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30 + 1
|Rate of fire||
Not available in singleplayer.
In the multiplayer portion of Battlefield 4, the M16A4 is unlocked at Rank 34 and is an Assault kit unlock. The weapon is very effective in close quarters situations like Operation Métro and Grand Bazaar in all game modes, or Rush on most maps due to the close quarters chaos around the M-COM Stations.
Because the M16A4 fires in three round burst, it has a good range when bursted correctly, the three round burst mode can help with firing long range shots. Its reload time is average overhaul.
However, the Saiga-12K has a lower pellet count per shot than the M1014, with each shot of 12 Gauge Buckshot or Flechette Ammunition firing only 9 pellets, compared to the M1014's 10 pellets per shot. With either ammunition loaded, the Saiga-12K can kill in as few as one shot, or as many as 11 with Flechettes or 17 with Buckshot depending on how many pellets hit the target and at what range. At closer ranges, however, it generally takes one or two shots to bring a target down, with the potential to take multiple targets down with two or more shots.
The DAO-12 fires the same amount of pellets as the Saiga-12K, but starts with a larger magazine size at 8 shells that only gets larger with Extended Magazines at 12 shells, outpacing the Saiga-12K by one shell in each case at the cost of a longer reload. The M1014 on the contrary has a lower magazine at 4 + 1 by default or 6 + 1 with Extended Magazines, as well as a longer reload, giving reason for its additional pellet per shot. In addition, both the DAO-12 and the M1014 grants the ability of cancelling the reload process in case of emergency, while a Saiga-12K wielder is forced to either finish the reload or switch to a sidearm.
With 12 Gauge Slugs or 12 Gauge Frags, the Saiga-12K can be used at much further ranges as more of a high-power, semi-automatic rifle, at the cost of losing its edge in close quarters, requiring at least two shots to kill, while it can take up to 4 at longer ranges. Equipping a 3.4, 4x or 6x scope can help increase the effective range of the weapon on maps with larger sight lines, but players using these scopes will need to account for bullet drop against targets at long ranges. It's also worth noting that slugs have a very slow travel time and have a small effective range.
At close range, optics are of much less concern as the M16A4 with Buckshot or Flechettes generally does not need to be aimed, although it will be more accurate if the player chooses to do so. A Laser Sight can improve its hip-fire accuracy a decent amount as well, and before the 1.04 Patch that came with Close Quarters, it was more accurate to fire from the hip while stationary than to aim down the sights. A Flash Suppressor can help lower recoil for multiple shots at longer ranges with Slugs or Frags, or to decrease the ability of the player to be identified in close range in darker areas when firing due to the flash from the weapon when firing will be significantly reduced.
Extended Magazines is always a great option for close quarters as it nearly doubles the Saiga-12K's magazine and allows it to be able to fire more often and reload less often while still having the same ammunition count as without them applied. A Tactical Light can also help as close ranges to potentially blind targets, especially those with IRNV scopes, and to get the edge over them in close ranges if the player is assaulting a well defended area such as an objective in Rush.