
Marksman Rifle · 9mm
Fire rate: VSS also has single fire mode, RPM for that has not been measured yet.
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 | 63.4 | 2 | 0.09s |
| Neck | 0.75 | 2.35 | 0.60 | 1.06 | 47.6 | 3 | 0.17s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 28.4 | 4 | 0.26s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 31.2 | 4 | 0.26s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 28.4 | 4 | 0.26s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 26.9 | 4 | 0.26s |
| Pelvis | 1.00 | 1.05 | 0.60 | 0.63 | 28.4 | 4 | 0.26s |
| Upper arm | 0.60 | 0.95 | — | 0.57 | 25.6 | 4 | 0.26s |
| Forearm | 0.50 | 0.95 | — | 0.47 | 21.4 | 5 | 0.34s |
| Hand | 0.30 | 0.95 | — | 0.28 | 12.8 | 8 | 0.60s |
| Thigh | 0.60 | 0.95 | — | 0.57 | 25.6 | 4 | 0.26s |
| Calf | 0.50 | 0.95 | — | 0.47 | 21.4 | 5 | 0.34s |
| Foot | 0.30 | 0.95 | — | 0.28 | 12.8 | 8 | 0.60s |
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 VSS, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Removed unused attachment-related visual elements
Vertical recoil increased by about 10%
Horizontal recoil increased by about 5%
Firing sound is now louder and audible from farther away (though still quieter than other weapons)
Exempt from the DMR Rebalance. Damage and rate of fire same as before
Base damage increased
4345
Muzzle velocity increased
330m/s430m/s
Damage falloff now begins at 50m instead of at the muzzle
0m50m
Zeroing steps simplified from 25m to 100m intervals, with maximum zeroing distance raised to 300m
Now world spawns on all maps
New aim punch system: SMGs apply a high level of aim punch. VSS is treated as an SMG here
9mm ammo weight reduced by about 20%
Open the VSS in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.