Tools
Weapon Duel
Pick two guns, a distance and the armor they face.
0.6seconds to knock down
VS
0.54seconds to knock down
Side by side
| Stat | KL-545 Mk1 | RC 5.56 Mk1 |
|---|---|---|
| Shots needed | 7 | 7 |
| Damage per shot | 15 | 16 |
| Shots per minute | 600 | 667 |
| Magazine size | 30 | 30 |
| Reload time | 2.4 s | 2.3 s |
| Reloads needed | 0 | 0 |
Damage per shot by distance
KL-545 Mk1RC 5.56 Mk1
Tap the chart to set the distance.
How this is worked out
- The gun is already drawn and aimed. Drawing it and aiming in would add time.
- Every shot and pellet hits. Real shots spread, more so at range and from the hip.
- The target does not heal, add armor plates or recover health during the fight, and is not invulnerable, as a cop is for 20 s after respawning.
- Health is 100. At 0 the target is knocked down, not dead. Finishing a downed player takes 150 more health, and a cop does only 20% of their damage to a downed robber.
- At 0 health the target dies instead if they are swimming, being arrested, already down or a prisoner.
- Armor stops damage up to its capacity and the rest reaches health.
- Head damage is body damage x1.5, rounded as the game's weapon tooltip rounds it.
- Client values: the server applies hits. How a headshot meets armor is unproven, so it counts here as a normal hit with headshot damage. Each pellet counts as its own hit.
- The page's address holds your picks, so you can share it as a link.