FRONTLINES Roblox FRONTLINES Primary Weapons
Seven primaries explained with playstyle notes and unlock advice.
FRONTLINES offers seven primary weapons. This roster page expands what the weapons tier list summarizes and links to secondary weapons and skills loadouts.
Nightwing
Fastest full-auto identity in many community discussions. Melts in CQB, eats magazines, and gets stolen off your corpse by curious enemies. Attach horizontal control early (Attachments).
AS VAL
Close-range assault pressure with manageable recoil. Excellent for Factory-style lanes. VSS-style receivers reinvent it — experiment only after base mastery.
MP5
The teaching SMG. Strafe-friendly and honest. Great bridge between starter guns and Nightwing chaos.
M4 and flexible ARs
Attachment playgrounds. Beowulf or ACP-style receivers can create semi tap or speed identities. Ideal for players following Getting Started.
AWM
Bolt-action authority on long sightlines. Misses are expensive. Barrel and mag pairings matter for breakpoints noted by the community.
The Fix
Sniper alternative with snappier handling expectations. If AWM feels sluggish after a hit, try The Fix once unlocked via Level Up and Credits.
EBR
The EBR is the mid-unlock designated marksman in the seven-gun roster (community shop gates commonly list it around level 14). It covers the gap between M4 mid-range and true bolt snipers. A dramatic receiver can turn it toward Mk14 identity — treat that as a gunsmith experiment after you can already hit first shots, not as a beginner buy.
Choosing order
- Comfort AR/SMG
- Attachment tree on that gun
- Situational sniper if you play canyon maps from Maps and Modes
- Exotic receivers last
Related tools
- Credits calculator
- Sensitivity calculator
- FPS Performance when gun models stutter
Full primary roster (seven guns)
FRONTLINES ships exactly seven primary weapons. Names and level gates should always be confirmed in your loadout shop, but community consensus clusters around these identities:
| Primary | Range bias | Player notes |
|---|---|---|
| Nightwing | CQB melt | Extreme fire rate; magazine discipline required |
| AS VAL | CQB–mid pressure | Controllable spray; strong Factory pick |
| MP5 | Mid teaching SMG | Honest recoil; bridge before Nightwing |
| M4 family | Mid flex AR | Attachment-rich; receiver experiments |
| AWM | Long bolt | Expensive misses; barrel breakpoints matter |
| The Fix | Long sniper | Faster ADS and follow-up than AWM in many hands |
| EBR | Mid–long DMR | Level ~14 marksman; Mk14-style receiver option |
Nightwing in depth
Nightwing is the meme gun for a reason: it deletes close targets faster than most Roblox rifles. The tax is ammo — you will reload mid-fight if you spray without purpose. Unlock horizontal grips first per Attachments. In Kill Confirmed, finish with a secondary instead of reloading in the open. Pair with entry skills from skills loadouts on Factory and Cavalcade interiors.
AS VAL and MP5
AS VAL rewards aggressive clears with manageable vertical climb. It loses open canyon duels to prepared snipers — rotate instead of ego-challenging AWM lanes. MP5 teaches strafe shooting without Nightwing’s panic reloads. Many players main MP5 until Credits fund Nightwing attachments, then keep MP5 as a mixed-map backup.
M4 family flexibility
The M4 line is the attachment playground. Beowulf-style semi receivers teach tap firing; ACP-oriented packages bias speed. Ideal first buy for players following Getting Started. Rankings on the weapons tier list often place naked M4 mid-tier — fully built M4 rivals S-tier CQB guns.
AWM and The Fix
AWM is the classic bolt authority on Launch Canyon sightlines. Community notes mention limb multipliers with certain barrel and magazine pairings — test in private lobbies before ranked queues. The Fix trades some one-shot drama for faster follow-ups. Buy snipers only after Level Up and Credits funds optics and mounts from the attachments tier list.
EBR in depth
EBR exists so you are not forced into AWM or The Fix just to fight Launch and Canyons sightlines. It rewards tap or burst discipline more than Nightwing panic sprays. If you main EBR, still keep a secondary for Factory rooms — a DMR caught in a stairwell loses to MP5 and AS VAL. Confirm the current Credits price in-shop; do not copy year-old spreadsheets.
Economy and identity
You do not need all seven primaries unlocked to compete. Main one gun for twenty hours, finish its attachment tree, then sample a second range bracket. Use the credits calculator before impulse buys. If models stutter, fix FPS Performance before blaming recoil.
Primaries define your FRONTLINES identity. Main one hard before collecting the whole wall.
Frequently Asked Questions
Quick answers for FRONTLINES operators.
How many primaries are there?
Seven: MP5, M4, EBR, AWM, AS VAL, The Fix, and Nightwing. Confirm prices in the loadout shop.
What should I unlock first?
A controllable mid-range gun, then attachments. See credits guide.
Nightwing or AS VAL?
Both excel in CQB. Pick based on magazine discipline and sound preference.
Where are rankings?
Open the weapons tier list.
Do secondaries matter with these?
Yes during reloads — read secondary weapons.