| Muzzle | Sound suppression, damage range, recoil smoothing. The Monolithic Suppressor is the single most-equipped attachment in the game. | Aim-down-sight speed, and on some guns raw handling. | Almost always. Suppression plus range on one slot is the best exchange rate available. |
| Barrel | Effective range, bullet velocity, sometimes hip-fire accuracy on the short barrels. | The long barrels are brutal on aim speed and movement speed. | Long-lane maps and marksman builds. Skip it entirely on a close-quarters kit. |
| Laser | Aim stability and aim-down-sight speed. The Tac Laser is the best pure handling attachment in the game. | Your laser is visible to enemies while you are aiming, which broadcasts a held angle. | Aggressive, moving kits. Never on a build whose plan is to sit still and hold a lane. |
| Optic | A cleaner sight picture and a magnification step for longer lanes. | A small aim-speed cost, and magnified optics narrow what you see beside the target. | Only if the iron sights genuinely obscure the target. A 3x on a submachine gun is wasted weight. |
| Stock | Aim walking speed, aim stability, or on the removed and collapsible stocks, movement and aim speed. | The heavy stocks cost movement; the light ones cost aim idle stability. | Take a light or removed stock on rushing kits, a heavy one only on a mounted support build. |
| Underbarrel | Recoil control while aiming, or hip-fire and movement on the angled grips. | Aim-down-sight speed on the heavy foregrips. | On any weapon whose vertical climb is costing you the fourth and fifth bullet. |
| Rear Grip | Either aim speed or recoil steadiness, depending on which grip tape you pick. | Whichever of the two you did not pick, plus a little movement on some. | Use it as the tie-breaker slot once the other four are set. It is the cheapest way to buy back aim speed. |
| Ammunition | Magazine size. Sixty-round magazines on a rifle mean you can fight three people without reloading. | Reload time and, on the largest magazines, aim-down-sight speed. | Objective modes, Ground War and anything where you are outnumbered often. Optional in Gunfight, where a reload rarely happens. |
| Perk (weapon) | A weapon-only bonus: penetration, faster reloads, steadier aim while scoped, a full spare magazine on spawn. | Nothing but the slot itself, which is exactly why it loses to attachments that move numbers. | Only when your other four are locked and you are choosing between two marginal gains. |
| Trigger Action | Fire rate on the weapons that expose it, which shortens kill time directly. | Recoil, and a shorter effective range on most of them. | Close-quarters builds on small maps where you were never going to hit anything at 40 m anyway. |