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 currently the only automatic M16 rifle in-game, and it can be seen as an alternative for those who do not like the M16A4's burst mode.

The M16A3 deals 32 damage within 80 studs and drops to 22 damage at 145 studs. The damage of the M16A3 is quite average for its class while the rate of fire (RoF) is better than most other assault rifles, firing at 800 RPM in fully-automatic. It has a fairly low time to kill (TTK), just slower than weapons like the M16A4, AS VAL, FAMAS and M231. While the higher RoF is quite good, it also results in a higher ammunition consumption rate. Fortunately, assault rifles are quite commonly used, and the 5.56x45mm NATO ammunition the M16A3 uses is also quite common, meaning the user can easily find ammunition.

The M16A3 has a very low blowback/visual recoil, which is very suitable to track an enemy on move at medium range. The first shot recoil of this rifle is quite high that it needs some recoil control and good attachments. Nevertheless, the physical recoil pattern is low with a mixture of both low horizontal and vertical recoils. The M16A3 has noticeably good recoil recovery. In semi-auto mode, the M16A3 can effortlessly score multiple shots on target very fast, which is a noticeable trait of the M4s and M16s.

This, combined with its fairly clear iron sights, allowing for overall better target acquisition compared to the shorter M4 or M4A1.

Usage & Tactics

One major statistic that hinders the aforementioned qualities is the high muzzle flash. Compared to the M4A1, it is generally higher, it completely blocks off the view of the iron sights, hindering target acquisition. The Flash Hider is generally recommended, at the cost of generally lower hip and aim stability. Another option is to use a suppressor, at the cost of reduced damage and overall effective range, but also improve the recoil pattern. A Compensator is also useful, as it helps decrease the horizontal recoil, making the M16A3 very stable when firing. A Muzzle Break will help with the first shot recoil, especially when using a Grip due to Grips on the M16A3 has tendencies to increase the first shot recoil, also latter shots will have extremely low recoil, albeit the horizontal recoil could be a bit troubling if the player isn't used to it.

It is generally recommended to use an optic/red dot, which can increase target acquisition, albeit rather poorly because of the muzzle flash, and the fact that the front iron sight is not removed.

The MARS sight is generally a good, even a great option, because the reticle and lens are higher than other optics. The MARS is generally a tall sight, which makes the front iron sight less visible. At the same time, muzzle flash is less visible. However, if the player doesn't mind the muzzle flash, and the lack of removal of the front iron sight, any other optic is recommended.

With practice on targeting the head and aiming abilities, alongside effective employment of attachments, the M16A3 will be a very effective weapon, especially within the distance of 40 to 150 Studs, it's range can be further extended if the user is used to the recoil, and can even contest several PDWs like the MP5 within their maximum damage range, although the user should stay outside of PDWs maximum range due to the M16A3's maximum range is extended to 80 Studs, can 3 Shot Kill (SK) if 1/3 shots is a headshot within the maximum range and to have an upper hand against certain PDWs (Not getting into their maximum range).


The M16A3 is overall a good assault rifle, and it can be seen as a direct upgrade to the M4A1, though the visually lower sight field of view (FOV) and high amount of muzzle flash can be seen as a rather major problem, the M16A3 still remains a great gun, it has higher minimum damage, and can be a great substitute for the M16A4 for the people who do not like the burst mode.

Pros & Cons


  • Overall stable recoil.
  • Fastest reload time of its class, allowing the user to quickly get back into fights.
  • High rate of fire (RoF) of 800 RPM.
  • Ammunition type is easily found.
  • Good maximum range for its class.
  • Above average muzzle velocity (at 2800 Studs/s)


  • High muzzle flash which can disorient or completely block off the view of the iron sights.
  • Moderate first-shot recoil.
  • Front iron sight will remain even with optical attachments, which could hamper with target acquisition.


  • 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 seen in Battlefield 3.
  • 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.
  • Though the M16A3 doesn't have the Rail Adapter System (RAS) or Rail Interface System (RIS) from the factory, unlike the M16A4, it is incorrect to say that it can't support the rail systems. They are made to be compatible with any M16 version, including the M16 and M16A1.


Primary Weapons

Assault Rifles

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

Personal Defense Weapons

M1921 - MP5K - UMP45 - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40

Light Machine Guns

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

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
Hecate II - M107 - Steyr Scout


Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
Groza-1 - AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - 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 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911


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


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

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