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SOCOM 4 Weapons Guide – Stats, Mod Levels and Attachments

SOCOM 4
You can choose two weapons and two pieces of gear for your loadout in SOCOM 4’s multiplayer.

There are 40 weapons and 8 pieces of gear you can choose from, but you cannot choose two weapon from the same weapon class. You need to choose two weapons from different weapon classes; Sub-Machine Guns, Assault Rifles, Machine Guns, Shotguns, and Sniper Rifles.

Each weapon has 5 Upgrade Levels, Mods/Attachments. Each level will grant you a new attachment or an upgrade for that particular weapon. Mod Level is similar to leveling up your soldier but in this case, you are leveling up your gun to unlock weapon upgrades.

SOCOM 4 Weapon Modes

Weapons in SOCOM 4 feature three types of modes; Fully Auto, Semi Auto, and Action.

Full Auto
Press the trigger button to fire bullets automatically, keep it pressed and gun keeps firing.

Semi Auto
Semi Automatic weapons fire one bullet at a time. You need to press the trigger button again to fire another bullet.

Action
Action weapons also fire one bullet a a time and have short delay action before they can fire the next bullet.

Finally, the weapons in SOCOM 4’s multiplayer are faction specific; you can only choose certain weapons depending on which faction you opt to play with.

SOCOM 4 Weapon Stats

You need to take into consideration the weapon stats when choosing the right weapon for yourself. Every weapon in SOCOM 4 has following statistics:

Damage
The amount of damage your weapon can cause. More damage stat a weapon has, lesser bullets it would take to kill an enemy.

Accuracy
How accurate is your weapon. Increased accuracy would mean smaller reticle, easier to aim on the target, lesser bullet spray.

Range
How far you can hit a target with your weapon. Good statistic to look at in order to sync your weapon with your gamestyle. Range also dictates how much damage your weapon can inflict. Every weapon does more damage when in close proximity and damage reduces more you go for targets in range. The better the range of the gun, the higher the damage it will retain over the range.

Capacity
How much ammunition a weapon can carry.

Rate
Rate at which a weapon fires the bullets. More bullets hitting the target, more damage done and more ammunition consumed. Powerful weapons don’t need high rate of fire but you may do well with high rate of fire in close quarters.

Sound
Mostly overlooked statistic. If you are looking to play stealthy, you will need a gun that makes less sound when fired.

SOCOM 4 Multiplayer – Gear Pieces

M67 Frag Grenade
You have an option to equip two explosive grenades in your loadout. Each grenade has a 3 second timer. You cannot cook grenades, the time only starts the instance you throw them.

AN-M8 Smoke
You have an option to equip four smoke grenades to make a smoke screen to blind your enemies. Helpful in objective based modes when you need to create a distraction or a cover from enemy soldiers.

M84 Flashbang
You have an option to equip four flash grenades. These little devices blind enemy soldiers temporarily but have 3 second timer. So your enemies will have fair amount of time to get themselves in a more defensive position.

BKT-ZX Gas
These gas grenades are unlocked at level 3. They create a gas cloud and will reduce health of everyone within its effective radius.

M18A1 Claymore
Claymores are unlocked at level 5. Good for defending yourself when you are holding the high ground or camping inside a room. It is a sound detonated explosive that will detonate in a forward direction when triggered.

PNM Mine
These land mines are unlocked at level 5 and will detonate responding to pressure/when enemies walk over it. If you are carefully walking, you can hear the faint beeping noise when near a PNM mine.

MK3A2 Concussion
These concussion grenades are unlocked at level 5 and temporarily disable enemy’s ability to hear. Helpful in clearing the camping spots. They also inflict slight damage and may kill an injured enemy. 3 second timer again gives enough time to be on the defense.

PE4 Charge
These remotely detonated charges are unlocked at level 7 and can be placed anywhere. Your reticle must be on the charge in order to detonate it.

SOCOM 4 Mod Levels / Attachments

Every weapon in SOCOM 4 has 5 Mod Levels, ranking up weapon to each mod level unlocks a particular attachment or upgrade that enhance that weapons. Leveling up a weapon is similar to leveling up your player but this time, you will be playing with your weapon more to to gain XP and rank up that weapon’s Mod Level.

Each weapon has a yellow bar above it when configuring your loadout to give you a good idea of how far you have progressed through the mod level.

Following are the attachments or upgrades you will unlock for all the weapons in SOCOM 4.

ACOG Scope
ACOG Scope allows increased zoom over Reflex Sight, making it easier for you to zoom in from third person to first person aim for increased accuracy.

Bipod
Two legged stand for your weapon. Deploy it on something concrete or while prone to reduce the recoil of your weapon.

Extended Magazine
More ammo per magazine but the overall capacity to carry the ammo remains the same. Ideal for weapons with small magazines and high rates of fire, like most of the Sub-Machine Guns.

Extra Ammunition
Extra ammunition gives you more ammunition for that particular weapon.

Faster Reloading
Faster reloading allows you to reload fast.

Foregrip
Foregrip gives more accuracy to the players while firing by adding a firm front-end grip to the weapons.

Increased Rate of Fire
Increased rate of fire allows your weapon to fire faster.

Muzzle Brake
Small components added on the end of a weapon’s muzzle to increase weapon’s accuracy by lowering the recoil.

Reflex Sight
Red Dot Sight surrounded by circle which allows you to zoom in from third person view to first person view.

Replacement Ammunition
Replaces default ammo with special ammo, which either increases range or decrease sound signature. Increased range allows rounds to keep their damage at distance, while decreased sound signature allows you to play more stealthy.

Suppressors
Suppressors suppress the fire to reduce the weapon’s sound signature. There are two types of suppressors – high and low. The difference lies in how far they reduce the sound signature of a particular weapon.

Underbarrel Launcher
Grenade launchers attached to the under side of the weapon’s barrel. They shoot 40MM grenades which explode on contact. They fall into gear category, you must switch to them using the gear button before you can use them.

Variable Scope
Special Scopes that allow you to zoom in from third person view to first person view. They have two types; Low Variable Scopes allow you to zoom in from close to mid range, High Variable Scopes allow you to zoom in from close, to mid, to far range.

Go to Next Page to read everything about Sub Machine Guns, and Assault Rifles in SOCOM 4.

SOCOM 4 Weapons – Sub Machine Guns

All the sub machines guns of SOCOM 4.

KP5

  • Spec Ops
  • Level 1
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 120 Rounds Extra

KP5 has faster fire rate at the cost of lower damage.

Mod Level/Attachment 1
Low Suppressor

Mod Level/Attachment 2
Foregrip

Mod Level/Attachment 3
Modifications that greatly increase the fire rate.

Mod Level/Attachment 4
Reflex Sight

Mod Level/Attachment 5
High Suppressor; significantly reduces the sound signature of the weapon.

DK7

  • Spec Ops
  • Fully Automatic /Semi Automatic /3 Round Burst
  • 20 Rounds Per Magazine
  • + 80 Rounds Extra

DK7 is for those who like to approach cautiously in the battlefield. Who like to stealthy. It comes with default suppressor that makes it perfect for covert operations.

Mod Level/Attachment 1
Reflex Sight

Mod Level/Attachment 2
Extended Magazine

Mod Level/Attachment 3
Quick Swap Components; modifications that allow for faster reloading.

Mod Level/Attachment 4
Replacement Ammunition

Mod Level/Attachment 5
Extra Ammunition

Kurtis 45ACP

  • Spec Ops
  • Level 8
  • Fully Automatic /Semi Automatic
  • 40 Rounds Per Magazine
  • + 80 Rounds Extra

Powerful ranged weapon with low firing rate and very high sound signature.

Mod Level/Attachment 1
Reflex Sight

Mod Level/Attachment 2
Extra Ammunition

Mod Level/Attachment 3
Quick Swap Components

Mod Level/Attachment 4
Low Suppressor

Mod Level/Attachment 5
Replacement Ammunition

PDW-46

  • Level 1
  • Insurgents Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 120 Rounds Extra

High rate of fire but reduced damage.

Mod Level/Attachment 1
Low Suppressor

Mod Level/Attachment 2
Extended Magazine

Mod Level/Attachment 3
Modifications that allow for increased rate of fire.

Mod Level/Attachment 4
Reflex Sight

Mod Level/Attachment 5
High Suppressor

C9MM

  • Level 1
  • Insurgents
  • Fully Automatic /Semi Automatic /3 Round Burst
  • 30 Rounds Per Magazine
  • + 120 Rounds Extra

The sound signature of C9MM is lower as compared to other guns due to an integrated suppressor.

Mod Level/Attachment 1
Reflex Sight

Mod Level/Attachment 2
Extended Magazine

Mod Level/Attachment 3
Quick Swap Components; modifications that allow for faster reloading.

Mod Level/Attachment 4
Replacement Ammunition; decreases the sound signature of the weapon making it more difficult to detect.

Mod Level/Attachment 5
Extra Ammunition

F90

  • Level 8
  • Spec Ops
  • Fully Automatic /Semi Automatic
  • 50 Rounds Per Magazine
  • + 100 Rounds Extra

Larger capacity and greater effectiveness at range compared to other SMG’s.

Mod Level/Attachment 1
Reflex Sight

Mod Level/Attachment 2
Extra Ammunition

Mod Level/Attachment 3
Quick Swap Components

Mod Level/Attachment 4
Low Suppressor

Mod Level/Attachment 5
Replacement Ammunition; increases the maximum range and the distance it is most effective at.

SOCOM 4 Weapons – Assault Rifles

All the assault weapons featured in SOCOM 4.

ACR

  • Level 1
  • Spec Ops
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 60 Rounds Extra

Standard assault rifle, a dynamic weapon which can be adapted for different situations.

Mod Level/Attachment 1
Extended Magazine

Mod Level/Attachment 2
ACOG Scope

Mod Level/Attachment 3
Low Suppressor

Mod Level/Attachment 4
Extra Ammunition

Mod Level/Attachment 5
Underbarrel Launcher

IAR 556

  • Level 1
  • Spec Ops
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 90 Rounds Extra

If you are looking for one weapon that offers the best features of multiple weapons, this assault rifle is your best option.

Mod Level/Attachment 1
Extra Ammunition

Mod Level/Attachment 2
Muzzle Brake;

Mod Level/Attachment 3
Modifications that allow for faster reloading.

Mod Level/Attachment 4
Underbarrel Launcher

Mod Level/Attachment 5
ACOG Scope

FAMAS G2

  • Level 3
  • Spec Ops
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 90 Rounds Extra

FAMAS G2 sacrifices power and accuracy for increased rate of fire.

Mod Level/Attachment 1
Extended Magazine

Mod Level/Attachment 2
Foregrip

Mod Level/Attachment 3
Extra Ammunition

Mod Level/Attachment 4
Modifications that allow for increased rate of fire.

Mod Level/Attachment 5

DK2

  • Level 1
  • Spec Ops
  • Fully Automatic /Semi Automatic /3 Round Burst
  • 30 Rounds Per Magazine
  • + 60 Rounds Extra

Mod Level/Attachment 1
Low Suppressor

Mod Level/Attachment 2
Extended Magazine

Mod Level/Attachment 3
Foregrip

Mod Level/Attachment 4
ACOG Scope

Mod Level/Attachment 5
High Suppressor

SFCR-HW

  • Level 1
  • Spec Ops Fully Automatic /Semi Automatic /2 Round Burst
  • 20 Rounds Per Magazine
  • + 60 Rounds Extra

Sacrifices control and rate of fire for more power and long range.

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Modifications that allow for faster reloading.

Mod Level/Attachment 3
ACOG Scope

Mod Level/Attachment 4
Extra Ammunition

Mod Level/Attachment 5
Low Variable Scope

IW-80 A2

  • Level 10
  • Spec Ops
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 60 Rounds Extra

Most accurate assault rifle in SOCOM 4.

Mod Level/Attachment 1
Modifications that allow for faster reloading.

Mod Level/Attachment 2
ACOG Scope

Mod Level/Attachment 3
Foregrip

Mod Level/Attachment 4
Extra Ammunition

Mod Level/Attachment 5

AK-102

  • Level 1
  • Insurgents
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 60 Rounds Extra

Variant of legendary AK-47, its durability and effectiveness has been praised for decades.

Mod Level/Attachment 1
Extended Magazine

Mod Level/Attachment 2
ACOG Scope

Mod Level/Attachment 3
Low Suppressor

Mod Level/Attachment 4
Extra Ammunition

Mod Level/Attachment 5
Underbarrel Launcher

M4A1

  • Level 1
  • Insurgents
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 90 Rounds Extra

An all round gun.

Mod Level/Attachment 1
Extra Ammunition

Mod Level/Attachment 2
Muzzle Brake

Mod Level/Attachment 3
Modifications that allow for faster reloading.

Mod Level/Attachment 4
Underbarrel Launcher

Mod Level/Attachment 5
ACOG Scope

ATAC 2000

  • Level 3
  • Insurgents
  • Fully Automatic /Semi Automatic
  • 30 Rounds Per Magazine
  • + 90 Rounds Extra

Increased rate of fire but not so effective at long range.

Mod Level/Attachment 1
Extended Magazine

Mod Level/Attachment 2
Foregrip

Mod Level/Attachment 3
Extra Ammunition

Mod Level/Attachment 4
Modifications that allow for increased rate of fire.

Mod Level/Attachment 5

HS-36

  • Level 1
  • Insurgents
  • Fully Automatic /Semi Automatic /Two Round Burst
  • 30 Rounds Per Magazine
  • + 60 Rounds Extra

For those who like Stealth Assault.

Mod Level/Attachment 1
Low Suppressor

Mod Level/Attachment 2
Extended Magazine

Mod Level/Attachment 3
Foregrip

Mod Level/Attachment 4
ACOG Scope

Mod Level/Attachment 5
High Suppressor

FAL

  • Level 1
  • Insurgents
  • Fully Automatic /Semi Automatic /Three Rounds Burst
  • 20 Rounds Per Magazine
  • + 60 Rounds Extra

FAL brings power and range of Sniper Rifle to an Assault Rifle at the price of reduced rate of fire and increased kick.

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Quick Swap Components

Mod Level/Attachment 3
ACOG Scope

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Low Variable Scope

FDO-11

  • Level 10
  • Insurgents
  • Fully Automatic /Semi Automatic
  • 20 Rounds Per Magazine
  • + 80 Rounds Extra

Good weapon for close to mid range combat. The power on an assault rifle in a compact small size lighter gun.

Mod Level/Attachment 1
Extra Ammo

Mod Level/Attachment 2
Modifications that allow for increased rate of fire.

Mod Level/Attachment 3
Foregrip

Mod Level/Attachment 4
Modifications that allow for faster reloading.

Mod Level/Attachment 5
Muzzle Brake

Go to Next Page to read everything about Shotguns, Sniper Rifles and Machine Guns in SOCOM 4.

SOCOM 4 Weapons – Shotguns

All the shotguns featured in SOCOM 4.

Mos-590

  • Level 1
  • Spec Ops
  • Pump Action
  • 5 Rounds Per Magazine
  • + 35 Rounds Extra

Ideal gun for close combat but not effective in long range combat.

Mod Level/Attachment 1
Reflex Sight

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
Modifications that allow for faster reloading.

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Muzzle Brake

M3T

  • Level 1
  • Insurgents
  • Pump Action
  • 5 Rounds Per Magazine
  • + 35 Rounds Extra

As for all shotguns, M3T is good in close combat, but sucks in long range combat.

Mod Level/Attachment 1
Reflex Sight

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
Foregrip

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Muzzle Brake

SOCOM 4 Sniper Rifles

All the sniper rifles featured in SOCOM 4.

CNC SOCOM

  • Level 1
  • Spec Ops
  • Semi Automatic
  • 10 Rounds Per Magazine
  • + 30 Rounds Extra

Accurate, high rate of fire and reduced sound signature makes CNC SOCOM an ideal weapon to take down multiple enemies in succession.

Mod Level/Attachment 1
Extended Mag

Mod Level/Attachment 2
Bipod

Mod Level/Attachment 3
Low Suppressor

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
High Variable Scope

SR-25

  • Level 6
  • Spec Ops
  • Semi Automatic
  • 10 Rounds Per Magazine
  • + 40 Rounds Extra

Improved firing rate and sound suppression enhancement make SR-25 good for covert operations but it doesn’t have the range and power of other sniper rifles.

Mod Level/Attachment 1
Low Suppressor

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
Low Variable Scope

Mod Level/Attachment 4
Modifications that allow for increased rate of fire.

Mod Level/Attachment 5
High Suppressor

M200

  • Level 9
  • Spec Ops
  • Bolt Action
  • 5 Rounds Per Magazine
  • + 20 Rounds Extra

Powerful long range sniper rifle but lacks sound suppression and has low rate of fire. Recommended for expert Marksman.

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
High Variable Scope

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Muzzle Brake

Mk 20

  • Level 1
  • Insurgents
  • Semi Automatic
  • 10 Rounds Per Magazine
  • + 30 Rounds Extra

Mod Level/Attachment 1
Extended Mag

Mod Level/Attachment 2
Bipod

Mod Level/Attachment 3
Low Suppressor

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
High Variable Scope

SASR

  • Level 6
  • Insurgents
  • Semi Automatic
  • 10 Rounds Per Magazine
  • + 30 Rounds Extra

Mod Level/Attachment 1
Low Suppressor

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
Low Variable Scope

Mod Level/Attachment 4
Modifications that allow for increased rate of fire.

Mod Level/Attachment 5
High Suppressor

F-Edje MSR

  • Level 9
  • Insurgents
  • Bolt Action
  • 5 Rounds Per Magazine
  • + 20 Rounds Extra

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
High Variable Scope

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Muzzle Brake

SOCOM 4 Weapons – Machine Guns

All the light and heavy machine guns featured in SOCOM 4.

APEX 100

  • Level 1
  • Spec Ops
  • Fully Automatic /Semi Automatic
  • 75 Rounds Per Magazine
  • + 75 Rounds Extra

Good all round machine gun.

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Reflex Sight

Mod Level/Attachment 3
Modifications that allow for faster reloading.

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Muzzle Brake

ISR-N56

  • Level 7
  • Spec Ops
  • Fully Automatic
  • 75 Rounds Per Magazine
  • + 150 Rounds Extra

Mod Level/Attachment 1
Foregrip

Mod Level/Attachment 2
Muzzle Brake

Mod Level/Attachment 3
Reflex Sight

Mod Level/Attachment 4
Modifications that increase the rate of fire.

Mod Level/Attachment 5
Extended Mag

M60

  • Level 3
  • Spec Ops
  • Fully Automatic
  • 100 Rounds Per Magazine
  • + 100 Rounds Extra

High damage but more difficult to control.

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
Muzzle Brake

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Reflex Sight

RTK-74

  • Level 1
  • Insurgents
  • Fully Automatic /Semi Automatic
  • 75 Rounds Per Magazine
  • + 75 Rounds Extra

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Reflex Sight

Mod Level/Attachment 3
These modifications allow for faster reloading.

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Muzzle Brake

AMELI

  • Level 7
  • Insurgents
  • Fully Automatic
  • 75 Rounds Per Magazine
  • + 150 Rounds Extra

High Rate of fire makes AMELI impressive, only if you can control it.

Mod Level/Attachment 1
Foregrip

Mod Level/Attachment 2
Muzzle Brake

Mod Level/Attachment 3
Reflex Sight

Mod Level/Attachment 4
Modifications that allow for faster reloading.

Mod Level/Attachment 5

PKP

  • Level 3
  • Insurgents
  • Fully Automatic
  • 100 Rounds Per Magazine
  • + 100 Rounds Extra

Great Power and capacity but high kick and reduced accuracy.

Mod Level/Attachment 1
Bipod

Mod Level/Attachment 2
Extended Mag

Mod Level/Attachment 3
Muzzle Brake

Mod Level/Attachment 4
Extra Ammo

Mod Level/Attachment 5
Reflex Sight

If you want to ask or add anything I may have missed, feel free to leave a comment.