Weapon 09Close / mid

UMP-45

A slower 30-damage SMG for disciplined close-to-mid bursts.

The UMP-45 trades SMG fire rate and magazine size for 30 base damage. Its 600 RPM cadence is controllable, but 50% armored damage, 18% falloff per 500 units, and a 3.5-second reload demand short engagements and cover.

  • Controlled SMG bursts
  • Anti-eco holds
  • Close-to-mid fights
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Drag to inspect // UMP-45

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
30 per bullet
Armored damage
50%
Fire rate
600 RPM
Shot interval
0.10 s
Range behavior
82% / 500 u
Wall penetration
1 surface
Price
$1,700
Buy side
Both
Magazine
25 rounds
Reserve
100 rounds
Reload
3.50 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

    Burst instead of racing

    Land the first compact burst, reset, and make 30 base damage count.

  2. 02

    Protect the reload

    Twenty-five rounds and a 3.5-second reset require falling back before empty.

How to counter it

Use armor and range

Both reductions stack heavily against the UMP's body-shot damage.

Overwhelm the cadence

Faster SMGs and rifles can deliver more rounds in a close damage race.