Armor the body
Only 52.5% damage survives armor.
The T starter pistol with twenty rounds and optional burst fire.
The Glock-18's 25 base damage, 52.5% armor ratio, and 0.75 range modifier make body shots weak outside close range. Its strengths are capacity, a 2.2-second reload, and a three-round close-range burst.
Drag to inspect // Glock-18
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
At range, burst spread wastes the packet; switch to paced semi-auto taps.
Low body damage makes head-level crosshair placement essential against armor.
Only 52.5% damage survives armor.
Falloff and burst spread make long disciplined angles unfavorable.