike close targets
The Titan MPRL Compact is only sligthly heavier than the PCML but uses the far more powerful Titan Missiles. It can be locked onto vehicles while using the AT missiles and can be fired via beam guidance using both AT and AP missiles, making it a very versatile launcher. At very close ranges (less than 75 meters) the missiles flight profile makes hitting target difficult.
When fight heavy tanks using the top-down attack mode of the Titan is the best option, this mode is available in IR lock and beam guidance.
- aircraft
- Titan AA Missile
- anti-air
Pros:
- only AA launcher
- good impact
- range finder integrated
- thermal vision available
Cons:
- can only be used against aircraft
The Titan MPRL is the only AA launcher in ArmA 3. It has enough impact to destroy or severely damage most aircrafts, locking onto them takes some time and practice though. Besides destroying aircraft the Titan has no other useability and should only be equipped if aerial threats are expected.
The Best and the Rest
In this section I will present you my Top 3 (or sometimes Top 1) weapons of every sub-category. Keep in mind that those are my personal picks, I will base them on the pros and cons listed for each weapon, but my personal preferences will still influences my picks, so feel free to tell me your top weapons in the comments!
- SPAR-16
- Promet
- AK-12
The SPAR-16 outperforms all other AR is almost all aspects, its only flaw is is lower stopping power which it compensates with a combination of accuracy and handling. The Promet on the other hand is by far the best rifle in the 6.5 mm caliber calss, but lacking behind in handling due toits recoil.
The third place goes to the AK-12, which might not be as easy to handle as the first two but with its 7.62 mm cartridge it really packs a punch.
- Mk20C
- Katiba Carbine
- MXC
With its extraordinary combination of rate of fire and low recoil the Mk20C is easily the best carbine. The Katiba Carbine takes second place due to its accuracy and rate of fire, but it has to much recoil to reach the top spot. Recoil is also the issue with the third place, but the MXC can prove itself with a longer range than other carbines, putting it somewhere between them and full-sized ARs.
While in theory I could use the same order like the ARs there is no real reason to do so as only one weapon really sets itself apart from the rest: the MX 3GL. If you are looking for a grenade launcher there is no real alternative to the 3-round firepower.
- MX SW
- SPAR-16S
- RPK-12
With weight being its only drawback, the MX SW easily takes the first place for LSWs. The SPAR-16S is also a solid pick, but its lower stopping power and decreased range put it only in second place.
Both the CAR-95-1 and RPK-12 are strong competitors for third place. Both have unique advantages and deserve this rank, ultimately I opted for the RPK with its extraordinary stopping power.
- Mk200
- Zafir
- LIM-85
The Mk200 finds the perfect balance between weight, fire power and magazine capacity making it the obvious pick for the first place in this category. The Zafir may prevail in stopping power but is just too heavy, putting it in second place, the LIM-85 places third as it simply lacks the punch of the other two contenders.
With only 2 weapons in this category I cannot really create a ranking. The SPMG is a more light-weight weapons with less stopping power but enhanced range and accuracy, the Navid is unparalled in shear fire power. In general the Navid might be better and more versatile but as soon as you have to fire at extended ranges the SPMG takes the lead.
- Rahim
- SPAR-17
- MK-I EMR
The Rahim is not only light-weight but also exceptionally accurate at range. It is quite similar to the SPAR-17 but weight really makes the difference here: more mobility beats the magazine capacity by far.
Third place goes to the MK-I EMR, which has overall convincing performance however it cannot outclass the other 2 contenders.
- MAR-10
- M320 LRR
- GM6 Lynx
The MAR-10 might lack the extreme range of the M320 LRR, but less weight and therefore more mobility combined with a still impressive max range seal the deal for this rifle. As in most cases the M320 LRR and the GM6 Lynx perform equally good at ranges up to 1800 meters, the second place goes to the lighter M320 LRR, which can even score hits at further away. It should be mentioned that the GM6 Lynx is the only Anti-Material Rifle though.
- ADR-97
- Sting
- PDW2000
The ADR-97 may lack behind in rate of fire but its stopping power, magazine capacity and accuracy are great (the same is true for the ADR-97C, which could easily be on second place, but I excluded it due to their similarity). Second place is earned by the Sting due to its versatility: high rate of fire up close but still enough accuracy for longer ranges. The PDW2000 takes third place as it is the most controllable SMG and outperforms most other in close quarters.
- Rook-40
- P07
- 4-five
It is a close call between the Rook-40 and the P07, ultimately the Rook-40 has a small advantage in stopping power and rate of fire and takes the first place. The 4-five only places third as its larger caliber is not enough to compensate for the small magazine capacity.
Of course an honorable mentions goes to the only revolver in the game: the Zubr.
- MAAWS Mk4 Mod 1
- RPG-42 Alamut
- RPG-7
The MAAWS Mk4 Mod 1 is by far the best un-guided launcher: it has superior range, good impact power and a rangefinder. The Mod 0 version is not as good due to the lag of a rangefinder but still outperforms the other launchers. Second place goes to the RPG-42 Alamut, which although heavier than the RPG-7 has stronger impact and better optics.
- Titan MPRL Compact
- 9M135 Vorona
- PCML
While taking the Titan MPRL out of consideration, as it is the only AA launcher, the Titan MPRL Compact takes first place due to its variety of guidance methods and strong ammo types. The 9M135 Vorona reaches second places as it lacks any kind of IR lock against vehicles, but due to its heavy impact it still outperforms the lighter PCML.