
Handgun · 7.62mm
Fire rate: Only as fast as you can click, so this is the ceiling. In a real fight you will be slower than this.
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 100m 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×HANDGUN class×Armour| Body part | Hit area | HANDGUN | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.10 | 0.60 | 1.26 | 80.6 | 2 | 0.21s |
| Neck | 0.75 | 2.10 | 0.60 | 0.95 | 60.4 | 2 | 0.21s |
| Clavicle | 1.00 | 1.00 | 0.60 | 0.60 | 38.4 | 3 | 0.43s |
| Chest | 1.10 | 1.00 | 0.60 | 0.66 | 42.2 | 3 | 0.43s |
| Upper stomach | 1.00 | 1.00 | 0.60 | 0.60 | 38.4 | 3 | 0.43s |
| Lower stomach | 0.95 | 1.00 | 0.60 | 0.57 | 36.5 | 3 | 0.43s |
| Pelvis | 1.00 | 1.00 | 0.60 | 0.60 | 38.4 | 3 | 0.43s |
| Upper arm | 0.60 | 1.05 | — | 0.63 | 40.3 | 3 | 0.43s |
| Forearm | 0.50 | 1.05 | — | 0.53 | 33.6 | 3 | 0.43s |
| Hand | 0.30 | 1.05 | — | 0.32 | 20.1 | 5 | 0.85s |
| Thigh | 0.60 | 1.05 | — | 0.63 | 40.3 | 3 | 0.43s |
| Calf | 0.50 | 1.05 | — | 0.53 | 33.6 | 3 | 0.43s |
| Foot | 0.30 | 1.05 | — | 0.32 | 20.1 | 5 | 0.85s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the HANDGUN 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 R1895, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
New aim punch system: handguns apply a very low level of aim punch
7.62mm ammo weight reduced by about 15%
0.70.6
Open the R1895 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.