M4 angled


M4 alpha

Weapon Type Primary Weapon
Weapon Class Carbine
Rank Prerequisites Rank 14
Damage 35 → 19
Range 50 max → 100 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes 3× Burst & Semi
Rate of Fire 950 RPM

TTK (Time to Kill) 0.06 s
Head & Body Multiplier
per bullet/pellet
Max (50 studs) Min (100 studs)
(x1.5) Head 52.5 28.5
(x1) Torso 35 19
(x1) Arms and Legs 35 19
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 35 -> 17.1 50 max -> 90 min
R2 Suppressor 33.25 -> 18.05 47.5 max -> 95 min
PBS-1 Suppressor 33.25 -> 18.05 47.5 max -> 95 min
PBS-4 Suppressor 33.25 -> 18.05 47.5 max -> 95 min
Suppressor 31.5 -> 19 45 max -> 100 min
Armor Piercing 35 -> 15.83333 0 max -> 100 min
Hollow Point 29.16667 -> 22.8 50 max -> 100 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.0 studs
Suppression 0.5


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 22
Weapon Recovery Speed 23
Weapon Recoil Damping 0.9


Min Camera Kick (1.29, -0.61, -0.31)
Max Camera Kick (1.70, -0.11, 0.30)
Min Recoil Displacement (-0.50, 0.30, 12.19)
Max Recoil Displacement (0.80, 1.10, 12.50)
Min Recoil Rotation (-0.31, 0.50, -0.31)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 10
Hipfire Spread Damping 0.80


Min Camera Kick (1.10, -0.44, -0.50)
Max Camera Kick (2.09, 0.30, 0.50)
Min Recoil Displacement (-0.11, 0.20, 11.19)
Weapon Shot Displacement (0.10, 0.40, 11.80)
Min Recoil Rotation (0.20, -0.21, -0.31)
Max Recoil Rotation (0.50, 0.20, 0.30)
Sight Magnification 1.8x


Reload Time 1.7 seconds
Empty Reload Time 2.2 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
PK-A 165 Kills
PKA-S 225 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 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

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 M4 is an American Carbine member of the AR-15 Family. It is unlocked at Rank 14 or with credits (CR).


The M4 Carbine is a carbine variant of the M16A2 Assault Rifle, which is based on the ArmaLite AR-15 rifle. The M4 has 80% of part commonality with the M16A2 and like its parent design, it fires a three-round burst.

The weapon's design has its roots in the Colt CAR-15 series of weapons, which date back to the Vietnam War. One of the more notable CAR-15 variants is the XM177 'Commando', which featured a 10-inch barrel with a unique flash suppressor. However, the suppressor was added to the weapon due to the significant amount of muzzle flash produced by older CAR-15 designs due to the shorter barrel. The shorter barrel also worsened ballistics, reducing its accuracy and range. However, as a short-ranged weapon, it was deemed quite adequate for its intended role.

In 1984, Colt began working on a new carbine design, combining the best features of the Colt Commando and later, the newer M16A2 rifle, designated as the XM4. Later and final models of the weapon featured a longer 14.5-inch barrel, which allowed the attachment of a bayonet and an M203 Grenade Launcher and also improved the weapon's ballistics and reduced muzzle flash. Final models also featured a cartridge deflector and other minor upgrades.

In 1994, the U.S. military officially accepted the M4 into service, with the weapon first seeing its first operational conflict in Kosovo in 1999. It has seen major usage in the 'War On Terror', including combat in Iraq and Afghanistan.

The M4 largely replaced the M16A2 in frontline service by U.S troops, although the M16A4 was adopted as the standard-issue rifle of the U.S. Marine Corps. However, M4s were issued to troops in positions where the full-length M16 was too bulky for such operations, such as vehicle operators.[1] The M4 also largely replaced submachine guns and selected sidearms in service, as it provided more stopping power and penetration than either aforementioned weapons.

In December 2017, the Marine Corps revealed a decision to equip every Marine in an infantry squad with the M27, ultimately replacing the M4 in that part of the service.


General Information

The M4 is a fast-firing carbine, having a very high rate-of-fire (RoF) of 950 RPM - the fastest in-class. This is fired in three-round bursts, being the only burst-fire carbine in-game. The weapon does not have any burst delay, meaning a user can fire at 950 RPM without stoppages, however, this is harder for less experienced users.

The M4 also sports high close-range damage, dealing a three-shot-kill (3SK) up close, or a 2SK with headshots. At longer ranges, damage is quite poor, being a 6SK at the end of its damage drop-off. Range is average, with its damage beginning to drop-off at 50 studs and finishing at 100 studs.

Muzzle velocity is below average for a carbine, at 2200 studs per second. Due to the high close-range damage and high RoF, the M4 has the fastest minimum time-to-kill (TTK) in-class.

The M4 is also very mobile, as it is essentially a shorter M16A4. The player can use this mobility to their advantage, allowing the user to avoid potential conflict, or escape from a dire situation.

The weapon is effective up to a moderate range. As well as having a very fast RoF and recoil, it also has one of the faster reloads in the game, clocking in at 1.7 seconds for a tactical reload and 2.2 seconds for a full reload.

Usage & Tactics

The M4 is a very effective offensive weapon. Its low recoil, very high rate of fire and damage create a near-perfect carbine. The semi-auto has its place, but the M4 is more ideal for close to medium range engagements.

The M4 deals 19 damage per shot at long range, meaning it will take 6 bullets to down an enemy. Using it in semi-automatic at close and moderate ranges will often get the user killed due to the poor damage output.

With the 3SK capacity at close range, the M4 is capable of a 1 burst kill like the M16A4. While the M4's 3SK range is shorter than the M16A4's, its fire rate is superior to that of its assault rifle counterpart and has good hipfire performance.

The gun lacks full-auto, which is often a downside for many users, as the majority are not often accustomed to not having a full-automatic fire mode.

However, newer players can get used to the burst mode, while a skilled player can adapt to most gameplay styles. This gun cannot compete with a sniper rifle at long ranges, so the best tactic is to flank around the sniper. If the player dislikes burst mode and prefers full-auto instead, the M4A1 is a viable option in this case.

The M4 is highly customizable. There are plenty of good combinations of attachments for any play style. Users can spend time fine-tuning the M4 to their playstyle, as it is extremely versatile and well-rounded.


The M4, in some ways, surpasses the M4A1. The M4 possesses both a higher maximum damage and higher RoF than its fully-automatic variant, overall having a much better TTK in CQC. For any skilled or adaptable player, this weapon will offer a direct upgrade to the M4A1.

However, at longer distances, the M4 is less accurate compared to the M4A1, and continuously spraying the M4 will hinder accuracy at range further. For average players, the M4 is also more difficult to use due to being a burst fire weapon instead of a fully-automatic one. If a user wants a weapon that can spray bullets at enemies at longer ranges, the M4A1 is a better choice. However, when mastered, the M4 outclasses the M4A1 in almost every way. This compensates for users who have spent time mastering the burst firemode.

Pros & Cons


  • High damage - two-shot headshot in CQC.
  • Very low minimum TTK.
  • Low recoil.
  • Good hipfire.
  • High RoF.
  • Good mobility speed.
  • Common ammunition type.
  • Fast reload time.


  • Burst-fire weapon - harder to use.
  • Fast damage drop.
  • Short maximum range.
  • High muzzle flash.
  • Poor minimum damage - 6SK at long range.
  • Lower than average muzzle velocity.
  • Obstructive front sight when using certain optics.


  • Before the version 0.12.7, the M4 had three firing modes: Full-auto, Burst fire and Semi-auto.
    • As of 0.12.5, the M4 got a model update and had the automatic firemode removed, for a more accurate representation of the real-life counterpart.
      • Its fully-automatic counterpart, the M4A1, was later added in as a Rank 14 carbine (now 0). The new M4A1 has the same exact stats as the M4 before 0.12.7.
  • The M4 is a shorter derivative of the M16A2 with some improvements, such as the fact it uses a 14.5 inch barrel instead of a 20-inch barrel and a telescoping stock. This makes it better suited to CQC operations (such as in urban areas), support troops (i.e. artillery crews, medics, spotters, etc.), and vehicle crews as it is a lot more compact, but its effective range is a lot less than the M16 due to the reduced velocity
  • Before v0.12.7, when different optics were used on the M4, the front sight was removed, which was considered unrealistic because the front sight is attached to the gas block.
    • This was fixed in v.0.12.7.
  • Optics are now adjusted in height with the assist of a slab that replaces the carry handle to avoid the front iron sight from blocking the reticle.
  • The M4 was often seen featured in some of the thumbnails of the game.
  • While the M4 has a built-in Flash Hider, there is no difference in the muzzle flash unless you apply the attachment. This also applies to the M4A1, M16A3, and M16A4.
  • Before the July 4th 2017 update, this was the default Carbine unlocked as a starter weapon. This is currently held by the M4A1.
  • The Rank to unlock the M4A1 originally was Rank 14. Currently, the M4 has this spot.
  • The M4 used to be the starter carbine. It was replaced by the M4A1 because of how easy it was to use compared to the M4.
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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