Fight from range
Only 75% damage remains per 500 units.
Thirty 36-damage rounds, offset by severe falloff and a long reload.
The Dual Elites offer the largest pistol magazine and 36 base damage per shot. Their 0.75 range modifier, modest armor performance, and 4.5-second reload make them a close-range volume weapon.
Drag to inspect // Dual Elites
Counter-Strike 1.6 values
Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.
Percentage-based range retention applies once per 500 game units. Penetration count is the maximum penetration stages passed to the CS 1.6 bullet simulation; material and thickness still determine whether a shot exits a surface.
Live telemetry
Pace shots enough to retain accuracy while keeping pressure on multiple close targets.
The 4.5-second reload is longer than many primaries, so never plan to refill mid-fight.
Only 75% damage remains per 500 units.
Once both magazines run low, the 4.5-second reset is a major opening.