Buy armor
Armor halves delivered damage before depletion.
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.
Drag to inspect // MP5 Navy
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
Use SMG speed to take space, but stop for the burst that decides the duel.
Reset behind newly won cover instead of carrying half a magazine forward.
Armor halves delivered damage before depletion.
Falloff and one-stage penetration prevent efficient long-lane trades.