
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 160m 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 | 50.4 | 2 | 0.08s |
| Neck | 0.75 | 2.10 | 0.60 | 0.95 | 37.8 | 3 | 0.16s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 25.2 | 4 | 0.24s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 27.7 | 4 | 0.24s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 25.2 | 4 | 0.24s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 23.9 | 5 | 0.32s |
| Pelvis | 1.00 | 1.05 | 0.60 | 0.63 | 25.2 | 4 | 0.24s |
| Upper arm | 0.60 | 1.30 | — | 0.78 | 31.2 | 4 | 0.24s |
| Forearm | 0.50 | 1.30 | — | 0.65 | 26.0 | 4 | 0.24s |
| Hand | 0.30 | 1.30 | — | 0.39 | 15.6 | 7 | 0.48s |
| Thigh | 0.60 | 1.30 | — | 0.78 | 31.2 | 4 | 0.24s |
| Calf | 0.50 | 1.30 | — | 0.65 | 26.0 | 4 | 0.24s |
| Foot | 0.30 | 1.30 | — | 0.39 | 15.6 | 7 | 0.48s |
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 Tommy Gun, 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 increased by about 33% through improved initial bullet spread
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
Ammo type changed
.45 ACP9mm
Horizontal recoil decreased by about 5% and vertical recoil by about 7%
Moved into Care Packages and removed from world spawn. Cannot be called with the Flare Gun. (Cant find patch notes for when this became a world spawn again??)
Default magazine changed to a drum magazine, raising capacity to 100 rounds with reload speed adjusted to match
Attachable scopes limited to Red Dot and Holographic Sight
Open the Tommy Gun in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.