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Combat math: armor, headshots, recoil

Damage multiplier (1 - protection) = HP gone. 2026 meta values.


1. Body-part damage multipliers

Hitbox multiplier applies before armor protection.

Hit zoneMultiplierNotes
Headx2.0All firearms
Neckx1.5Often registers as upper torso
Chest / stomachx1.0Baseline
Upper arms / thighsx0.7"Extremity" mult
Hands / feet / shinsx0.5Limb hits
Crossbow102-121 head, ~50 body, 30 limbDoesn't scale linearly
Eoka / shotgun pelletsx2.0 head per pelletFalloff/spread kills the mult past ~8m

Misses that look like body shots are often limb hits — that's why your "4-tap" AK kill sometimes takes 6.


2. Armor protection by slot

Protection % is multiplicative damage reduction on the covered zone.

DIAGRAM A — ARMOR PROTECTION % BY BODY SLOT
Each number is how much incoming bullet damage that piece of gear removes from a hit on the zone it covers. HEAD CHEST ARM ARM LEGS HEAD SLOT — protection vs bullets Coffee Can Helmet ~40% Metal Facemask ~55% Heavy Plate Helmet ~80% CHEST SLOT — protection vs bullets Hoodie ~5% (barely helps) Road Sign Jacket ~40% Metal Chest Plate ~75% Heavy Plate Jacket ~80% LEGS & ARMS — protection vs bullets Road Sign Kilt (legs) ~45% Heavy Plate Pants (legs) ~80% Roadsign Gloves (arms) ~25% Bars show damage REMOVED. A hit on bare skin takes full damage; armored zones take much less. Note: percentages are approximate in-game projectile protection and vary slightly by patch. Heavy gear costs 40% move speed.

Head slot

HelmetProjectileMeleeNotes
Bone Helmet10%25%Garbage vs guns
Wood Armor Helmet15%40%T1 starter
Coffee Can Helmet40%50%The "mid-tier" headshot eater
Metal Facemask50%60%Visor exception: AK headshot to faceplate is roughly equivalent to a chest shot
Heavy Plate Helmet60%75%-40% move cap, blocks peripheral vision

Chest slot

ChestProjectileMelee
Hide Vest5%25%
Wood Chestplate15%40%
Roadsign Vest40%50%
Metal Chestplate50%60%
Heavy Plate Jacket65%80%

Legs slot

LegsProjectileMelee
Hide Skirt5%25%
Wood Armor Pants15%40%
Roadsign Kilt35%50%
Heavy Plate Pants55%70%

Other

Heavy Plate penalty: any single Heavy piece applies the full -40% movement cap (does not stack). Locks visor FOV, drains stamina under sustained sprint. Raid defense only — never roam in it.


3. Effective HP — example math

Default HP = 100.

DIAGRAM B — EFFECTIVE HP & SHOTS-TO-KILL (CHEST HITS)
Everyone has 100 real HP. Armor does not raise HP — it makes each bullet hurt less, so you survive more hits. Effective HP = how much raw damage you absorb before dying. Higher bar = tougher. Numbers are body/chest shots. 5.56 RIFLE (AK ~40/chest) PYTHON PISTOL (~35/chest) 12-GAUGE SLUG (~80/chest) 100 EHPNaked3 shots 100 EHPNaked3 shots 100 EHPNaked2 shots ~165 EHPRoadsign5 shots ~165 EHPRoadsign5 shots ~135 EHPRoadsign3 shots ~400 EHPMetal10 shots ~400 EHPMetal12 shots ~250 EHPMetal5 shots ~500 EHPHeavy13 shots ~500 EHPHeavy15 shots ~300 EHPHeavy6 shots Shots-to-kill assume center-mass chest hits. Headshots kill far faster (see Diagram C). Values approximate, vary by patch.

4. Weapon damage table

Damage is the per-projectile body value before multipliers. TTK assumes 100 HP, no armor, all chest at the listed range (Eoka/shotgun use total pellet damage).

WeaponAmmoBodyHead (x2)RPMTTK 0mTTK 10mTTK 30m
Assault Rifle (AK)5.5640804500.27s0.27s0.40s
LR-3005.5640805000.24s0.24s0.36s
M2495.56501005000.12s0.12s0.24s
M39 Rifle5.56501003430.17s0.17s0.35s
Bolt Action Rifle5.5680160411.5s1.5s1.5s
Semi-Auto Rifle (SAR)5.5640803430.35s0.35s0.52s
MP5A4Pistol35706000.20s0.20sfalloff
Custom SMGPistol27545450.33s0.33sfalloff
ThompsonPistol35704620.26s0.26sfalloff
PythonPistol47.5951101.1s1.1s1.6s
RevolverPistol35702200.82s0.82s1.4s
Semi-Auto PistolPistol25503600.66s0.66shigh spread
M92 PistolPistol30605140.46s0.46shigh spread
EokaBuckshot/slug~140 (point blank pellets)~280 if all hit~30 effective0-1 shotunreliableuseless
Double BarrelBuckshot180 (12 pellets)360120~0.5s 2 shellsfalls offuseless
Pump ShotgunBuckshot180 (12 pellets)360901-shotfalloffuseless
Spas-12Buckshot157.5 (12 pellets)3152401-2 shotfalloffuseless
CrossbowHV Arrow~50 body / 30 limb102-121 (random)301 shot1 shotdrop
Compound Bow (charged)HV Arrow80160601-2 shot1 shotdrop
Hunting BowWood arrow50100602 shot2 shotdrop

M249 = highest sustained DPS in game (~333 DPS). Bolt is highest per-shot at 80 body / 160 head.


5. Headshot rules

DIAGRAM C — HEADSHOT DAMAGE MULTIPLIERS
In Rust a hit to the head deals 2x the body damage for nearly every firearm. The big difference is raw damage. Bars show damage of ONE unprotected headshot. The bolt-action's huge base damage makes its headshot a near one-shot kill. Python pistol ~70 head dmg (2x of 35 body) MP5 SMG ~90 head dmg (2x of 45 body) AK assault rifle ~80 head dmg (2x of 40 body) Bolt action rifle ~150 head dmg (2x of 75 body) What a HELMET does to that headshot: No helmet — full headshot damage lands (e.g. bolt ~150, often a one-shot kill) Coffee Can Helmet (~40%) — cuts headshot ~40%: bolt ~90, AK ~48 Metal Facemask (~55%) — cuts headshot ~55%: bolt ~68, AK ~36 Takeaway: the 2x head multiplier is the same for all guns — a helmet shrinks the result, but a bolt headshot still bites. Heavy Plate Helmet (~80%) reduces it even further and can survive several bolt headshots, at a heavy speed cost. Numbers are approximate base values; falloff at range and limb hits change them. Bolt one-shots naked or lightly geared heads.

6. Recoil mechanics

Rust recoil has two layers. First, a fixed recoil pattern: every automatic weapon kicks along the same path each spray, identical for every player, so the pattern can be memorised and countered. Second, a smaller random aim cone layered on top — bullet spread you cannot fully compensate for. (Facepunch briefly replaced patterns with fully random recoil in the June 2022 Combat Update, then reverted it after player backlash; memorised patterns remain central to Rust gunplay.)

DIAGRAM D — RECOIL: THE FIXED PATTERN AND THE AIM CONE ON TOP
Rust recoil = a fixed per-weapon pattern you memorise, plus a small random aim cone layered on top. THE RECOIL PATTERN: FIXED, LEARNABLE start (aim point) Same path every spray — learn it, pull the mouse the opposite way. THE AIM CONE: RANDOM SPREAD start (aim point) A small random spread on the pattern. Tightens still/crouched, widens moving. How attachments change the cone (wider bar = worse spread / less accuracy): No muzzle / iron sightstightest cone, best accuracy Holosightshrinks the aim cone — no recoil penalty Muzzle Brakecuts vertical kick ~50% BUT adds big aimcone Handmade Sight is a cheap zoom-free sight — clears the view but does NOT shrink the cone; it can feel less precise.

Weapon attachments (full reference)

Rust has 14 real weapon attachments across five mod slots. A weapon can carry at most one attachment per slot. There is no "Compensator" in Rust — that is community slang; the AK's recoil-control muzzle mod is the Muzzle Brake. Muzzle mods are mutually exclusive (one barrel), as are the two optics in the Scope slot.

Muzzle slot — mutually exclusive

AttachmentEffectCost / obtainedBenchPractical use
Muzzle BrakeRecoil -50%, aim cone +0.5°, hip cone +2°, damage -15%Craft 8 HQMT2Standard recoil-control mod — easier spray, weaker hits
Muzzle BoostFire rate +10%, small aim cone penaltyCraft 10 HQMT2More DPS — good on SMGs and close range
Military SilencerVelocity -25%, damage -25%, muffles sound, removes muzzle flashLoot only (not craftable)Stealth — stay off the kill feed and minimap
Oil Filter SilencerSound and flash muffled, damage and velocity penalty, degrades with useCraftable (improvised)T1Budget suppressor — lasts a while before wearing out
Soda Can SilencerCheapest improvised suppressor, weakest effect, wears out fastestCraftable (improvised)T1Throwaway early-game stealth

Scope slot — sights and optics

AttachmentEffectCost / obtainedBenchPractical use
Simple Handmade SightClean low-zoom sight, no stat changesCraft 6 HQMT1Cheapest optic — clears the view early game
HolosightAim cone -20°, ~1.5x zoom, no recoil penaltyCraft 12 HQM + 1 Tech TrashT2Standard PvP optic for ARs and SMGs
8x Zoom Scope8x zoom, recoil +50%Craft 50 HQMT3Bolt-action and long-range fights
Variable Zoom ScopeConfigurable 4x / 8x / 16x zoom, recoil +50%Loot only, or ~300 scrap at Bandit CampFlexible long-range optic — this is the "16x"; no separate 16x item exists

Underbarrel slot

AttachmentEffectCost / obtainedBenchPractical use
Weapon LasersightWeapon sway -90%, aim cone -20°, hip cone -50°Craft 3 HQM + 1 Tech TrashT3Best hipfire mod — downside: visible laser reveals your position
Weapon FlashlightToggleable light beam, no combat statsCraft 3 HQMT1Utility light — reveals your position when on

Magazine slot

AttachmentEffectCost / obtainedBenchPractical use
Extended MagazineMagazine capacity +25%Craft 10 HQMT2Fits autos and semis (AK, LR-300, MP5, Thompson, SAR, SKS, M39)

Internal slot — newer slot (2024–2026)

AttachmentEffectCost / obtainedBenchPractical use
Gas Compression OverdriveFire rate -20%, velocity +30%, damage +20%, range +20%, recoil +10%Craft 10 HQMT2Hard-hitting longer-range shots on semi-autos and SMGs — strong on M39 / SKS
Burst ModuleFire rate +30%, recoil -35%, aim cone -35°; enables 3-round burstLoot only, or recycle an LR-300Burst-fire control mod for the semi-auto class

Meta loadout: AK + Muzzle Brake + Holosight. LR-300 + Muzzle Brake + Holosight for close-range room clearing. Bolt Action + 8x Zoom Scope, fired naked into the recoil.


7. Damage falloff & effective range

Linear damage drop past each weapon's falloff distance, plus bullet drop.

WeaponEffectiveFalloff startPractical max
AK150m~40m~200m
LR-300120m~35m~180m
M249 / M39200m~50m~300m
Bolt Action350m+~100munlimited for heads
SAR100m~30m~150m
MP5 / Thompson40-50m~15mdead past 60m
Custom SMG35m~10mdead past 50m
Shotguns8-12m~5museless past 15m
Eoka5minstantRNG

5.56 holds well to ~100m. Pistol ammo loses ~40% damage by 30m. Shotgun pellets diverge past 10m.


8. Healing in combat

ItemHealsBleedCastUse when
Bandage+5 instant-50 bleed~3sStop bleed only, not for HP
Medical Syringe+15 instant + 20 over timenone~2.5sMid-fight, behind cover
Large Medkit+100 over time-100 bleed~8s + heal tickAfter fight, fully covered
Anti-Rad PillsnonenoneinstantPre-monument

Rule: syringe if you can stay covered 3s. Eating damage mid-cast wastes the heal. Bandages are for bleed only. Below ~40 HP with no cover: reposition first, heal second.


9. Pro tips


10. Sources

  1. Rustlabs — Weapons database — https://www.rustlabs.com/group=weapons
  2. Facepunch Wiki (official) — https://wiki.facepunch.com/rust/
  3. Rust Fandom Wiki — Best Armor Combinations — https://rust.fandom.com/wiki/Best_Armor_Combinations
  4. Rust Fandom Wiki — Damage Multipliers — https://rust-essentials.fandom.com/wiki/Damage_Multipliers
  5. Rustafied — Damage, Armor and You — https://www.rustafied.com/rust-damage-armor-and-you-guide
  6. Facepunch news — The Combat Update (recoil rework) — https://rust.facepunch.com/news/the-combat-update
  7. Corrosion Hour — 10 Best Armor Combinations — https://www.corrosionhour.com/10-best-rust-armor-combinations/
  8. RustClash Wiki — Weapon stat pages — https://wiki.rustclash.com/
  9. Tradeit.gg — Rust Recoil Patterns guide — https://tradeit.gg/blog/rust-recoil-patterns/
  10. WikiRust — AK & LR-300 (2026) — https://wikirust.com/weapons/assault-rifle-ak47/

Want more detail? Combat & PvP Guide · Loadout Builder


11. Advanced damage stacking — order of operations

Rust resolves every bullet through a fixed pipeline. Understanding the order is what separates a player who "feels" their damage from one who can predict it to the decimal. For each projectile that connects, the engine applies:

  1. Base weapon damage — the raw per-projectile number (AK = 40, Bolt = 80).
  2. Bullet damage falloff — a range-based scalar that begins past the weapon's optimal distance (see Section 7). Falloff multiplies before the body-part multiplier.
  3. Body-part multiplier — head x2, chest x1.0, legs/arms x0.5 for limbs on most rifles. The hitbox struck, not where you aimed, is what counts.
  4. Armor protection — the struck slot's protection value subtracts a percentage, not a flat number. Damage taken = incoming x (1 - protection).

The critical takeaway: because falloff and multipliers are multiplicative, a headshot at long range is not "double a body shot at long range plus the falloff" — the falloff scalar is already baked in before the x2 is applied, so the two effects compound. A bolt headshot that would do 160 up close and is reduced to 70% by falloff lands for 112 before armor, which a coffee-can helmet (25% head protection) further drops to 84. That is still a one-shot kill on a 100 HP target — but only just, and only because the helmet is the cheap tier.

Why armor never "blocks" a fixed amount

New players assume a 60% chest plate "removes 60 damage." It does not. Protection is proportional, so the same plate that turns a 40-damage AK body shot into 16 also turns an 80-damage rocket splash into 32. High-damage hits are reduced by the same fraction, never a flat cap. This is why armor is far more valuable against rapid-fire low-damage weapons (SMGs, pistols) than against burst weapons like the bolt action — the bolt simply has so much headroom that no realistic armor stack survives a clean headshot.

12. Effective HP against specific weapons

"Effective HP" (eHP) is your 100 base HP divided by (1 - protection) for the slot most likely to be hit. Because Rust players are usually struck in the chest during a spray and the head during a duel, you should track two eHP numbers. The table below assumes the common metal-face / roadsign-vest / roadsign-kilt / coffee-can stack against chest fire.

Armor stackChest protectionChest eHPAK body shots to killAK head shots to kill
Naked0%10032
Hoodie + pants~10%11132
Roadsign vest + kilt~45%18252
Roadsign + metal facemask (full)~50%20052
Heavy Plate set~63%27073

Two facts jump out. First, headshot count barely moves — even a full metal kit dies to two AK headshots, which is why aim discipline beats gear nine times out of ten. Second, the Heavy Plate set is the only kit that survives three AK head taps, but it strips your ability to aim down sights properly and removes sprint speed, so the eHP gain is paid for in mobility. Against the bolt action, every stone of armor in this table still dies to a single headshot — there is no facemask in Rust that survives a clean 5.56 bolt crit.

13. Projectile travel, drop and lead

Rust bullets are not hitscan. Every round is a simulated projectile with a velocity and a gravity drop, and at range you must account for both travel time and bullet drop.

This is also why the M249 and other high-RPM rifles feel "easier" at range despite identical bullet physics — a faster stream of rounds means a missed lead is corrected within a few hundred milliseconds, whereas a missed bolt shot costs a full 1.5 s reload-and-recycle window.

14. Time-to-kill in the real world

The TTK figures in Section 4 are theoretical floors: they assume every shot lands, on the chest, with zero armor, at point-blank range. Real fights inflate TTK for three reasons:

  1. Aim cone — only your first shot leaves the barrel true. Subsequent automatic shots scatter inside a widening cone, so a fraction of your "spray" misses entirely.
  2. Armor — every kitted opponent multiplies your required hits as shown in Section 12.
  3. Reaction and recoil-reset — the human element. Even a 0.27 s theoretical AK kill realistically resolves in 0.5-1.0 s once you include the moment you register the target and begin pulling the recoil down.

The competitive consequence: whoever lands the first clean burst almost always wins, because the loser's effective TTK is reset every time they flinch or break aim. This is why pre-aiming common angles and peeking with the gun already shouldered is worth more than any raw stat advantage.

15. Wounded state and the kill confirmation

Hits that would drop a target below 0 HP do not always kill outright. If the killing blow is not a headshot and not heavily over-killing, the target enters the wounded (downed) state instead of dying — crawling, unable to fight, with a chance to be revived by a teammate or to self-recover. Key rules a meta player exploits:

16. Choosing a weapon by the math

Stripped of personal preference, weapon selection is an optimisation problem with three axes: damage per second, damage per magazine, and ammo cost. The AK and bolt sit at opposite corners of that space and most other guns fall between them.

WeaponMagBurst damage (full mag, body)StrengthWeakness
Assault Rifle (AK)301,200Highest sustained damage, deletes kitsHard recoil, expensive 5.56
LR-300301,200Soft, controllable recoilRarer, slightly faster mag drain
M2491005,000Enormous magazine, raid-tier suppressionVery heavy, slow, ammo-hungry
Semi-Auto Rifle16640Cheap, accurate tap-fireLow DPS vs full auto in a brawl
Bolt Action Rifle4320One-shot headshot at any rangePunishing miss, slow re-fire
MP5A4301,050Fast TTK close, low recoilFalls off hard past 30 m

The decision rule that wins servers: match the weapon to the range you expect to fight at, and to the ammo you can afford to lose. A solo who can farm only a few hundred sulfur per wipe gets more kills with a semi-auto rifle and disciplined tap-fire than with an AK they cannot keep fed. A group with stable 5.56 production should always default to the AK, because its sustained damage is the only thing that reliably out-trades a full Heavy Plate push.

17. Putting the math to work — a worked duel

Consider a 50 m peek-fight: you have an AK and roadsign armor, your opponent has an AK and a full metal-face / roadsign stack (~50% effective protection, 200 chest eHP). The math says you need five clean chest hits or two head hits. At 50 m your aim cone makes shots three-onward random, so a realistic plan is: fire a controlled 4-5 round burst aimed at the upper chest, let the recoil walk the last rounds toward the neck and head, then re-peek. Statistically that burst lands two or three good hits — enough that one stray climbs into the head and converts the fight in a single exposure. Spraying the full 30 instead spreads damage across limbs (x0.5) and misses, and re-exposes you for the entire mag. The arithmetic of armor, aim cone and the head multiplier all point to the same conclusion: short, high, repeated bursts are not a stylistic choice in Rust — they are the mathematically optimal way to fire every automatic rifle in the game.


18. Weapon tier list — best weapons, ranked

The math above tells you how weapons behave; this is the verdict. Tiers assume a standard wipe with stable resources. S = wins servers, A = strong situational pick, B = workable but outclassed, C = early-game or backup only. Recommended attachments use the five-slot system from the attachments reference above.

Ranged — guns

TierWeaponWhyRecommended attachments
SAssault Rifle (AK)Highest sustained damage in the game; the only thing that reliably out-trades a Heavy Plate push. Hard recoil is the price.Holosight + Muzzle Brake + Lasersight
SBolt Action RifleOne-shot headshot at any range. The sniper that decides open-field fights.8x Zoom or Variable (16x) Scope + Lasersight
SLR-300Same 5.56 as the AK with soft, controllable recoil — easier to keep a burst on target.Holosight + Muzzle Brake + Lasersight
AMP5A4Fast TTK and low recoil inside 30 m; falls off hard past that.Holosight + Muzzle Boost + Lasersight
AM249100-round magazine, raid-tier suppression. Very heavy, ammo-hungry, loot-only.Holosight + Lasersight (recoil already low)
ASemi-Auto Rifle (SAR)Accurate, cheap, the solo workhorse — disciplined tap-fire beats a starved AK.Holosight or Simple Sight + Muzzle Brake
AThompsonStrong close-range bridge weapon running cheap pistol ammo.Holosight + Muzzle Boost
BM39 RifleHigh-damage semi-auto; solid, but outclassed by the AK and the SAR’s economy.Holosight + Muzzle Brake
BCustom SMGA cheaper, weaker MP5 — fine until you can craft the real thing.Holosight + Muzzle Boost
BPython / M92The top sidearms — backup for when your rifle runs dry.Lasersight
CRevolver, Semi-Auto Pistol, shotgunsEarly-game and door-fight tools. Shotguns (waterpipe, double barrel, pump) are lethal point-blank and useless at range.Simple Sight if a slot exists
CEoka Pistol, NailgunSpawn-tier desperation weapons and raid-startle tools — not roam weapons.

Ranged — bows

The compound bow is the standout: it makes no gunfire noise to give away your position, and a fully charged headshot is devastating — a genuine A-tier stealth pick for opening on a roamer. The hunting bow and crossbow drop to C-tier once guns are available, but the crossbow’s single hard-hitting bolt still wins a surprise opener.

Melee and throwables

TierWeaponRole
SSalvaged Sword / Salvaged CleaverBest melee — high damage, looted not crafted. Carry one for silent finishes and tunnel fights.
AMachete, Longsword, MaceSolid craftable melee when no salvaged weapon is on hand.
AF1 GrenadeBest frag — clears door camps and finishes wounded targets.
BSalvaged Axe, Spears, Bone weaponsDouble as tools; spears can be thrown. Backup melee.
BMolotov, Beancan GrenadeArea denial and cheap breaching — situational, not duel tools.
CRock, TorchTools, not weapons. Fighting with these is a last resort.

The one-line takeaway: a group with stable 5.56 runs the AK; a solo runs the SAR with a Thompson; everyone keeps a bolt for range and a salvaged sword for silence. Match the weapon to the range you expect to fight at and the ammo you can afford to lose.


Recoil patterns & spray control

Rust recoil is deterministic: each weapon climbs along a fixed pattern, so the same downward-and-counter mouse movement works on every magazine. On top of that fixed pattern sits a random aim cone — bullet spread that you cannot compensate for. Mastering a gun means memorising its pattern and knowing the range at which the aim cone makes spraying pointless. Attachments matter: a muzzle brake reduces recoil but widens spread; a silencer hides muzzle flash and removes the tracer; the handmade sight / holosight change your sight picture, not the recoil itself.

Per-weapon recoil behavior

WeaponFire rateRecoil characterDifficulty
AK-47 (Assault Rifle)~462 RPMHardest in the game. Sharp vertical climb, then a wide left-then-right "S" drift through the back half of the mag.Very hard
LR-300~462 RPMMostly vertical with a small zigzag; predictable and far easier to hold than the AK, but slightly wider aim cone.Easy–medium
M249~462 RPMHuge sustained vertical climb — needs a lot of desk space — with minor side drift. Devastating DPS if controlled.Hard
MP5A4~600 RPMTight, mostly vertical kick. Very controllable up close; the high fire rate empties the mag fast.Easy
Thompson~462 RPMWide, slightly erratic horizontal wander. Forgiving recoil magnitude but needs constant small corrections.Easy–medium
Custom SMG~600 RPMFast fire rate, modest vertical kick, but heavy bullet drop and a wide cone. Hose at point-blank only.Easy
Semi-Auto RiflePer-clickNo spray pattern — each shot has its own kick that fully resets between clicks. Accuracy is paced clicking, not pattern control.Medium

Burst vs full spray

The first few rounds of any automatic weapon are the most accurate — the pattern has not yet climbed and the aim cone has not fully bloomed. This is why burst firing wins at range:

Effective ranges

Effective range is where the weapon's damage falloff and aim cone still let you reliably hit and kill. Beyond it you are not denied damage entirely — you are just relying on luck.

WeaponEffective rangeHow to fire there
AK-47Long (close to bolt range with mastery)Tap or short burst at distance; full spray inside ~15 m.
LR-300LongControlled bursts; the cleaner pattern makes it the easier long-range AR.
M249LongShort bursts only — sustained fire at range is unmanageable.
MP5A4Close–midFull spray indoors; short bursts toward the edge of mid-range.
ThompsonClose–midSpray up close; falloff and the wandering pattern punish it at distance.
Custom SMGClosePoint-blank hosing; heavy bullet drop makes anything past short range unreliable.
Semi-Auto RifleMid–longPaced clicking; let each shot's kick settle before the next.

The arithmetic all points one way: because the aim cone blooms and the pattern climbs as a mag empties, short, high, repeated bursts beat holding the trigger at every range except point-blank. Match your fire mode to the engagement distance, learn one rifle's pattern until the counter-movement is automatic, and you will out-damage opponents who simply spray.