
LMG · 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 500m 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×LMG class×Armour| Body part | Hit area | LMG | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.30 | 0.60 | 1.38 | 56.6 | 2 | 0.07s |
| Neck | 0.75 | 2.30 | 0.60 | 1.03 | 42.4 | 3 | 0.15s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 25.8 | 4 | 0.22s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 28.4 | 4 | 0.22s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 25.8 | 4 | 0.22s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 24.5 | 5 | 0.30s |
| Pelvis | 1.00 | 1.00 | 0.60 | 0.60 | 24.6 | 5 | 0.30s |
| Upper arm | 0.60 | 0.90 | — | 0.54 | 22.1 | 5 | 0.30s |
| Forearm | 0.50 | 0.90 | — | 0.45 | 18.4 | 6 | 0.38s |
| Hand | 0.30 | 0.90 | — | 0.27 | 11.1 | 10 | 0.67s |
| Thigh | 0.60 | 0.90 | — | 0.54 | 22.1 | 5 | 0.30s |
| Calf | 0.50 | 0.90 | — | 0.45 | 18.4 | 6 | 0.38s |
| Foot | 0.30 | 0.90 | — | 0.27 | 11.1 | 10 | 0.67s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the LMG 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 M249, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
New aim punch system: ARs, LMGs and DMRs apply low level of aim punch, 5.56mm having weaker punch
Can now equip the new Heavy Stock, trading ADS speed and hip-fire accuracy for recoil control
Open the M249 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.