Ghost Recon Breakpoint: Weapon Stats and What They Mean

- October 2, 2019
Understanding weapon statistics is vital in any game. You need to know how to modify your weapon and figure out what gun you like to use for your character. This answer is going to vary based on a player’s playstyle and the type of class they’re playing. For Ghost Recon Breakpoint, you’re going to want to review the more in-depth stats before committing to a weapon type. Not every weapon is going to work for all four classes in the game because some of them specialize in particular ones more than the others.

Weapons Stats and What They Mean in Ghost Recon Breakpoint
You have five weapons statistics you need to become familiar with when playing the game. They are Accuracy, Handling, Range, Mobility, and Recoil. You can read all of these by opening up the Gunsmith tab by highlighting this weapon in your inventory screen and then holding down “T.”
The higher accuracy you have, the more likely the weapon is going to hit exactly where it says it’s going to hit. For example, sniper rifles are going to have some of the best accuracies of the game because they are precise weapons. They can also shoot at extremely long distances, but another statistic exclusively determines that.
After you’ve fired a shot, how much is your weapon going to sway from its original target? Handling doesn’t determine this, but it helps it remain on point. A majority of weapons are going to have decent to mediocre handling. However, the powerful sniper rifles and LMGs are going to have some of the worst. Snipers have bad handling because they’re usually one shot and then you have to readjust, making it challenging to remain on the single target. When it comes to LMGs, they fire so many shots at once; it’s difficult for your character to hold the weapon in place.
How far can your weapon fire its bullet without it become compromise? Typically, weapons with incredible accuracy are going to have a decent range, too. Weapons like shotguns, LMGs, and SMGs are going to have terrible range because they’re designed to get handled at closer proximity. If you want to keep your range from your opponents, make sure your weapon has a decent range to assist with it.
How difficult is the weapon going to be to carry and make your character’s life harder to move around? The lower mobility score your weapon has on its stats, the heftier it is to carry around. You’re going to notice it because your character is going to move around with it, running back and forth. If you want your character to remain fast and agile, you’ll want a higher mobility weapon.
Much like handling, after you’ve fired a shot, the weapon is going to move around, and it’s going to sway from its original target. The more recoil your weapon has, the harder it is to remain on target while you continue firing. The handling makes it a bit better to stay on point, but the recoil is eventually going to force you to stay on target.
Keep these statistics in mind when you’re viewing the guns in the game. Not all of them are going to function perfectly for every class of character. You also want to make sure the weapon with a higher gear level is going to truly benefit you, besides raising your gear level in general.
About the author

Zack Palm is the Senior Writer of Gamepur and has spent over five years covering video games, and earned a Bachelor's degree in Economics from Oregon State University. He spends his free time biking, running tabletop campaigns, and listening to heavy metal. His primary game beats are Pokémon Go, Destiny 2, Final Fantasy XIV, and any newly released title, and he finds it difficult to pull away from any Star Wars game.
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9 July 2020
TU 2.1.0 Changes to Gunsmith in Tom Clancy’s Ghost Recon® Breakpoint
As we mentioned in our most recent developer update, our team has been working on changes to the Gunsmith. We’re excited to say that with the release of TU 2.1.0 for Tom Clancy’s Ghost Recon® Breakpoint, players can expect to see the first phase of these changes! Thanks to everyone who took the time to provide their feedback and suggestions, as we’ve been busy implementing meaningful upgrades to the system.
Trigger Customization
To improve customization in the Gunsmith, we added more options for players to select their firing mode. This means that some burst/automatic weapons (like SMGs) will have the option for single fire/full auto, and some single fire/full auto weapons (like ASRs) will have a burst/automatic option. The mode you chose will not have an impact on the damage done — only the shots fired.
These new options will be directly available to all players once they have unlocked the associated weapon blueprints.
As a reminder:
- Single fire is one bullet fired per pressure on the trigger.
- Burst is three bullets fired per pressure on the trigger.
Below is the full list of SMGs that will have the option for single fire/full auto:
- Scorpion EVO3 CQC
- Scorpion EVO3
- Echelon SMG
- Vector Shorty
Below is the full list of ASRs that will have an additional burst/automatic fire option:
- Silver Stake
Fore and Angled Grips
Based on the conversations we’ve seen from the community, our team noticed a lot of feedback on the placements of the foregrips on assault rifles. Changes will affect assault rifles, submachine guns, and shotguns.
New Control Shield (Muzzle) for ASR and New Muzzle Brake for SNR – Maria’s Shop
We have added two new muzzle options to Maria’s Shop. The control shield will provide a unique look for three separate weapon groups, which includes a specific muzzle visual FX.
You can use the control shield and the newly added Muzzle Brake with weapons listed below.
Control Shield 5.56 (ASR) Factory and Shorty Models:
Control Shield 7.62 (ASR) Factory and Shorty Models:
Muzzle Brake .338 (Sniper):
Additional Scopes – Maria’s Shop
With the latest update, three additional scopes will also be added in the game to Maria’s Shop: the SLX 5 Sight, Leupold, and VC16.
If you want to try them out, we recommend giving the following combinations a test in the field:
- SLX 5 Sight with the MK 48
- Leupold with the P90
- VC16 with the G28
Below you will find the list of compatible weapons with each of the added scopes.
SLX 5 Sight
Compact ACSS magnified sight.
Holographic scope with best visibility in class.
Multiple zoom value scope (X1/X6). Toggle to switch.
Further Gunsmith Additions
Beyond the additions and fixes listed above, the GL M203 Grenade Launcher and the 50-Round Extended Magazines are selectable for Shorty variations. We also integrated the Socom Mini, the specific Assault variations suppressor, as well as a new 100-Round Extended Magazine for selected ASRs.
The Socom Mini will be unlocked by default in the Gunsmith for all players that have unlocked the related weapon blueprints.
The GL M203, 100-Round and 50-Round Extended Magazine can be purchased in Maria’s Shop. If you have already purchased the GL M203 or the 50-Round Extended Magazine before this update, it will automatically unlock for the new compatible weapons.
For the full list of weapons these new additions will work with, please see below.
GL M203 Grenade Launcher Attachment (Shorty):
- M4A1 Shorty
- MK17 Shorty
Socom Mini Suppressor (ASU):
50-Round Extended magazine for ASR (Shorty):
100-Round Extended magazine for ASR:
TU 2.1.0 Gunsmith/Weapon Improvements & Bug Fixing
As we provide additions to the Gunsmith for Tom Clancy’s Ghost Recon Breakpoint, we’re also improving the state of weapons and attachments that currently exist. Here’s what you can expect in TU 2.1.0.
Improvements
- Converted AK47 Assault set to an SBR
- Added GL M203 to 416 CQC
- Total retake of Weapon’s UI Icons (weapons and attachments)
- Update on positions of fore/angled grips for all under-barrel attachments
- Modifications on hands positions and rotations on all foregrips in order to avoid wrist tension
- Modified 516 CQC and EVO3 TAC side Picatinny position and move hands to avoid overlapping
- Worked on framing update in Gunsmith's hidden menu mode
- Retakes on G36 and 553 under-barrel Picatinny rails
- Retakes on hand position in GL M203 (now placed on mobile part instead of trigger)
- Retakes on the positions of GL M203 (now close to magazines) on every weapon
- Fixed an issue where AOR 2 Paint would not unlock after the conditions are met
- Added some missing model parts to the Gunsmith, including parts for UMP CQC and Folding Ironsight
- Fixed an issue where scope color did not fit Quantum Theme Pattern
- Fixed an issue where selecting a pre-selected attachment in the Gunsmith would sometimes make the model disappear
- Fixed an issue where “Damage to Drones” text would be inconsistent on upgrades for different weapon classes
- Fixed an issue where the camera would clip when players would aim the LMG Stoner with Ironsight scope
- Fixed an issue where Weapon Connoisseur Challenge would not be awarded after getting 80 blueprints
- Fixed an issue where shooting sound would be missing on C-SFP Baal
- Fixed an issue which would prevent players from unlocking upgrades for the MK2 and MK3 even with perks unlocked in Ghost War
- Fixed an issue where the preview for Tactical Vertical Foregrip would be missing in Vector’s Gunsmith
- Fixed an issue that would prevent players from getting material parts after dismantling weapons in Ghost War
Future of the Gunsmith
Beyond the additions to Gunsmith in TU 2.1.0, players can expect to see further changes to Gunsmith this fall. These changes will include: the addition of customization for stocks, further under barrel compatibility and variety, new attachment options, and more!
We are thrilled to share the TU 2.1.0 changes to Gunsmith, and we are looking forward to your feedback!
© 2019 Ubisoft Entertainment. All Rights Reserved. Tom Clancy’s, Ghost Recon, the Soldier Icon, Ubisoft, and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the US and/or other countries.
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Ghost Recon Breakpoint

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Updated July 13, 2023
Ghost Recon: Breakpoint Tips Guide - 8 Things the Game Doesn’t Tell You
Breakpoint is a bit more hardcore than its predecessor. prepare with our ghost recon tips.
Okay. The title of this guide isn’t entirely accurate. Ghost Recon: Breakpoint does mention some of the stuff I’m about to explain. The problem is that Breakpoint also tries to go over about 400 different gameplay systems at once (sometimes poorly) in its opening few hours. It’s easy to miss some vital stuff. But have no fear, we’ve got you covered with our Ghost Recon: Breakpoint tips and tricks guide.
Stats – What Do They Mean? – Ghost Recon Breakpoint Tips
One of the new features in Ghost Recon: Breakpoint is the addition of leveled gear. Your guns and clothing now have levels attached to them, but Breakpoint does a poor job explaining what it all means.
Your character has a Gear Level which is based on the average score of all your equipped guns and armor . You can increase your Gear Level by finding or buying higher level stuff. Guns have another layer of stats on top of their Gear Level, though. Hover over a gun on the Loadout page and you’ll see a bunch of unlabeled stat bars depicting the various attributes of the gun. If you want to know what these mean, you need to edit the gun in the gunsmith .

More Ghost Recon Breakpoint:
- Ghost Recon: Breakpoint Factions Guide – Battle Rewards Explained
- Ghost Recon: Breakpoint Class Guide – Best Skills For Each Class
- How to Hold Your Breath – Ghost Recon: Breakpoint Sniping Tips
At the gunsmith you will see that the five main stats on your weapons represent accuracy, handling, range, mobility, and recoil. But even on this screen there are four weapon stats still not labeled, for some reason. The first symbol below the main stats — the one that looks like a muzzle flash — is your gun’s damage stat. This gives you idea of how much damage each shot does. The symbol to the right of that shows the caliber of bullet that the gun fires. It’s not all that useful, but I guess it’s cool to know. The magazine symbol below shows the clip size of the weapon. Finally, the rectangular symbol that looks like two arrows chasing each other shows the reload time for your weapon.
Now let’s say you have two identical guns: one at level 10 and one at level 50. Their stats will be the same. They’ll have the same rate of fire, reload speed, etc. The only difference between those guns is the Gear Level. Enemy soldiers also have levels and Ghost Recon: Breakpoint applies combat modifiers to them based on your level relative to theirs. When you boil it all down, it just means you will take more damage from, and inflict less damage against, enemies that have bigger numbers than you. Avoid tangling with higher leveled foes until you’ve geared up. Unless…

Boom, Headshot! – Ghost Recon Breakpoint Tips
Remember all that level stuff I was just talking about above? Well, there’s a loophole in the leveling system; headshots kill most enemies in one blow, regardless of level. Ubisoft presumably realized you can’t have a stealthy, realistic shooter where enemies can tank a full SMG clip to the face. And so the developer compromised. That means, if you want to play Ghost Recon: Breakpoint as a stealth ‘em up, taking out enemies with precision strikes and never getting shot at, you can just ignore all that level business altogether.
But be warned. Some armored enemies do take multiple headshots before going down, so watch out for the massive guys with the Gatling guns. Just make sure you land a few headshots in quick succession and you’ll be fine. Don’t tangle with vehicles above your level, though. You’ll have a bad time no matter what you try.
Bivouac Paddywhack, Give a Ghost a Bone – Ghost Recon Breakpoint Tips
Yeah, I had no idea what a bivouac was either. It turns out it’s an adorable little temporary campsite where you can roast s’mores, sing songs, and order new helicopters from Amazon Prime. It’s like futuristic military glamping.
Bivouacs are also the fast travel points in Ghost Recon: Breakpoint . You can find them all over the map and, once you visited one once, it’s unlocked for fast travel forever. Bivouacs can be seen from a distance, too. Just look out for a rising smoke column in the sky.
Bivouacs serve more purposes beyond just convenient movement. You can activate one of several temporary buffs at the campsites by eating, drinking, or polishing your rifle (steady now). Bivouacs are also the only place where you can switch between classes . Then you have access to the crafting menu where you can make consumables, as well as the shop if you need to buy new guns, vehicles, or customization options. Finally, you can call in any of the vehicles you currently own to your Bivouac, which is handy if you need transport in a hurry.

Inverted Players Beware! – Ghost Recon Breakpoint Tips
I swear there are dozens of us. DOZENS! Sadly, Ubisoft have given an enormous middle finger to the inverted player base of Ghost Recon: Breakpoint , thanks to the way helicopter and drone controls work. In short, when controlling helicopters or drones, you can’t invert the camera controls without also inverting the movement controls on the same axis.
This is an enormous oversight on Ubisoft’s part and makes flying a real pain in the ass. You’ll have to choose which option is the least egregious to you — playing with the backwards movement controls, or backwards camera controls. Hopefully the developers will patch it, but for now we just have to suck it up.
You Can Turn Off Automatic Shoulder Switching – Ghost Recon Breakpoint Tips
Here’s another camera-related foible, but this one can mercifully be fixed. Ghost Recon: Breakpoint has a nasty habit of automatically switching which shoulder you aim over when in cover. You can disable this feature in the settings menu. Look under the Gameplay section. It’s the fifth option down , entitled Reset Camera Side (Leaving Cover). Turning this on will ensure that your camera reverts to your chosen side when you leave cover.

Picking Up Bodies Takes Forever – Ghost Recon Breakpoint Tips
I know Breakpoint is aiming for realism, and I know human corpses are bloody heavy… That is to say I assume human corpses are bloody heavy, but the amount of time it takes to pick them up is ridiculous. If you think you can quickly take someone out and move the body before anyone sees, then think again. I’ve lost count of how many times I’ve been spotted while locked into the seven-hour corpse retrieval animation , as Nomad hefts up a massive sack of meat onto their shoulders. It’s almost never worth the effort of moving corpses. Just turn anyone that would normally see the body into another corpse and save yourself the hassle.
Motorbikes Are Deathtraps – Ghost Recon Breakpoint Tips
The option to ride a motorbike in Breakpoint is just a slow, circuitous suicide button. If you get on one of these deathtraps, your life is forfeit, and there’s no longer anything I can do for you. I know I sound like your doting mother right now, but just trust me. They have terrible handling (especially off-road), offer no protection from enemy fire , and are extremely fond of defying the laws of physics by hurling you into a tree. Honestly? Just walk. It’s good exercise anyway.
Prone Camo Is a Life Saver – Ghost Recon Breakpoint Tips
A returning feature from Ghost Recon: Wildlands that we’d all rather hoped would just bugger off for the sequel are the omnipotent helicopter patrols. These all-seeing assholes fly around Auroa looking for trouble. Their favorite play is to wait until you’re sneaking up on an enemy base and then fly overhead, spotting you and alerting the whole zone. Luckily, there is now a reliable way to evade these aerial menaces: prone camo.
If you lie prone on the ground, you can press a button to enter prone camo. This makes you invisible to enemies unless they’re basically right on top of you. The prone camo button is A on Xbox, X on PlayStation and space bar on PC. You can also use this to hide from ground-based enemies, too, so long as they don’t step on you.
And that’s all we’ve got for you for today! These are our best Ghost Recon: Breakpoint tips and tricks that we could think of after our time with it. Now get out there and show the Wolves who’s boss (and seriously, stay off motorcycles — they’re awful).
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