{"id":5613,"date":"2026-09-15T05:02:06","date_gmt":"2026-09-14T22:02:06","guid":{"rendered":"https:\/\/neonsect.com\/bodycam\/bodycam-attachments-guide\/"},"modified":"2026-09-15T12:03:17","modified_gmt":"2026-09-15T05:03:17","slug":"bodycam-attachments-guide","status":"publish","type":"post","link":"https:\/\/neonsect.com\/es\/bodycam\/bodycam-attachments-guide\/","title":{"rendered":"Bodycam Attachments Guide: Stats, Compatibility &#038; Unlocks"},"content":{"rendered":"","protected":false},"excerpt":{"rendered":"<p>Bodycam\u2019s v0.8 loadout system: the eight attachment stats as Reissad defines them, the 14-category tree with its real nesting, how compatibility works, and how to pick parts for a starter weapon by the problem you have.<\/p>","protected":false},"author":4,"featured_media":5615,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[875],"tags":[],"blog_tag":[],"class_list":["post-5613","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-bodycam"],"acf":{"redactor":[{"acf_fc_layout":"text","text":"<p><a href=\"\/bodycam\/\">Bodycam<\/a>'s v0.8 \"Locked and Loaded\" update replaced the old random-kit system with a real loadout builder: you start with one base weapon and unlock everything else \u2014 around 400 attachments across every weapon and category \u2014 by spending Reissad Points earned in matches. This guide covers the eight stats every attachment can affect, the full category tree as Reissad lists it, how compatibility works between parts, and a way to choose parts for a starter weapon by the problem you are trying to fix.<\/p><div class=\"post-callout post-callout--note\"><p class=\"post-callout__label\">What this guide does not have yet<\/p><p>The patch notes we used do not include a full table of stat values and prices. We have not yet verified the cost and compatibility of specific builds in the current version, so this is a system overview with a selection framework \u2014 not a tested build list. Tested builds will be added when we have them.<\/p><\/div>"},{"acf_fc_layout":"text","text":"<div class=\"post-tldr\"><p class=\"post-tldr__h\">TL;DR<\/p><ul>\n<li>You start with a base weapon and unlock the rest with Reissad Points; around 400 attachments exist across all weapons and categories.<\/li>\n<li>Every attachment can touch up to eight effects: ADS Speed, Switch Speed, Reload Speed, Horizontal Recoil, Vertical Recoil, Spread, Kick and Ammo Capacity \u2014 defined by Reissad in the update post; the values themselves are shown in-game, not in the notes.<\/li>\n<li>The tree has 14 categories; only Barrels, Muzzle, Optics and Stocks have subcategories, and Reticle and Canted Optic are their own categories, not part of Optics.<\/li>\n<li>Compatibility is per weapon, and the studio says it could not test every combination \u2014 expect some parts not to mount and some clipping.<\/li>\n<li>Patch #3 cut attachment RP prices by 25\u201330 % and set private-lobby earnings to 50 % of the standard rate; Bodybomb is gone (Wingman replaced it) and Zombie Mode is temporarily disabled.<\/li>\n<\/ul><\/div>"},{"acf_fc_layout":"title","heading":"What Are Attachments in Bodycam?","tag":"h2"},{"acf_fc_layout":"text","text":"<p>Attachments are the parts you mount on a weapon inside the loadout builder to change how it handles in a fight. Before v0.8, weapons came with whatever the mode handed you. Now every weapon has its own pool of compatible parts, and the studio tracks each attachment's impact across eight named effects rather than a single generic \"recoil\" number.<\/p><p>Reissad Studio's own definitions for the eight effects, taken directly from the update post, are in the table below. The per-attachment numbers behind them appear on the in-game Tactical Tablet; the notes do not print them. Current RP prices after the Patch #3 cut are covered in our <a href=\"https:\/\/neonsect.com\/bodycam\/bodycam-reissad-points-loadout-unlocks\/\">Reissad Points and unlock cost breakdown<\/a>.<\/p><div class=\"post-stat-row\">\n<div class=\"post-stat\"><span class=\"post-stat__v\">~400<\/span><span class=\"post-stat__l\">attachments across all weapons (Reissad: \"around 400\")<\/span><\/div>\n<div class=\"post-stat\"><span class=\"post-stat__v\">8<\/span><span class=\"post-stat__l\">tracked gameplay effects<\/span><\/div>\n<div class=\"post-stat post-stat--good\"><span class=\"post-stat__v\">25\u201330%<\/span><span class=\"post-stat__l\">RP price cut in Patch #3<\/span><\/div>\n<\/div>"},{"acf_fc_layout":"table","headers":[{"header_text":"Effect"},{"header_text":"Studio's definition"},{"header_text":"What it means in a fight"}],"rows":[{"cells":[{"cell_text":"ADS Speed"},{"cell_text":"speed at which you aim down sights "},{"cell_text":"How fast you're ready to shoot after raising the gun"}]},{"cells":[{"cell_text":"Switch Speed"},{"cell_text":"speed at which you switch between weapons "},{"cell_text":"How fast you can drop to your secondary after your primary runs dry"}]},{"cells":[{"cell_text":"Reload Speed"},{"cell_text":"speed at which you reload "},{"cell_text":"Time spent exposed while topping off a magazine"}]},{"cells":[{"cell_text":"Horizontal Recoil"},{"cell_text":"horizontal recoil "},{"cell_text":"How much the gun drifts left and right during sustained fire"}]},{"cells":[{"cell_text":"Vertical Recoil"},{"cell_text":"vertical recoil "},{"cell_text":"How fast the sight climbs up the screen"}]},{"cells":[{"cell_text":"Spread"},{"cell_text":"bullet spread "},{"cell_text":"How consistently shots land where you're aiming at range"}]},{"cells":[{"cell_text":"Kick"},{"cell_text":"visual weapon kick "},{"cell_text":"The visible jolt of the model on-screen, separate from actual recoil"}]},{"cells":[{"cell_text":"Ammo Capacity"},{"cell_text":"number of rounds in the magazine "},{"cell_text":"How long you can fight before reloading"}]}],"size":"default"},{"acf_fc_layout":"title","heading":"The Full Attachment Category Tree","tag":"h2"},{"acf_fc_layout":"image","image":5616,"caption":"The 14 attachment categories exactly as Reissad lists them in the v0.8 post: only Barrels, Muzzle, Optics and Stocks have subcategories; Reticle and Canted Optic stand on their own.","alt":"Diagram of the 14 Bodycam attachment categories from the v0.8 update"},{"acf_fc_layout":"text","text":"<p>The category tree the studio shipped with v0.8 has 14 top-level categories. Four of them \u2014 Barrels, Muzzle, Optics and Stocks \u2014 have subcategories; the rest are single slots. Note where Reticle and Canted Optic sit: the post lists them as their own categories, not inside Optics, which matters when you are hunting for a part in the builder.<\/p><p>Not every entry in that tree changes performance: the studio labels attachments that carry no gameplay effect as cosmetic, so the game tells you up front which parts are purely visual.<\/p>"},{"acf_fc_layout":"table","headers":[{"header_text":"Category"},{"header_text":"Subcategories (as listed)"},{"header_text":"Notes"}],"rows":[{"cells":[{"cell_text":"Barrels"},{"cell_text":"Barrel \u00b7 Short Barrel \u00b7 Long Barrel"},{"cell_text":"Length trade-offs on a given weapon"}]},{"cells":[{"cell_text":"Muzzle"},{"cell_text":"Suppressor \u00b7 Flash Hider \u00b7 Compensator"},{"cell_text":"Suppressor ships with dedicated audio layers per weapon"}]},{"cells":[{"cell_text":"Upper Barrel"},{"cell_text":"\u2014"},{"cell_text":"Own mount point"}]},{"cells":[{"cell_text":"Side Rail"},{"cell_text":"\u2014"},{"cell_text":"Separate slot from Optic Mounts"}]},{"cells":[{"cell_text":"Optic Mounts"},{"cell_text":"\u2014"},{"cell_text":"Governs which optics a weapon can accept"}]},{"cells":[{"cell_text":"Optics"},{"cell_text":"Iron Sights \u00b7 Close Range \u00b7 Medium Range \u00b7 Long Range"},{"cell_text":"Range tiers only \u2014 Reticle and Canted Optic are separate categories"}]},{"cells":[{"cell_text":"Reticle"},{"cell_text":"\u2014"},{"cell_text":"Top-level category in the post, not an Optics sub-item"}]},{"cells":[{"cell_text":"Canted Optic"},{"cell_text":"\u2014"},{"cell_text":"Top-level category; switchable with the primary optic"}]},{"cells":[{"cell_text":"Magazine"},{"cell_text":"\u2014"},{"cell_text":"Tied to the Ammo Capacity effect"}]},{"cells":[{"cell_text":"Trigger"},{"cell_text":"\u2014"},{"cell_text":"Own slot"}]},{"cells":[{"cell_text":"Grips"},{"cell_text":"\u2014"},{"cell_text":"Own slot"}]},{"cells":[{"cell_text":"Stocks"},{"cell_text":"Stock \u00b7 Light Stock \u00b7 Heavy Stock"},{"cell_text":"Weight trade-off between the two named stock types"}]},{"cells":[{"cell_text":"Ammo Types"},{"cell_text":"\u2014"},{"cell_text":"Own category"}]},{"cells":[{"cell_text":"Stickers"},{"cell_text":"\u2014"},{"cell_text":"Cosmetic slot"}]}],"size":"default"},{"acf_fc_layout":"title","heading":"How Attachment Compatibility Works","tag":"h2"},{"acf_fc_layout":"text","text":"\n<p>Compatibility rules are set per weapon rather than per category, so an optic or barrel that fits one gun won't necessarily mount on another that looks similar. With roughly 400 attachments spread across dozens of weapons, that adds up fast. The developer note attached to the system is blunt about the scale of it: <strong>\"This system introduces thousands of possible combinations for each weapon, so we were not able to test every single one. Please report any compatibility or clipping issues you find.\"<\/strong><\/p>\n<div class=\"post-callout post-callout--note\"><p class=\"post-callout__label\">Note<\/p><p>If a part simply won't mount, that's the compatibility system doing its job, not a bug by default \u2014 though the studio's own note admits some genuine clipping issues are still out there untested.<\/p><\/div> "},{"acf_fc_layout":"title","heading":"Where Attachments Come From in Bodycam","tag":"h2"},{"acf_fc_layout":"text","text":"<p>Every attachment in the loadout builder is unlocked with Reissad Points, the progression currency earned by playing matches. There is no real-money path to attachments inside the game: v0.8 turned the real-money cosmetics shop (Operator Skins) off entirely \u2014 anything already bought stays owned and is restored on first connect after the update. The table lists the in-game routes as the patch notes describe them.<\/p>"},{"acf_fc_layout":"table","headers":[{"header_text":"In-game source"},{"header_text":"What you get"},{"header_text":"Condition (patch notes)"}],"rows":[{"cells":[{"cell_text":"Public matches in any live mode"},{"cell_text":"Reissad Points toward any unlock"},{"cell_text":"Standard RP rate; Patch #2 raised the per-mode multipliers"}]},{"cells":[{"cell_text":"Private lobbies (friends or bots)"},{"cell_text":"Reissad Points"},{"cell_text":"50 % of the standard rate since Patch #3"}]},{"cells":[{"cell_text":"Spending RP in the loadout builder"},{"cell_text":"A specific attachment for a specific weapon"},{"cell_text":"Enough RP for that item; compatibility rules per weapon"}]}],"size":"small"},{"acf_fc_layout":"title","heading":"RP Reward Changes by Mode (Patch #2 and #3)","tag":"h2"},{"acf_fc_layout":"text","text":"<p>RP comes from playing matches; Patch #2 raised the per-mode multipliers and Patch #3 cut attachment prices by 25\u201330 % and set private lobbies to half rate. Which modes are live matters more than the percentages: <strong>Bodybomb has been retired and replaced by Wingman 2v2<\/strong> (Major Update) and <strong>Zombie Mode is temporarily disabled<\/strong> (Patch #1). How RP is earned, what it costs and the farming routes are the <a href=\"https:\/\/neonsect.com\/bodycam\/bodycam-reissad-points-loadout-unlocks\/\">Reissad Points guide<\/a>'s job \u2014 this table only records what each mode's reward change was.<\/p>"},{"acf_fc_layout":"table","headers":[{"header_text":"Mode"},{"header_text":"RP multiplier increase (Patch #2)"},{"header_text":"Status on 15 Sep 2026"}],"rows":[{"cells":[{"cell_text":"Wingman 2v2"},{"cell_text":"+100 %"},{"cell_text":"Live \u2014 default competitive mode, replaced Bodybomb"}]},{"cells":[{"cell_text":"Versus"},{"cell_text":"+100 %"},{"cell_text":"Live \u2014 currency exploit fixed in Patch #3"}]},{"cells":[{"cell_text":"Hardpoint"},{"cell_text":"+75 %"},{"cell_text":"Live"}]},{"cells":[{"cell_text":"Team Deathmatch"},{"cell_text":"+50 %"},{"cell_text":"Live"}]},{"cells":[{"cell_text":"Deathmatch"},{"cell_text":"+50 %"},{"cell_text":"Live"}]},{"cells":[{"cell_text":"Gun Game"},{"cell_text":"+25 %"},{"cell_text":"Live"}]},{"cells":[{"cell_text":"Private lobbies"},{"cell_text":"\u2014"},{"cell_text":"50 % of the standard rate (Patch #3)"}]},{"cells":[{"cell_text":"Bodybomb"},{"cell_text":"\u2014"},{"cell_text":"Retired (Major Update)"}]},{"cells":[{"cell_text":"Zombie Mode"},{"cell_text":"\u2014"},{"cell_text":"Temporarily disabled (Patch #1)"}]}],"size":"small"},{"acf_fc_layout":"title","heading":"New and Reworked Weapons Alongside the Attachment System","tag":"h2"},{"acf_fc_layout":"text","text":"<p>The attachment overhaul did not land on the old weapon roster. v0.8 added the BK-101 shotgun, the Rivington sniper rifle, the SG9-X and Veaper machine pistols, a reintroduced SG5-X machine pistol and the CR-75 pistol, and every weapon model was reworked so individual parts can be customised in the loadout.<\/p><p>Whether a freshly unlocked weapon starts bare or with a default attachment set is not stated in the update post \u2014 check the weapon's card on the tablet before spending RP on it.<\/p>"},{"acf_fc_layout":"title","heading":"New Magnified Optics and the Canted Optic Switch","tag":"h2"},{"acf_fc_layout":"text","text":"\n<p>Optics got their own dedicated overhaul inside the same update. <strong>\"A new Picture-in-Picture magnified optics system has been added, bringing proper magnified scopes to the game for the first time\"<\/strong>. Alongside that, canted optics arrived with their own dedicated reticles, plus a dedicated switch action to toggle between your primary optic and the canted one mid-fight.<\/p>\n<p>The category tree lists Close Range, Medium Range, and Long Range optics as separate entries, but the update post doesn't pair any specific range to any specific map \u2014 Trenches versus the game's tighter interior maps included. Matching optic range to map is a judgment call based on how open a map's sightlines are, not something Reissad has published a chart for.<\/p> "},{"acf_fc_layout":"title","heading":"New Sound Propagation System: Organic Reverb and Positional Audio","tag":"h2"},{"acf_fc_layout":"text","text":"<p>v0.8 also overhauled how sound works alongside the attachment system. Reissad added a new sound propagation system built around Organic Reverb, which analyses the surrounding environment in real time, together with shockwave propagation that carries gunfire through corridors, stairwells and openings, distance- and volume-based occlusion on gunshots, and improved vertical audio between floors. The muzzle category is the one attachment choice that touches this system directly: the Suppressor ships with dedicated audio layers per weapon.<\/p>"},{"acf_fc_layout":"title","heading":"Weapon Category Comes Before Attachments","tag":"h2"},{"acf_fc_layout":"text","text":"<p>Which weapon category to unlock first is a separate decision from attachments, and the notes do not rank categories. Use the map's shape \u2014 Trenches is \"intense close quarters fights inside the trench network and longer range engagements across the open areas\" \u2014 and the mode you queue to pick the range you fight at most, then compare the categories the tablet offers for that range; a weapon-by-weapon guide is a separate piece.<\/p>"},{"acf_fc_layout":"title","heading":"How to Choose Attachments for a Starter Weapon: by Problem, Not by Tier List","tag":"h2"},{"acf_fc_layout":"text","text":"<p>Without a published stat table, a universal \"buy this first\" list would be a guess, so this is a frame: name the problem that is getting you killed, then compare only the attachments whose effect addresses it, reading the values on the tablet card for your specific weapon.<\/p><table><thead><tr><th>What is getting in your way<\/th><th>What to compare on the tablet<\/th><\/tr><\/thead><tbody><tr><td>Hard to see the target<\/td><td>The sight picture and an optic tier that matches your usual range (Close \/ Medium \/ Long), plus a Reticle you can read<\/td><\/tr><tr><td>Hard to hold a burst on target<\/td><td>Parts whose card shows a Horizontal or Vertical Recoil change, and Spread for anything past close range<\/td><\/tr><tr><td>Slow into the sights<\/td><td>ADS Speed on the candidate part \u2014 and the ADS penalty the parts you already mounted may be adding<\/td><\/tr><tr><td>Running dry too often<\/td><td>Ammo Capacity (Magazine) against the Reload Speed and handling trade-off that comes with it<\/td><\/tr><tr><td>Getting heard<\/td><td>Suppressor \u2014 per-weapon audio layers \u2014 weighed against what it costs you in the other effects<\/td><\/tr><\/tbody><\/table><p><span data-nsx-cta-anchor=\"fitting every attachment on one weapon\"><\/span><\/p>"},{"acf_fc_layout":"title","heading":"Common Misconceptions About Bodycam Attachments","tag":"h2"},{"acf_fc_layout":"text","text":"<h3>\"Attachments are basically reskins\"<\/h3><p>Attachments are not skins \u2014 a suppressor that changes the audio profile is an information tool in a game about hearing, and a long barrel that changes handling is a real choice, not a cosmetic swap. Only the entries the studio labels cosmetic carry no gameplay effect.<\/p><h3>\"A new weapon unlocks fully kitted\"<\/h3><p>The update post does not say either way \u2014 check the weapon on the tablet before assuming it is bare or pre-built.<\/p><h3>\"Opening the tablet pauses the match\"<\/h3><p>Press hands-on reports say it does not; Reissad has not documented it either way. Until that is confirmed, treat the tablet as something to open before the match or between rounds, in cover.<\/p>"},{"acf_fc_layout":"title","heading":"Our Take: Is the New Attachment System Worth Learning?","tag":"h2"},{"acf_fc_layout":"text","text":"<div class=\"post-verdict\"><p class=\"post-verdict__h\">Our Take<\/p><p class=\"post-verdict__lead\">The system is deep enough to matter, and the tree and definitions above are the studio's own.<\/p><p>Eight tracked effects, around 400 attachments and explicit cosmetic labelling are a real step up from the old randomised kits. Read the tablet card for your weapon before spending RP, decide by the problem you have rather than by a tier list, and expect the studio to keep tuning prices \u2014 Patch #3 already moved them once.<\/p><\/div>\n<div class=\"post-callout post-callout--tip\"><p class=\"post-callout__label\">Neonsect services \u2014 a third-party option, not part of the game<\/p><p>If you would rather not grind the RP yourself, we sell that work as a piloted service: a booster signs in to your account, earns the Reissad Points in normal matches and spends them on the unlocks you ordered. This is our service, not a Reissad product, and it uses the same RP economy as everyone else \u2014 nothing is bought around the game. <a href=\"https:\/\/neonsect.com\/product\/bodycam-full-weapon-kit\/\">Full Weapon Kit<\/a> (every attachment plus a sticker on one weapon), <a href=\"https:\/\/neonsect.com\/product\/bodycam-weapon-category-unlock\/\">Weapon Category Unlock<\/a> and <a href=\"https:\/\/neonsect.com\/product\/bodycam-loadout-slots-unlock\/\">Loadout Slots Unlock<\/a>; scope and current prices are on each page.<\/p><\/div>"},{"acf_fc_layout":"text","text":"<h2>Sources and Confidence<\/h2><p>Each claim below is tied to the post it comes from and the game version it describes (v0.8, patches #1\u2013#4).<\/p><table><thead><tr><th>Claim<\/th><th>Where it comes from<\/th><th>Status<\/th><\/tr><\/thead><tbody>\n<tr><td>v0.8 replaced random kits with a loadout system unlocked via Reissad Points; around 400 attachments; eight effects and their definitions; the 14-category tree<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/2406770\/view\/1842846814441066\" target=\"_blank\" rel=\"noopener nofollow\">Bodycam Major Update OUT NOW! (Steam, 2 Sep 2026)<\/a><\/td><td>Official<\/td><\/tr>\n<tr><td>Bodybomb retired and replaced by Wingman 2v2 as the default competitive mode<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/2406770\/view\/1842846814441066\" target=\"_blank\" rel=\"noopener nofollow\">Bodycam Major Update OUT NOW!<\/a><\/td><td>Official<\/td><\/tr>\n<tr><td>Zombie Mode temporarily disabled<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/2406770\/view\/1842846814444061\" target=\"_blank\" rel=\"noopener nofollow\">PATCH NOTES \u00b7 V0.8 #1 (3 Sep 2026)<\/a><\/td><td>Official<\/td><\/tr>\n<tr><td>RP gain multipliers raised per mode (Gun Game +25 % \u2026 Wingman and Versus +100 %); attachment and equipment mesh fixes, including broken or incorrect meshes fixed on the Glock, AKS-74U, MP5, RaiderX and SVD \u2014 presentation\/asset fixes rather than balance changes<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/2406770\/view\/1842846814446966\" target=\"_blank\" rel=\"noopener nofollow\">PATCH NOTES \u00b7 V0.8 #2 (4 Sep 2026)<\/a><\/td><td>Official<\/td><\/tr>\n<tr><td>Attachment prices cut 25\u201330 %; private-lobby earnings restored at 50 % of the standard rate; Versus currency exploit fixed<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/2406770\/view\/1842846814456347\" target=\"_blank\" rel=\"noopener nofollow\">PATCH NOTES \u00b7 V0.8 #3 (8 Sep 2026)<\/a><\/td><td>Official<\/td><\/tr>\n<tr><td>Patch #4 reworked the SCAR model to fix its scale (the old model was about 24% smaller than intended) and adjusted M4 barrel sockets, F88 optic aimpoint alignment and the EOTech optic socket \u2014 model\/socket corrections, not stat rebalances<\/td><td>PATCH NOTES \u00b7 V0.8 #4 (11 Sep 2026)<\/td><td>Official<\/td><\/tr>\n<tr><td>The Tactical Tablet does not pause a live match when opened mid-round<\/td><td><a href=\"https:\/\/powerupgaming.co.uk\/2026\/09\/03\/bodycam-how-to-unlock-attachments-fast-locked-loaded\/\" target=\"_blank\" rel=\"noopener nofollow\">Power Up Gaming (hands-on)<\/a><\/td><td>Unconfirmed<\/td><\/tr>\n<tr><td>Per-attachment stat values and RP prices; whether a new weapon starts bare; tested builds<\/td><td>Not in the posts above \u2014 requires in-game verification<\/td><td>Not verified by us yet<\/td><\/tr>\n<\/tbody><\/table>"},{"acf_fc_layout":"faq","items":[{"question":"What are the eight attachment effects in Bodycam?","answer":"ADS Speed, Switch Speed, Reload Speed, Horizontal Recoil, Vertical Recoil, Spread, Kick, and Ammo Capacity, each defined directly by the studio in the update post."},{"question":"How many attachments does Bodycam have after v0.8?","answer":"Around 400 across all weapons and categories, per the official Locked and Loaded update post \u2014 \"around\", not \"more than\"."},{"question":"Can I see an attachment's stats before I unlock it?","answer":"The patch notes do not publish a stat table, and we have not yet verified whether a locked attachment's card on the Tactical Tablet shows its full effects before you spend RP. Open the card for the part on your weapon and read it before buying; if the values are hidden until unlock, that is a gap this guide will note once checked."},{"question":"Are all attachments functional, or are some just cosmetic?","answer":"Some are cosmetic only, and the game labels those specifically so you know which parts in the list carry no gameplay effect."},{"question":"Did Patch #3 make attachments cheaper?","answer":"Yes \u2014 Patch #3 (8 September 2026) cut attachment RP prices by 25\u201330 %, restored private-lobby earnings at 50 % of the standard rate and fixed a Versus currency exploit. Current prices are tracked in our Reissad Points unlock cost guide."}]}],"bottom":[{"acf_fc_layout":"more_articles","heading":"","posts":[],"count":10},{"acf_fc_layout":"chat","heading":""}],"meta_description":"Bodycam v0.8 attachments: the eight stats as Reissad defines them, the 14-category tree with its real nesting, compatibility rules, and how to pick parts for a starter weapon by the problem you have."},"_links":{"self":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts\/5613","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/comments?post=5613"}],"version-history":[{"count":1,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts\/5613\/revisions"}],"predecessor-version":[{"id":5654,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts\/5613\/revisions\/5654"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/media\/5615"}],"wp:attachment":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/media?parent=5613"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/categories?post=5613"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/tags?post=5613"},{"taxonomy":"blog_tag","embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/blog_tag?post=5613"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}