
Marksman Rifle · 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 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×DMR class×Armour| Body part | Hit area | DMR | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.35 | 0.60 | 1.41 | 69.1 | 2 | 0.19s |
| Neck | 0.75 | 2.35 | 0.60 | 1.06 | 51.8 | 2 | 0.19s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 30.9 | 4 | 0.56s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 34.0 | 3 | 0.38s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 30.9 | 4 | 0.56s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 29.3 | 4 | 0.56s |
| Pelvis | 1.00 | 1.05 | 0.60 | 0.63 | 30.9 | 4 | 0.56s |
| Upper arm | 0.60 | 0.95 | — | 0.57 | 27.9 | 4 | 0.56s |
| Forearm | 0.50 | 0.95 | — | 0.47 | 23.3 | 5 | 0.75s |
| Hand | 0.30 | 0.95 | — | 0.28 | 14.0 | 8 | 1.32s |
| Thigh | 0.60 | 0.95 | — | 0.57 | 27.9 | 4 | 0.56s |
| Calf | 0.50 | 0.95 | — | 0.47 | 23.3 | 5 | 0.75s |
| Foot | 0.30 | 0.95 | — | 0.28 | 14.0 | 8 | 1.32s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the DMR 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 SLR, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Horizontal recoil decreased by about 10%
Muzzle velocity increased
840m/s870m/s
Reduced vertical recoil buildup during early/mid sustained fire, with slightly faster vertical recoil recovery
Reduced the tendency to drift left during sustained fire
Horizontal recoil decreased by about 4%
Vertical and horizontal recoil each decreased by about 5%
DMR Rebalance: damage reduced by about 12% across DMRs
DMR Rebalance: rate of fire reduced by about 45%
New aim punch system: ARs, LMGs and DMRs apply low level of aim punch and 7.62mm punching harder than 5.56mm
7.62mm ammo weight reduced by about 15%
0.70.6
Open the SLR in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.