Weapons — Wiki

Every weapon side by side, and how damage, recoil, spread and speed work.

Each nation has its own guns, so your side decides your arsenal. Everyone carries a pistol and a knife, and the cheapest SMG is free. The rest cost tokens (see Economy). Prices are in tokens.

Allies (US)

WeaponTypePriceBody damageHeadRateMagazineRecoil
Grease GunSMGfree33 → 12×2480/min30climbs 14.1° over a magazine, about 0.49° a bullet
M1 CarbineSemi-automatic rifle140 → 33×4500/min150.9–1.3° up a shot
Trench GunShotgun234 → 6 a pellet×1.560/min69.5° up a shot
BARAutomatic rifle334×3.5545/min30climbs 25.4° over a magazine, about 0.88° a bullet
ThompsonSMG335 → 13×1.8667/min20climbs 13.9° over a magazine, about 0.73° a bullet
M1 GarandSemi-automatic rifle470×1.5380/min81.2° up a shot
SpringfieldSniper rifle6120×250/min53–4.3° up a shot
M1911Pistolalways carried45 → 24×2462/min81.3° up a shot

Axis (Germany)

WeaponTypePriceBody damageHeadRateMagazineRecoil
Trench GunShotgun234 → 6 a pellet×1.560/min69.5° up a shot
MP 28SMGfree33 → 12×2480/min32climbs 15.1° over a magazine, about 0.49° a bullet
Gewehr 43Semi-automatic rifle140 → 33×4500/min150.9–1.3° up a shot
MP 40SMG335 → 12×1.8667/min32climbs 26.7° over a magazine, about 0.86° a bullet
STG 44Automatic rifle434×3.9545/min30climbs 26.4° over a magazine, about 0.91° a bullet
Kar 98kBolt-action rifle6120×250/min53.2–4.5° up a shot
Kar 98k SniperSniper rifle7120×250/min53.2–4.5° up a shot
LugerPistolalways carried45 → 24×2462/min81.3° up a shot

Both sides have the Knife: 100 damage from any side, so one stab kills, within 1.28 m (0.9 m crouched).

Damage

A gun does its full damage up to a set distance, then less in a straight line down to its lowest damage further out. Each weapon's page has its chart. Where the bullet hits matters for the head and the neck, and for the rifles below, the arms and legs: every other hit counts the same.

WeaponCloseFarFalls offHeadNeckShots to kill at 10 m (body / head)
Grease Gun331217.5–30.7 m×2×1.44 / 2
M1 Carbine40337–15 m×4×23 / 1
Trench Gun3465.1–10.2 m×1.5×1.514 pellets
BAR3434no×3.5×1.53 / 1
Thompson351317.5–30.7 m×1.8×1.43 / 2
M1 Garand7070no×1.5×1.092 / 1
Springfield120120no×2×1.51 / 1
M191145248–16 m×2×1.53 / 2
MP 28331217.5–30.7 m×2×1.44 / 2
Gewehr 4340337–15 m×4×23 / 1
MP 40351220–30.7 m×1.8×1.43 / 2
STG 443434no×3.9×1.53 / 1
Kar 98k120120no×2×1.51 / 1
Kar 98k Sniper120120no×2×1.51 / 1
Luger45248–16 m×2×1.53 / 2

Four rifles do less to the arms and legs:

WeaponArms and legsBody hit up closeOn those zonesShots to kill there
M1 Garandforearms, hands, lower legs and feet ×0.5; chest, stomach, upper arms and thighs ×170353
Springfieldforearms, hands, thighs, lower legs and feet ×0.7; chest, stomach and upper arms ×1120842
Kar 98kforearms, hands, thighs, lower legs and feet ×0.7; chest, stomach and upper arms ×1120842
Kar 98k Sniperforearms, hands, thighs, lower legs and feet ×0.7; chest, stomach and upper arms ×1120842

Some guns shoot through walls, and four can hit more than one player with a bullet: see Wallbangs and collaterals.

Recoil

Every shot kicks your aim, and the kick moves your real aim, not just the camera. Automatic weapons kick in a fixed pattern, the same every spray; the others kick by a random amount within a range. The kick fades in a few hundredths of a second, then your aim eases back to where you started, but never past it. Stop firing for a quarter of a second and an automatic weapon's pattern starts again from the first bullet.

In practice, sprays climb almost straight up: sideways they move less than a degree. Recoil never takes your aim more than 40° above where the spray started, or 10° to either side.

WeaponOne shotA full magazineBack on target
Grease Gun1.1° up14.1° up over 30 bullets0.51 s after the last shot
M1 Carbine0.9–1.3° up, up to 0.3° to either side6° up firing 15 as fast as it allows0.15 s after a shot
Trench Gun9.5° up, 4.7° to the right–0.44 s after a shot
BAR1° up25.4° up over 30 bullets0.78 s after the last shot
Thompson0.8° up13.9° up over 20 bullets0.51 s after the last shot
M1 Garand1.2° up, up to 0.3° to either side1.9° up firing 8 as fast as it allows0.18 s after a shot
Springfield3–4.3° up, up to 3.9° to either side–0.3 s after a shot
M19111.3° up, almost straight up3.7° up firing 8 as fast as it allows0.17 s after a shot
MP 281.1° up15.1° up over 32 bullets0.53 s after the last shot
Gewehr 430.9–1.3° up, up to 0.3° to either side6° up firing 15 as fast as it allows0.15 s after a shot
MP 400.8° up26.7° up over 32 bullets0.75 s after the last shot
STG 441° up26.4° up over 30 bullets0.8 s after the last shot
Kar 98k3.2–4.5° up, up to 0.6° to the left–0.36 s after a shot
Kar 98k Sniper3.2–4.5° up, up to 0.8° to the left–0.36 s after a shot
Luger1.3° up, almost straight up3.7° up firing 8 as fast as it allows0.17 s after a shot

Worked out from the game's own recoil rules, without touching the mouse. Your frame rate changes them by a few percent.

Spread

Each bullet leaves in a random direction inside a cone around your aim. Fully aimed, your first shot after a second without firing has no spread at all: it goes exactly where you aim. Shots within a second of the last one leave within the gun's aimed cone. From the hip the cone is much wider, and every hip shot widens it further, up to a limit; crouching keeps it a little tighter. While you're aiming in, the cone shrinks from the hip's to the aimed one. In the air the aimed cone grows by up to the "in the air" figure, the faster you're moving.

WeaponAimed, first shotAimed, follow-up shotsFrom the hipIn the air, up to
Grease Gunexact0.5° (8.7 cm at 20 m)2.5–6.7°+3.5°
M1 Carbineexact0.5° (8.7 cm at 20 m)4–9°+0°
Trench Gunexact3° (52.4 cm at 20 m)4.4–6°+0°
BARexact0.4° (7 cm at 20 m)8.5–12.5°+6°
Thompsonexact0.5° (8.7 cm at 20 m)3–5.5°+3.5°
M1 Garandexact0.2° (3.5 cm at 20 m)2.5–6°+0°
Springfieldexactexact7–16°+10°
M1911exact0.6° (10.5 cm at 20 m)3–8.4°+0°
MP 28exact0.5° (8.7 cm at 20 m)2.5–6.7°+3.5°
Gewehr 43exact0.5° (8.7 cm at 20 m)4–9°+0°
MP 40exact0.5° (8.7 cm at 20 m)3–6°+3.5°
STG 44exact0.4° (7 cm at 20 m)8.5–12.5°+6°
Kar 98kexact0.25° (4.4 cm at 20 m)3–12°+6°
Kar 98k Sniperexactexact7–16°+10°
Lugerexact0.6° (10.5 cm at 20 m)3–8.4°+0°

The cones are full widths in degrees; "cm at 20 m" is how far from the aim point a bullet can land at 20 m. The hip figures are standing; the first hip shot uses the low one.

Speed

You run at 4.75 m/s, times your weapon's own multiplier, and sprint at 7.12 m/s whatever you hold. Aiming slows you to 40% of your run speed, times the weapon's aiming multiplier. Heavy guns slow you only through those multipliers.

WeaponWalkingAimingSprinting
Grease Gun4.99 m/s4.08 m/s7.12 m/s
M1 Carbine4.92 m/s4.08 m/s7.12 m/s
Trench Gun4.99 m/s4.08 m/s7.12 m/s
BAR4.92 m/s2.47 m/s7.12 m/s
Thompson4.99 m/s4.08 m/s7.12 m/s
M1 Garand4.92 m/s2.85 m/s7.12 m/s
Springfield4.83 m/s2.09 m/s7.12 m/s
M19114.92 m/s4.08 m/s7.12 m/s
MP 284.99 m/s4.08 m/s7.12 m/s
Gewehr 434.92 m/s4.08 m/s7.12 m/s
MP 404.99 m/s4.08 m/s7.12 m/s
STG 444.92 m/s2.47 m/s7.12 m/s
Kar 98k4.83 m/s2.47 m/s7.12 m/s
Kar 98k Sniper4.83 m/s2.09 m/s7.12 m/s
Luger4.92 m/s4.08 m/s7.12 m/s
Knife4.99 m/s4.08 m/s7.12 m/s

More on moving in Health and movement.

Compare two guns

Pick two guns, a distance, the part of the body you hit and any wall in the way: the damage of one hit, the shots it takes to kill from full health, and the time from the first shot to the killing one.