Base damage 79, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 910 RPM. Each hit can vary by ±1.2%.
Handling
Fire modeFull auto
Fire rate910 RPM 720 when worn out
Magazine70 + 140
Range100
Damage falloff0.008
Movement speed−10.3%
Reload animation×0.85
Draw animation×0.9
Chest damage a second359
Damage in one magazine1,659
Knockback0.2
Through armour and walls
Through a helmet48% of damage
Through body armour49% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery50%
Wood33%
Cushion33%
Against other submachine guns
Head damageBetter than 51%
Chest damageBetter than 44%
Fire rateBetter than 72%
Time to kill (chest)Better than 50%
Damage per secondBetter than 55%
MagazineBetter than 91%
RangeBetter than 20%
Damage falloffBetter than 41%
Movement penaltyBetter than 3%
Ranked among submachine guns with game data. Lower is better for time to kill, falloff and movement penalty.
Spread and recoil
Raw values from the weapon table
Standing
Crouching
Running
Walking
Jumping
First-shot spread
0.0095
0.0085
0.011
0.0105
0.018
Maximum spread
0.145
0.145
0.155
0.145
0.175
Vertical kick
-0.054
-0.05
-0.07
-0.054
-0.05
Horizontal kick
-0.02
-0.019
-0.03
-0.023
-0.035
Five movement states, in the order the game stores them; the labels are our reading of the values. Smaller spread is more accurate.
Z8Games ratings
Damage46
Accuracy89
Rate of fire94
Recoil (lower is better)53
Weight (lower is better)34
The 0–100 bars from the official weapon list. Magazine 70 / 140.