
Assault Rifle · 5.56mm
Fire rate:
Base damage drops with distance to the target. We don't show the analyzed damage for each meter so that the charts and damage calculations don't lag your browser too much. That's why there are these points at growing intervals. The curve stops at 400m because that is as far as our recorded hits reach. We don't know what the damage does past that point, and it won't necessarily stay flat.
Actual damage is base damage multiplied by four things: distance, the hit area you hit, the weapon class you are holding, and armour. Hit area and weapon class are the two that never change, so multiplying them gives you the weapon's true multiplier for that body part. Armour then applies on top of that rather than replacing it. Helmets cover the head and neck, vests cover the clavicle, chest, stomach and pelvis, and nothing covers the arms or legs.
Base damage×Distance×Hit area×AR class×Armour| Body part | Hit area | AR | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.35 | 0.60 | 1.41 | 56.4 | 2 | 0.08s |
| Neck | 0.75 | 2.35 | 0.60 | 1.06 | 42.3 | 3 | 0.17s |
| Clavicle | 1.00 | 1.00 | 0.60 | 0.60 | 24.0 | 5 | 0.33s |
| Chest | 1.10 | 1.00 | 0.60 | 0.66 | 26.4 | 4 | 0.25s |
| Upper stomach | 1.00 | 1.00 | 0.60 | 0.60 | 24.0 | 5 | 0.33s |
| Lower stomach | 0.95 | 1.00 | 0.60 | 0.57 | 22.8 | 5 | 0.33s |
| Pelvis | 1.00 | 1.00 | 0.60 | 0.60 | 24.0 | 5 | 0.33s |
| Upper arm | 0.60 | 0.90 | — | 0.54 | 21.6 | 5 | 0.33s |
| Forearm | 0.50 | 0.90 | — | 0.45 | 18.0 | 6 | 0.42s |
| Hand | 0.30 | 0.90 | — | 0.27 | 10.8 | 10 | 0.75s |
| Thigh | 0.60 | 0.90 | — | 0.54 | 21.6 | 5 | 0.33s |
| Calf | 0.50 | 0.90 | — | 0.45 | 18.0 | 6 | 0.42s |
| Foot | 0.30 | 0.90 | — | 0.27 | 10.8 | 10 | 0.75s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the AR column is where the classes differ (AR vs DMR etc, each class has different balance). In the armour column, 1.00 means armour could cover that body part but you have none equipped, and a line means armour never reaches there.
Every change we have recorded for the AUG, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Horizontal recoil increased by about 4%
Base damage decreased
4140
Aim punch reduced by about 50%, in both aim shift and camera shake
New aim punch system: ARs, LMGs and DMRs apply low level of aim punch, 5.56mm having weaker punch
Horizontal recoil decreased by about 2.3% and vertical recoil by about 4.5%
Recoil reduction while crouched improved
13%14%
Horizontal recoil increased by 4% and vertical recoil by 9.8%
Recoil reduction while crouched weakened
16%13%
Rate of fire decreased
750 RPM720 RPM
Vertical and horizontal recoil slightly increased so perceived recoil stays same despite slower fire rate
Moved out of Care Packages to become a world spawn weapon on every map
Base damage decreased
4241
Rate of fire increased
700 RPM750 RPM
Bullet velocity decreased
940m/s890m/s
Effective range shortened
90-500m60-450m
Recoil generally readjusted, slightly upward
Open the AUG in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.