Weapon attachments are parts of weapons in Titanfall 3 that can be attachable and detachable. These serve the purpose of making the weapon better for use. The six types of weapon attachments are bolts, barrel mods, optics, stocks, magazines and hop-ups. The weapon attachments can be either an upgrade or side-grade.


Barrel mods[edit | edit source]

Barrel mods are attachments that can affect noise, recoil, muzzle velocity or accuracy, available to most weapons in Titanfall 3.

Suppressor[edit | edit source]

Reduces noise, increases muzzle velocity, keeps fires off minimap and greatly reduces muzzle flash.

In-game description

Suppressor prevents gunfire from being seen from anyone's minimap and makes it harder to hear and the locate the position of the shooter. It also reduces the muzzle flash of any weapon with this attachment. As a side effect, it increases the muzzle velocity, which increases both damage and range of the weapon.

This attachment is available to most weapons.

Muzzle brake[edit | edit source]

Reduces felt recoil at the cost of increased noise.

In-game description

Muzzle brake reduces the felt recoil at the cost of increased gunfire noise, therefore, alerting more enemies in close proximity to the shooter. Muzzle brakes are often used for high-caliber weapons, such as the R-682-H "Raptor" anti-materiel battle rifle and the Sentinel-AT AMR, a semi-automatic, electrothermal-chemical anti-materiel rifle.

This attachment is available to most weapons and are often used by large-caliber rifles.

Optics[edit | edit source]

Optics gives a better sight of the enemy targets. They are mostly superior to iron sights.

In-game description

Optics are weapon attachments that can be installed or uninstalled on weapon's top rail. These attachments gives a better sight of the target. All weapons excluding Archer Heavy Rocket and LG-97 Thunderbolt can have different optics equipped and removed depending on the situation. All sniper rifles use iron sights when not equipped with any optics.

Optic Zoom Special features
Reflex Sight 1x None
HCOG
Variable Reflex Sight 1-2x
Long-Range HCOG 1-3x
ACOG Scope 1-5x
Rifle Scope 2-10x
Advanced Telescopic Sight 2-40x Can switch between visible and infrared view.
Shows ammo left and magazine count.
Digital Threat 1x Can spot enemies behind walls.
Digital Threat Rifle Scope 2-20x

Note: Rifle scopes can be attach to any weapons other than sniper rifles.

Hop-up attachments[edit | edit source]

Hop-up attachments are specialized attachments available to most weapons. They are able to change anything under the hood.

In-game description

Hop-up attachments (shorthand: hop-ups) are specialized attachments available to certain weapons in Titanfall 3. These are muzzle, receiver and rifling modifications of weapons that can be easily installed and removed on the fly without requiring to invest any time in taking apart the weapon. Depending on the weapons and type of attachment used, these can have a large impact on how the weapon operates. Each weapon has at least one specific Hop-Up that can be attached to the weapon. Although some Hop-Ups like Disruptor and Hammerpoint are a total upgrade to the weapon, other Hop-Ups like Beam Emitter and Plasma Charge are side-grades.

Beam Emitter[edit | edit source]

This receiver hop-up changes the projectile type of any directed-energy weapons into a laser beam, thus increasing the accuracy.

In-game description

N7_Valkyrie_full_auto_beam_emitter_augment

N7 Valkyrie full auto beam emitter augment

Beam Emitter hop-up in action.

Changes the projectile type to a hitscan beam. This will increase accuracy, extending the range of any directed-energy weapons with this hop-up. This hop-up is only compatible with directed-energy weapons.

This hop-up is incompatible with SDL-938 Plasma Rifle and Charge Rifle since both of them has a built-in beam emitter firemode.

Weapon Effect
L-STAR Fires a hitscan continuous plasma beam instead of ball of plasma.
Havoc Energy Rifle Changes the fully-automatic fire mode to fire continuous plasma beam instead of bolt of lightning.
Peacekeeper Fires a hitscan laser beam instead of projectile-based plasma pellets.
EM-4 Cold War Changes the projectile type from an explosive energy projectile to a hitscan plasma beam.

Charge Burst[edit | edit source]

This receiver hop-up changes the semi-automatic fire-mode to a burst-fire mode. The longer you pull the trigger, the more bullets will be fired upon release of the trigger.

In-game description

Changes the fire mode to burst-fire. The longer you pull the trigger, the more bullet will be fired. When used on any weapons, especially the semi-automatic ones that don't have a burst-fire mode, it will change semi-automatic fire mode to a burst-fire mode. The rate of fire on any weapons with a hopup that does not have a burst-fire mode is approximately 475 RPM. This hop-up is incompatible with any weapons that requires manual cycling with the exception of Peacekeeper energy shotgun.

Plasma Charge[edit | edit source]

This receiver hop-up changes the semi-automatic fire-mode to fire more powerful shots. The longer you pull the trigger, the more devastating shot it can fire, but beware, this hop-up will deplete ammo faster on longer pulls especially on directed-energy weapons.

In-game description

Mass_Effect™-_Andromeda_-_Plasma_Charged_Falcon's_high_Burst_Damage

Mass Effect™- Andromeda - Plasma Charged Falcon's high Burst Damage

Plasma Charge hop-up in action.

Changes the fire mode to semi-automatic and fires a more powerful one. The longer you pull the trigger, the more powerful shot will be fired at the cost of higher ammo consumption especially the directed-energy weapons. This hop-up is compatible with all weapons. Maximum ammo consumption is typically six.

Weapon Effect
EM-4 Cold War Changes the fire mode to semi-automatic, the longer you pull the trigger, the more powerful shot will fire. The weapon will fire a one powerful ball lightning as opposed of multiple smaller ones.
SDL-1548 AMPR Changes the fire mode, the longer you pull the trigger, the more powerful shot will fire. The resulting explosion radius and damage increase is proportional to length of the trigger pull at the cost of using more than one round per shot.
SDL-938 Plasma Rifle Changes the semi-automatic fire modes, the longer you pull the trigger, the more powerful shot will fire at the cost of faster ammo depletion and overheating.
Charge Rifle Changes the fire mode to semi-automatic like the older variant of Charge Rifle. This will fire even if the weapon is not fully-charged.
Havoc Energy Rifle Changes the semi-automatic fire mode to fire a more powerful bolt of lightning.
Sentinel-AT AMR
Sentinel-AP Sniper
Any weapons other than directed-energy ones
Changes the semi-automatic fire mode to fire a more powerful shot on longer pulls. The trigger must be released as opposed to the trigger must be pulled in order to fire a shot.

Electrical Conduits[edit | edit source]

This receiver hop-up adds an electrical arc effect to projectiles they fired, generating an electric shock upon impact, stunning enemies within the vicinity and it will spread to any conductive material such as water and metal. When applied to any energy weapons, it produces a lightning streak that zaps enemies on its path. Beware that this hop-up will slightly decreases damage done to enemies especially directed-energy weapons. Great for crowd control.

In-game description

Adds an electrical arc effect to damage groups of enemies and disables electronic devices and robotic enemies. This will decrease damage for any energy weapons with this hop-up a little bit. These projectiles will generate an electric shock and even a lightning bolt upon impact. The electric shock from both impact and lighting bolts spreads to any conductive materials such as water and metals alike although electric shocks from direct impact are stronger. These bolts also do follow along the path and when paths intersect each other, it will jump from path to path randomly zapping enemies and inducing an electric shock.

When used on any beam weapons such as Charge Rifle and other weapons with Beam Emitter hop-up, it will decrease the accuracy and range of beam weapons while adding better crowd control capabilities and its beam can now penetrate further and it will generate a lightning streak that zaps enemies on its path.

Weapon type Effect
Conventional Projectiles fired generates an electric shock upon impact, electrocuting enemies and disabling electronic devices. These electrical shock generated will spread through any conductive material.
Conventional-energy hybrid Projectiles fired generates a lightning bolt upon impact. These bolts generated zaps every enemies in its path.
Energy Slightly decreases damage while adding arc lightning effect for better crowd control capabilities.

Electrical Conduits hop-up extends the crowd control capability of any energy weapons due to being able to zap every enemies in the path.

Anvil Receiver[edit | edit source]

This receiver hop-up increases the damage output, but beware that this hop-up increases recoil. Compatible with all weapons.

In-game description

Increases the damage output of any weapons at the cost of increased recoil, making it inaccurate especially on fully-automatic weapons.

Community content is available under CC-BY-SA unless otherwise noted.