Ballistics
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| FMJ |
| Time to kill | Effectiveness | What it means |
|---|---|---|
| 3.42s and up | Pointless | They have crossed the street and reloaded before this kills |
| 2.46 to 3.42s | Loses the trade | Anything shooting back at a normal rate wins first |
| 1.54 to 2.46s | Slow | Long enough for them to break line of sight |
| 0.71 to 1.54s | Workable | Kills, but only if you stay on target the whole way |
| 0.38 to 0.71s | Effective | About as long as it takes them to react |
| 0.15 to 0.38s | Very effective | Down before the return fire lands |
| Under 0.15s | Instant | No time to answer |
A guideline for what to bring, not an exact count. Everything comes from the solved damage, so a lucky first hit or a missed pellet moves the real number.
Pick up to five weapons, then set the hit zone, helmet and body armor tiers and range.
Shots to kill ranks every weapon across all armor tiers, while the cards above and Compare hits put your picks side by side with damage per hit, shots to kill and time to kill.
Time to kill counts bullet travel, so slow rounds pay for it at range.
Tick more than one round type to see what FMJ, HP and AP trade, plot everything against distance in Range graphs, or open the Ammo chart to compare every calibre at once.
