
HK MP7A1
- Head
- 81
- Chest
- 20
- RPM
- 930
Advanced version of MP7 designed by H&K compensates for it's slower rate of fire with a less recoil and higher reload speeds making it a much more accurate and versatile weapon.

None of our sources says how this weapon is obtained.
0100+
| Where | Multiplier | Damage | Shots to kill | Time to kill |
|---|---|---|---|---|
| Head Centre of the head | ×1.25 | 81.3 | 2 | 65 ms |
| Head (edge) Outer head hit box | ×1.2 | 78 | 2 | 65 ms |
| Neck | ×0.3 | 19.5 | 6 | 323 ms |
| Chest Collarbones and upper spine | ×0.3 | 19.5 | 6 | 323 ms |
| Stomach Lower spine and pelvis | ×0.37 | 24.1 | 5 | 258 ms |
| Arms | ×0.3 | 19.5 | 6 | 323 ms |
| Hands | ×0.3 | 19.5 | 6 | 323 ms |
| Thighs | ×0.21 | 13.7 | 8 | 452 ms |
| Lower legs | ×0.21 | 13.7 | 8 | 452 ms |
| Feet | ×0.21 | 13.7 | 8 | 452 ms |
Base damage 65, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 930 RPM. Each hit can vary by ±1.2%.
Ranked among submachine guns with game data. Lower is better for time to kill, falloff and movement penalty.
| Standing | Crouching | Running | Walking | Jumping | |
|---|---|---|---|---|---|
| First-shot spread | 0.009 | 0.008 | 0.0096 | 0.008905 | 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.
The 0–100 bars from the official weapon list. Magazine 40 / 120.
Closest by chest damage, fire rate, magazine, weight and range.
Game numbers from the client’s weapon table (build 2026-08-24). Damage assumes a full-condition weapon, point-blank, no armour; players have 100 HP.