Weapon 16Close / mid

MP5 Navy

A balanced 800-RPM SMG with full movement speed.

The MP5 Navy fires 26-damage bullets at 800 RPM while preserving 250-unit movement. It is controllable and reloads in 2.63 seconds, but 50% armored damage and 16% falloff every 500 units confine it to close-to-mid work.

  • Anti-eco rounds
  • Mobile close fights
  • Reliable SMG control
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Drag to inspect // MP5 Navy

Counter-Strike 1.6 values

Weapon statistics

Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.

Base damage
26 per bullet
Armored damage
50%
Fire rate
800 RPM
Shot interval
0.075 s
Range behavior
84% / 500 u
Wall penetration
1 surface
Price
$1,500
Buy side
Both
Magazine
30 rounds
Reserve
120 rounds
Reload
2.63 s
Move speed
250 u/s

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

Used on CSJS

Kills
Killers
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Core techniques

  1. 01

    Move, then settle

    Use SMG speed to take space, but stop for the burst that decides the duel.

  2. 02

    Take the fast reload

    Reset behind newly won cover instead of carrying half a magazine forward.

How to counter it

Buy armor

Armor halves delivered damage before depletion.

Keep rifle distance

Falloff and one-stage penetration prevent efficient long-lane trades.