Base damage 105, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 600 RPM. Each hit can vary by ±0%.
Handling
Fire modeFull auto
Fire rate600 RPM
Magazine30 + 90
Range300
Damage falloff0.002
Movement speed−14.8%
Reload animation×1
Draw animation×1
Chest damage a second315
Damage in one magazine945
Knockback0.1
Through armour and walls
Through a helmet80% of damage
Through body armour80% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery50%
Wood33%
Cushion33%
Against other assault rifles
Head damageBetter than 54%
Chest damageBetter than 41%
Fire rateBetter than 34%
Time to kill (chest)Better than 2%
Damage per secondBetter than 6%
MagazineBetter than 12%
RangeBetter than 53%
Damage falloffBetter than 7%
Movement penaltyBetter than 12%
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
0.0036
0.0033
0.0044
0.0043
0.0062
Maximum spread
0.15
0.15
0.195
0.155
0.205
Vertical kick
-0.1
-0.11
-0.12
-0.115
-0.135
Horizontal kick
-0.0265
-0.0265
-0.0305
-0.0265
-0.033
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
Damage86
Accuracy96
Rate of fire54
Recoil (lower is better)53
Weight (lower is better)49
The 0–100 bars from the official weapon list. Magazine 30 / 90.