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What are the basic rules for stacking two weapon slots?
Four rules, and the first rule already eliminates most of the bad lineups.
- Not two weapons in the same class. One for short distance, one for medium to long distance.
- Prioritize weapons whose bullets are easy to find. A powerful weapon without bullets is just a burden.
- Adapt to the team. If two friends are carrying long-range weapons, you are the one who goes forward.
- Replace only if it is clearly better. Changing weapons in the middle of a match means losing the attached attachments.
Comparison of weapons per class is in close-up page and mid-range page.
What loadout layout can be used directly?
Three lineups, chosen according to how you play, not according to weapon ranking.
| Style | Slot 1 | Slot 2 | Closed range | Weak point |
|---|---|---|---|---|
| Aggressive | MP40 | M4A1 | 0–50 meter | Duel over 60 meters |
| Balanced | UMP | SCAR | 5–60 meter | The duel was very tight in the room |
| Be patient | M1014 | Snipers | 0–8 dan 60 meter ke atas | Mid range is empty |
The weak point column is shown intentionally. There is no arrangement without gaps, so what you can do is choose the gaps that appear least frequently in your playing style.
What is the correct looting order after landing?
There was a clear order of priority, and it didn't start with armor.
| Time | What you're looking for | Reason |
|---|---|---|
| 0–10 detik | Any weapon | Without a weapon you can't fight back |
| 10–30 detik | Bullets and armor | Keep weapons handy |
| 30–60 detik | Second weapon according to class | Closes an empty range |
| 1–2 menit | Attachments and medkits | Increases the results of each duel |
| After that | Gloo wall and grenades | A tool for taking and holding positions |
For an overview of the flow of the match from start to finish, there is a summary at how to play page.
How many gloo walls and medkits do you need to bring?
Enough for one full battle, not as much as fits.
| Goods | Reasonable amount | Its function |
|---|---|---|
| Gloo wall | Three to five | Cuts line of sight and takes position |
| Medkit | Three to five | Recovers blood after a duel |
| Grenade | Two to three | Forcing the opponent out of the corner |
| Main gun bullets | Enough for four duels | Keep weapons handy |
| Second gun bullet | Half of the main gun | Reserves that rarely run out |
Carrying too many items takes up bag space that should be filled with bullets. Bringing too little will make you win the first duel and then lose the second duel because your blood doesn't have time to recover.
Do you need to change your loadout towards the end zone?
Often yes, because the battle distance narrows drastically in the last circle.
In the final circle almost all contact occurs below twenty meters. The previously useful sniper turned into an almost unused slot, while the SMG or shotgun suddenly became decisive.
Because of this, many experienced players switch to their ranged weapons around the fourth or fifth circle, when there is still time to pick up nearby fallen victims.
Frequently Asked Questions
What is the best loadout in FF?
The loadout that covers the widest distance, not the one that contains the two strongest weapons. The combination of SMG and assault rifle covers almost all situations.
What's the problem with carrying two SMGs at once?
The weak ranges overlap at exactly the same point. An enemy standing fifteen meters away can hit you while both of your weapons are out of power.
Is it mandatory to carry a sniper?
Not mandatory. Sniper is only profitable if you really play slowly, patiently look for high positions, and rarely force close duels.
What to look for first, weapons or armor?
Weapons, in the first ten seconds. Armor without weapons does not help win a single duel.
How many gloo walls should you bring?
Three to five. Enough for one full battle without taking up bag space that should be filled with bullets.
When is the best time to change weapons?
Right after dropping the opponent and the surrounding area is guaranteed to be safe. Switching in the middle of a firefight makes you freeze for a few seconds.
Does the loadout need to be changed in the final loop?
Often necessary. In the finish zone almost all contact occurs below twenty meters so long-range weapons are virtually unusable.
Is a weapon with full attachments better than an empty powerful weapon?
Generally yes. Attachments increase the output of each shot, while the damage advantage of new weapons is often smaller than expected.
How to adapt the loadout to the team?
See what friends have brought. If two people are holding long-range weapons, take the forward role with melee weapons.
How many bullets is enough?
Enough for about four duels with the primary weapon, and half as many for the secondary weapon. More than that it takes up space without any benefit.
Are grenades still useful?
Useful for forcing your opponent out of an angle you can't get into. The value is in opening the situation, not in the damage.
Which loadout is safest for new players?
The balanced arrangement is in the form of UMP and SCAR. The distance gaps are the smallest and easiest to close with simple movements.
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.