Ghost Recon Future Soldier | Ghost Recon Online | Ghost Recon Wildlands | Ghost Recon Breakpoint |
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The Ghost Recon: Future Soldier video game has introduced a new gameplay element called Gunsmith. Gunsmith is a powerful weapon customization tool that allows you to modify any firearm in the game. During the campaign, you can access Gunsmith following each mission briefing. From the Gear Selection screen, select a weapon type and choose the Customize Gear option to open Gunsmith. Once the Gunsmith interface is open, you can cycle through all available weapons within the chosen category, such as assault rifles. Some weapons are not available, as they must first be unlocked by completing missions, weapon challenges, or other tasks. But you can still browse locked weapons and study their unlock conditions. Once you've chosen a weapon in Gunsmith, it's broken into its ten individual components, or modification points.
After selecting a weapon's modification point, like it's muzzle, you can then choose from a number of attachments.
Weapon Stats
Before modifying a weapon, take into consideration the kind of weapon you want to build. Some (but not all) attachments affect a weapon's core stats: Power, Range, Control, and Maneuverability. These four stats determine the weapon's overall performance. Here's a brief description of each stat and how it impacts a weapon's performance:
- POWER - This is how much damage a weapon inflicts. The higher the power, the more lethal the weapon. By default, sniper rifles and shotguns are the weapons with the highest power. Armor Piercing Ammo and some underbarrel weapon attachments can improve a weapon's overall power.
- RANGE - This rates how effective a weapon is when engaging targets at distance. Weapons with high range ratings are accurate at long range. Sniper Rifles and Assault Rifles are the best ranged weapons. Some optics and a longer barrel can improve a weapon's range.
- CONTROL - Both accuracy and recoil are taken into account to determine a weapon's control. A variety of attachments, like grips and Bipods, can be applied to improve a weapon's control.
- MANEUVERABILITY - The size of a weapon determines how effective it is in close quarters. Weapon size can be adjusted through the application of different barrels and stocks. Compact weapons, like Pistols, SMGs, and PDRs are highly maneuverable and best suited for close-quarters combat.
Modification Points
Each weapon has up to ten modification points that allow you to alter both a weapon's performance and appearance. Here's a brief description of each modification point and how alterations to these points can affect performance:
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Some weapons have optional stocks that may affect a weapon's maneuverability and control. In most instances, shorter stocks improve a weapons maneuverability at the cost of control. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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MUZZLE | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Muzzle attachments such as Compensators and Flash Hiders affect a weapon's control. Suppressors, on the other hand, always reduce a weapon's power and range, but also significantly reduce the weapon's report, which helps Ghost operative to remain undetected. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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BARREL | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Some weapons allow you to swap out barrels, choosing from shorter and longer variants. Shorter barrels benefit by increasing to maneuverability, but they decrease range. Longer barrels affect weapons in the opposite fashion, increasing range at the cost of maneuverability. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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UNDERBARREL | |||||||||||||||||||||||||||||||||
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Some weapons have an underbarrel rail to which grips, Bipods, and even weapons-like grenade launchers and shotguns can be attached. Grips are great for improving a weapon's control or maneuverability. Bipods improve a weapon's control white dampening recoil, particularly among LMGs and Sniper Rifles. Underbarrel grenade launchers and Shotguns always reduce a weapon's maneuverability, but sometimes the additional firepower is worth it. | |||||||||||||||||||||||||||||||||
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SIDE RAIL | |||||||||||||||||
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Attachments like Aiming Lasers and Heartbeat Sensors can be attached to a weapon's side rail to improve a weapon's performance and enhance its functionality. | |||||||||||||||||
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GAS SYSTEM | |||||||||||||||||||||||||||||||||||||||
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All automatic (and some semi-automatic) weapons have a gas system that affects the weapon's rate of fire and control. Over-gassing a weapon increases the rate of fire, but reduces the control. Under-gassing a weapon reduces the rate of fire, but increases control. | |||||||||||||||||||||||||||||||||||||||
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With a variety of sizes available, increasing a weapon's magazine capacity means you'll spend less time reloading. But some large magazines may reduce a weapon's maneuver-ability. Different ammo types are also available and these affect a weapon's power. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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TRIGGER GROUP | |||||||||||||||
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Choose from a variety of trigger options, including Semi-Auto, Full-Auto and Burst modes. Trigger selection has no impact on a weapon's stets, but more a matter of personal preference. | |||||||||||||||
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PAINT | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There are a variety of paint schemes and camouflage patterns you can apply to each weapon. These options are purely cosmetic and have no impact on weapon performance or gameplay. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Weapons
Assault Rifles are standard infantry weapons capable of selective fire. The assault rifles fire high-velocity projectiles from an intermediate cartridge and a detachable magazine. Built to be sturdy and reliable, these weapons are effective in most combat situations, particularly during medium-range engagements. | |
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Assault Rifle | Statistics |
ACR |
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417 |
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TAR-21 |
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AK-200 |
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AK-47 |
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AN-94 |
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A-91 |
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S805 |
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F2000 |
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Mk14 |
Light Machine Guns are fully automatic portable firearms designed to fire several hundred rounds per minute from large-capacity magazines. Forgoing accuracy for a high rate of fire, the main role of these weapons is to lay down cover fire and act as a deterrent. Extremely lethal in short and medium ranges, the LMG performs admirably both as an offensive and defensive weapon. | |
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Light Machine Guns | Statistics |
MK 48 |
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Stoner 96 |
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LSAT |
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Ultimax MK.5 |
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Type 95 |
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M60 |
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PKP |
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RPK |
Ideal for close-range combat, these weapons have been designed to combine the automatic fire of a machine gun with a cartridge of a pistol. The SMG are sidearms with increased range and rate of fire, and what they lack in penetration and range, they make up with ease of maneuberability and the ability to fill a nearby target with lead. | |
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Submachine Guns | Statistics |
MP7 |
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MP9 |
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P90 |
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Vector |
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Scorpion |
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PP19 |
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PP2000 |
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Type 05 |
Effective at short and medium range, PDRs are compact versions of assault rifles. Although similar in size to the submachine guns, PDRs are capable of firing armor-piercing rounds, which gives them better range and lethality. As hybrids, they can perform as sidearms, retaining the SMGs compact size and ammo capacity while benefiting from a rifle's stopping power. | |
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Personal Defense Rifles | Statistics |
Goblin |
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AKS-74U |
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SR-3M |
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SA58 OSW |
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PDR-C |
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L22A2 |
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Mk17 |
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OCP-11 |
This smoothbore firearm fires multiple projectiles in a doughnut spread pattern. Because of the spread and the power of the charge being divided among the pellets, this firearm is particularly lethal in close quarters. During long-range engagements, shotguns are less effective. | |
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Shotguns | Statistics |
M590A1 |
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M1014 |
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M12 |
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RMB-93 |
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Saiga 12 |
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MTS-255 |
These high-precision rifles are designed to destroy valuable targets at extended ranges with aimed fire and low ammunition consumption. Forgoing rate of fire in favor of accuracy, these rifles are usually outfitted with telescopic sights and employ high-caliber munitions for long-range engagements. | |
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Sniper Rifles | Statistics |
M110 |
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SRR |
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MSR |
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PSL-54C |
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VSS |
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KSVK |
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M40A5 |
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MN91/30 |
The lightest of firearms, these weapons are designed to be operated with one hand and can be used in various scenarios where mobility is key. Their compact design, light weight, and reduced efficiency beyond short-range engagements makes them ideal sidearms. | |
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Pistols | Statistics |
45T |
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KARD |
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GSh-18 |
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OTS-33 |
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Five Seven |
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Wild Boar |
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Defender |
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MP-412 |
Grenade Launchers are devastating weapons, capable of firing 40mm high-explosive grenades. These high-explosive rounds are the only weapons in the Ghost arsenal capable of damaging armored vehicles. When firing these weapons at long range, aim high to compensate for gravity. Unlike the other weapons, grenade launchers cannot be customized with attachments or camouflage patterns. | |
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Grenade Launchers | |
G106 Explosive |
MK40GL Explosive |
Firing Range
Once you've modified a weapon, you can test fire it by choosing the Firing Range option in Gunsmith. This instantly transports you onto a firing range with silhouette targets placed at various ranges. When hit, the targets on the range turn different colors, indicating how much damage they've absorbed. if a target turns green or orange, it means the damage inflicted was minimal. Red indicates critical damage and black represents lethal damage. Where you hit the target also matters - headshots always inflict the most damage. Practice firing your modified weapon while standing, crouched, and prone.
Then move up against cover and then peek around and over the cover and fire the weapon - and don't forget to test the scope view or any other attachments like underbarrel Bipods, grenade launchers, or shotguns. This will help give you an idea of how the weapon will perform in combat. If you're not satisfied with the weapon's performance, return back to Gunsmith and make some adjustments. Make a habit of testing your weapons on the Firing Range before starting a mission. Once you've deployed, there's no way to return to the Gunsmith interface.