
After spending a full weekend grinding the Peacekeeper MK1 from level 1 to max gun level 46, I went from absolutely hating it to making it my main AR/SMG hybrid in Call of Duty: Black Ops 7. The breakthrough came when I stopped treating it like a pure SMG and actually built around its biggest problem: violent vertical recoil.
Out of the box, the Peacekeeper feels amazing for sprinting around maps, but if you try to hold the trigger at anything past close range, the gun climbs straight off target. I wasted hours trying random attachments and blaming my aim, when the real fix was a specific combo of recoil control pieces plus a longer barrel. Once I dialed that in, the gun turned into a legit laser that still handled like an SMG.
This guide breaks down the two builds I actually use in multiplayer:
If you’ve unlocked the Peacekeeper at player level 52 and you’re wondering why everyone says it’s busted while you’re fighting the recoil, stick with this – you can absolutely turn it into one of the strongest all-round rifles in BO7.
Here’s what I learned after levelling the Peacekeeper MK1 to gun level 46 and running it in TDM, Hardpoint, and Control:
Our builds are built around three goals:
This is the build I settled on after testing everything in the Firing Range and then in live matches. It uses five core attachments so you can still run a normal Wildcard setup (Perk Greed, etc.) without being locked into Gunfighter.
Muzzle – K&S Compensator
This was the single biggest difference-maker. Before equipping it, my recoil pattern at 25m would rocket off the target by the second half of the mag. With the compensator, the vertical climb is dramatically reduced, and the gun kicks in a tighter, more predictable line.
Why it works: It directly tackles vertical recoil and gun kick, letting you stay on chest/head level instead of painting the sky. Don’t make my early mistake of skipping this just because you want a suppressor – the Peacekeeper doesn’t need stealth as much as it needs control.
Barrel – 21″ DF-3 Merge Barrel
At first I tried playing without a barrel to keep handling snappy. That was a mistake. On maps with any meaningful sightlines, the damage falloff was brutal. The 21″ DF-3 adds much-needed bullet velocity and damage range so your shots hit harder at medium distances.
Why it works: You keep winning peacekeeper-versus-AR duels out to around typical lane ranges instead of just being a close-quarters monster. It also tightens hitreg feel because bullets get there faster.

Underbarrel – EAM Steady-90 Grip
Once the vertical recoil was tamed, the next problem was sideways wobble during long bursts. The Steady-90 Grip keeps horizontal recoil in check, so your bullet pattern doesn’t snake left and right.
Why it works: In combination with the compensator and Buffer Spring (below), this is what creates the “no recoil” feel. You can comfortably track someone sprinting across a lane without fighting your stick the whole time.
Fire Mod – Buffer Spring
This is the hidden MVP. I originally ignored fire mods because I assumed they were minor. When I finally slapped Buffer Spring on and ran a few mags at the Firing Range walls, the pattern tightened up both vertically and horizontally.
Why it works: It completes the recoil-control triangle: compensator (vertical), Steady-90 (horizontal), Buffer Spring (both). Together, they turn the Peacekeeper into a controllable beam without gutting its fire rate.
Rear Grip – Kinetix-MK1 Grip
All that recoil control is useless if you feel sluggish coming out of a sprint. Kinetix-MK1 boosts ADS speed and general handling so the gun still “snaps” up the moment you see someone.
Why it works: You preserve the SMG-like snappiness that makes Peacekeeper so fun. I tried going heavier with stocks instead, but it made me lose too many close-range face-offs. Kinetix keeps it balanced.
Optional swap: If you mostly play Chaos Moshpit or big objective modes and keep running dry, you can drop the rear grip for the Vulcan Reach Extension magazine (40 rounds). You’ll feel slightly slower but gain way more forgiveness in multi-kill scenarios.
When I’m in the mood to just fly around the map and take every close-range fight, I swap to a Gunfighter setup with eight attachments. This one sacrifices some laser precision for pure pressure and ammo sustain.

What changes here:
This build shines on small maps and in modes like Hardpoint where you’re constantly re-challenging around corners. Recoil is slightly looser than the 5-attachment meta build, but the extra bullets and mobility let you overwhelm enemies before they can punish you.
Peacekeeper MK1 is an “all gas, no brakes” weapon, so you want a perk package that supports constant movement and ammo hunger. Here’s what worked best for me.
If you run Perk Greed as your Wildcard on the Laser Meta build, consider adding:
The builds are only half the battle. The other half is where you take fights.
Once I started respecting those ranges and reload timings, my deaths from “I ran out of bullets” dropped dramatically.
Because this gun has such a high fire rate, bad sensitivity or FOV settings will exaggerate recoil. Here’s what felt best for me on controller:
To practice, I hit Menu → Multiplayer → Firing Range and do this whenever I tweak a build:
This was how I could literally see the difference when I added Buffer Spring and the Steady-90 Grip. Before, my pattern was a messy question mark; after, it was a tight vertical smear that I could comfortably drag down against.
If you’re just unlocking the Peacekeeper MK1 at player level 52 and starting to level it toward 46, I strongly recommend:
The Peacekeeper MK1 goes from “unstable bullet hose” to “hyper-mobile laser rifle” once you build around its recoil and range properly. If I could tame it after hours of ugly spray patterns and frustration, you absolutely can too. Get your attachments, hit the Firing Range for five minutes of testing, then take it into live matches – you’ll feel the difference within a few games.
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