
- Select the weapon in question and go to “+ Create New Build.”[/*]
- Choose the Base Weapon, or any of the Blueprints you’ve collected, as the basis of your new Weapon Build.[/*]
- Enter the Gunsmith, and perfect your weapon by adding Attachments, Cosmetics, and testing the weapon out in the Firing Range.[/*]
- Move back to the Custom Loadout screen, where your weapon has a default name, and select “Build Options.”[/*]
- Rename your weapon (you can also duplicate or reset it, too).[/*]
- Your weapon is automatically saved. Now, when you access the Loadout Menus in your other game modes (in this example, RBZ or WZ), the weapon, along with the Attachments, Cosmetics, and name, appears.[/*]
- All builds are saved within the menu of the individual weapon type.[/*]

- Gaining the Advantage: Attachments almost always come with a benefit (Pro), and not a detriment (Con), so you know you’re creating a weapon more potent than the base version.[/*]
- Optics for All... : Almost all Optic Attachments are shared across all weapons in a Weapon Class. For example, unlock the Red Dot Sight with a SMG and you’ll be able to equip it to all SMGs in the Weapon Class.[/*]
- ...Everything Else is Unique: All other Attachment Types – Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, and Fire Mods – are unique to the weapon in question in terms of unlocking and usage.[/*]
- Getting Specific: Instead of having a weapon function – such as ADS speed – being affected by multiple attachments that are difficult to keep track of, they are related to a single Attachment type. [list]
- For example, equipping a “Rear Grip” Attachment will always improve your handling, and the grip you choose will boost a unique combination of handling stats (to Sprint to Fire Speed, Slide to Fire Speed, Dive to Fire Speed, ADS Speed, or a combination thereof). All the different grips are designed to improve the weapon’s potency, not reduce it.[/*]


- There are five points available, for Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, and Pistols.[/*]
- You can pick none, or up to five Attachment Points, though the more slots used, the better the weapon is likely to perform.[/*]
- Each weapon type has more available Attachment types than points. For example, you can choose up to five points when building out an SMG, but there are nine Attachment Types.[/*]
- Launchers and Melee Weapons do not have Attachment points.[/*]
- You can increase the number of Attachment Points from five to eight by selecting the Gunfighter Wildcard, available when you reach Player Level 33.[/*]

- Firepower: The fire rate, damage, range, and firing ping on the Mini-Map.[/*]
- Accuracy: The minimum and maximum Hip Fire Spread, Recoil Gun Kick, Horizontal and Vertical Recoil, bullet velocity, and Flinch Resistance.[/*]
- Mobility: The Movement Speed (Crouch, normal, Sprint, and ADS).[/*]
- Handling: Reload quickness (both with rounds and empty), ADS Speed, Sprint to Fire Time, and Weapon Swap Speed.[/*]











