Quickdraw

Aim down the sights faster.
A very useful attachment for close-medium range combat, Quickdraw cuts your ADS speed significantly, letting you get your sights up and your aim on target more quickly.
Quickdraw works very well on SMGs and Assault Rifles. It can be used on some of the LMGs to give them an edge in mid-range fights, and the ADS-focused shotguns can benefit from it, as well.
Sniper Rifles cannot make use of quickdraw. If you want to ADS more quickly, use the fastest handling sniper, the Locus.
Suppressor

No mini-map signature when firing and reduced muzzle flash.
A very powerful stealth attachment, the suppressor conceals your minimap signature when firing your weapon.
The price for this stealth is steep—it severely reduces the range of your weapon, resulting in quicker damage fall-off. That mean you typically need one extra shot at most ranges outside CQC.
The benefit of staying off radar while firing is significant, but keep this drawback in mind—if you find that you are often fighting at a distance near your team, you’re better off without a Suppressor.
Grip

Reduced recoil while aiming down the sight.
A simple and useful attachment for distance fighting, the Grip simply acts to decrease recoil while firing. For already stable weapons, this is usually overkill, but weapons with heavier recoil can benefit more significantly from a Grip.
If you plan on fighting at long range with a fully automatic weapon, a Grip is a good choice. It’s much less important at short ranges.
High Caliber

Headshots do increased damage.
A unique attachment for Pistols and Assault Rifles, High Caliber increases the headshot damage bonus. This can shave a shot off the shots needed to kill a target, reducing kill time if your accuracy is on point.
Alongside Rapid Fire, this is the only other attachment in the game that can speed up kills, so if you’re willing to burn the point and aim high, it can win you some gunfights you might not have without it.
Stock

Move faster when aiming.
A useful attachment for midrange firefights and clearing corners, the Stock increases your movement speed while ADS. Aiming your weapon slows your movement speed, so the Stock can help compensate for this slightly.
At a distance, this can give you a bit of extra speed while strafing side to side to dodge incoming fire.
When moving around interior areas or blind corners, you can use the Stock to move more quickly, keeping your sights up and ready to fire in an instant. This ability is generally more useful for Assault Rifles or LMGs that have slower handling than SMGs or Shotguns.
Laser Sight

Increases hip fire accuracy.
A simple attachment, the Laser Sight tightens hipfire spread. This is very effective on shotguns and SMGs, and can give you a fighting chance with an Assault Rifle or LMG in CQC.
FMJ

Increased penetration.
FMJ boosts the penetration power of your shots, letting your bullets cut through cover more easily. Note that FMJ does not directly increase damage; rather, it means you lose less damage when shooting through cover or walls.
FMJ is particularly effective on Assault Rifles with Extended Mags, or LMGs in general, both of which have sufficient ammo to simply dump a mag into cover or a wall to score a kill.
Remember that you can use hitmarkers to track a target through a wall—keep firing if you’re still getting markers!
Fast Mags

Reload faster.
A valuable attachment for engaging multiple targets in CQC, if you plan on fighting in close proximity to the enemy team regularly, Fast Mags can save your life by reducing downtime during magazine changes.
At a distance, reloading quickly is less critical, so skip this attachment if your build is focused on long range combat.
Extended Mag

More ammo in each magazine.
Increased magazine size gives you extra rounds to down multiple targets without a reload. Similar to Fast Mags, this attachment is generally more useful in CQC than long range combat.
To get the most benefit from this attachment, it’s important that you do not reload after every kill. If you die during a reload when an enemy comes around a corner, and you still had 25+ rounds in left, you’re not taking full advantage of this attachment!
Keep your weapon topped off when you can reload safely, but if you fired an unsuppressed weapon near the enemy team (or even a suppressed weapon if you suspect the enemy team is coordinating via chat), prep for a second enemy; don’t reload immediately.
Long Barrel

Increases range.
The Long Barrel provides a slight increase in the effective range of your weapon, extending the range you deal full damage before it begins to fall off.
To some extent, this can be an effective increase in your time to kill at a distance, but it isn’t as direct as High Caliber or Rapid Fire.
The range increase is fairly slight—examine the weapon charts in this chapter and take a look at the rangefinder maps to see if the increase is worth the point on the specific weapon you’re using.
Rapid Fire

Increased rate of fire.
Rapid Fire gives a slight increase in the rate of fire of your weapon, potentially reducing its time to kill, at the cost of decreased accuracy from the increased recoil.
In general, Rapid Fire works best on SMGs and weapons customized for CQC, but very stable weapons can take advantage of it at a distance. Experiment with your favored weapons (and the Grip attachment) and see if you can handle the added recoil at range. If you can, Rapid Fire can speed your kills.
Up close, Rapid Fire is usually a straight up improvement in kill times, whether hipfired or ADS at short range.
Ballistics CPU

Reduced weapon sway when aiming.
A Sniper Rifle-specific attachment, the Ballistics CPU reduces the idle sway you experience while aiming down your scope.
This is a good choice if you’re planning on playing as a mobile sniper. If you typically engage at the longest range possible, the extra sway is rarely an issue as you have the time to steady your sights and line up shots.