Farlight 84

Farlight 84 Ultimate Weapon Guide

The core problem is landing with weak weapons or bad loadout combinations that fail at range. This guide covers reliable primary and secondary pairings, when to contest airdrops, how to adapt in final circles, and the most common loadout mistakes.

Early to late game Airdrop weapons Range management

Best weapon combinations

There is no single "best" weapon. Every weapon excels at its range. The goal is a versatile primary that handles mid-range and a secondary that covers close gaps - then adapt based on what the final circle demands.
M4 / AK / QBZ
Primary - All-rounder
Manageable recoil, strong fire rate, effective from close-mid to medium range. The community consensus "safe" primary that performs across most situations without requiring specific conditions.
Pair with gold mods when available - DPS and reload increase significantly
BAR Sniper Rifle
Primary - Long Range
High-ground pressure and headshot potential in final circles. Replace your AR with BAR when the circle shrinks and engagements become predictable long-range fights on open terrain.
Most effective when you can control high ground before the final circle
Uzi / Vector
Secondary - CQC
Highest fire rate close-range option. Modded with extended magazines and stocks, these dominate indoor fights and gap-closers. The Vector especially rewards modding.
Always take extended mag mod if found - base ammo capacity is limited
Shotgun
Secondary - Burst Close
Single-shot burst damage at very close range. Best in building-heavy areas where enemies push corners and you need armor-cracking one-shot potential to finish fights fast.
High variance - do not rely on in open-area final circles
MG7 LMG
Airdrop - Suppression
65-round magazine makes it ideal for head-on team fights and sustained suppression. Airdrop-exclusive. Contest when your squad has position advantage - do not push solo for it.
Conserve ammo - MG7 does not refill easily outside airdrops
Revolver
Situational - Late Game
High per-bullet damage with 6 shots. Good secondary swap in final circles when you need armor-cracking punch and your SMG is out of ammo. Not recommended as a primary loadout weapon.
Use to crack armor, then finish with primary or SMG

Drop to final circle - step by step

Key choices explained

Full weapon guide in action

FPP Gun Tryout - shows landing to final circle loadout decisions with each weapon type

What loses players games