Ballistics
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| FMJ |
| Shots to kill | Effectiveness | What it means |
|---|---|---|
| 20+ | Pointless | Will not get through in any sane number of hits |
| 13 to 19 | Desperate | Takes most of a magazine before anything drops |
| 9 to 12 | Magdump only | Only wins if you hold the trigger and stay on target |
| 5 to 8 | Slightly effective | Workable, but a burst is never enough on its own |
| 3 or 4 | Effective | A controlled burst kills |
| 2 | Very effective | A double tap kills |
| 1 | One shot | One shot, one kill |
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.
















