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While shooters tend to aim for balance by making every weapon viable, there’s always some disparity and, hence, a few standout choices. The same phenomenon applies inDelta Force, with all the guns ranging from underwhelming to meta. You’ll notice this in matches, too — a large part of the playerbase uses only a handful of weapons.
To keep things interesting, the game locks a good chunk of weaponsbehind specific classes and operators. Still, with 52 guns in total, including secondary weapons, there are only so many you can upgrade and invest in for the long run. Thus, knowing which weapons are truly overpowered can give you a significant edge over other players and make the grind a lot more worthwhile.

Tier List Rankings
The list below divides all the weapons in Delta Forceinto five chronological tiers: S+, S, A, B, and C. The higher up they are on the list,the better they’ll perform in the fieldbased on their damage-per-second (DPS), handling, recoil, and compatibility with attachments.
Here’s what you can expect from each tier:
Fortunately,most of the weapons up to A-tier are more than viable, but, of course, S+ houses all the true “meta picks” that pump lead better than anything. It’s worth mentioning thatthis list does not consider weapons at their peakwith the preferred attachments and loadouts, so only their base stats in Warfare mode will come into play.
S+ Tier
This tier highlightsthe cream of the crop among Delta Force’s weapons catalog. You’ll usually find half of the lobby using these guns, and for good reason —their time-to-kill (or TTK) has virtually no competition, and you can even make them “laser-like” with the right loadouts.
Assault Rifle
Assault, Recon
The SG552 is arguablythe most broken ARin the game. Theabsurd range and fire rate define its feature set, making it a monster on shorter maps.
Assault, Support, Engineer, Recon
One of the most accessible meta ARs in the game, the CAR-15 feels like a recoil-less gun. You cancombine a higher mag with its minimal kickbackfor a long-range beast.
Assault
The M4A1 rivals the CAR-15’s recoil control but with significantly less weight. If you wantmore mobility by sacrificing accuracy, this is the ideal pick.
This weapon is, simply put,the best AR for mid-range fights. The Cl-19 shines on the Ascension and Shafted mapsbecause of that ridiculous ADS speed.

Submachine Gun
Support, Recon
Taking advantage of Delta Force’s lackluster damage drop-off, the SMG-45 is a serious threat in Warfare.Exceptional fire rate and accuracywithout any repercussions.
Light Machine Gun
Engineer
Thebest thing any Engineer could ask for. If you find a good place to camp,the damage-per-bullet on the M250will shred enemies en masse.
S Tier
S-tier weapons aren’t as widely popular as the ones in S+, butthey make up for it in different ways. They’re either more accessible, more favored in a specific yet effective archetype, or haveimmense (and possibly untapped) potential.
Engineer, Recon
A beginner’s choice but highly rewarding. The SCAR-H has some of the most promising balance ofdamage output, recoil control, and customization optionsyou’ll find.
The M7 does everything an Engineer wants, almost feeling like an LMG in disguise; it hasunreal damage output and penetration powerfor an AR.

This would be in S+ if its vertical recoil wasn’t so inconsistent. All you need is toattach recoil-reducing attachments, and you get a versatile weapon usable on any map.
Support
The SR-3M is certainlythe close-range killer among SMGs. With bold stats on handling, fire rate, accuracy, and ADS speed,it’s a menace on short maps.
The Vectorhas all the strengths of the SR-3M with lower damage output. However, it compensates for thatwith a 46 percent higher fire rate, allowing incredible burst opportunities.

Arguablythe most versatile SMG in the game. The MP5 is open to so much customization that you can craft any build around it —range, speed, or DPS — and make it work.
The Bizon’s rapid TTKand ample mag capacitykeep it in the higher echelon of SMGs. It’s almost always relevant in the meta, and a reliable counter-pick against ARs.

What enhances the QJB201 isits weight, creating a deadly combo of a mobile LMG. There are alsoplenty of loadouts that transform it into a true monster.
Pistol
The 93R is undoubtedlythe strongest pistolyou can get. The burst mode meansa solid TTK with multi-kill potential.
A Tier
With the A-tier weapons, you won’t regret using your Weapon XP cards to upgrade them, but there are a few visible caveats. The guns are eitherhighly dependent on particular maps and playstylesor underpowered to the point thatthey need attachments to cover up their weaknesses.
If you’re on a map with small rooms and tight corners,the K416 is a lethal gun. It’simpressive at short range, but the recoil makes it bad for fights beyond that.

The AKM prides itself on being a familiar weapon, and its powerful yet untamed nature is already a staple. Withaccuracy-improving attachments, the end result works extremely well in open environments.
The AS VAL hasthe fastest TTK of any weapon, but the disappointingly low mag capacitymeans you’re likely running out of bullets mid-fight.
The jack of all trades among ARs —great accuracy, DPS, mobility, and range, but doesn’t excel at anything.
The ASh-12 is like a mirror variant of the AKM.High damage outputthat favors aggression and peeking, butlow recoil is out of the question.
An underrated juggernaut. The G3 has a solid TTK with tons of synergy with different builds, but the only drawback is thatmost of them are only viable on Defense.
The P90 is a brilliant multi-killing weapon with anexceptional fire rate and surprisingly good accuracy. However, theslightly underpowered damageoutput means you need backup to confirm kills.
One of thesafest SMG picksin Delta Force.The UZI’s range makes it compatiblewith any map, but it often gets outclassed by other maxed-out guns in its class.
As a distant relative to the Bizon, the Vityaz keeps a familiar feature set — moderate fire rate, decent iron sight and range,relatively high damage, and smooth handling. Like the AK-12, though,it’s far too temperate.
A good pick if you find a firm camping spot, thanks to itshigh damage output.The PKM is far from the best LMG, but it works well in areas likethe third point in Trench Lines.
Shotgun
The M870has thetraditional DPS, fire rate, and reloading speed, but it’s enough to make it the best. However, like any shotgun,you may’t use it beyond closed spaces.
Sniper Rifle
Recon
This thing is brutal on Defense, especially in mid-range engagements. It justifiably hasthe best synergy with the 3.5X and 6X scopes, so you have some flexibility in usage.
The M700 is nimble and quick without sacrificing accuracy. Another lethal option on Defense, buta bit more focused on close range.
Marksman Rifle
The Mini-14 isextremely easy to control because of the high fire rate. It’s the only viable Marksman Rifle in the game, used in mid-range fights that utilizes its handling.
As the only automatic pistol, the G18 is superb as a sidearm in close fights. Its TTK on nimble targets is great, butthe recoil makes ittough to recommend on larger maps.
The .357 Revolver’s two-shot capabilityis such a solid pairing for its impressive range. However, you’ll definitelyneed some practiceif you want to use it.
B Tier
This is wherethe weapons start getting dicey. You’ll notice a lot of them are way too niche, have clear outlying weaknesses, or are plain inferior copies of guns in the higher tiers. These factors come into effect when you’re playing Warfare, andthey’ll regularly keep you underneath the top performersbecause of their negatives.
The post-beta nerfs hit the AKS-74 pretty badly, but it’s still okay-ish. It has substantial damage output butcomes with abysmal accuracy.
Burst ARs are always tricky to place, and the M16A4 is on the lower end, unfortunately.Unlessyou guarantee a three-hit kill, you’re doomed to lose firefights.
The only thing holding this gun backis the bullet spread — it’s just too erratic. Otherwise, it feels like a carbon copy of the Vityaz.
This isa worse version of the UZI. Although it has similar results in areas like bullet speed,the lower damage output and recoil controlare too noticeable.
Assault, Support, Engineer
The S12K is the only gun in a very specific niche:the rapid-fire shotgun. Still, the damage output and sheer spread just isn’t there for it to compete with SMGs and ARs.
The AWM’s only saving grace is itsone-shot-one-kill ability. Unfortunately, the flimsy fire rate means you’re not contributing muchunless you’re targeting Supports.
The PSG-1 would have been better than the Mini-14 because of itshigher TTK. Unfortunately,the gun’s kickback does no favors, so it’s extremely hard to control.
The SR-25isin a weird position. It’s not as consistent as the Mini-14 nor as effective at long-range as a Sniper Rifle; instead, itoffers the best (and worst) of both worldsin terms of handling, fire rate, and bullet speed.
The Desert Eagle is a powerhouse that feels out of place. Although it has relative DPS but better customization than the Revolver, it fallssignificantly and critically short on range.
The damage output on the M1911 alone makes itthe strongest single-shot pistol. However, there’s no world where this gun is viable when the 93R and G18 areeasier to handle with better TTKs.
C Tier
Reaching the C-tier category,these weapons are just awful. They’re irredeemable in most cases, and even their redeeming factors (if any) aren’t enough to make them feasible. The easy tip is toignore them and use your XP cards elsewhere.
The QBZ95-1 is an unorthodox mess; it has a pitiful TTK, terrible vertical recoil, and a worthless iron sight.you may’t use this thingwithout a scope attachment.
Even as a Battle Rifle,the PTR-32 doesn’t stack up. The damage output simply doesn’t make up for the slow fire rate, andit’s the worst AR for Attackers.
This is basicallythe “tickling gun"in Delta Force. The DPS is so disappointing that itlets any enemy escapeyour line of fire.
While it is significantly quicker than the M870,the M1014’s underwhelming damageis a tremendous hit. It enters a category whereyou’re better off with a good SMG.
The R93 is a black sheep in a declining class. That weak range causes it to feelextremely slow and subpar.
Despite a seemingly impressive fire rate,the kickback on the SKSis abysmal. Youcannot use this in mid-range and close-range fightsunless you get a lucky shot.
Had it not been forthe VSS’s built-in suppressor, it would’ve been the worst in-game weapon. The fire rate alone is enough tolose any long-range or close-range encounter.
The SVD highlights the key problem in Marksman Rifles: range.At just 70 meters, you’re barely contesting ARs, and the iron sight is so small that you can’t ADS without a scope.
The SR9 has the same iron sight problem as the SVD while also having the same unsatisfying damage-to-RPM issue as the PTR-32.High stability on paper, butno real way to use it.
Aside from the three-hit killing potential, the QSV-92Gdoesn’t have much going for it. Weak handling, subpar mobility, and a mediocre fire rate.
The G17 sacrifices everything a good single-shot pistol has for a slightly better fire rate.It feels like a “last resort” because of the mediocre controland a death sentence if the enemy has a G18 or 93R.