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If you talk about how to actively reduce it, then thats "control", you also have stuff that improves that.
I found that silencers do a good portion of reduced recoil.
I however generally found the weapons of Assault and Support to be bad with anything above a Red Dot.
If you want laser weapons without recoil, you have to use MPs.
Cheesy because broken op, but thats what you would get.
The M4 however becomes pretty stable with a few attachments.
I used to compensate recoil on other military simulator games (like Insurgency, Ready or Not, ArmA) by switching fire-mode to single, it is very recurrent on military sims and very feasible to always switch to single fire mode to "tap" or the classic "always double-tap" enemies with Single Fire-Mode and stable recoil.
The big difference of why this works in these games and why this will never work on Battlebit is the TTK (Time To Kill), in all these military simulators usually a headshot means instant-death, here on Battlebit however you need to hit the head thrice to kill a player and many times players absorb and absurd amount of bullets before they die, no matter body or head, it's always multiple. Single Fire-Mode in Battlebit just doesn't work, and it's sad because double-tap'ing is fun as hell.
OP, I had the same exact problem until I just threw myself into 254 man games which is a meat grinder. It is an easy XP/kill farm, helps you practice recoil control since you're constantly firing, and you'll have plenty of targets at all ranges. You will get used to the weapon, the gameplay, learn the maps, and work toward your attachments all at the same time. I had the same problem until I just started spamming 254-man games.
You have the M4 from the very start, you can get a lot of the attachments pretty fast, simply because its already quite accurate from the start.
Its not like anyone is expecting too much from a beginner.