
SMG · 9mm
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 275m 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×SMG class×Armour| Body part | Hit area | SMG | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.10 | 0.60 | 1.26 | 40.3 | 3 | 0.13s |
| Neck | 0.75 | 2.10 | 0.60 | 0.95 | 30.2 | 4 | 0.20s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 20.2 | 5 | 0.27s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 22.2 | 5 | 0.27s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 20.2 | 5 | 0.27s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 19.2 | 6 | 0.33s |
| Pelvis | 1.00 | 1.05 | 0.60 | 0.63 | 20.2 | 5 | 0.27s |
| Upper arm | 0.60 | 1.30 | — | 0.78 | 25.0 | 5 | 0.27s |
| Forearm | 0.50 | 1.30 | — | 0.65 | 20.8 | 5 | 0.27s |
| Hand | 0.30 | 1.30 | — | 0.39 | 12.5 | 9 | 0.53s |
| Thigh | 0.60 | 1.30 | — | 0.78 | 25.0 | 5 | 0.27s |
| Calf | 0.50 | 1.30 | — | 0.65 | 20.8 | 5 | 0.27s |
| Foot | 0.30 | 1.30 | — | 0.39 | 12.5 | 9 | 0.53s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the SMG 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 JS9, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Hip-fire accuracy reduced by about 57% through increased initial bullet spread
Hip-fire accuracy during sustained fire reduced by about 51.5%
New aim punch system: SMGs apply a high level of aim punch. VSS is treated as an SMG here
Hip-fire accuracy during sustained fire increased by about 40%
Accuracy when aiming over the shoulder increased by about 25%, and by 60% during sustained fire
Hip-fire and over-the-shoulder accuracy while moving increased
9mm ammo weight reduced by about 20%
Movement speed increased by about 2.6% and sprint speed by about 2.4% to match unarmed speed
Damage at medium and long range reduced, noticeable from about 50m out
Base damage decreased
3432
Vertical recoil increased by about 18% and horizontal recoil by about 15%
Added to the game as a 9mm SMG with single and full-auto fire, 34 damage, 200m effective range, 400m/s muzzle velocity and 900 RPM. Takes all SMG muzzle and magazine attachments and scopes up to 6x. No foregrip or stock. Spawns in Rondo only
Open the JS9 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.