Base damage 100, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 638 RPM. Each hit can vary by ±1.0%.
Handling
Fire modeFull auto
Fire rate638 RPM 558 when worn out
Magazine35 + 105
Range251
Damage falloff0.0016
Movement speed−12.8%
Reload animation×1.25
Draw animation×1.56
Chest damage a second319
Damage in one magazine1,050
Knockback0.25
Through armour and walls
Through a helmet75% of damage
Through body armour80% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Paper100%
Pottery50%
Cushion50%
Thin dirt wall50%
Thin steel50%
Wood33%
Tyres33%
Thin stone wall33%
Thin pottery25%
Against other assault rifles
Head damageBetter than 10%
Chest damageBetter than 10%
Fire rateBetter than 58%
Time to kill (chest)Better than 22%
Damage per secondBetter than 8%
MagazineBetter than 50%
RangeBetter than 7%
Damage falloffBetter than 41%
Movement penaltyBetter than 51%
Ranked among assault rifles 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
0.0043
0.004
0.007
0.0048
0.0063
Maximum spread
0.155
0.15
0.185
0.158
0.19
Vertical kick
-0.071
-0.07
-0.105
-0.095
-0.115
Horizontal kick
-0.038
-0.036
-0.068
-0.039
-0.068
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
Damage66
Accuracy95
Rate of fire64
Recoil (lower is better)60
Weight (lower is better)43
The 0–100 bars from the official weapon list. Magazine 35 / 105.