A traditional AR-15 platform assault rifle as used by the US military. This version features a fully automatic trigger group. Accurate with low recoil and a fast reload.
–In-game description

M16A3 angled

M16A3 alpha

Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 31
Damage 32 → 22
Range 80 max → 145 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 800 RPM

TTK (Time to Kill) 0.15 s
Head & Body Multiplier
per bullet/pellet
Max (80 studs) Min (145 studs)
(x1.40) Head 44.8 30.8
(x1.00) Torso 32 22
(x1) Arms and Legs 32 22
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 32 -> 19.8 80 max -> 130.5 min
R2 Suppressor 30.4 -> 20.9 76 max -> 137.75 min
PBS-1 Suppressor 30.4 -> 20.9 76 max -> 137.75 min
PBS-4 Suppressor 30.4 -> 20.9 76 max -> 137.75 min
Suppressor 28.8 -> 22 72 max -> 145 min
Armor Piercing 32 -> 18.33333 0 max -> 145 min
Hollow Point 26.66667 -> 26.4 80 max -> 145 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.2 studs
Suppression 0.5


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 18.5
Weapon Recovery Speed 20
Weapon Recoil Damping 0.84


Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.50, -0.11, 0.30)
Min Recoil Displacement (-0.61, 0.80, 10.19)
Max Recoil Displacement (0.80, 1.10, 11.50)
Min Recoil Rotation (-0.90, 0.69, -0.70)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.04
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.85


Min Camera Kick (1.10, -0.31, -0.50)
Max Camera Kick (2.50, 0.60, 0.50)
Min Recoil Displacement (-0.11, 0.20, 4.50)
Weapon Shot Displacement (0.10, 0.50, 6.80)
Min Recoil Rotation (0.20, -0.11, -0.21)
Max Recoil Rotation (0.50, 0.10, 0.20)
Sight Magnification 1.8x


Reload Time 1.9 seconds
Empty Reload Time 2.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
Coyote Sight 380 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The M16A3 is an American Assault Rifle. It is unlocked at rank 31, or it can be purchased with credits.


The M16A3 is a modified version of the M16A2 adopted in small numbers by the United States Navy SEALs, Seabees, and Security units.[1] The M16A3's main difference from its predecessor is its adoption of a three-position trigger group, with safe, semi- and fully-automatic settings.


General Information

The M16A3 is a rather on-par assault rifle; dealing 32 damage up close and dropping to 22 damage at the end of its damage drop off, equating to a four-shot kill (4SK) up close and a 5SK at longer ranges. Range is fairly good for its class, with damage beginning to drop off at 80 studs and stopping at 145 studs. Rate of fire (RoF) is also quite good for an assault rifle, at 800 RPM. The M16A3 also boasts an above-average muzzle velocity for its weapon type, at 2800 studs per second, resulting in the M16A3 having a fairly consistent, albeit relatively average time to kill (TTK) across all distances.

The M16A3 has a moderate first-shot recoil, but a fairly controllable overall recoil, kicking mostly vertically with some horizontal deviation—this is noticeable when aiming. Furthermore, it does have a good recoil recovery speed as well as moderately low camera recoil. Hipfire accuracy is on par with other assault rifles as are the aim down sights (ADS) time, switch times and walk speed.

The M16A3 does have much faster reload times than most assault rifles, however. With a tactical reload requiring 1.9 seconds to complete and an empty reload taking 2.7 seconds, the M16A3 is tied with the M16A4 for fastest tactical reload time in-class, along with an in-class average 30-round magazine capacity. Coupled with its higher RoF, the M16A3 ends up having a fairly high ammunition consumption rate. Fortunately, the M16A3's ammunition type is quite common among assault rifles and carbines.

Usage & Tactics

The M16A3 is geared towards close to medium range combat, given its higher RoF compared to other assault rifles as well as quick reload times. However, it is also quite versatile overall, being quite customizable to a user's preference and sporting good statistics across the board, such as damage, range, and RoF. Its consistent TTK means that it can go toe-to-toe with some personal defense weapons such as the MP10 and carbines such as the G36C and L22 at close range, but also allows it to remain competitive at a medium range with other assault rifles such as the G36, AK12 and AUG A3.

With this in mind, an M16A3 user should be aiming to remain within close to medium range, as in close-quarters-combat (CQC), the M16A3 loses out to faster firing weapons such as the Kriss Vector and MAC10, and higher damage weapons such as the AK47, which all have lower TTKs up close. Conversely, a user should not engage a user at long range, despite the better muzzle velocity compared to other assault rifles; its 5SK makes it much harder to achieve a kill at longer distances compared to more suitable weapons such as a designated marksman rifle. It is best to remain within the 4SK distance of the M16A3 and take full advantage of the versatility it provides to the user. Multiple strategies and playstyles can work well with the weapon, such as aggressive rushing tactics and defensive methods, as well as flanking.

One major flaw that hinders the weapon's performance is the M16A3's relatively high muzzle flash. Compared to the M4A1, it is more visible, obstructing its iron sights which makes target acquisition more difficult. To combat this, a flash hider is a good attachment at the cost of slightly reduced hipfire and sight accuracy and stability. An alternative to this is a suppressor, at the cost of reduced damage, muzzle velocity and overall effective range with a very minor change to recoil.

Attachment wise, the M16A3 is very flexible to a user's demands, and can accomodate many different attachment combinations which fit into individual playstyles. For barrel attachments, those who struggle with the horizontal recoil of the weapon can opt for a compensator, which makes the M16A3 very stable when firing at the expense of slightly higher vertical recoil. The suppressors also provide a good option for those looking for a stealth option. The downsides of the suppressors are not as severe as with other weapons; the damage and range reduction being minimal, meaning the shots to kill (STK) remains the same. Muzzle velocity reduction will depend on the equipped suppressor, but thanks to the above-average muzzle velocity the M16A3 has by default, the reduced values remain higher than other assault rifles with the specific suppressor.

In regards to optical attachments, sights like the Coyote Sight and Reflex Sight are arguably a better choice over the iron sights. Such optics provide a clearer sight picture, more precise aiming device and are generally less obstructive. Furthermore, the M16A3's better performance at close to medium range means lower-magnification optics such as the aforementioned Coyote Sight are well-suited given the wider field of view lower magnified optics provide. However, this is subject to a user's preferred optical device.


The M16A3 is overall a suitable close to medium range rifle, due to its damage output and relatively low recoil; furthermore, it is a good substitute for users who do not prefer to use the M16A4. However, its high muzzle flash and first shot recoil, along with an inability to remove the front iron sight may result in some difficulty to apply the M16A3 in long ranged situations.

Pros & Cons


  • Overall controllable recoil.
  • Fastest tactical reload time in-class.
  • Relatively high RoF.
  • Common ammunition type.
  • Good maximum range for its class.
  • Above average muzzle velocity (at 2800 studs/s).


  • High muzzle flash—can obstruct view of the iron sights.
  • Front iron sight will remain even with optical attachments—can hamper target acquisition.
  • Moderately high ammunition consumption rate.
  • Moderate first shot recoil.


  • The M16A3 in Phantom Forces is actually an M16A4-R0901 which is featured the safe, semi- and fully-automatic trigger group like the M16A3.
    • This is likely due to the in-game M16A3 being based on the M16A3's depiction in Battlefield 3.
  • Along with all other AR-15 Family members' models, the selector switch is on safety.
  • The bolt is closed after the last shot, it is not the case in real life where the bolt would lock open.
    • In real life, when the bolt is open, the user can reload and press the bolt release button to chamber the round. The charging handle is used when reloading with the bolt closed.
    • There was previously a bolt release animation, used in the tactical reload animation, but was removed to make the reload more realistic.
  • The M16A4 and the M16A3 have practically the same model except for the color of the magazine.
  • Like the M16A4, MG3KWS and TEC-9, the M16A3's in-game model has no trigger.
  • Even though the actual M16A3 doesn't have the Rail Adapter System (RAS) or Rail Interface System (RIS) hand guard from the factory, unlike the M16A4 does, it can still use it as the handguard is compatible with any M16 variant, including the M16 and M16A1.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40
X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - Micro Uzi - MP1911


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

Test Place    New    Re-Added    Featured Article
Community content is available under CC-BY-SA unless otherwise noted.