Check close off-angles
Proximity and surprise are the TMP's win conditions.
A cheap, quiet CT SMG with 857 RPM and a fast reload.
The TMP fires 20-damage rounds at 857 RPM, moves at 250 units per second, and reloads in 2.12 seconds. Low damage and 50% armored retention make it dependent on close headshots and surprise.
Drag to inspect // TMP
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 the suppressed report and speed to create a close off-angle.
The 2.12-second reload gets the TMP ready before many opponents expect it.
Proximity and surprise are the TMP's win conditions.
Only half of its already-low 20 base damage survives armor.