Bad Physics Gunsmith Guide
Scopes, lasers, grips, and bigger mags — tune guns for ragdoll chaos.
The Gunsmith is where Bad Physics turns a plain gun into a personal chaos machine. Across the 68-weapon roster — guns, melee, explosives, weather tools, and silly toys — gun-type weapons can take attachments that change how you aim, track targets, control recoil feel, and stay in the fight longer. This guide explains each attachment family, how to build loadouts for close ragdoll work versus longer sightlines, and how Gunsmith ties into Bolts progression.
If you have not claimed the free Bankshot and 500 Bolts yet, finish Getting Started first. For ranked opinions on which guns feel strongest right now, cross-check the Weapons Tier List after you understand attachments. Sibling systems that pair well with tuned guns: Maps Guide, Sandbox Mode, and Vehicles & Events.
What Gunsmith is for
Bad Physics is a physics sandbox, not a competitive FPS ladder. Attachments still matter because they change how cleanly you can place shots on dummies, vehicles, and event crowds:
- Scopes help you line up distant limbs, cannons, or Dummy Rain clusters.
- Lasers give a fast visual reference for hip-fire and chaotic close work.
- Grips stabilize the gun feel when you spray into moving ragdolls.
- Bigger mags keep you firing through Zombie Outbreak waves or long trap tests without constant reloads.
Melee, weather toys, and many explosives may not use the full Gunsmith suite the same way guns do. When a weapon has no attachment slots, treat Gunsmith as “not applicable” and focus on positioning plus map toys instead.
Attachment breakdown
Scopes
Scopes are your precision layer. Use them when:
- You are setting up long shots across Switchyard sightlines.
- You want to tag a specific dummy limb before launching it into a catapult.
- You are filming clips and need a cleaner zoomed view of impact.
Skip heavy zoom when you are sprinting through Portal Lab corridors or fighting inside a Sandbox prop maze — close chaos favors lasers and grips. Swap scopes when you change maps; what works on an open yard can feel awkward indoors.
Lasers
Lasers are the “always-on aim hint” for sandbox play. They shine when:
- You hip-fire while driving past dummies.
- Friend-face dummies are moving unpredictably in a private server.
- You are teaching a new player where shots land without forcing ADS every time.
Pair a laser with a mid-range gun for general-purpose loadouts. If your screen already feels busy with particles from explosives or weather weapons, turn the laser off temporarily so you can see ragdoll silhouettes.
Grips
Grips are about control during sustained fire. Equip them when:
- You empty mags into Dummy Rain piles.
- You track a dummy that is already tumbling mid-air.
- You combine automatic fire with vehicle movement and need a steadier reticle.
In pure one-shot launcher play, grips matter less than ammo and positioning. On spray guns, grips are often the first Bolts-worthy upgrade after a bigger mag.
Bigger mags
Magazine upgrades are the quality-of-life kings of Bad Physics Gunsmith:
- Longer continuous fire for testing how ragdolls react to sustained hits.
- Fewer reloads during Zombie Outbreak.
- Better value on automatic guns than on single-shot toys.
Spend Bolts here early if your favorite gun clicks empty every few seconds. Combine bigger mags with grips for a “hold the trigger and watch physics” loadout that fits most public and private sessions.
Loadout recipes for ragdoll chaos
Use these as starting templates, then tweak:
Close-range chaos loadout
- Goal: smash nearby dummies, feed cannons, laugh in private servers.
- Attachments: laser + grip + bigger mag; light or no scope.
- Playstyle: hip-fire, strafe, shove bodies into wrecking balls.
- Pairs with: Sandbox traps, crane drops, short map toys.
Mid-range sandbox loadout
- Goal: versatile daily play across Switchyard-style spaces.
- Attachments: modest scope + laser + bigger mag.
- Playstyle: ADS for key shots, laser for follow-ups.
- Pairs with: catapult setups, Dummy Rain, general questing.
Long sightline / clip loadout
- Goal: clean distant impacts and recording.
- Attachments: stronger scope + grip; mag size as needed.
- Playstyle: plant, breathe, pick limbs, let physics finish the joke.
- Pairs with: open map edges, Nuke aftermath filming, friend-face portrait shots.
Event survival loadout
- Goal: stay effective during Zombie Outbreak or dense Dummy Rain.
- Attachments: bigger mag first, then grip, then laser.
- Playstyle: prioritize uptime over perfect ADS.
- Pairs with: tank support from friends, pre-built Sandbox chokepoints.
After you settle a recipe, compare alternatives on the Weapons Tier List so you are not overspending Bolts on a gun you will shelf.
Bolts economy and progression tips
Gunsmith upgrades compete with shop unlocks for the same Bolts pool. Smart spending order for most players:
- Claim group Bankshot + 500 Bolts (Getting Started, Group Rewards).
- Unlock one gun you actually enjoy.
- Buy bigger mag or grip on that gun.
- Add laser or scope based on your preferred maps.
- Only then widen the arsenal.
Daily rewards, playtime rewards, and quests refill Bolts while you level toward 100 — see the Progression Guide and Bolt Guide. Check Codes when drops go live. Avoid buying every attachment for every gun — specialize two loadouts and master them across maps.
Map and mode synergy
- Switchyard: mid-range recipe; use scopes along longer tracks and open props.
- Portal Lab: close-range recipe; lasers and grips beat heavy zoom.
- Sandbox sessions: swap freely; build a “test bench” loadout with bigger mags so you can fire through prop experiments without pausing.
- Vehicle play: lasers help while driving cars; save scoped rifles for when you dismount. See Vehicles & Events.
Common Gunsmith mistakes
- Scoping every gun the same way regardless of map density.
- Ignoring mag size, then blaming the weapon during Outbreak.
- Spending all Bolts on duplicates before attaching anything.
- Never re-opening Gunsmith after a patch — Updates may change availability or feel.
- Forgetting that melee and silly toys may not need Gunsmith at all.
Practice routine (10 minutes)
- Equip your main gun with current attachments.
- Dump one mag into a standing dummy cluster; note control.
- Swap one attachment only (for example, add a grip).
- Repeat the same mag dump and compare ragdoll behavior and aim feel.
- Take the winner into a cannon or catapult line on your current map.
- Save Bolts notes mentally: keep, sell priority, or try another gun.
This single-variable method beats random shopping and teaches you what each Gunsmith slot actually does in Bad Physics.
Related pages
- Getting Started — claim Bankshot and early Bolts.
- Weapons Tier List — ranking context for your mains.
- Maps Guide — where your loadout will be used.
- Sandbox Mode — prop range for attachment tests.
- Controls — aiming and weapon-switch binds.
- Guides Hub — full tutorial index.
Master Gunsmith early and every other Bad Physics system — maps, vehicles, events, Sandbox — becomes easier to read, because your shots finally go where the joke needs them to go.
Frequently Asked Questions
Quick answers for Bad Physics players.
What attachments does Bad Physics Gunsmith support?
Gunsmith focuses on scopes, lasers, grips, and bigger magazines for compatible guns. Not every weapon in the 68-item roster uses every slot — melee and some toys may skip Gunsmith entirely.
Which Gunsmith upgrade should I buy first?
On most automatic guns, buy a bigger mag or a grip first for uptime and control. Add a laser for close chaos or a scope for longer Switchyard-style sightlines next.
Does Gunsmith work the same in Sandbox mode?
Yes. Attachments stay on your guns in Sandbox. Bigger mags are especially useful while you test props and traps without constant reloads.
Where should I check which guns are strongest?
Use this Gunsmith guide for attachment strategy, then open the Weapons Tier List hub for ranking context. Personal feel still matters in a physics sandbox.