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|ammotype = .55 Boys
 
|ammotype = .55 Boys
 
|magazine = 5+1 rounds
 
|magazine = 5+1 rounds
|startammo = 30+6 rounds
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|startammo = 5+20 rounds
|maxammo = 36+6 rounds
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|maxammo = 5+25 rounds
 
|damage = 100 - 72
 
|damage = 100 - 72
*100 <small>(0-100m)</small>
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*100 (0-100m)
*100-80 <small>(100-101m)</small>
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*100-80 (100-101m)
*80-72 <small>(101-200m)</small>
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*80-72 (101-200m)
 
|vel = 400 m/s<br />460 m/s <small>(High Velocity Bullets)</small>
 
|vel = 400 m/s<br />460 m/s <small>(High Velocity Bullets)</small>
 
|partial = 4s
 
|partial = 4s
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As an Anti-Materiel Rifle, the Boys is one of the only primary weapons capable of damaging vehicles including tanks, but is subject to the same limitations as [[Machine Gun|Medium Machine Guns]] in that the sights cannot be used when not set up on the [[Bipod]]. The weapon is capable of destroying light vehicles and aircraft with three to five shots. Tanks are far more resilient - at close range against a perpendicular surface, shots are expected to deal between 5 and 15 points of damage depending on tank class, with any reduction in damage and increased potential for ricochets correlating to vehicle armor thickness, distance, and change of angle of the armor plate. However, the weapon has high potential for dealing [[Vehicle disable|systemic damage]] - aiming for treads, turret or engine can leave vehicles vulnerable to attack by other AT weapons.
 
As an Anti-Materiel Rifle, the Boys is one of the only primary weapons capable of damaging vehicles including tanks, but is subject to the same limitations as [[Machine Gun|Medium Machine Guns]] in that the sights cannot be used when not set up on the [[Bipod]]. The weapon is capable of destroying light vehicles and aircraft with three to five shots. Tanks are far more resilient - at close range against a perpendicular surface, shots are expected to deal between 5 and 15 points of damage depending on tank class, with any reduction in damage and increased potential for ricochets correlating to vehicle armor thickness, distance, and change of angle of the armor plate. However, the weapon has high potential for dealing [[Vehicle disable|systemic damage]] - aiming for treads, turret or engine can leave vehicles vulnerable to attack by other AT weapons.
   
The Boys AT Rifle is also effective against infantry, capable of killing in a single body shot up to 100m, and a single headshot at all ranges. Despite this the weapon has several drawbacks - in addition to its dependency on the bipod, the weapon has a low fire rate of 22 RPM. Cycling the bolt takes 2.7s, while changing magazines can take between 4 and 5 seconds. This low responsiveness in the weapons handling, in addition to mobility penalties, encourages the user to remain stationary and practice more precise aiming due to the lengthy time between follow-up shots. The weapon's categorically low velocity of 400 m/s also hampers accuracy against moving targets at far range, requiring a significant lead be applied when tracking, as well as substantial bullet drop.
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The Boys AT Rifle is also effective against infantry, being the highest damage weapon currently available to the Recon kit. It is capable of killing in a single body shot up to 100m, and a single headshot at all ranges. Despite this the weapon has several drawbacks - in addition to its dependency on the bipod, the weapon has the lowest rate of fire amongst primary weapons at 22 RPM. Cycling the bolt takes 2.7s, while changing magazines can take between 4 and 5 seconds. This low responsiveness in the weapons handling, in addition to mobility penalties, requires the user remain stationary and practice more precise aiming due to the lengthy time between follow-up shots. The weapon's categorically low velocity of 400 m/s also hampers accuracy against moving targets at far range, requiring a significant lead be applied when tracking, as well as substantial bullet drop.
 
Compared to the [[Panzerbüchse 39]] released later in the game, it offers consistent magazine reloading, a higher rate of fire, and larger starting pool of ammo; but suffers lower overall damage and magazine size.
 
   
 
The potential danger of the Boys as an Anti-Materiel Rifle is reflected in its distinctive firing effects. When fired, the weapon produces a characteristic sound that is louder than most other gunshot sounds. On impact with terrain, the weapon's rounds also make a significant sound as well as a flurry of yellow sparks. These factors make it obvious to enemies they are being targeted, and can more easily give away the shooter's position compared to other weapons.
 
The potential danger of the Boys as an Anti-Materiel Rifle is reflected in its distinctive firing effects. When fired, the weapon produces a characteristic sound that is louder than most other gunshot sounds. On impact with terrain, the weapon's rounds also make a significant sound as well as a flurry of yellow sparks. These factors make it obvious to enemies they are being targeted, and can more easily give away the shooter's position compared to other weapons.
   
[[Specializations (Battlefield V)|Specializations]] for the Boys AT Rifle are notable as they only provide marginal statistical bonuses due to their already low values. On the left side path following Slings and Swivels and Flashless Propellant, the Machined Bolt upgrades provides only a marginal boost to fire rate from 22 to 26 RPM. The final upgrade in the path is APCR Bullets, which increases damage to vehicles. On the right path, the starting upgrade of Recoil Buffer is effectively useless as recoil will have completely settled by the time the next round is chambered. It is followed by Variable Zeroing, Quick Reload and High Velocity Bullets, the latter working to boost velocity to a still low 460 m/s.
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[[Specializations (Battlefield V)|Specializations]] for the Boys AT Rifle are notable as they only provide marginal statistical bonuses due to their already low values. On the left side path following Slings and Swivels and Flashless Propellant, the Machined Bolt upgrades provides only a marginal boost to fire rate from 22 to 26 RPM. The final upgrade in the path is APCR Bullets, which increase damage to vehicles. On the right path, the starting upgrade of Recoil Buffer is effectively useless as recoil has completely settled by the time the next round has been chambered. It is followed by Variable Zeroing, Quick Reload and High Velocity Bullets, the latter working to boost velocity to a still low 460 m/s.
   
 
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===Gallery===
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