Base damage 75, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 800 RPM. Each hit can vary by ±1.3%.
Handling
Fire modeFull auto
Fire rate800 RPM
Magazine60 + 120
Range250
Damage falloff0.0029
Movement speed−5.8%
Reload animation×1
Draw animation×1
Chest damage a second300
Damage in one magazine1,350
Knockback0.15
Through armour and walls
Through a helmet65% of damage
Through body armour65% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery50%
Wood33%
Cushion33%
Against other submachine guns
Head damageBetter than 23%
Chest damageBetter than 25%
Fire rateBetter than 29%
Time to kill (chest)Better than 30%
Damage per secondBetter than 16%
MagazineBetter than 84%
RangeBetter than 91%
Damage falloffBetter than 95%
Movement penaltyBetter than 50%
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
0.0065
0.0061
0.0076
0.0069
0.0014
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
Damage54
Accuracy95
Rate of fire80
Recoil (lower is better)36
Weight (lower is better)21
The 0–100 bars from the official weapon list. Magazine 60 / 120.