Choosing a Weapon with the DPS Table, Recoil Table and TTK Calculator
How to shortlist STALCRAFT weapons for your playstyle: weapon roles, what time to kill and shots to kill really tell you, how range, ammunition and recoil change the ranking, and how to confirm a choice in the TTK Calculator.
This guide explains mechanics that the Weapon DPS Table uses. Open it in another tab to try them on your own gear.
Open the Weapon DPS TableThere is no single strongest weapon. A weapon that wins inside a building can lose badly across a field, and a weapon that kills fast on paper is only fast if you can keep it on target. This guide shows how to shortlist weapons with the site's tables and confirm the choice with a simulation.
Start from the fights you actually take
Decide where most of your fights happen:
- Close quarters: rate of fire, short aim time and hip-fire matter most. Typical picks are SMGs and compact rifles such as the TDI KRISS Vector, SR-3M or ASM Serval.
- Mid range: recoil control and falloff range matter most. Assault rifles such as the A-545, FN F2000 Tactical or AUG A3 sit here.
- Heavy armor at range: 7.62 rifles such as the AK-15 or SA-58 CTC, with high-AP 7.62 SBP rounds.
- Squad support: machine guns such as the MG 3 or PKP Pecheneg, with 75 to 100 round magazines.
- Long range: marksman and sniper rifles such as the SVD-M, Mk 14 EBR or McMillan CS5, for finishing damaged targets and holding angles.
Read the DPS Table the right way
The DPS Table ranks weapons by simulated time to kill and shots to kill at 0, 25 and 50 m against a chosen target.
- Time to kill includes fire rate, damage, armor, plates and the hit distribution, so it is the better ranking number.
- Shots to kill tells you how forgiving a weapon is. A weapon that needs 14 shots forgives more misses than one that needs 7, but each miss costs it less time too.
- Compare the three distances. A weapon that holds its rank from 0 to 50 m is consistent; one that drops sharply has short falloff.
Ammunition changes the ranking
Each caliber has a high-AP SBP round (15 AP for 9 mm, 20 for 5.45 and 5.56, 27.5 for 7.62, 30 for 9x39). Against heavy armor, high AP narrows the gap between your damage and the target's protection. Against light armor, the difference is much smaller. Always compare weapons with the ammunition you will really load.
Recoil decides whether the numbers happen
Time to kill assumes your hit distribution. A weapon with excellent numbers and heavy recoil only reaches them if you can hold it on target. The Recoil Table ranks every weapon by recoil with its best compatible recoil attachments fitted, and the Recoil Visualizer shows how the aim point moves during a spray. A slightly slower weapon you can control often beats a faster one you cannot.
Movement speed and your suit
Most assault rifles cost 2% movement speed while held, marksman and sniper rifles 3 to 6%, and machine guns 5%. Several heavy suits in the current data ignore weapon effects on movement speed (Centurion, SBA TANK, Antares and the four Super-Heavy suits), so a heavy weapon costs nothing extra on them.
Confirm with the TTK Calculator
Once you have two or three candidates, run them in the TTK Calculator against your own builds or a target dummy:
- Set the distance you fight at and the ammunition you use.
- Set a hit distribution that matches how you aim.
- Compare the spread of results, not just the average. A weapon with a slightly worse average and a tighter spread is more reliable.
A shortlist in five minutes
- Filter the DPS Table to the classes that fit your fights.
- Note the top weapons at your usual distance.
- Check those weapons in the Recoil Table and drop any you cannot control.
- Run the two best in the TTK Calculator with your real ammunition and target.