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 580 RPM. Each hit can vary by ±2.4%.
Handling
Fire modeFull auto
Fire rate580 RPM
Magazine35 + 105
Range251
Damage falloff0.0015
Movement speed−14.3%
Reload animation×1
Draw animation×1
Chest damage a second290
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
Tyres100%
Paper100%
Pottery50%
Thin stone wall50%
Wood33%
Cushion33%
Thin dirt wall33%
Thin steel25%
Against other assault rifles
Head damageBetter than 33%
Chest damageBetter than 10%
Fire rateBetter than 7%
Time to kill (chest)Better than 1%
Damage per secondBetter than 1%
MagazineBetter than 50%
RangeBetter than 7%
Damage falloffBetter than 56%
Movement penaltyBetter than 31%
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
0.0053
0.005
0.007
0.0055
0.0165
Maximum spread
0.145
0.145
0.145
0.145
0.145
Vertical kick
-0.056
-0.054
-0.07
-0.06
-0.095
Horizontal kick
-0.028
-0.027
-0.055
-0.03
-0.075
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
Damage80
Accuracy94
Rate of fire60
Recoil (lower is better)68
Weight (lower is better)48
The 0–100 bars from the official weapon list. Magazine 35 / 105.