Optimization & Guide Info: Every technique on this page can be applied directly in your in-game settings or paired with the FF Kipas v2.118.12 (OB55/OB54) Optimization Toolkit. Download the verified FFKIPAS-latest.apk (459.69 MB) package above for non-root 60 FPS stabilization and custom sensitivity tuning.
Which melee weapon is the most powerful?
It depends on how close it is, as the effective range varies.
| Weapons | Best range | Main force | Weakness |
|---|---|---|---|
| MP40 | Under 8 meters | Highest bullets per second | Drastic fall above 10 meters |
| UMP | 5–20 meter | Armor-piercing, stable | Slower kill time |
| M1887 | Under 6 meters | Two shots can finish it | Missing once means losing |
| M1014 | Under 8 meters | More bullets than M1887 | Damage per shot is lower |
| Desert Eagle | 5–25 meter | Large single damage | Slow, requires precise aim |
Pay attention to the best range column. A difference of two or three meters is enough to reverse the outcome of a duel, and that's what makes weapon comparisons often feel confusing.
Why is damage per second more important than damage per bullet?
Because close duels are decided by who drains the opponent's blood first.
Imagine two guns. The first shoots slowly with big damage, the second shoots very fast with little damage. If the total damage per second is the same, both kill in the same time.
The difference comes when something goes wrong. Rapid guns fire a lot of bullets, so one missed bullet only sets them back a little. Slow guns eject few bullets, so one missed bullet sets back many.
| Type | Bullets per duel | The effect of one missed bullet | Suitable for |
|---|---|---|---|
| Very fast | Many | Small | Aggressive player, aim is still developing |
| Medium | That's enough | Medium | Most of the players |
| Slow, big damage | A little | Big, often decisive | Players with very consistent aim |
This explains why beginners are often better off with the MP40 than with the shotgun, even though the shotgun looks deadlier in numbers.
Why do close duels often lose even though they shoot first?
Because at close range, the decisive movement is as big as the shot.
- Don't stand still when shooting. Moving sideways means your opponent has to continuously correct their aim.
- Enter from a corner he wasn't watching. A half second of advantage is more valuable than a more powerful weapon.
- Don't shoot while running straight towards it. You become a target that expands without changing the angle.
- Jump only when necessary. When you jump your aim is shaky, and landing makes you freeze for a moment.
- Use gloo wall to cut line of sight, not to hide forever.
The technique of moving the shot from the chest to the head at this distance is discussed separately in drag headshot page.
Which weapon suits your playing style?
Match by how you enter the fight, not by general ranking.
| Style | Characteristics | Main weapon | Companion |
|---|---|---|---|
| Rush the door | Enter the building first | M1887 | UMP |
| Rush opens | Attacking through the field | MP40 | Assault rifle |
| Stay in the room | Waiting in the corner | M1014 | Assault rifle |
| All-rounder | Adjust the situation | UMP | Assault rifle |
| Precision duel | Be confident with your shots | Desert Eagle | Reserve SMG |
Companion columns are just as important. Two melee weapons at once make you defenseless once your opponent is ten meters away.
What attachments are most useful at close range?
One that speeds up readiness, not one that adds precision.
| Attachments | Benefits | Priority |
|---|---|---|
| Magazine | Add bullets before reloading | High |
| Muzzle | Close up the distribution | High for SMG |
| Foregrip | Reduces camera drag | Medium |
| Silencer | Hides the direction of sound | Situational |
| Scope | Enlarge the view | Low, even annoying |
The scope is almost always wrong at close range. Enlarged vision narrows the viewing angle, even though at close range you actually need to see more.
For medium-range weapons the order is different, because there precision becomes more valuable than speed. The comparison is in Medium range weapons page.
Frequently Asked Questions
What is the strongest melee weapon in FF?
Depends on the distance. Under eight meters the MP40 is superior because it has the highest bullets per second, while under six meters the shotgun can finish faster.
Which numbers to look at when comparing close guns?
Look at damage per second, not damage per bullet. Close duels were decided by who drained the opponent's blood first. What determines is the total damage per second.
Why are beginners often better with an SMG than a shotgun?
Because SMG forgives mistakes. There are so many bullets that a missed shot only sets back a bit, whereas a shotgun punishes heavily.
MP40 or UMP which is better?
The MP40 excels at under eight meters thanks to its firing speed. UMP is more useful if your fights often stretch up to twenty meters and your opponent is wearing armor.
Is M1887 still going strong?
Very strong under six meters because two shots can finish a duel. The downside is that one missed shot almost always means defeat.
Why did I lose the duel even though I shot first?
Usually because it stops moving when it starts shooting. Stationary targets are much easier to hit, so your first shot advantage is erased.
Is the Desert Eagle worth using as a main weapon?
Decent for a player with a very consistent shot. The single damage is high, but the fire rate is low so mistakes are very expensive.
What attachments are most important for SMG?
Magazine and muzzle. The magazine extends the duration of the shot before reloading, the muzzle tightens the distribution so that bullets are not wasted.
Is a scope useful for close range weapons?
Almost never. Enlarged vision narrows the viewing angle, even though at close range you actually need to see wider.
Is it permissible to carry two melee weapons at once?
Not recommended. You will lose all fighting ability once your opponent keeps a distance of more than ten meters.
What weapon combination is safest?
One SMG for short range and one assault rifle for medium range. This combination covers almost all situations that arise in a single match.
Are gloo walls useful in close duels?
Useful for cutting line of sight for a moment and then exiting another angle. Using it as a place to hide forever actually gives the opponent time to surround him.
Optimize your device FPS & touch sensitivity with the FF Kipas Official Hub · APK v2.118.12 Specs (459.7 MB) · KPS & Shizuku Setup Guide · OB55/OB54 Changelog.