Time to kill.
Pick a gun and a target. Get the shots and seconds it takes to drop them, worked out from every weapon's damage, fire rate and drop-off in the game files.
- Damage per hit
- 8.4
- Damage / sec
- 114
- Kills / magazine
- 3
- Bullet flight
- 36ms
- Base12.0
- Drop-off at 20 m12.0
- Barrel & crafting ×112.0
- Armor ×0.7 Medium8.4
- Torso ×18.4
- vs 100 health12 hits
Where it stops working.
Time to kill against this target, every metre out to 250 m, for each body part. Click or drag the chart to set the distance.
Every gun vs this target.
Each weapon's fastest-killing fire mode, bare: no barrel, not crafted, same target, armor and distance. Click one to load it.
| # | |||
|---|---|---|---|
| 01 | 0.34s | 3 | |
| 02 | 0.47s | 4 | |
| 03 | 0.63s | 11 | |
| 04 | 0.64s | 5 | |
| 05 | 0.64s | 8 | |
| 06 | 0.67s | 3 | |
| 07 | 0.67s | 2 | |
| 08 | 0.67s | 7 | |
| 09 | 0.68s | 5 | |
| 10 | 0.71s | 2 | |
| 11 | 0.72s | 7 | |
| 12 | 0.75s | 11 | |
| 13 | 0.75s | 11 | |
| 14 | 0.75s | 8 | |
| 15 | 0.77s | 4 | |
| 16 | 0.78s | beam | |
| 17 | 0.79s | 7 | |
| 18 | 0.80s | 7 | |
| 19 | 0.80s | 9 | |
| 20 | 0.80s | 4 | |
| 21 | 0.80s | 8 | |
| 22 | 0.81s | 12 | |
| 23 | 0.82s | 7 | |
| 24 | 0.83s | 10 | |
| 25 | 0.84s | 14 | |
| 26 | 0.85s | 6 | |
| 27 | 0.87s | beam | |
| 28 | 0.90s | 13 | |
| 29 | 1.09s | 2 | |
| 30 | 1.10s | 15 | |
| 31 | 1.40s | 4 | |
| 32 | 1.43s | 2 | |
| 33 | 1.44s | 13 | |
| 34 | 1.50s | 16 | |
| 35 | 1.70s | 3 | |
| 36 | 1.86s | 2 | |
| 37 | 1.90s | beam | |
| 38 | 2.00s | 2 | |
| 39 | 2.11s | 2 | |
| 40 | 6.00s | 2 | |
| 41 | 7.19s | 2 |
The fine print.
Damage, fire rates, fire modes, burst timings, charge bonuses, pellets, drop-off, projectile speed and range, barrel modifiers and armor resistances all come straight from the game files: build 4.10.2-LIVE.12881860, datamined by the Star Citizen Wiki. We check for a new patch daily.
Physical, energy, thermal and biochemical damage take health; distortion and stun don't. Drop-off is linear from the listed distance down to a floor, and a projectile does nothing past its range (speed × lifetime). Beams fade linearly between their full- and zero-damage ranges.
Crafted gear scales linearly with material quality between the blueprint's low end (quality 0) and high end (1000); 500 is stock. Weapon blueprints scale damage and fire rate per part; armor blueprints scale damage reduction.
Every hit lands, you fire at the weapon's maximum rate, charged shots are fully charged, and the clock runs from the first shot (or the start of the first charge, or spin-up) to the killing shot. Recoil, spread, reloads and the shot that misses: those are on you.