Damage multiplier (1 - protection) = HP gone. 2026 meta values.
1. Body-part damage multipliers
Hitbox multiplier applies before armor protection.
| Hit zone | Multiplier | Notes |
|---|---|---|
| Head | x2.0 | All firearms |
| Neck | x1.5 | Often registers as upper torso |
| Chest / stomach | x1.0 | Baseline |
| Upper arms / thighs | x0.7 | "Extremity" mult |
| Hands / feet / shins | x0.5 | Limb hits |
| Crossbow | 102-121 head, ~50 body, 30 limb | Doesn't scale linearly |
| Eoka / shotgun pellets | x2.0 head per pellet | Falloff/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.
Head slot
| Helmet | Projectile | Melee | Notes |
|---|---|---|---|
| Bone Helmet | 10% | 25% | Garbage vs guns |
| Wood Armor Helmet | 15% | 40% | T1 starter |
| Coffee Can Helmet | 40% | 50% | The "mid-tier" headshot eater |
| Metal Facemask | 50% | 60% | Visor exception: AK headshot to faceplate is roughly equivalent to a chest shot |
| Heavy Plate Helmet | 60% | 75% | -40% move cap, blocks peripheral vision |
Chest slot
| Chest | Projectile | Melee |
|---|---|---|
| Hide Vest | 5% | 25% |
| Wood Chestplate | 15% | 40% |
| Roadsign Vest | 40% | 50% |
| Metal Chestplate | 50% | 60% |
| Heavy Plate Jacket | 65% | 80% |
Legs slot
| Legs | Projectile | Melee |
|---|---|---|
| Hide Skirt | 5% | 25% |
| Wood Armor Pants | 15% | 40% |
| Roadsign Kilt | 35% | 50% |
| Heavy Plate Pants | 55% | 70% |
Other
- Hazmat suit: ~10% projectile, full radiation immunity. Combat-useless.
- Snow / Diver / Hoodie: ~5% cosmetic-tier mitigation.
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.
- AK chest vs Roadsign: 40 1.0 (1 - 0.40) = 24/shot → ceil(100/24) = 5 chest shots.
- AK head vs Facemask: 40 2.0 (1 - 0.50) = 40/shot → 3 to the dome (naked head = 2-tap).
- Bolt body vs Metal Chest: 80 1.0 0.5 = 40 — no longer 1-shots. Headshot 160 * 0.5 = 80, still 1-taps a facemask 100hp player.
- MP5 chest vs Roadsign: 35 * 0.60 = 21/shot, ~5 shots → kill in ~0.5s at 600 RPM.
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).
| Weapon | Ammo | Body | Head (x2) | RPM | TTK 0m | TTK 10m | TTK 30m |
|---|---|---|---|---|---|---|---|
| Assault Rifle (AK) | 5.56 | 40 | 80 | 450 | 0.27s | 0.27s | 0.40s |
| LR-300 | 5.56 | 40 | 80 | 500 | 0.24s | 0.24s | 0.36s |
| M249 | 5.56 | 50 | 100 | 500 | 0.12s | 0.12s | 0.24s |
| M39 Rifle | 5.56 | 50 | 100 | 343 | 0.17s | 0.17s | 0.35s |
| Bolt Action Rifle | 5.56 | 80 | 160 | 41 | 1.5s | 1.5s | 1.5s |
| Semi-Auto Rifle (SAR) | 5.56 | 40 | 80 | 343 | 0.35s | 0.35s | 0.52s |
| MP5A4 | Pistol | 35 | 70 | 600 | 0.20s | 0.20s | falloff |
| Custom SMG | Pistol | 27 | 54 | 545 | 0.33s | 0.33s | falloff |
| Thompson | Pistol | 35 | 70 | 462 | 0.26s | 0.26s | falloff |
| Python | Pistol | 47.5 | 95 | 110 | 1.1s | 1.1s | 1.6s |
| Revolver | Pistol | 35 | 70 | 220 | 0.82s | 0.82s | 1.4s |
| Semi-Auto Pistol | Pistol | 25 | 50 | 360 | 0.66s | 0.66s | high spread |
| M92 Pistol | Pistol | 30 | 60 | 514 | 0.46s | 0.46s | high spread |
| Eoka | Buckshot/slug | ~140 (point blank pellets) | ~280 if all hit | ~30 effective | 0-1 shot | unreliable | useless |
| Double Barrel | Buckshot | 180 (12 pellets) | 360 | 120 | ~0.5s 2 shells | falls off | useless |
| Pump Shotgun | Buckshot | 180 (12 pellets) | 360 | 90 | 1-shot | falloff | useless |
| Spas-12 | Buckshot | 157.5 (12 pellets) | 315 | 240 | 1-2 shot | falloff | useless |
| Crossbow | HV Arrow | ~50 body / 30 limb | 102-121 (random) | 30 | 1 shot | 1 shot | drop |
| Compound Bow (charged) | HV Arrow | 80 | 160 | 60 | 1-2 shot | 1 shot | drop |
| Hunting Bow | Wood arrow | 50 | 100 | 60 | 2 shot | 2 shot | drop |
M249 = highest sustained DPS in game (~333 DPS). Bolt is highest per-shot at 80 body / 160 head.
5. Headshot rules
- x2.0 head on all firearms (bolt, AK, LR, MP5, M249, M39, pistols, etc.).
- Helmets reduce headshot damage by their projectile %. AK head into facemask = 40 (same as chest).
- Visor exception: the Metal Facemask's slit can register full x2 hits bypassing helmet protection — that's why bolt one-taps still happen at certain angles.
- Heavy Plate Helmet covers the visor (closest to headshot immunity).
- Shotgun/Eoka pellets technically headshot, but spread + falloff makes the mult irrelevant past ~8m.
- Crossbow / charged Compound 1-shots any sub-Heavy helmet via the head hitbox.
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.)
- Recoil pattern — the vertical climb and horizontal drift follow a fixed, weapon-specific path: the same every spray, identical for every player.
- Memorise and counter — because that path is fixed you can learn it and pull the mouse against it; the same predictability is why recoil scripts exist.
- Aim cone opens the longer you hold trigger. Weighted: ~20% of bullets hit dead-center, rest scatter.
- Solution: tap-fire / short bursts at range. Full-auto = <15m only.
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
| Attachment | Effect | Cost / obtained | Bench | Practical use |
|---|---|---|---|---|
| Muzzle Brake | Recoil -50%, aim cone +0.5°, hip cone +2°, damage -15% | Craft 8 HQM | T2 | Standard recoil-control mod — easier spray, weaker hits |
| Muzzle Boost | Fire rate +10%, small aim cone penalty | Craft 10 HQM | T2 | More DPS — good on SMGs and close range |
| Military Silencer | Velocity -25%, damage -25%, muffles sound, removes muzzle flash | Loot only (not craftable) | — | Stealth — stay off the kill feed and minimap |
| Oil Filter Silencer | Sound and flash muffled, damage and velocity penalty, degrades with use | Craftable (improvised) | T1 | Budget suppressor — lasts a while before wearing out |
| Soda Can Silencer | Cheapest improvised suppressor, weakest effect, wears out fastest | Craftable (improvised) | T1 | Throwaway early-game stealth |
Scope slot — sights and optics
| Attachment | Effect | Cost / obtained | Bench | Practical use |
|---|---|---|---|---|
| Simple Handmade Sight | Clean low-zoom sight, no stat changes | Craft 6 HQM | T1 | Cheapest optic — clears the view early game |
| Holosight | Aim cone -20°, ~1.5x zoom, no recoil penalty | Craft 12 HQM + 1 Tech Trash | T2 | Standard PvP optic for ARs and SMGs |
| 8x Zoom Scope | 8x zoom, recoil +50% | Craft 50 HQM | T3 | Bolt-action and long-range fights |
| Variable Zoom Scope | Configurable 4x / 8x / 16x zoom, recoil +50% | Loot only, or ~300 scrap at Bandit Camp | — | Flexible long-range optic — this is the "16x"; no separate 16x item exists |
Underbarrel slot
| Attachment | Effect | Cost / obtained | Bench | Practical use |
|---|---|---|---|---|
| Weapon Lasersight | Weapon sway -90%, aim cone -20°, hip cone -50° | Craft 3 HQM + 1 Tech Trash | T3 | Best hipfire mod — downside: visible laser reveals your position |
| Weapon Flashlight | Toggleable light beam, no combat stats | Craft 3 HQM | T1 | Utility light — reveals your position when on |
Magazine slot
| Attachment | Effect | Cost / obtained | Bench | Practical use |
|---|---|---|---|---|
| Extended Magazine | Magazine capacity +25% | Craft 10 HQM | T2 | Fits autos and semis (AK, LR-300, MP5, Thompson, SAR, SKS, M39) |
Internal slot — newer slot (2024–2026)
| Attachment | Effect | Cost / obtained | Bench | Practical use |
|---|---|---|---|---|
| Gas Compression Overdrive | Fire rate -20%, velocity +30%, damage +20%, range +20%, recoil +10% | Craft 10 HQM | T2 | Hard-hitting longer-range shots on semi-autos and SMGs — strong on M39 / SKS |
| Burst Module | Fire rate +30%, recoil -35%, aim cone -35°; enables 3-round burst | Loot only, or recycle an LR-300 | — | Burst-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.
| Weapon | Effective | Falloff start | Practical max |
|---|---|---|---|
| AK | 150m | ~40m | ~200m |
| LR-300 | 120m | ~35m | ~180m |
| M249 / M39 | 200m | ~50m | ~300m |
| Bolt Action | 350m+ | ~100m | unlimited for heads |
| SAR | 100m | ~30m | ~150m |
| MP5 / Thompson | 40-50m | ~15m | dead past 60m |
| Custom SMG | 35m | ~10m | dead past 50m |
| Shotguns | 8-12m | ~5m | useless past 15m |
| Eoka | 5m | instant | RNG |
5.56 holds well to ~100m. Pistol ammo loses ~40% damage by 30m. Shotgun pellets diverge past 10m.
8. Healing in combat
| Item | Heals | Bleed | Cast | Use when |
|---|---|---|---|---|
| Bandage | +5 instant | -50 bleed | ~3s | Stop bleed only, not for HP |
| Medical Syringe | +15 instant + 20 over time | none | ~2.5s | Mid-fight, behind cover |
| Large Medkit | +100 over time | -100 bleed | ~8s + heal tick | After fight, fully covered |
| Anti-Rad Pills | none | none | instant | Pre-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
- Crouch shrinks hitbox ~30% but slows you. Crouch during shots, stand between bursts.
- Never jump in a fight. Airborne = predictable, no strafe. Jump-peek is dead meta.
- Jiggle peek: A/D + crouch tap for 0.2s exposures — bait the shot, read the angle, commit.
- Pre-fire known angles. Second peek eats a round before they can ADS.
- Never stand still after firing. Muzzle flash + tracer pins your position.
- Tap-fire past 30m. Aim cone makes auto shots after the first ~3 random.
- ADS reduces aim cone; hipfire only <8m (except shotguns / Eoka).
- Lean (Q/E) + crouch exposes ~15% of hitbox.
- Reload behind cover. AK reload ~3.5s.
- Visor headshots + neck shots beat chest spam vs facemask wearers.
- Always carry 2+ syringes in any kit fight.
10. Sources
- Rustlabs — Weapons database — https://www.rustlabs.com/group=weapons
- Facepunch Wiki (official) — https://wiki.facepunch.com/rust/
- Rust Fandom Wiki — Best Armor Combinations — https://rust.fandom.com/wiki/Best_Armor_Combinations
- Rust Fandom Wiki — Damage Multipliers — https://rust-essentials.fandom.com/wiki/Damage_Multipliers
- Rustafied — Damage, Armor and You — https://www.rustafied.com/rust-damage-armor-and-you-guide
- Facepunch news — The Combat Update (recoil rework) — https://rust.facepunch.com/news/the-combat-update
- Corrosion Hour — 10 Best Armor Combinations — https://www.corrosionhour.com/10-best-rust-armor-combinations/
- RustClash Wiki — Weapon stat pages — https://wiki.rustclash.com/
- Tradeit.gg — Rust Recoil Patterns guide — https://tradeit.gg/blog/rust-recoil-patterns/
- 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:
- Base weapon damage — the raw per-projectile number (AK = 40, Bolt = 80).
- 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.
- 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.
- 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 stack | Chest protection | Chest eHP | AK body shots to kill | AK head shots to kill |
|---|---|---|---|---|
| Naked | 0% | 100 | 3 | 2 |
| Hoodie + pants | ~10% | 111 | 3 | 2 |
| Roadsign vest + kilt | ~45% | 182 | 5 | 2 |
| Roadsign + metal facemask (full) | ~50% | 200 | 5 | 2 |
| Heavy Plate set | ~63% | 270 | 7 | 3 |
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.
- Travel time — 5.56 rifle rounds travel fast but not instantly. At 150 m an AK round takes roughly a third of a second to arrive; a strafing target will have moved more than a body-width in that time, so you must lead moving enemies.
- Bullet drop — all projectiles fall under gravity. The bolt action and other high-velocity rounds drop the least; arrows and rockets drop dramatically. Past ~200 m even a bolt requires aiming visibly above the target's head.
- Practical lead rule — for a player sprinting perpendicular at 100 m, aim roughly one full body-width ahead. Double it at 200 m. Crouch-walking targets need almost no lead; only sprinters and horse riders demand serious correction.
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:
- 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.
- Armor — every kitted opponent multiplies your required hits as shown in Section 12.
- 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:
- A clean headshot kill skips the wounded state entirely — always confirm with a head tap.
- Massive overkill damage (e.g. a rocket, a bolt body shot far beyond the HP pool) kills outright rather than downing.
- A downed player can still be finished by any further damage, and can be looted only once fully dead — so after a knockdown, spend one more round on the head rather than turning away. Half of all "they got revived" losses come from skipping that single confirmation shot.
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.
| Weapon | Mag | Burst damage (full mag, body) | Strength | Weakness |
|---|---|---|---|---|
| Assault Rifle (AK) | 30 | 1,200 | Highest sustained damage, deletes kits | Hard recoil, expensive 5.56 |
| LR-300 | 30 | 1,200 | Soft, controllable recoil | Rarer, slightly faster mag drain |
| M249 | 100 | 5,000 | Enormous magazine, raid-tier suppression | Very heavy, slow, ammo-hungry |
| Semi-Auto Rifle | 16 | 640 | Cheap, accurate tap-fire | Low DPS vs full auto in a brawl |
| Bolt Action Rifle | 4 | 320 | One-shot headshot at any range | Punishing miss, slow re-fire |
| MP5A4 | 30 | 1,050 | Fast TTK close, low recoil | Falls 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
| Tier | Weapon | Why | Recommended attachments |
|---|---|---|---|
| S | Assault 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 |
| S | Bolt Action Rifle | One-shot headshot at any range. The sniper that decides open-field fights. | 8x Zoom or Variable (16x) Scope + Lasersight |
| S | LR-300 | Same 5.56 as the AK with soft, controllable recoil — easier to keep a burst on target. | Holosight + Muzzle Brake + Lasersight |
| A | MP5A4 | Fast TTK and low recoil inside 30 m; falls off hard past that. | Holosight + Muzzle Boost + Lasersight |
| A | M249 | 100-round magazine, raid-tier suppression. Very heavy, ammo-hungry, loot-only. | Holosight + Lasersight (recoil already low) |
| A | Semi-Auto Rifle (SAR) | Accurate, cheap, the solo workhorse — disciplined tap-fire beats a starved AK. | Holosight or Simple Sight + Muzzle Brake |
| A | Thompson | Strong close-range bridge weapon running cheap pistol ammo. | Holosight + Muzzle Boost |
| B | M39 Rifle | High-damage semi-auto; solid, but outclassed by the AK and the SAR’s economy. | Holosight + Muzzle Brake |
| B | Custom SMG | A cheaper, weaker MP5 — fine until you can craft the real thing. | Holosight + Muzzle Boost |
| B | Python / M92 | The top sidearms — backup for when your rifle runs dry. | Lasersight |
| C | Revolver, Semi-Auto Pistol, shotguns | Early-game and door-fight tools. Shotguns (waterpipe, double barrel, pump) are lethal point-blank and useless at range. | Simple Sight if a slot exists |
| C | Eoka Pistol, Nailgun | Spawn-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
| Tier | Weapon | Role |
|---|---|---|
| S | Salvaged Sword / Salvaged Cleaver | Best melee — high damage, looted not crafted. Carry one for silent finishes and tunnel fights. |
| A | Machete, Longsword, Mace | Solid craftable melee when no salvaged weapon is on hand. |
| A | F1 Grenade | Best frag — clears door camps and finishes wounded targets. |
| B | Salvaged Axe, Spears, Bone weapons | Double as tools; spears can be thrown. Backup melee. |
| B | Molotov, Beancan Grenade | Area denial and cheap breaching — situational, not duel tools. |
| C | Rock, Torch | Tools, 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
| Weapon | Fire rate | Recoil character | Difficulty |
|---|---|---|---|
| AK-47 (Assault Rifle) | ~462 RPM | Hardest 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 RPM | Mostly vertical with a small zigzag; predictable and far easier to hold than the AK, but slightly wider aim cone. | Easy–medium |
| M249 | ~462 RPM | Huge sustained vertical climb — needs a lot of desk space — with minor side drift. Devastating DPS if controlled. | Hard |
| MP5A4 | ~600 RPM | Tight, mostly vertical kick. Very controllable up close; the high fire rate empties the mag fast. | Easy |
| Thompson | ~462 RPM | Wide, slightly erratic horizontal wander. Forgiving recoil magnitude but needs constant small corrections. | Easy–medium |
| Custom SMG | ~600 RPM | Fast fire rate, modest vertical kick, but heavy bullet drop and a wide cone. Hose at point-blank only. | Easy |
| Semi-Auto Rifle | Per-click | No 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:
- Tap / 2–3 round burst: the only viable automatic fire mode past mid-range. After each burst the recoil resets toward center, so every burst starts from a known point and inside the tightest part of the aim cone.
- Full spray (whole mag): only reliable at close range where even a wide cone still lands on the target. The back half of an AK mag is so wide that long-range full-auto is mostly luck.
- The trade: spraying maximises damage-per-second up close; bursting maximises damage-per-bullet at distance. Pick the mode for the range you are fighting at, not the one that feels aggressive.
- Recoil reset: pausing fire for a moment recenters the pattern. Disciplined players "burst-reset-burst" rather than holding the trigger, keeping every group inside the controllable early pattern.
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.
| Weapon | Effective range | How to fire there |
|---|---|---|
| AK-47 | Long (close to bolt range with mastery) | Tap or short burst at distance; full spray inside ~15 m. |
| LR-300 | Long | Controlled bursts; the cleaner pattern makes it the easier long-range AR. |
| M249 | Long | Short bursts only — sustained fire at range is unmanageable. |
| MP5A4 | Close–mid | Full spray indoors; short bursts toward the edge of mid-range. |
| Thompson | Close–mid | Spray up close; falloff and the wandering pattern punish it at distance. |
| Custom SMG | Close | Point-blank hosing; heavy bullet drop makes anything past short range unreliable. |
| Semi-Auto Rifle | Mid–long | Paced 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.