An American carbine based on the AR-15 platform. Fully automatic trigger group. Very stable firing characteristics, strong close range performance with weaker ranged performance.
–In-game description
M4A1 angled
Weapon Type Primary Weapon
Weapon Class Carbine
Rank Prerequisites Rank 0
Damage 34 → 19
Range 35 max → 120 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 780 RPM

TTK (Time to Kill) 0.15 s
Head & Body Multiplier
per bullet/pellet
Max (35 studs) Min (120 studs)
(x1.40) Head 47.6 26.6
(x1.00) Torso 34 19
(x1) Arms and Legs 34 19
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 34 -> 17.1 35 max -> 120 min
R2 Suppressor 32.3 -> 18.05 33.25 max -> 114 min
PBS-1 Suppressor 32.3 -> 18.05 33.25 max -> 114 min
PBS-4 Suppressor 32.3 -> 18.05 33.25 max -> 114 min
Suppressor 30.6 -> 19 31.5 max -> 120 min
Armor Piercing 34 -> 15.83333 0 max -> 120 min
Hollow Point 40.8 -> 22.8 35 max -> 120 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.0 studs
Suppression 0.5


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 19
Weapon Recovery Speed 20
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, 0.60, 7.19)
Max Recoil Displacement (0.80, 1.10, 8.50)
Min Recoil Rotation (-0.61, 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 (1.50, -0.44, -0.50)
Max Camera Kick (2.09, 0.30, 0.50)
Min Recoil Displacement (-0.11, 0.20, 6.19)
Weapon Shot Displacement (0.10, 0.40, 7.80)
Min Recoil Rotation (-0.21, -0.25, -0.31)
Max Recoil Rotation (0.50, 0.25, 0.30)
Sight Magnification 1.8x


Reload Time 1.8 seconds
Empty Reload Time 2.3 seconds
Equip Speed 12
Aiming Speed 18
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 Sight 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The M4A1 is an American Carbine variant of the M4 Carbine. It is unlocked by default.


The M4A1 is a variant of the M4 Carbine, which in turn, is a variant of the M16A2 assault rifle. Unlike the M16A2 or M4, which are burst-fire weapons, the M4A1 is fully-automatic. The weapon was designed for special operations usage, as fully-automatic fire is considered to be more effective than burst-fire for clearing rooms and other close-quarters-combat (CQC) scenarios. A newer bolt carrier was also developed to increase the durability, making the M4A1 more robust to withstand sustained fire. The fully automatic trigger gives a more consistent trigger pull, which leads to better accuracy, mostly for the semi-automatic fire. Another addition is an ambidextrous selector lever for easier use with left-handed shooters.

In the last few years, M4A1s have been refitted or factory produced with a heavier barrel. This was for multiple reasons, such as better heat dissipation when firing in full-auto, and better accuracy, which is a byproduct of barrel weight. 

The U.S Army since 2014 has been converting M4s into the M4A1, with the aim to convert all U.S. Army M4s to the automatic variant by 2019. Though still in service with special forces, combat in Afghanistan showed the need for providing automatic suppression fires during fire and movement for regular soldiers. Each carbine upgrade costs $240 USD per rifle.

The M4A1 is predominantly used by commandos, paratroopers, special forces, and SWAT teams as their weapon of choice.


General Information

The M4A1 has decent statistics across most areas. It has a good rate of fire (RoF), at 780 RPM. It also sports good damage for a carbine, with a three-shot kill (3SK) up close and increasing to a 6SK at the end of its damage drop off. With the exception of its first shot recoil, the recoil of the M4A1 is quite low and the recoil pattern is relatively tight and accurate for medium range combat; it is fairly easy to control, meaning that a user can hold down the trigger whilst still remaining on target at a considerable distance. It is able to fire in either fully or semi-automatic.

It does have a lower than average muzzle velocity, at 2200 studs per second versus the average 2500 studs per second for most 5.56×45mm NATO carbines and assault rifles. It has a fast reload time, being one of the fastest reload times in-game, like the other AR-15 family members.

Usage & Tactics

The M4A1 is quite effective as a close-medium ranged weapon, generally being good as an offensive weapon like other carbines. The good RoF and damage allow it to compete relatively fine in CQC and medium range. Furthermore, the M4A1 is also mobile enough to get behind enemy lines with ease. The weapon tends to have poor performance at longer ranges, with a 6SK and having less than average muzzle velocity. In most cases, using the M4A1 at longer ranges should be avoided, however, it can work decently given the low recoil and if the user is skilled enough.

The M4A1 is highly customizable. There are many good combinations of attachments for any playstyle. Users can spend time fine-tuning the M4A1 to their specifications, as it is extremely versatile. For a more close quarters oriented build, suppressors and low-magnification optics such as the Reflex Sight would work well. A Vertical Grip can also work well with such setups, giving the weapon having adequate hipfire performance, a vital trait in CQC. If one wishes to build focused more on mid-range combat, a high magnification optic would be preferable, along with an Angled or Stubby Grip to lower the already controllable recoil.


The M4A1, like most starting weapons, works well as an all-rounder weapon. It is able to perform to an acceptable level in most situations, neither being the best or worst carbine in any given situation. However, it has no unique attribute compared to other carbines; its lack of specialization is both its strength and downfall. It is a versatile weapon; able to do anything a user requires it to do to a satisfactory standard.

Pros & Cons


  • Good RoF.
  • Good minimum range.
  • Fast reload time.
  • Extremely versatile.
  • High maximum damage—3SK up close.
  • Mild recoil.
  • Common ammunition type.


  • Less-than-average muzzle velocity for its class.
  • Longer time to kill (TTK) at long range.
  • Poor minimum damage—6SK.
  • Short maximum range.
  • Front sights are not removed when attaching an optic, making it somewhat obstructive.


  • Before the release of the M4A1, the original M4 had a different model and had three fire modes: Auto, Burst, and Semi. This M4 was then split into the M4 and M4A1, most likely to be more realistic.
  • This was previously unlocked at rank 14, but is now unlocked by default. It switched places with the M4's original unlock rank.
  • The M4A1 is the only starter primary weapon that is available to all classes.
  • When attaching some optics, such as the Z-Point, the original front iron sight will remain, somewhat hampering target acquisition.
    • This is realistic in two ways; the first being that the front sight cannot be folded down.
    • Secondly, the removal of the front sight would mean the removal of the entire gas block. An AR-15 derivative with the normal M4/M16 front sight cannot fire normally without the gas block and the bolt has to be manually actuated after each shot instead of how the weapon works in the game.
    • However, the carry handle on the M4A1 can be removed, for simpler flip up sights.
  • Before the 4.0.0 changes, the M4 and M4A1 could be differentiated by the color of their magazines. The M4A1 had a black magazine where the M4's was gray. This is no longer the case.
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
X95R - HK51B

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

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