Bad Company 2 has many weapons that players can unlock throughout the game. These weapons can give you an edge against your opponents in multi-player. This weapons guide goes over each weapon and provides detailed states so that you know which weapon to choose.

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### Choose Your Weapons

Battlefield Bad Company 2 has a huge array of weapons which players can choose from. Assault rifles, sniper rifles, and machineguns are all choices available to different classes. This guide covers the weapons in Battlefield Bad Company 2 in detail so you can decide which is best.

For clarification, I will first cover what the stats you will be seeing in this guide mean.

Maximum Damage - This is the most damage a weapon can do. The maximum range at which it can do that damage is also listed. 15 damage at 10 meters means a weapon will do 15 damage to any target within 10 meters or less.

Minimum Damage - This is the minimum damage a weapon will do and the range above which the minimum damage applies. 10 damage at 40 meters means a weapon will do 10 damage to any target further than 40 meters away.

Fire Rate - This is the number of bullets fired per minute.

Spread - This is the numerical value associated with the weapon's fire spread. The base number indicates the spread when not moving. The move number indicates the spread when moving.

Recoil - This number is added to the Spread value for with every shot made with a weapon without pause.

Ammo - The amount of ammo in a single clip for the weapon.

Headshot Multipler - The amount of extra damage awarded for a headshot.

Notes - Any personal notes I have about the weapon.

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### Assault Weapons - Assault Rifles

The Assault's weapons are excellent at range and are relatively easy to control.

**AEK-971**- Maximum Damage: 14.3 at ~8 Meters (190 DPS)
- Minimum Damage: 12.5 at ~38 Meters (166 DPS)
- Fire Rate: 800 rounds per second
- Reload Time: 3.2 seconds
- Spread: 1.5 Base / 2.5 Move
- Recoil: .35 Base / .35 Zoomed
- Ammo: 30 Rounds
- Headshot: 2.1x
- Notes: The rifle for newbies. Not better than anything at anything, but it is all you have at first.

**XM8**- Maximum Damage: 16.7 at 10 meters (208 DPS)
- Minimum damage: 14.3 at 60 meters (178 DPS)
- Fire Rate: 750
- Reload: 2.8
- Spread: 1.5 Base/2.5 Move
- Recoil: .37 Base/.37 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: A good weapon available early on. Does reasonable damage at longer ranges.

**F2000**- Maximum damage: 12.5 at 7 meters (177 DPS)
- Minimum Damage: 11.2 at 40 meters (158 DPS)
- Fire Rate: 850
- Reload: 3.1
- Spread: 1.25 Base/2 Move
- Recoil: .33 Base/.33 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: High rate of fire. Seems to have little spread when zoomed making it easy to fire accurately.

**AUG**- Maximum Damage: 16.7 at 6 meters (194 DPS)
- Minimum Damage: 11.2 at 40 meters (130 DPS)
- Fire Rate: 700
- Reload: 3.2
- Spread: 1.35 Base/2.5 Move
- Recoil: .4 Base/.4 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: Best at close range. Damage drops off significantly and quickly at range.

**AN-94**- Maximum Damage: 20 at 10 meters (200 DPS)
- Minimum Damage: 14.3 at 60 meters (143 DPS)
- Fire Rate: 600
- Reload: 3.4
- Spread: 1.5 Base/2.5 Move
- Recoil: .35 Base/.35 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: An outstanding all-around rifle.

- Maximum Damage: 16.7 at 10 meters (194 DPS)
- Minimum Damage: 14.3 at 60 meters (166 DPS)
- Rate: 700
- Reload: 2.9
- Spread: 1.5 Base/2.5 Move
- Recoil: .4 Base/.4 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: Not exceptional, but it reloads quickly.

**M16A2**- Maximum Damage: 16.7 at 10 meters (222 DPS)
- Minimum Damage: 14.3 at 60 meters (190 DPS)
- Rate: 800
- Reload: 3.3
- Spread: 1.5 Base/2.5 Move
- Recoil: .35 Base/.35 Move
- Ammo: 30
- Headshot: 2.1x
- Notes: Very similar to the M416 but fires more quickly and reloads more slowly. The damage per second on this gun is incredible.

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### Engineer Weapons - Sub Machineguns

The Engineer can use sub-machineguns. They are great at close range but poor at a distance. They are also silent and have no muzzle flash.

**09A-01**- Max Damage: 20 at 6 meters (200 DPS)
- Min Damage: 12.5 at 40 meters (125 DPS)
- Rate: 600
- Reload: 3.1
- Spread: 1.25 Base/2.0 Move
- Recoil: .4 Base/.4 Zoom
- Ammo: 20
- Headshot: 2.1x
- Notes: Does decent damage, but rate of fire is not great and the magazine is very small.

**Scar-L**- Max Damage: 20 at 8 meters (200 DPS)
- Min Damage: 12.5 at 40 meters (125 DPS)
- Rate: 600
- Reload: 3.3
- Spread: 1.5 Base/2.5 Move
- Recoil: .45 Base/.45 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: Has a decent magazine size but suffers from high inaccuracy during long bursts.

**XM8 C**- Max Damage: 16.7 at 10 meters (208 DPS)
- Min damage: 11.2 at 40 meters (140 DPS)
- Rate: 750
- Reload: 2.7
- Spread: 1.25 Base/2.0 Move
- Recoil: .37 Base/.37 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: Lower damage is made up for by a higher fire rate. Reloads quickly.

**AKS-74U**- Max Damage: 16.7 at 6 meters (194 DPS)
- Min Damage: 11.2 at 40 meters (130 DPS)
- Rate: 700
- Reload: 3.2
- Spread: Base 1.0/Move 2.0
- Recoil: .4 Base/.4 Zoom
- Ammo: 30
- Headshot: 2.1x
- Notes: I'm not a fan. I prefer the XM8 C to this.

**Uzi**- Max Damage: 12.5 at 8 meters (187 DPS)
- Min Damage: 10 at 40 meters (150 DPS)
- Rate: 900
- Reload: 3.2
- Spread: 1 Base/1.5 Move
- Recoil: .33 Base/.33 Zoom
- Ammo: 32
- Headshot: 3.2x
- Notes: Low damage made up for by high rate of fire and great accuracy during longer bursts. A good all-rounder.

**PP2000**- Max Damage: 12.5 at 10 meters (208 DPS)
- Min Damage: 10 at 40 meters (166 DPS)
- Rate: 1000
- Reload: 2.8
- Spread: Base 1/Move 1.5
- Recoil: Base .3/Move .3
- Ammo: 40
- Headshot: 2.1x
- Notes: Like the Uzi but better. Arguably the best weapon for the engineer.

**UMP**- Max Damage: 20 at 10 meters (200 DPS)
- Min Damage: 12.5 at 40 meters (125 DPS)
- Rate: 600
- Time: 3.1
- Spread: 1 Base/1.5 Move
- Recoil: .45 Base/.45 Move
- Ammo: 25
- Headshot: 2.1x
- Notes: A powerful low rate of fire gun. Very deadly at short ranges.

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### Medic Weapons - Light Machineguns

The Medic has access to light machineguns. They are capable of decent accuracy at range are can lay down bursts of suppressive fire.

**PKM**- Max Damage: 16.7 at 8 meters (180 DPS)
- Min Damage: 14.3 at 56 meters (154 DPS)
- Rate: 650
- Reload: 8.5
- Spread: 2 Base/3 Move
- Recoil: .6 Base/.33 Zoom
- Ammo: 100
- Headshot: 2.1x
- Notes: The newbie machinegun. Not worthwhile after new weapons are unlocked.

**M249**- Max Damage: 14.3 at 8 meters (190 DPS)
- Min Damage: 11.2 at 58 Meters (149 DPS)
- Rate: 800
- Reload: 8.2
- Spread: 2 Base/3 Move
- Recoil: .5 Base/.275 Zoom
- Ammo: 200
- Headshot: 2.1x
- Notes: Low recoil and large magazine. Good, but not great.

**T88**- Max Damage: 14.3 at 10 meters (154 DPS)
- Min Damage: 12.5 at 58 meters (135 DPS)
- Rate: 650
- Reload: 8
- Spread: 2 Base/3 Move
- Recoil: .6 Base/.33 Zoom
- Ammo: 200
- Headshot: 2.1x
- Notes: Not that great. Rate of fire is slow but damage is also low.

**M60**- Max Damage: 25 at 6 meters (230 DPS)
- Min Damage: 20 at 60 meters (183 DPS)
- Rate: 550
- Reload: 7.8
- Spread: 2 Base/3 Move
- Recoil: .65 Base/.385 Zoom
- Ammo: 100
- Headshot: 2.1x
- Notes: Most Medics swear by this thing and it is easy to see why. Huge damage even at long ranges. Recoil can become a problem if fired in long bursts, however.

**XM8 LMG**- Max Damage: 16.7 at 15 meters (208 DPS)
- Min Damage: 12.5 at 60 meters (156 DPS)
- Rate: 750
- Reload: 6.4
- Spread: 2 Base/3 Move
- Recoil: .5 Base/.3 Zoom
- Ammo: 100
- Headshot: 2.1x
- Notes: A surprisingly versatile LMG. As low recoil and weapon damage dropoff doesn't kick in until a target is about 15 meters away, which is by far better than any other LMG.

- Max Damage: 14.3 at 10 meters (178 DPS)
- Min Damage: 12.5 at 58 meters (156 DPS)
- Rate: 750
- Reload: 6.4
- Spread: 2 Base/3 Move
- Recoil: .5 Base/.325 Zoom
- Ammo: 100
- Headshot: 2.1x
- Notes: I'm not a fan. I'd rather have an M60 or XM8.

**MG3**- Max Damage: 10 at 6 meters (166 DPS)
- Min Damage: 9.1 at 40 meters (151 DPS)
- Rate: 1000
- Reload: 8
- Spread: 2 Base/3 Move
- Recoil: .45 Base/.27 Zoom
- Ammo: 100
- Headshot: 2.1x
- Notes: Spread seems to be virtually nothing when zoomed. Damage drops off quickly, but is made up for by rate of fire. A good LMG for sniping enemies.

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### Recon Weapons - Sniper Rifles

The Recon's weapons are sniper rifles. They have long range and great accuracy.

**M24**- Max Damage: 100 at 6 meters
- Min Damage: 75 at 25 meters
- Rate: 36
- Reload: 5
- Spread: 7 Base/7 Move
- Ammo: 5
- Headshot: 3.25x
- Notes: Bolt-action means slow rate of fire. Does massive damage with headshots. Good for marksmen, but becomes obsolete as better rifles are unlocked.

**T88 S**- Max Damage: 39 at 12 meters
- Min Damage: 25 at 70 meters
- Rate: 240
- Reload: 4.1
- Spread: Base 2/3 Move
- Ammo: 10
- Headshot: 2.1x
- Notes: Very ho-hum. Has an okay rate of fire but doesn't do much damage.

**SV98**- Max Damage: 100 at 8 meters
- Min Damage: 50 at 25 meters
- Rate: 37
- Reload: 4.8
- Spread: 7 Base/7 Move
- Ammo: 10
- Headshot: 3.25x
- Notes: Another markman's rifle. Has a larger magazine than the M24, but minimum damage is much lower.

**SVU**- Max damage: 39 at 15 meters
- Min Damage: 25 at 70 meters
- Rate: 240
- Reload: 3.7
- Spread: 2 Base/3 Move
- Recoil: 1 Base/1 Zoom
- Ammo: 10
- Headshot: 2.1x
- Notes: An alright sniper rifle that can also work as an alright mid-range rifle when the scope isn't active. Made entirely worthless by later Recon unlocks.

**GOL**- Max Damage: 100 at 6 meters
- Min Damage: 70 at 30 meters
- Rate: 33
- Reload: 4.8
- Spread: 7 base/7 Move
- Ammo: 5
- Headshot: 3.25x
- Notes: An arguable improvement on the M24. Has a higher rate of fire and reloads more quickly but does a little less damage at long ranges.

**VSS**- Max Damage: 25 at 10 meters
- Min Damage: 20 at 70 meters
- Rate: 600
- Reload: 4.2
- Spread: 2 Base/3 Move
- Recoil: 1 Base/1 Zoom
- Ammo: 20
- Headshot 2.1x
- Notes: A sort of pseudo Assault Rifle for Recons. Can be very deadly in the right hands but not everyone will appreciate it.

**M95**- Max Damage: 100 at 15 Meters
- Min Damage: 79 at 40 meters
- Rate: 26
- Reload: 6.9
- Spread: 7 Base/7 Move
- Ammo: 5
- Headshot: 2x
- Notes: The ultimate marksman's rifle. Damage is high and doesn't drop off as quickly as the M24, SV98 or GOL. The headshot multipler looks damning, but it doesn't matter. A headshot will still kill enemy infantry in one shot.