Pick a category, then a section. Every setting shows what to run and why.
Not sure what limits you? Run Graphics → Benchmark → Benchmark Tool. Its Performance Summary shows a "Bottleneck" % for CPU and GPU; the bigger one is your limit. At competitive (low) settings most PCs are CPU-limited.
Base stats and time to kill for every AR, SMG and pistol, taken from the in-game gunsmith. Time to kill here is the pre-fire delay, plus bullet travel, plus the time between the shots it takes to do 100 damage. The charts check every meter from 0 to 75 m.
Pick two guns, build them slot by slot or load the META class, and get the answer first: the grade, who wins head-to-head and who kills faster. Then dig in with the tabs.
How ratings work: Build Lab, the META page and the tuner all use the same gunfight math. These are calculated win rates, not match stats.
The grade comes from how often the class wins gunfights against every META class: S+ 52%+, S 48–52, A 40–48, B 33–40, C 28–33, D under 28. At a set distance the same cut-offs apply, so an SMG grades low at 50 m because it loses most fights there.
Both builds at every meter from 0 to 75. See exactly where a damage drop-off adds a shot, and where faster bullets save time without changing shots to kill.
One extra shot to kill is a much bigger deal than faster bullets. Faster bullets only get there sooner. They don't make the gun shoot faster.
These are bullet-travel numbers. They don't measure hit reg, server tick or lag compensation.
Checked at every meter. Under 5 ms apart counts as even.
Raw TTK for a 100 HP target: shots to kill, fire rate, first-shot delay and the last bullet’s travel. The grades above also count aim time, misses, flinch and reloads.
Each row puts one stat for A and B side by side. The better number is highlighted, and the last column says who's ahead and by how much. For most handling and recoil stats, lower is better. Attachments stack the way the game stacks them: percentages add up, but muzzle velocity multiplies.
The best class for every gun, ranked by how often it wins gunfights against the pro field. Set the rules and the distance, read the ranking, and load any class straight into Build Lab.
Ranked by how often each class wins gunfights against every gun’s META class, across 24 versions of the fight. Open a card for the pro-play class and the swaps worth trying. Optics: any low-zoom optic is fine; the Slimline Elite is the pick.
Every attachment tried in its gun’s META class, one swap at a time. In Build Lab only the Must-run pieces get the Recommended tag.
Pistols run bare (all pistol attachments are GA’d). This is how often each one wins against the same META classes, with every fight at SMG range.
What we expect the CDL to allow this season, and how sure each call is. Rules are predicted from past seasons until the official list drops.
Everything assumes pro-level aim. Recoil hurts about 60% as much as it would for an average player, and once a gun’s recoil is already easy for a pro, cutting more barely helps. About a third of fights (35%) are against someone head glitching, so only half a head shows. Every fight counts reaction time (about 200 ms), ADS and sprint to fire, recoil building up, flinch when you get hit first, strafe speed (a little: fights in this game are slow and aim assist follows a strafing target, so it barely changes who wins), and missed shots.
These numbers are set the same for every gun, so comparisons stay fair. They’re not taken from pro match data.
Every respawn from full scrims, tracked off the spectator map four times a second, with the spawns from every graded scrim game added to the maps. Where each player came back, where everyone stood when they did, and what it did to the hill. Pick a map below for its heat map and a hill-by-hill breakdown.
Each card is one takeaway from all the scrims together. The big number is what we counted. The line under it says what it means. A range runs from the lowest map to the highest. "Chance" is what you'd get if the game ignored that one thing and picked from its usual spawn spots at random. The bigger the gap between the real number and chance, the more that thing matters.
For each respawn we compared the spot the game picked with every other spawn spot it used that match, based on where all 8 players were at that moment. The pattern is the same on every map.
Each card is one thing the game looks at when it picks your spawn. The number is how much it changes the chance a spot gets picked, with everything else the same. "12× more likely when the nearest enemy is twice as far" means enemy distance matters a lot. A number close to 1× means it barely matters. In practice: where your players stand pushes the other team's spawns away, and the farther you push, the more predictable they get.
These are model numbers, not match stats. Each one is how much that thing changes the chance a spot gets picked, with everything else the same. Ranges cover the middle 90% of 60 re-runs on reshuffled data.
Every second of every scrim, tagged by tempo: 1st with all four up, 2nd waiting on one respawn, 3rd with two down and spawners wrapping, 4th with one or none left. For each state the table also checks whether the team played it the way the system asks, and what that got them.
Time spent: how much of the game a team spent in that state. Points / Conceded per min: points scored or given up per minute while in it. Played as asked: how often the team was in the setup the system asks for. vs not columns: playing it as asked minus not playing it as asked. Green is better. Map won in 5 s: how much of the map (and so of their possible spawns) swung to your side over the next five seconds. Small samples (a few dozen seconds) are hints, not proof.
First, what pros, patch notes and Infinity Ward said at the time. Then the same spawn model run on one CDL Hardpoint from each older game, tracked off the broadcast minimap, next to these MW4 scrims.
The first table is what was said at the time (patch notes, developers, pros), with a link to each source. The second is what we measured: the same spawn model run on one CDL Hardpoint from each game. × numbers: how much a spot's chance of being picked changes when that thing is twice as far away. Far above 1× = strong push away. Below 1× = pull toward. The small gray range shows how sure the number is (wide = few spawns). MW4 predicts this game … %: 100% means MW4's spawn logic explains that game as well as that game's own does, so the systems are the same.
Every number and picture here answers one practical question. Open any section below to see what it shows, how to read it and what to do with it.
The Hold, Last 15 Seconds and Break plans for every hill. Then what a kill, a trade or a death is worth at each spot in the plan, and how the four players in the Break plan get to the hill together. It all comes from the same spawn model and walking routes.
Hardpoint pays one point a second, and both teams respawn in about 5.5 seconds (5 to 6, depending on the map). So every trade near the hill is decided by whose next player gets back first. That one number, the refill gap, decides both holding and breaking.
Value = refill gap × (1 + layers on their path), in seconds of hill.
Fewest attempts, fewest lives, deepest respawn for them.
A fair fight is about a coin flip. Win it and they wait 5.5 s plus their run back; lose it and you wait 5.5 s plus yours. So on average, any fight is worth half the difference in run backs: half the refill gap. A hold is a string of fights they must win, so layers multiply it. A break is the same race from the other side, so numbers and lanes decide how many tries it takes. None of this depends on the map. On a new map, read the spawn areas, find the spots that give the biggest refill gap, then layer them.
Not every hill is a full 60. These types come from what the winning team actually banked on each hill in the scrims, and they set the goal before the hill goes live.
The badge names the kind of hill, the bold numbers are what the winner and loser typically bank on that kind, and the two lines say what to aim for when holding and when breaking. The list at the bottom is which hills fall in that type. Use it to set the goal before a hill goes live.
Each hill below has three plans: Hold (early in the hill), Last 15 s (the same hold shifted to win the rotation) and Break (where to set up before hitting it). Every plan is scored with the spawn model from these scrims, using only spots players really stood in. “Scrim holds here” is the same value for how the scrim teams actually held that hill.
Pick a spot from the Hold or Break plan to see what one kill, one trade or one death there is worth over the next few seconds, and how a death moves the other team’s next spawn.
Spots from the Hold or Break plan. Green: trade freely. Yellow: even trade. Red: protect your life. Dashed circle: the hill.
Numbers are player-seconds near the hill in the window you pick. One player-second is one player near the hill for one second, so a player out for 10 s costs 10. A kill takes their player out for the respawn timer (measured on this map) plus his run back to the hill. A death takes you out for the timer plus your run back to your spot. A 1-for-1 trade is the difference. Run backs use where the spawn model says each player comes back, with everyone standing in the plan. Nothing counts past the window, so in the next 5 s every trade is even. The difference only shows once players start coming back.
Spawn impact is separate. Losing your spot changes where they spawn next (negative = closer to the hill). Don’t add it to player-seconds. A spot gets “Protect your life” when a trade loses time, or when your death pulls their spawn half a second or more closer or takes half a layer or more off their path. This doesn’t play out real gunfights. It assumes one kill or death with everyone else standing still.
The four set-up spots from the Break plan, grouped by lane. For each player: the walking route from the team spawn, when to leave so all four hit together, and where the route first runs into a layer from the Hold plan.
Measured: where players spawned and walked in the scrims, the walking paths built from that, and the respawn timer. Predicted: where the holders come back (the spawn model), the Break plan’s spots and lanes, and walking times at the scrims’ typical speed. Not checked: line of sight, who wins the gunfights, live rotations and movement tech. One plan per hill: the split shown is the one that scored best, not a list of options.