Weapon 20Close

TMP

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.

  • Close anti-eco defense
  • Quiet flanks
  • Fast SMG reloads
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Drag to inspect // TMP

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
20 per bullet
Armored damage
50%
Fire rate
857 RPM
Shot interval
0.07 s
Range behavior
85% / 500 u
Wall penetration
1 surface
Price
$1,250
Buy side
Counter-Terrorists
Magazine
30 rounds
Reserve
120 rounds
Reload
2.12 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

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Core techniques

  1. 01

    Build around surprise

    Use the suppressed report and speed to create a close off-angle.

  2. 02

    Reset aggressively

    The 2.12-second reload gets the TMP ready before many opponents expect it.

How to counter it

Check close off-angles

Proximity and surprise are the TMP's win conditions.

Let armor work

Only half of its already-low 20 base damage survives armor.