Sunday, 25 July 2021 21:38

Call Of Duty Warzone: The Best XM4 SMG And Long Range XM4 Loadouts

Written by Payton Lott
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Players looking for the best way to utilize this assault rifle now that it has gained competitive viability need to look no further than this guide!

The entire Warzone community was pleasantly surprised by Raven's balancing changes. With the FFAR, AUG, and M16 no longer in the meta, guns like the XM4 have become viable options in all modes. The XM4 is an adaptable gun that can be used in a variety of ways.

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The assault rifle has enough damage at close range to compete with most guns in the game, and it excels at medium to long range. Whether players need a sniper support weapon or a long-range primary, the XM4 is a great option. This guide will cover the best close range and primary XM4 builds in Warzone.

Updated on July 25, 2021 by Payton Lott: There have been a ton of balancing changes in the last couple of months. Raven is continuing to increase the TTK in Warzone by tinkering with weapons across the board. After receiving a slight buff, the XM4 was nerfed in the mid-season update this July. As a result, the XM4 is no longer as dominant as it once was. However, with the right build, the weapon can be used in any scenario. Use the following XM4 SMG and XM4 primary builds to shred the competition in Verdansk. 

The versatility of the XM4 makes it viable as a sniper secondary in Verdansk. As long as gamers are not pushing into buildings and taking on a top-tier shotgun, the XM4 will be a feasible intermediate weapon. *This is especially true after the recent nerf to the chest, neck, and headshot damage values. The XM4 SMG build is still viable, but not as reliable at very close ranges.  The weapon's TTK is average for a fully auto weapon in Warzone, and hitting headshots will be essential. With just one headshot, the XM4 has a sub-600ms TTK. Unlike previous builds, these attachments will focus on movement and bullet velocity.

  • Muzzle: Agency Suppressor
  • Laser: *Mounted Flashlight
  • Stock: *Raider Pad
  • Ammunition: 45 Rnd
  • Rear Grip: *Serpent Grip

*The Agency Suppressor provides enough bullet velocity and damage range to challenge enemies at close to intermediate distances. All of the other attachments boost movement speed, ADS speed, and ADS movement speed. This weapon will look and feel like an SMG in-game. Although, recoil will be slightly more difficult to control. There are a few alternatives for players that struggle with recoil.

Anyone that needs a little help with the vertical kick will want to swap one of the movement attachments for the Field Agent Grip. If the side-to-side recoil is an issue, the Foregrip is actually a great attachment with no downsides.

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In Trios, 45 rounds are probably enough to get by, but not in quads. Gamers will want the larger 60 round magazine when playing squads. The only other attachment that may be important is an optic. Some people like the iron sights, but for those who don't, the Microflex LED is the best choice.

At longer ranges, recoil, damage range, and bullet velocity will be the primary considerations. The XM4 has a very good recoil pattern which is even better when used with the correct attachments. While the XM4 is now in the middle of the pack in terms of TTK, it has very competitive headshot damage values. Below are the five attachments users will want to equip to have success at long range with the XM4 primary build.

  • Muzzle: Agency Suppressor
  • Barrel: Task Force
  • Underbarrel: Field Agent Grip
  • Ammunition: STANAG 60 Rnd
  • Optic: Royal & Kross 4x

There aren't very many alternative attachments that gamers will want to use. The Ranger Barrel could replace the Task Force to improve mobility and ADS speed. The only other change that makes sense is choosing the 3x over the 4x. Once Raven fixes the recoil plot with the 4x, the 3x will be the proper choice for long-range engagements.

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Another season means another set of broken blueprints. The Great Pacific XM4 has completely different stats than the base XM4. In fact, nearly all of its stats mirror the M4A1. Up to around 30 meters, the Great Pacific is probably a better option for the SMG build outlined above. The Great Pacific and base XM4 have comparable damage values up to 22 meters where the XM4 drops off quite a bit. Beyond 30 meters, the base XM4 is superior.

Another interesting feature of the blueprint is the iron sights. The other XM4 blueprints have a zoom animation that occurs when looking down the iron sights. The Great Pacific does not have the animation, and the sight looks further away on the screen. Players will have to test the gun out to see if they prefer the sights, but both versions have usable iron sights. The majority of gamers will want an optic due to the visual obstruction.

The Great Pacific has a larger magnitude of recoil, but less horizontal sway. Overall, the XM4 will be more controllable at range, but in very close engagements it will be tough to spot the difference. One final aspect of the blueprint is flinch and fire rate. Enemies will flinch more when hit with the Great Pacific, and users will be able to miss a couple of shots due to the weapon's fast RPM.

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