TCX-SPR

TCX-SPR  
General  
Class Marksman rifle
Caliber 7.62x39mm
Fire modes Fully automatic and semi-automatic
Performance  
Fire rate 800 rounds/min
Muzzle velocity 700 m/s
Effective range 400 m
Standard magazine TCX-SPR 28 RND Magazine
Availability  
Vendor price 3200
Unlock level 1
Internal name WEPN_037

The TCX-SPR is a marksman rifle chambered in 7.62x39mm. It fires fully automatic and semi-automatic at 800 rounds/min. Its standard magazine is the TCX-SPR 28 RND Magazine.

Overview

Marksman rifles are the DMR class in the weapon data. Most are semi-automatic rifles.

It takes the bullet types described on the Ammunition page: Standard (FMJ), Flesh Damage (HP), Armor Piercing (AP). Each has a tracer version.

Stats

Stat Value
Fire modes Fully automatic and semi-automatic
Fire rate 800 rounds/min
Muzzle velocity 700 m/s
Effective range 400 m

Damage

Figures are for Standard (FMJ) at point blank range, per hit, against a character without armor.

By body part (no armor)

Body part Damage
Head 70.3
Neck 52.7
Upper torso 29.1
Middle torso 29.0
Upper arm 16.2
Thigh 16.2

Armor (torso and head hits)

Armor class Torso Head
No armor 29.1 70.3
Light 20.4 49.2
Medium 17.5 42.2
Heavy 14.6 35.2
Super heavy 11.7 28.1

Range falloff (upper torso, no armor)

Distance Damage
0 m 29.1
50 m 29.1
100 m 29.1
200 m 29.1
300 m 29.1
400 m 29.1
600 m 19.7
800 m 13.2
1000 m 7.9

Upper torso, no armor, by ammo type

Ammo Damage per hit
Standard (FMJ) 29.1
Flesh Damage (HP) 58.3
Armor Piercing (AP) 23.3

See Ammunition for how each type does against armor, and Weapon Damage for the full tables.

Recoil and spread

Each bullet leaves the barrel in a random direction inside a cone around the point you aim at. Hip fire uses a wide cone that grows when you move. Aiming down the sights uses a very narrow one. Every shot also pushes the view up and to the side, following the weapon’s recoil pattern.

Spread

Situation Still Moving at full speed
Standing, hip fire 3.0° 6.0°
Crouching, hip fire 2.0° 4.0°
Prone, hip fire 1.5° 3.0°
In the air, hip fire 10.0° 10.0°
Aimed down sights 0.0166° 0.0166°

Cone half-angles in degrees: a bullet can land up to that far from the aim point. At 100 m, standing hip fire has a radius of 5.2 m when still and 10.5 m at full speed; aimed, it is 0.03 m. Half of the shots land within half that radius.

Accuracy is 0.58 mrad, a full cone angle; the aimed row is half of it, in degrees.

  • The data has no per-shot bloom and no recovery timer: nothing found in the spread data makes firing widen the spread, and spread changes only with speed, stance, being in the air and aiming. This comes from reading the game files, not from testing in game.
  • Hip spread eases toward its new value with a time constant of about 0.04 s (a native default found by static reading).
  • The 10° in-air figure is a native default found by static reading; only the grenade launcher’s data sets it, to the same 10°.
  • At full aim (aim blend exactly 1.0) hip spread is set to zero, so only the aimed row applies. A partly aimed weapon counts as hip fire.
  • “Full speed” means 4 m/s standing, 2.5 m/s crouching and 0.5 m/s prone; between still and that speed the hip spread is a straight line.
  • The figures are before attachments, which can change spread (see Attachments).

Recoil

Measure Value
Shots in the recoil pattern 30
Kick on the first shot 1.07° up
Climb after 10 shots 15.9° up
Climb after 30 shots 45.8° up
Average climb per shot over 30 shots 1.53° up
Sideways drift after 30 shots 0.2° right
Pattern resets after 0.5 s without firing
Vertical kick crouching / prone, compared with standing 0.85× / 1.00×
Default-loadout recoil multiplier, vertical / horizontal 1 / 1

Climb and drift figures are computed from the pattern points, before the recoil multiplier. The game turns each authored kick by up to 14° per shot, so the real sideways drift varies from burst to burst. After shot 30 each kick is random inside the post-pattern range.

The Season 1 data has no entry for this weapon, so there is nothing to compare.

To see the whole pattern as a picture, open the Weapon Spray Viewer and pick the TCX-SPR in the viewer.

Ammunition

Ammo types for this weapon: Standard (FMJ), Standard (FMJ) with tracer, Flesh Damage (HP), Flesh Damage (HP) with tracer, Armor Piercing (AP), Armor Piercing (AP) with tracer. See Ammunition.

Attachments

Slots on this weapon: Barrel, Grip, Handguard, Magazine, Sight, Stock, Underbarrel. See Attachments for what each part changes.

Default parts: magazine (SIG Spear Standard Mag), grip (Sig Spear Standard Pistol Grip), stock (Sig Spear Standard Stock), barrel (Sig Spear Standard Barrel).

Cost and unlocking

  • Vendor price: 3200. The data pages do not decode the currency, so the price is shown as a plain number.
  • Unlock level: 1.

Season 2 changes

The Season 2 changes page lists no changes for this weapon.

See also

Sources