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AK Rifle 7.62
Verified: v511
INFO
Class Assault Rifle
Fire Mode(s) Full-Auto
Semi-Auto
STATS
Ammunition 30
RPS 8
Crouch Recoil 90%
RLD Time 1.61s
Swap Time 0.65s
Run Speed 99%
DAMAGE TYPE DMG DPS
Person 65 520
Critical Hit 130 1040
Turret 1.3 10.4
Tanks 3.25 26
APC and Car 6.5 52
Heli and Jet 9.75 78
Base Damage Drop

The AK Rifle is one of the most-commonly used weapons in War Brokers, and for good reason. Aside from being one of original weapons in the game, the AK Rifle is one of the simplest weapons to understand and find success with. This powerful assault rifle is often contested as the number one weapon to consider using against its brother the AR Rifle. It is a close to close-medium range weapon and the only assault rifle not to feature Burst Fire as an available firing mode.

The AK Rifle uses a model from Synty's Polygon Heist pack and is based on the real Kalashnikov AK-47. The model has standard wooden furniture, hand grip, and a fixed wooden stock. It also features prominent iron sights complete with a fold-down leaf-type sight.

In Standard modes the AK Rifle has a 2x Scope. In Survival modes the AK Rifle uses Rifle Ammo . Each AK Rifle comes with 30 rounds loaded.

Performance[]

The AK Rifle is very powerful and very popular for the flexible meta of AK Rifle and Sniper Rifle, or AR Rifle and Sniper Rifle. Of the two loadouts, the AK Rifle and Sniper Rifle is the most-balanced weapon set in the game for playing across all maps of the game.

Used in hipfire, the AK Rifle has horrible spread that should not be relied on for spray-and-pray strategies. The benefits of the weapon come from its use when ADS with its high damage. It is one of the few weapons in the game that can kill in 3 head shots. Of the majority of weapons in the game, the AK Rifle also maintains solid vehicle damage, even if minimal in comparison to weapons more suited to anti-vehicle combat.

The AK Rifle is the best assault rifle for CQC, though does face competition from the very similar Mutant. The Mutant is very similar stat-wise to the assault rifle family and statistically outclasses the AK Rifle in CQC due to its slightly higher fire rate. Due to the Mutant's lack of 2x Scope, the AK Rifle does soon overtake for control as the range begins to increase. Players should consider what ranges they are working with before choosing one or the other.

In true CQC maps, the sub-machine gun family outclasses the AK Rifle and Mutant. The shotguns also threaten players as the range shortens further. This makes the AK Rifle hard to justify on maps like Office and Area 15 Bunker, but not completely useless.

As range creeps out of the CQC range, the AK SMG continues to threaten the AK Rifle for a while—though with less control as range increases. For most players, the effort required to maintain the benefits of the AK SMG past a certain point will not be worth it compared to the easier to control AK Rifle for that given range. The Mutant will also compete against the AK Rifle as the close medium ranges are reached. With range against the AK SMG and more control, the Mutant is the next jump up in the range progression before the AK Rifle is the obvious choice for control and performance.

Weapon choice may depend greatly on player strategy and play style. The AK Rifle will allow a player to take more open positions and not rely on holding to key points with good cover that force players closer in engagements. It also allows for direct engagements instead of the more evasive style of the VSS with its delayed bullets.

Past 80m as the 100m mark is approached the AR Rifle begins to be competitive as an option. While it requires an extra head shot to kill, it is easier to control again at range and will not drop off as harsh as the 100m mark is passed. The AK Rifle while easy to control does have much more recoil compared to its assault rifle brethren. The 2x Scope it has by default in Standard modes allows it to be kept in check to a degree at those ranges, but a 4x Scope may benefit players looking to push the AK Rifle all the way out to 100m and a bit beyond before the AK Rifle drops to 4 head shots in damage output. Unfortunately the Mutant also gets very competitive once it is no longer held back by its meager 1.2x holographic sight.

All up the AK Rifle is very powerful and flexible across the close medium ranges and should be taken over the AR Rifle in maps that are more closed off and have less range. As a map opens up (like Kitchen) or introduces large scale (like Northwest) it performs a little worse than the AR Rifle. If players are smart with weapon selection and know their weapons very well, they can take optimal weapons per map that slightly outclass the AK Rifle in specific situations; however the AK Rifle will remain the flexible weapon that can fight in all those ranges and situations with relatively simple to control recoil. Beyond 100m the AK Rifle really should not be used by any players if they can avoid it.

Available Attachments[]

Barrels Scopes Grips Magazines

Laser

2x Scope

Grip

Fast Load Mag

Compensator

4x Scope

Stock

40 Round Mag

Flash Reducer

6x Scope

50 Round Mag

Silencer

Sniper Scope

100 Round Mag


History[]

v485 Rebalanced AK Rifle
  • Increased damage by 5, from 60 to 65
  • Decreased maximum range by 45.7m, from 199.9m to 154.2m
v484 Nerfed AK Rifle
  • Decreased damage by 5, from 65 to 60
v453 Lowered volume of the AK Rifle
v435 Updated sound for the AK Rifle
v412 Gun skins added for most weapons including the AK Rifle
v263 Fixed scopes for the AK Rifle
  • Fixed red dot on the default 2x Scope for AK Rifle in Standard modes
  • Fixed 4x Scope on AK Rifle
v262 Added the 2x Scope to AK Rifle by default in Standard modes
v236 AK Rifle can now damage Tanks
v234 AK Rifle damage fall off increased
v151 Increased damage range for the AK Rifle by about 50-60%
v144 Tweaked animations
v124 AK Rifle and AR Rifle have same switch time
Release Added AK Rifle to the game

Gallery[]

Trivia[]

  • The AK Rifle sometimes has a bug that removes its scope when switching between BR game mode and classic mode. However, switching between weapons can make the scope appear again.
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