Marksman rifles in Call of Duty: Black Ops 6 are some of the most specialized primary weapons, behind only sniper rifles and shotguns. Not all marksman rifles have the one-shot capabilities that those weapon classes have, and the ones that do take more skill to pull off.
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The SWAT 5.56 is one of two burst-fire marksman rifles, along with the AEK-973. Both of these burst-fire weapons can be extremely capable in the right hands, and also cost you easily winnable gunfights if you make one mistake with them.
SWAT 5.56 Strengths And Weaknesses
The SWAT 5.56 is, in its ideal scenario, one of the best weapons there is. It has one-burst potential, without needing to land any headshots. All three shots landing on the body of an enemy will drop them, giving it one of the best time-to-kills of any weapon in the game that can’t outright kill in one shot.
Close And Long Range Disadvantages
The problem with it is, if you don’t land a full burst on an enemy, it’s likely they’re going to be able to drop you before that second burst leaves your SWAT, particularly in anything other than medium range.
In close range, the SWAT is going to vary wildly in performance based on your enemies’ movement capabilities. If an enemy is very close and moving horizontally from you, you’re likely to miss at least part of your burst, and the enemy is going to punish you for it.
In long range, it can be difficult to keep the entire burst on an enemy without stacking quite a few stability-improving attachments on the weapon.
If any enemy is behind cover, it’s going to give you an even smaller target, making the SWAT one of the worst marksman rifles for combating snipers with, especially compared to
the Tsarkov
.
Overkill Wildcard
These loadouts are going to include the Overkill Wildcard, which allows you to bring two primary weapons as opposed to one primary and one secondary. If you’re not very comfortable with a secondary weapon, you can forego it for a different option, though there are going to be certain situations where you’re at a disadvantage.
The ability to bring a second primary weapon can help cover the range weaknesses that the SWAT possesses. You can cover either close or long range with your other weapon, ensuring you’re using your SWAT in its ideal situation and not getting thrown into situations you have no answer for.
SWAT 5.56 | KSV
The SWAT 5.56 and the KSV make a weapon combination that performs exceptionally well in close and medium range. You’re still going to be at a disadvantage against sniper rifles, but most loadouts are when engaging snipers in their preferred situation.
SWAT 5.56 Build
This SWAT build is meant to give it good performance at the closer and further edge of medium range, with a balance of attachments helping recoil, flinch, and handling.
The vertical recoil is the main problem with this weapon’s recoil, and the compensator will help keep that down. The extended mag will improve your multi-kill potential, while the commando grip and heavy stock will improve how easy it is to maneuver the weapon in difficult situations.
Optic |
Largely preference, but the Jason Armory 2x is a great, flexible scope. |
N/A |
---|---|---|
Muzzle |
Compensator |
-14% Recoil Gun Kick | -25% Vertical Recoil |
Magazine |
Extended Mag I |
+10 Magazine Capacity | +13% Reload Time | +15% Empty Reload Time |
Rear Grip |
Commando Grip |
+13% Aim Down Sight Speed | +14% Sprint To Fire Speed |
Stock |
Heavy Stock |
+ Flinch Resistance |
The KSV build is going to be very dependent on preference; it’s a weapon that functions in one particular kind of range, so whatever playstyle you’re personally comfortable with is going to be perfectly viable. If you’re a run-and-gun player, attachments that improve mobility and weapon handling will be important. If not, attachments that keep it more stable will be beneficial.
The SWAT 5.56 | KSV Full Loadout
This loadout is meant to deny enemies intel on your location, giving you more freedom for flanks in both close range and medium range. Either way, you’ll have a weapon capable of bringing down enemies with great speed.
Fast Hands as perk two is worthwhile for those close-range situations where somebody surprises you. It keeps you from trying to engage at that range with the SWAT, and lets you get your KSV into your hands much quicker.
Primary Weapon |
SWAT 5.56 |
||
---|---|---|---|
Primary Weapon |
KSV |
||
Tactical |
Preference |
||
Lethal |
Preference |
||
Field Upgrade |
Preference |
||
Perks |
Ghost |
Fast Hands |
Vigilance |
Wildcard |
Overkill |
Close-Range Weapon Alternate
If you’d prefer, the KSV can be swapped out for a shotgun; the Marine SP is going to give you one-shot potential in close range, even if it limits your closer-medium range possibilities slightly.
This will let you easily dispatch SMGs sliding at you in close-range, but it is going to mean you need to be comfortable either closing the gap quickly with the shotgun against enemies around ten meters away or so, or else be comfortable using your SWAT in that range.
Muzzle |
Modified Choke |
Tighter ADS Pellet Spread |
---|---|---|
Barrel |
Long Barrel |
+0.5M Effective Range | +27% Reload Time | +24% Empty Reload Time |
Stock |
Combat Stock |
+11% Sprint To Fire Speed | +50% Slide To Fire Speed |
Steady Aim Laser |
Steady Aim Laser |
-18% Hipfire Min/Max Spread |
Fire Mod |
Rapid Fire |
+13% Fire Rate | +25% Recoil Gun Kick | +20% Horizontal Recoil | +25% Vertical Recoil |
SWAT 5.56 | SVD
The SWAT 5.56 can be configured to perform better at close range, allowing you to bring a sniper rifle if you’d prefer. This loadout is going to sacrifice some of the super-close range capabilities, but it’s going to give you one-shot potential at long range.
This loadout is going to be particularly good in Warzone, where many fights are in those longer ranges.
Weapon Builds
The SWAT 5.56 takes some work to get into shape for this kind of handling, but it does entirely change the possibilities of the weapon.
Every single attachment in this build is going to give the weapon better speed in some way or improve the time-to-kill at the cost of accuracy. That accuracy penalty is not going to hurt as much in close-range, where enemies take up much more of your screen.
Magazine |
Fast Mag I |
+14% Reload Quickness | +13% Empty Reload Quickness | +5% Aim Down Sight Speed | +5% Sprint To Fire Speed |
---|---|---|
Rear Grip |
Commando Grip |
+13% Aim Down Sight Speed | +14% Sprint To Fire Speed |
Stock |
Light Stock |
+22% Movement Speed | +36% Crouch Movement Speed |
Light Stock |
Tactical Laser |
Adds Tactical Stance, which is fantastic for close-range fights with this build. |
Fire Mod |
Rapid Fire |
+15% Fire Rate | -10% Bullet Velocity | +30% Recoil Gun Kick/Horizontal Recoil/Vertical Recoil |
The SVD is a sniper bordering on absurd effectiveness, with the possibility of one-shotting to the chest with a fire rate of two shots per second.
Because it’s a sniper rifle, build this weapon in whatever way you’re most comfortable with. The only thing that’s important with this weapon is consistently hitting someone in either the upper chest or the head, and that’s going to look different for everyone.
The only attachment this SVD build is built around is going to be a
thermal scope
.
The SWAT 5.56 | SVD Full Loadout
This SWAT 5.56 loadout is primarily suited around complimenting the smoke grenades as the tactical. This is going to give you extra opportunities to get easy kills with the SVD (and the SWAT 5.56 if you end up ditching one of the included attachments for a thermal scope there.)
The spring mine is going to help you watch your own back, and the molotov or impact grenade is going to be great to toss into a smoke area full of enemies. Lastly, Cold-Blooded will ensure enemies can’t see you through your own smoke, giving you a distinct advantage.
Primary Weapon |
SWAT 5.56 |
||
---|---|---|---|
Primary Weapon |
SVD |
||
Tactical |
Smoke |
||
Lethal |
Molotov/Impact |
||
Field Upgrade |
Spring Mine |
||
Perks |
Ghost |
Tracker |
Cold-Blooded |
Wildcard |
Overkill |
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