Base damage 98, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 634 RPM. Each hit can vary by ±1.0%.
Handling
Fire modeFull auto
Fire rate634 RPM 554 when worn out
Magazine30 + 90
Range300
Damage falloff0.0016
Movement speed−12.8%
Reload animation×1.15
Draw animation×1.35
Chest damage a second311
Damage in one magazine882
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 13%
Chest damageBetter than 7%
Fire rateBetter than 43%
Time to kill (chest)Better than 8%
Damage per secondBetter than 6%
MagazineBetter than 12%
RangeBetter than 53%
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
0.0053
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
Damage63
Accuracy95
Rate of fire64
Recoil (lower is better)60
Weight (lower is better)40
The 0–100 bars from the official weapon list. Magazine 30 / 90.