WARDOGS Weapon Comparison

Put up to four weapons side by side: time to kill, damage falloff and shots to kill against every armor tier, computed from the beta's real ballistics data. Pick your ammo, hit location and target armor — the graphs reorder live.

Time to kill by distance (includes bullet flight time)

Damage per shot by distance

Shots to kill by distance

Beta ballistics model. Shotgun figures assume every pellet connects (holds at close range). Armor reduction is applied to every shot — durability depletion within one engagement isn't modeled yet. Semi-auto weapons without a fixed fire rate show damage but no TTK.

How the comparison works

Every number comes from the same model our sniper calculator uses: base calibre damage, per-weapon distance falloff, hit-location multipliers, ammo-type modifiers and armor reduction, straight from the beta's data files. Time to kill counts the bullet's actual flight time, so slow rounds pay for it at range — a shotgun that "kills in 0.1 s" on paper still takes a quarter second to land pellets at 60 m.

Want the full stat sheets?

Each weapon's database page carries complete attributes, attachment lists and unlock details — this tool links every compared weapon straight to its page.

Picking a comparison that matters

Same-class match-ups tell you the most: assault rifle vs assault rifle at your usual engagement range and against the armor you actually meet. A budget question — the AK74 at $1,600 against the M4 at five figures — reads differently at Level 3 armor than it does unarmored. Cross-class comparisons (SMG vs shotgun for point defense, marksman rifle vs LMG for overwatch) are where the three graphs disagree with each other, and that disagreement is the answer: one wins inside 40 m, the other everywhere else.

FAQ

Which weapon has the fastest TTK?

Unarmored and close: one-shot weapons — AMR 50 and shotguns. Among automatics the M4 leads at roughly 0.28 s to the upper torso at 50 m. Armor tiers reshuffle the board; that's what the tool is for.

How is TTK calculated?

(Shots to kill − 1) × 60,000 ms ÷ RPM, plus the round's simulated flight time to the target distance.

Does armor change the ranking?

Yes, hard. High rate-of-fire weapons with small calibres fall off a cliff against Level 3–4 armor while heavy calibres and AP loads barely notice.

What do the ammo types do?

HP: +100% vs flesh, −30% vs armor and helmets. AP: −20% vs flesh, +30% vs armor and helmets. FMJ is the baseline.

Are shotgun numbers realistic?

They assume all pellets connect — true up close, generous past the falloff knee. The damage graph shows where that stops.

Is the tool free?

Yes — free in the browser, no download, no account.