
SMG · 5.7mm · Care package only
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 200m 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 | 44.1 | 3 | 0.12s |
| Neck | 0.75 | 2.10 | 0.60 | 0.95 | 33.1 | 4 | 0.18s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 22.1 | 5 | 0.24s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 24.3 | 5 | 0.24s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 22.1 | 5 | 0.24s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 20.9 | 5 | 0.24s |
| Pelvis | 1.00 | 1.05 | 0.60 | 0.63 | 22.1 | 5 | 0.24s |
| Upper arm | 0.60 | 1.30 | — | 0.78 | 27.3 | 4 | 0.18s |
| Forearm | 0.50 | 1.30 | — | 0.65 | 22.8 | 5 | 0.24s |
| Hand | 0.30 | 1.30 | — | 0.39 | 13.7 | 8 | 0.42s |
| Thigh | 0.60 | 1.30 | — | 0.78 | 27.3 | 4 | 0.18s |
| Calf | 0.50 | 1.30 | — | 0.65 | 22.8 | 5 | 0.24s |
| Foot | 0.30 | 1.30 | — | 0.39 | 13.7 | 8 | 0.42s |
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 P90, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Hip-fire accuracy reduced by about 28.5%, and by 25.75% during sustained fire
New aim punch system: SMGs apply a high level of aim punch. VSS is treated as an SMG here
Reticle size increased
5.7mm ammo weight increased, but it remains asthe lightest ammo type
Added to Care Packages and Secret Rooms in Ranked, and now always spawns with at least 200 rounds
Open the P90 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.