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I have over 350,000 kills in BOCW using a wide variety of weapons. Here are what I believe to be the best attachment setups for every single weapon!

Link to Google doc for weapon loadouts & attachments

There are three tenets you should always adhere to when building a weapon:

1) High damage

2) Fast handling

3) Low recoil

High Damage: Ensure your weapon deals maximum damage over long distance with Takedown barrels. Keep in mind there are a lot of irrelevant damage ranges in the game on certain maps, such as Nuketown, where some damage ranges will not apply in the vast majority of your gunfights. My short-range AR builds are for Nuketown and largely not for regular 6v6 maps where I would recommend using a Takedown barrel for most maps.

Fast Handling: You want a weapon that will ADS fast, sprint-out fast, and reload fast. Performing actions faster than your opponent or otherwise at a pace that would allow you to have a faster timing than your opponent is very important for general pacing and removing downtime when you are vulnerable. Having a fast mag can have the difference between being caught reloading and being ready.

Low Recoil: The less time you spend manually adjusting for recoil and focusing on your target, and the situation surrounding your engagements, the more time you can think clearer and analyze threats before they happen. Focusing too much effort on controlling recoil can lead to a lack of situational awareness or negatively impact your target tracking.

BOCW weapons largely do not have very much recoil. A lot of them require very little recoil mitigation, or none at all (Krig, AK-47, Tec-9). If you find you have recoil problems in this game, try using the Affected FOV and zooming out your FOV little by little. Affected FOV makes it so your Ironsights zoom out with the gun. Independent FOV (Default setting) makes it so your Ironsights stay the same distance to you no matter what FOV you play on. Affected FOV pushes the Irons out; Ironsights that are farther away from you are smaller; smaller Ironsights are easier to control and reduce recoil in a sense by making a smaller object easier to control. The larger your FOV, the easier it is to control recoil. This tangibly reduces the amount of recoil you have to manually compensate for.

If you have problems controlling the recoil on certain guns, you can diagnose your problems with the following checks. Do the following three checks first, then follow a descending order of operations to find what mix of recoil-reducing attachments is best for you.

  • Always tinker with your FOV first. Affected FOV, and if you can handle it, zoom out 5 FOV at a time, quite literally up to the maximum of 120 if you can handle it. Start with what you can handle, and keep zooming out. If you can't handle an FOV zoomed out, do what's best for you and play at your best FOV, and maybe zoom it out later if you want.
  • If you underaim, increase your sensitivity. If you overaim, reduce your sensitivity. Regardless of whether you change your FOV or not, pay deep attention to how you aim - specifically, when you miss shots. If you frequently miss shots because you overcompensated and swung your aim past a target, you should look at reducing your sensitivity. If you frequently having trouble adjusting to the movement of your targets (they move too fast), you should increase your sensitivity.
    • Remember that there are ADS Slowdown Multipliers. If these values are 1.00 & 1.00, they currently have no effect. If your sensitivity is 10/10 with 1/1 ADS Slowdown, your sensitivity will be 10/10 while not ADS and 10/10 while ADS. You can maintain a high sensitivity to be able to flip around and snap on targets, or rapidly 180, while having your ADS Slowdown bring you down to your true sensitivity you are comfortable with.
    • For example, you can keep 10/10 so in case you get shot in the back, you can rapidly 180 and "turn on" the player shooting you, then when you ADS, if you have ADS Multipliers of 0/7/0.7, your sensitivity will slow to 7/7 when you ADS, allowing you to fine-aim. Focus on finding an overall sensitivity that works for you looking around fast, but make sure you work on your Slowdown multipliers - that is the real sensitivity you'll be using when you aim, and that number is your "true" sensitivity in a way. Keep tweaking your ADS Slowdown multipliers to find a value best for you, where you infrequently underaim, and infrequently overaim.
    • Individual aiming errors happen to all of us, but the occurence that warrants change to your ADS Slowdown is if you frequently over-or-underaim.
  • Finally, if using any sight other than a Microflex LED, switch to the Microflex LED or use Ironsights.
    • Certain exclusions apply, such as Tactical Rifles, LMGs, and select ARs on select maps. You should not be using high-zoom scopes on maps that don't have many places for you to benefit from such a scope, like Nuketown or Rush.
    • The best way to help yourself aim better is not to use scopes zoomed higher than 1.25x (Microflex LED) or 1.37x (Millstop Reflex for some guns, but use the Microflex when available). A lot of newer players compensate for recoil difficulties by putting, for example, a 2x Scope on an SMG. It logically makes sense since zooming in closer to your target makes the target larger and easier to hit. However, this introduces several problems:
      • The farther you zoom in, the more your recoil is exasperated and more difficult to control.
      • This is a bandaid to your aiming problem rather than a fix.
      • Zooming in with any scope (2x or greater) blacks-out your peripheral vision and decreases your situational awareness, and may cause you to miss life-threatening visual cues, such as a grenade toss or an entirely different enemy.
      • Generally, even on longer-distance 6v6 or even 12v12 maps, you should strive to operate with a basic dot sight or Ironsights for SMGs and ARs.

To find out what recoil models are correct for you, you should always follow this standard order of operations for recoil control:

You are starting with the attachments that reduce recoil the most, then working your way down to attachments that reduce recoil the least. If you find you don't need overbearing attachments that have drawbacks, you can swap attachments around and gain mobility bonuses and make yourself a harder target to hit.

Keep in mind that there are percentage variations between weapons and classes. 
Attachment values will be SIMILAR but NOT THE SAME for all weapons. 
All values for Vertical and Horizontal are for Recoil Control: 
Recoil Attachment Pro Con
SOCOM Eliminator (aka GRU) +17% Vertical -10% Horizontal; -10% Shooting Move Speed
Agency Suppressor (aka GRU) +7% Vertical -22% Effective Damage Range; -14% Bullet Velocity
Field Agent Grip +6% Vertical; +20% Horizontal -26% Shooting Move Speed
Foregrip +15% Horizontal

Scared of the Agency Suppressor reducing your effective damage range and bullet velocity? Don't be. It would be better to hit a shot thanks to recoil control than it would be to miss and have your sweet, sweet damage range. Bullet velocity is almost entirely a non-factor in losing gunfights; losing gunfights most of the time is dependent on who shot first, rate of fire, damage values, and personal accuracy; bullet velocity is very, very rarely the deciding factor.

  1. Use both the SOCOM Eliminator muzzle and the Field Agent Grip (also known as the GRU Eliminator and Spetsnaz Grip).
    Net: +23% Vertical; +10% Horizontal; -36% Shooting Move Speed
    Remember that the SOCOM Eliminator reduces your Horizontal recoil control, so you trade making your weapon shakier for easier vertical recoil control. Both the SOCOM and the Field Agent reduce your shooting move speed, so you will be slowed to a literal crawl while ADS'd, and even worse when shooting. However, using these attachments is part of the process of learning about yourself and your own personal abilities, or maybe identifying opportunities you need to work on...
    Can you control this recoil well? Move on to the next step.
  2. Swap the SOCOM Eliminator with the Agency Suppressor (also known as the GRU Suppressor) and keep the Field Agent Grip.
    Net: +13% Vertical, +20% Horizontal; -26% Shooting Move Speed, -22% Effective Damage Range, -14% Bullet Velocity
    Without the SOCOM you should notice that your shooting move speed has slightly increased and your weapon is less shaky.
    Can you control this recoil well? Move on to the next step.
  3. Keep the Agency Suppressor, and downgrade the Field Agent Grip to a Foregrip.
    Net: +7% Vertical, +15% Horizontal, -22% Effective Damage Range, -14% Bullet Velocity
    You are no longer suffering horizontal recoil and slower shooting move speed from the SOCOM and Field Agent. This is, quite literally, gaining horizontal recoil control and shooting move speed for improving at the game and controlling recoil better without the assistance of super-reducing attachments.
    Can you control this recoil well? Move on to the next step.
  4. Keep the Agency Suppressor, and remove the Foregrip.
    Net: +7% Vertical, -22% Effective Damage Range, -14% Bullet Velocity
    Can you control this recoil well? Move on to the next step.
  5. Swap the Agency Suppressor with a regular Suppressor (if desired) or remove entirely.
    Result -11% Effective Damage Range, -7% Bullet Velocity
    A regular Suppressor is recommended to keep your weapon firing off the minimap.

If you have any questions or feedback, please feel free to leave them down below or tweet me anytime. To ask questions live with better explanations, ask me when I'm live on Twitch.

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9 days ago - /u/TreyarchCM - Direct link

Great post!