Weapon Comparison

One table for every weapon that fires bullets or shells. Click a column heading to sort. Each weapon links to its article, which has the full damage, time to kill and recoil sections. Launchers are left out because the data treats their shots as explosions.

Weapon Class Caliber Fire rate (rounds/min) Magazine (rounds) Price Upper-torso damage at 10 m (HP) Shots, no armor, 100 m TTK, no armor, 100 m (s) Shots, Level 3 vest, 100 m TTK, Level 3 vest, 100 m (s) Recoil climb after 10 shots (degrees)
A-91 Assault rifle 5.56x45mm 700 20 0 27.3 4 0.26 8 0.60 11.9
AK74 Assault rifle 5.45x39mm 650 30 800 25.3 4 0.28 8 0.65 11.1
Bushmaster M17S Assault rifle 5.56x45mm 700 20 0 27.3 4 0.26 8 0.60 11.9
FAL Assault rifle .308 Win 650 20 6000 32.9 4 0.28 7 0.55 15.8
Galil Assault rifle 5.56x45mm 650 35 2000 27.3 4 0.28 8 0.65 10.1
KH-2002 Assault rifle 5.56x45mm 700 20 0 27.3 4 0.26 8 0.60 11.9
M4 Assault rifle 5.56x45mm 800 30 2800 27.3 4 0.23 8 0.53 10.4
T-21 Assault rifle 5.56x45mm 750 20 1200 27.3 4 0.24 8 0.56 11.2
BMR-308 Marksman rifle .308 Win 450 10 6250 45.0 3 0.27 5 0.53 27.9
M14 Marksman rifle .308 Win 700 10 7400 45.0 3 0.17 5 0.34 31.3
SKS Marksman rifle 7.62x39mm 420 10 2400 40.0 3 0.29 5 0.57 33.6
SVD Marksman rifle 7.62x54mm 480 10 4800 41.4 3 0.25 5 0.50 25.5
TCX-SPR Marksman rifle 7.62x39mm 800 28 3200 29.1 4 0.23 7 0.45 15.9
Evo-3 Ultra Light machine gun .308 Win 700 50 7250 32.9 4 0.26 7 0.51 31.0
M249 SAW Light machine gun 5.56x45mm 850 200 3200 27.3 4 0.21 8 0.49 16.1
PKM Light machine gun 7.62x54mm 600 100 4100 32.1 4 0.30 7 0.60 24.0
AMP-9 Submachine gun 9x19mm 900 30 1375 25.4 4 0.20 8 0.47 8.3
MP5 Submachine gun 9x19mm 800 30 1800 25.4 4 0.23 8 0.53 8.8
PP-19 Bizon Submachine gun 9x19mm 700 53 1000 25.4 4 0.26 8 0.60 12.9
PP-19 Vityaz Submachine gun 9x19mm 800 30 1200 25.4 4 0.23 8 0.53 12.3
Super-45 Submachine gun .45 ACP 1,200 30 5600 34.7 8* 0.35* 16* 0.75* 0.4
Deagle Pistol .50 AE 267 7 750 72.8 2 0.22 3 0.45 13.0
GGX 17 Pistol 9x19mm 600 17 200 25.4 5* 0.40* 9* 0.80* 7.5
GGX 18 Pistol 9x19mm 1,200 17 1000 25.4 5* 0.20* 9* 0.40* 15.9
Judge Pistol .45 Colt 200 6 250 52.0 3* 0.60* 5* 1.20* 9.0
M1911 Pistol .45 ACP 430 7 300 45.0 3* 0.28* 5* 0.56* 7.5
M500 Shotgun 12 gauge 120 6 1200 198.4 1* 0.00* 2* 0.50* 17.6
MP43 Shotgun 12 gauge 900 2 400 198.4 1 0.00 2 0.07 12.4
AMR 50 Sniper rifle .50 Cal 41.5 5 14800 207.9 1 0.00 2 1.45 17.5
MK22 Sniper rifle .308 Win 46 10 6400 118.8 1 0.00 2 1.30 15.0
Mosin Nagant Sniper rifle 7.62x54mm 46 5 4500 116.2 1 0.00 2 1.30 25.0
Scout Rifle TD Sniper rifle 5.56x45mm 46 1 1200 73.9 2 1.30 3 2.61 15.0
SV98 Sniper rifle 7.62x54mm 46 10 5200 116.2 1 0.00 2 1.30 15.0

How to read it

  • Damage and kill figures use the standard bullet (FMJ), or buckshot for shotguns, on upper-torso hits. Shotgun damage is the sum of all 8 pellets and assumes every pellet hits.
  • Shots to kill are for a character with 100 HP: 100 divided by the damage per hit, rounded up. Time to kill (TTK) is (shots - 1) x 60 / fire rate, because the first shot fires at 0 s.
  • A * marks a 100 m figure that is beyond the weapon’s effective range, where damage falls with distance. Damage at 100 m uses the range falloff curve.
  • A Level 3 vest cuts upper-torso damage by 50%. See Body Armor for all four levels.
  • Recoil climb is how far the view rises over the first 10 shots of the Season 2 pattern, before attachments. See Spread and Recoil.
  • Everything is derived from game data. It assumes every shot hits and armor stays intact, and it ignores reload, spread and recoil. Real fights take longer.

See also

Sources

Categories: WeaponsReference