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AKM: Difference between revisions

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|weaponquote = {{Quote|text=Fully automatic assault rifle}}
|weaponquote = {{Quote|text=Fully automatic assault rifle}}
|build=Medium
|build=Medium
|price={{Prices}}
|wtype=[[:Category:Assault Rifle|Assault Rifle]]
|wtype=[[:Category:Assault Rifle|Assault Rifle]]
|bodydamage=20
|bodydamage=20
|crit=30 (1.5x)
|crit=30
|falloffmin=30m
|falloffmax=37.5m
|falloffmulti=0.55
|dps=200
|dps=200
|rpm=600
|magsize=32
|magsize=32
|firingtime=3.50s
|fullreload=2.35s
|reloadtime=2.30s
|tacreload=2.35s
|falloffmin=30m|falloffmax=37.5m - 45%|falloffmod=55%|falloffstart=30m - 0%|firerate=617 RPM}}
}}
The [[AKM]] ''('''A'''vtomat '''K'''alashnikova '''M'''odernizirovanny)'' is an automatic [[:Category:Assault Rifle|assault rifle]] available to the [[Medium]] class. It is best suited for dealing sustained damage at medium range and is easy for new contestants to excel with. A red dot [[Sights|sight]] is available to unlock and attach in place of the default iron sight.
The [[AKM]] ''('''A'''vtomat '''K'''alashnikova '''M'''odernizirovanny)'' is an automatic [[:Category:Assault Rifle|assault rifle]] available to the [[Medium]] class. It is best suited for dealing sustained damage at medium range and is easy for new contestants to excel with.


== Usage ==
== Usage ==
The AKM can be selected as the [[Weapons|weapon]] of any [[Medium]] build loadout.
The AKM can be selected as the [[Weapons|weapon]] of any [[Medium]] build loadout.


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The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.
The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.
{{Control scheme|weapon=Equip [[AKM]]|primary-fire=Fire shot <small>(Tap)</small><br>Continuous fire <small>(Hold)</small>|secondary-fire=Aim down sights <small>(Hold)</small>|reload=Tactical reload}}
{{Control scheme|weapon=Equip [[AKM]]|primary-fire=Fire shot <small>(Tap)</small><br>Continuous fire <small>(Hold)</small>|secondary-fire=Aim down sights <small>(Hold)</small>|reload=Tactical reload}}
== Properties ==
== Stats ==
=== Damage Profile ===
{| class="wikitable" style="text-align: center;"
|-
! Build !! HP !! Shots to kill !! Time to kill (Body) !! Time to kill (Crit)
|-
|Light||150
|8
|0.7s
|0.4s
|-
|Medium||250
|13
|1.2s
|0.8s
|-
|Heavy||350
|18
|1.7s
|1.1s
|-
|colspan="5" |'''<small>Values are approximate and determined by community testing.</small>'''
|-
|}


=== Weapon ===
=== Sights ===
{{Main|Sights}}
<div style="display:flex; flex-wrap:wrap; justify-content:center;">
{{Items_Display|image=Epic_IRON_SIGHTS-Sight.png|bar=FREE |color=blank|name=IRON SIGHTS}}
{{Items_Display|image=Epic_ADDER_REFLEX-Sight.png|bar={{VRIcon}} 300 |color=blank|name=ADDER REFLEX}}
{{Items_Display|image=Epic_COMPACT_REFLECTOR-Sight.png|bar={{VRIcon}} 300 |color=blank|name=COMPACT REFLECTOR}}
{{Items_Display|image=Epic_HOLOGRAPHIC-Sight.png|bar={{VRIcon}} 300 |color=blank|name=HOLOGRAPHIC}}
{{Items_Display|image=Epic_LOOKING_GLASS-Sight.png|bar={{VRIcon}} 300 |color=blank|name=LOOKING GLASS}}
</div>


=== Properties ===
''' Weapon '''<br><br>
{{Feature icon|Ranged}} Strikes targets by aiming and firing at them from a distance.
{{Feature icon|Ranged}} Strikes targets by aiming and firing at them from a distance.


{{Feature icon|Automatic Fire}} Continues to fire automatically until the trigger is released.
{{Feature icon|Automatic Fire}} Continues to fire automatically until the trigger is released.


{{Feature icon|Aim Down Sights}} Has iron sights that significantly increase accuracy when used.  
{{Feature icon|Aim Down Sights}} Has iron sights and optical sights that significantly increase accuracy when used.  


{{Feature icon|Full Reload}} Replaces the entire magazine in one animation on reload.
{{Feature icon|Full Reload}} Replaces the entire magazine in one animation on reload.
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{{Feature icon|Stable Accuracy|negative=true}} Suffers a significant decrease in accuracy while moving and while airborne.
{{Feature icon|Stable Accuracy|negative=true}} Suffers a significant decrease in accuracy while moving and while airborne.


=== Bullet ===
<br>''' Bullet '''<br><br>
 
{{Feature icon|Hitscan}} Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.
{{Feature icon|Hitscan}} Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.


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{{Feature icon|Minor Structure Damage}} Damages structures. Takes a very long time to break a concrete wall.
{{Feature icon|Minor Structure Damage}} Damages structures. Takes a very long time to break a concrete wall.


== Strategy ==
== Guide ==
 
''' Strengths '''
=== Strengths ===
* The AKM has the highest magazine size out of any Medium class ranged weapon.
* The AKM has the highest magazine size out of any Medium class ranged weapon.
* The AKM is able to sustain fire for longer than the comparable [[FCAR]] without reloading. However, it has a lower immediate damage output and has a higher reload time.
* The AKM is able to sustain fire for longer than the comparable [[FCAR]] without reloading. However, it has a lower immediate damage output and has a higher reload time.
=== Weaknesses ===
''' Weaknesses '''
* The AKM's damage begins to fall off at moderate distances, and falls off severely at long distances. Additionally, due to bullet dispersion, it becomes more difficult to hit the target consistently.
* The AKM's damage begins to fall off at moderate distances, and falls off severely at long distances. Additionally, due to bullet dispersion, it becomes more difficult to hit the target consistently.
=== Tactics ===
''' Tactics '''
* Firing should always be done while aiming down sights, unless the target is extremely close. Doing so greatly increases the accuracy of the AKM.
* Firing should always be done while aiming down sights, unless the target is extremely close. Doing so greatly increases the accuracy of the AKM.


== Mechanics ==
''' Recoil '''
=== Recoil ===
[[File:Akm_recoil.png|400px|right]]
[[File:Akm_recoil.png|400px]]
 
How to control:
How to control:
# Pull down hard and slightly right during the first four bullets
# Pull down hard and slightly right during the first four bullets
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# After the 10th bullet, pull down evenly until bullet 26.
# After the 10th bullet, pull down evenly until bullet 26.
# After the 26th bullet, pull directly to the right until the mag is empty
# After the 26th bullet, pull directly to the right until the mag is empty
=== Hitscan ===
''' Hitscan '''
When the weapon fires a shot, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs, depending on the accuracy level at the time of firing.  
*When the weapon fires a shot, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs, depending on the accuracy level at the time of firing.
 
*Immediately, the closest contestant, structure, object or shield intersecting the hitscan will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.


Immediately, the closest contestant, structure, object or shield intersecting the hitscan will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.
== Item Mastery ==
== Item Mastery ==
Item mastery XP can be earned by damaging and eliminating opponents with the AKM.
Item mastery XP can be earned by damaging and eliminating opponents with the AKM.


Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
{| class="wikitable"
{| class="wikitable"
|+XP Breakdown
|-
|-
!Source
|colspan="2" |'''<center>XP Breakdown</center>'''
!XP Reward
|-
!Source !!XP Reward
|-
|-
|Damage dealt by the AKM
|Damage dealt by the AKM
|<math>0.2\times\text{damage dealt}</math>
|0.2 × Damage Dealt
|-
|-
|Critical damage dealt by the AKM
|Critical damage dealt by the AKM
|<math>0.2\times\text{damage dealt}</math>
|0.2 × Critical Damage Dealt
|-
|-
|Opponent eliminated by damage from the AKM<br><small>(Does not count quick melee finishers)</small>
|Opponent eliminated by the AKM
|<math>50</math>
|50
|-
|-
|Assist on an opponent damaged by the AKM
|Assist on an opponent damaged by the AKM
|<math>20</math>
|20
|}
|}
{{Item Mastery|item=AKM}}
{{Item Mastery|item=AKM}}
== Trivia ==
* The AKM exists in real life as the [https://en.wikipedia.org/wiki/AKM AKM], meaning ''Avtomat Kalashnikova modernizirovanny'' (translating to Kalashnikov's Automatic Rifle Modernised), developed by the Soviet small arms designer Mikhail Kalashnikov in 1959. It was developed to be the successor to the [https://en.wikipedia.org/wiki/AK-47 AK-47] from a decade prior. It was introduced into service in the Soviet Army that same year.
** See also: [[List of Gun Origins]].


==Weapon Skins==
==Weapon Skins==
<center>
<tabber>
<tabber>
|-|LEGENDARY=
|-|LEGENDARY=
<gallery widths="210" heights="110" mode="nolines">
<gallery widths="210" heights="110" mode="nolines">
File:AKM_1ST ANNIVERSARY EDGE.png|1ST ANNIVERSARY EDGE - $9.99 (Bundle)
File:AKM ANCIENT GRAIN.png|ANCIENT GRAIN - S3 BP Level 56
File:AKM ANCIENT GRAIN.png|ANCIENT GRAIN - S3 BP Level 56
File:AKM BIG SHOES TO FILL.png|BIG SHOES TO FILL - {{MultibuckIcon}} 800 (Bundle)
File:AKM BIG SHOES TO FILL.png|BIG SHOES TO FILL - {{MultibuckIcon}} 800 (Bundle)
File:AKM DISCO-FLECTOR.png|DISCO-FLECTOR - {{MultibuckIcon}} 800 (Bundle)
File:AKM DISCO-FLECTOR.png|DISCO-FLECTOR - {{MultibuckIcon}} 800 (Bundle)
File:AKM_Drakon Blast.png|DRAKON BLAST - {{MultibuckIcon}} 1,600 (Bundle)
File:AKM_Drakon Blast.png|DRAKON BLAST - {{MultibuckIcon}} 800
File:AKM_ECLIPSE SHADE.png|ECLIPSE SHADE - {{MultibuckIcon}} 800
File:AKM_ECLIPSE SHADE.png|ECLIPSE SHADE - {{MultibuckIcon}} 800
File:AKM_EXHIBITION GRADE.png|EXHIBITION GRADE - {{MultibuckIcon}} 800
File:AKM ENGIMO COMMON CARRIER.png|ENGIMO COMMON CARRIER - S3 BP Level 97
File:AKM ENGIMO COMMON CARRIER.png|ENGIMO COMMON CARRIER - S3 BP Level 97
File:AKM Gold Dust.png|GOLD DUST - {{MultibuckIcon}} 1,600 (Bundle)
File:AKM Gold Dust.png|GOLD DUST - {{MultibuckIcon}} 800
File:AKM HOLTOW FINE PRINT.png|HOLTOW FINE PRINT - {{MultibuckIcon}} 800
File:AKM HOLTOW FINE PRINT.png|HOLTOW FINE PRINT - {{MultibuckIcon}} 800
File:AKM ISEUL-T REALITY RECAST.png|ISEUL-T REALITY RECAST - {{MultibuckIcon}}
File:AKM ISEUL-T REALITY RECAST.png|ISEUL-T REALITY RECAST - {{MultibuckIcon}} 400
File:AKM_LAVA LUSTER.png|LAVA LUSTER - {{MultibuckIcon}} 800
File:AKM_LAVA LUSTER.png|LAVA LUSTER - {{MultibuckIcon}} 800
File:AKM_LOADED CHERUB.png|LOADED CHERUB - {{MultibuckIcon}} 1,600 (Bundle)
File:AKM_LOADED CHERUB.png|LOADED CHERUB - {{MultibuckIcon}} 1,600 (Bundle)
File:AKM_8.png|NEVER EVANESCE - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_8.png|NEVER EVANESCE - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM Open Beta Shine.png|OPEN BETA SHINE - OB Diamond Rank Reward
File:AKM Open Beta Shine.png|OPEN BETA SHINE - OB Diamond
File:AKM OSPUZE LIB.png|OSPUZE POURIN' - OSPUZE - CB BP Level 1
File:AKM OSPUZE LIB.png|OSPUZE POURIN' - OB BP Level 1
File:AKM S3 EMERALD.png|EMERALD PRIME - S3 WT Emerald 1
File:AKM S3 RUBY.png|RUBY CLARITY - S3 Ruby
File:AKM_S4 GILDED ENFORCER.png|S4 GILDED ENFORCER - S4 Gold Rank
File:AKM_STREAM CIRCUIT.png|STREAM CIRCUIT - {{MultibuckIcon}} 800
File:AKM VEGAS GEMS.png|VEGAS GEMS - {{MultibuckIcon}} 1,300 (Bundle)
File:AKM VEGAS GEMS.png|VEGAS GEMS - {{MultibuckIcon}} 1,300 (Bundle)
</gallery>
</gallery>
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File:AKM_BED OF ROSES.png|BED OF ROSES - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_BED OF ROSES.png|BED OF ROSES - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_Catacomb-Party.png|CATACOMB PARTY - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_Catacomb-Party.png|CATACOMB PARTY - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_CB2-Aura.png|CB2 AURA - CB2 Ranked Reward - Bronze
File:AKM_CB2-Aura.png|CB2 AURA - CB2 Bronze
File:AKM_Decoded-Spirit.png|DECODED SPIRIT - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_Decoded-Spirit.png|DECODED SPIRIT - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_FRACTAL DISGUISE-Camouflage.png|FRACTAL DISGUISE - PS+ Exclusive
File:AKM_FRACTAL DISGUISE-Camouflage.png|FRACTAL DISGUISE - PS Plus Exclusive
File:AKM_FRACTAL DISGUISE-Snow.png|FRACTAL DISGUISE - PS+ Exclusive
File:AKM_FRACTAL DISGUISE-Snow.png|FRACTAL DISGUISE - PS Plus Exclusive
File:AKM_GREEN GUNK.png|GREEN GUNK - {{MultibuckIcon}} 500
File:AKM_HEAD CLOGGER.png|HEAD CLOGGER - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_HEAD CLOGGER.png|HEAD CLOGGER - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_JADED, BUT NOT JADED.png|JADED, BUT NOT JADED - {{MultibuckIcon}} 400
File:AKM_JADED, BUT NOT JADED.png|JADED, BUT NOT JADED - {{MultibuckIcon}} 400
File:AKM_KINETIC FLARE.png|KINETIC FLARE - Circuit Contract
File:AKM_KINETIC FLARE.png|KINETIC FLARE - S2 Circuit
File:AKM_LUMINOUS RIOT.png|LUMINOUS RIOT - {{MultibuckIcon}} 400
File:AKM_LUMINOUS RIOT.png|LUMINOUS RIOT - {{MultibuckIcon}} 400
File:AKM_MOMENTUM MARKER.png|MOMENTUM MARKER - S4 BP Level 8
File:AKM_MOMENTUM MARKER.png|MOMENTUM MARKER - S4 BP Level 8
File:AKM_TECHNO HONEYCOMB.png|TECHNO HONEYCOMB - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_TECHNO HONEYCOMB.png|TECHNO HONEYCOMB - {{MultibuckIcon}} 1,150 (Bundle)
File:AKM_THE SPARK WITHIN.png|THE SPARK WITHIN - {{MultibuckIcon}} 400
File:AKM_12.png|TRIANGLE TWINKLE - Weapon Level 6
File:AKM_12.png|TRIANGLE TWINKLE - Weapon Level 6
File:AKM_PREDASHEEN.png|PREDASHEEN - Weapon Level 9
File:AKM_PUEBLO_POWER.png|PUEBLO POWER - {{MultibuckIcon}} 500
File:AKM_WILDWOOD VEIL.png|WILDWOOD VEIL - {{MultibuckIcon}} 400
File:AKM_WILDWOOD VEIL.png|WILDWOOD VEIL - {{MultibuckIcon}} 400
</gallery>
</gallery>
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File:AKM_Broken-Bullseye.png|BROKEN BULLSEYE - {{MultibuckIcon}} 150
File:AKM_Broken-Bullseye.png|BROKEN BULLSEYE - {{MultibuckIcon}} 150
File:AKM_Eerie-Ossuary.png|EERIE OSSUARY - {{MultibuckIcon}} 150
File:AKM_Eerie-Ossuary.png|EERIE OSSUARY - {{MultibuckIcon}} 150
File:AKM_OSPUZE OPENER.png|OSPUZE OPENER
File:AKM PAINTED PREDATOR.png|PAINTED PREDATOR - Weapon Level 8
File:AKM PAINTED PREDATOR.png|PAINTED PREDATOR - Weapon Level 8
File:AKM_STRIPED GRAZER.png|STRIPED GRAZER - Weapon Level 7
File:AKM_STRIPED GRAZER.png|STRIPED GRAZER - Weapon Level 7
Line 147: Line 188:
|-|COMMON=
|-|COMMON=
<gallery widths="210" heights="110" mode="nolines">
<gallery widths="210" heights="110" mode="nolines">
File:AKM Standardissue.png|STANDARD ISSUE - Weapon Level 1
File:AKM DJ Yellow.png|DYE JOB - Weapon Level 2
File:AKM DJ Blue.png|DYE JOB - Weapon Level 3
File:AKM DJ Red.png|DYE JOB - Weapon Level 4
File:AKM DJ White.png|DYE JOB - Weapon Level 5
File:AKM Standardissue.png|STANDARD ISSUE
File:AKM_VIRTUAL EXTENSIONS.png|VIRTUAL EXTENSION - {{MultibuckIcon}} 150
File:AKM_VIRTUAL EXTENSIONS.png|VIRTUAL EXTENSION - {{MultibuckIcon}} 150
File:AKM DJ Yellow.png|DYE JOB - YELLOW - Weapon Level 2
File:AKM DJ Blue.png|DYE JOB - BLUE - Weapon Level 3
File:AKM DJ Red.png|DYE JOB - RED - Weapon Level 4
File:AKM DJ White.png|DYE JOB - WHITE - Weapon Level 5
</gallery>
</gallery>


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</gallery>
</gallery>
</tabber>
</tabber>
</center>


== Change History ==
== Trivia ==
 
* The AKM exists in real life as the [https://en.wikipedia.org/wiki/AKM AKM], meaning ''Avtomat Kalashnikova modernizirovanny'' (translating to Kalashnikov's Automatic Rifle Modernised), developed by the Soviet small arms designer Mikhail Kalashnikov in 1959. It was developed to be the successor to the [https://en.wikipedia.org/wiki/AK-47 AK-47] from a decade prior. It was introduced into service in the Soviet Army that same year.  
=== Patch 2.0.0 ===
** See also: [[List of Gun Origins]].
 
* Decreased damage falloff minimum range from 35m to 30m
* Decreased damage falloff max range from 40m to 37.5m
* Decreased damage falloff modifier at max range from 67% to 55%
 
=== Patch 1.4.0 ===
 
* Slight adjustment to AKM recoil pattern
 
=== Patch 1.2.0 ===
 
* Updated recoil pattern, making it slightly less easy to control


== History ==
{| class="wikitable"
!Patch !!<center>Changes</center>
|-
|[[Update:6.0.0|6.0.0]] ||
*Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
|-
|[[Update:4.0.0|4.0.0]] ||
*Decreased magazine size from 36 to 32
|-
|[[Update:2.0.0|2.0.0]] ||
*Decreased damage falloff minimum range from 35m to 30m
*Decreased damage falloff max range from 40m to 37.5m
*Decreased damage falloff modifier at max range from 67% to 55%
|-
|[[Update:1.4.0|1.4.0]] ||
*Slight adjustment to AKM recoil pattern
|-
|[[Update:Season_1|1.2.0]] ||
*Updated recoil pattern, making it slightly less easy to control
|-
|[[Update:CB1: PATCH 4|CB1 Patch 4]] ||
*Increased AKM magazine size from 30 to 36
|}
[[Category:Medium Build]]
[[Category:Medium Build]]
[[Category:Weapon]]
[[Category:Weapon]]
[[Category:Assault Rifle]]
[[Category:Assault Rifle]]

Latest revision as of 13:37, 29 March 2025

AKM
“Fully automatic assault rifle”
-
Magazine Size32
PriceFree
General Data
Related Quests


The AKM (Avtomat Kalashnikova Modernizirovanny) is an automatic assault rifle available to the Medium class. It is best suited for dealing sustained damage at medium range and is easy for new contestants to excel with.

The AKM can be selected as the weapon of any Medium build loadout.

The trigger can be held to continuously fire bullets that damage opponents, also dealing additional damage on headshots. Aiming down sights increases the AKM's accuracy. Moving decreases accuracy, especially when going airborne.

The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip AKM
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Damage Profile

edit edit source
Build HP Shots to kill Time to kill (Body) Time to kill (Crit)
Light 150 8 0.7s 0.4s
Medium 250 13 1.2s 0.8s
Heavy 350 18 1.7s 1.1s
Values are approximate and determined by community testing.
Main Page: Sights
FREE
IRON SIGHTS


300
ADDER REFLEX


300
COMPACT REFLECTOR


300
HOLOGRAPHIC


300
LOOKING GLASS


Weapon

Ranged — Strikes targets by aiming and firing at them from a distance.

Automatic Fire — Continues to fire automatically until the trigger is released.

Aim Down Sights — Has iron sights and optical sights that significantly increase accuracy when used.

Full Reload — Replaces the entire magazine in one animation on reload.

Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.


Bullet

Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

Critical Hit — Critically hits on headshots, applying a damage multiplier.

High Range Falloff — Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m).

Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

Strengths

  • The AKM has the highest magazine size out of any Medium class ranged weapon.
  • The AKM is able to sustain fire for longer than the comparable FCAR without reloading. However, it has a lower immediate damage output and has a higher reload time.

Weaknesses

  • The AKM's damage begins to fall off at moderate distances, and falls off severely at long distances. Additionally, due to bullet dispersion, it becomes more difficult to hit the target consistently.

Tactics

  • Firing should always be done while aiming down sights, unless the target is extremely close. Doing so greatly increases the accuracy of the AKM.

Recoil

How to control:

  1. Pull down hard and slightly right during the first four bullets
  2. Pull down and left until the 10th bullet
  3. After the 10th bullet, pull down evenly until bullet 26.
  4. After the 26th bullet, pull directly to the right until the mag is empty

Hitscan

  • When the weapon fires a shot, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs, depending on the accuracy level at the time of firing.
  • Immediately, the closest contestant, structure, object or shield intersecting the hitscan will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.

Item mastery XP can be earned by damaging and eliminating opponents with the AKM.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the AKM 0.2 × Damage Dealt
Critical damage dealt by the AKM 0.2 × Critical Damage Dealt
Opponent eliminated by the AKM 50
Assist on an opponent damaged by the AKM 20
Level 1
0 XP
AKM
Level 2
9,000 XP
Dye Job (Yellow)
Level 3
9,000 XP
Dye Job (Blue)
Level 4
36,000 XP
Dye Job (Red)
Level 5
54,000 XP
Dye Job (White)
Level 6
162,000 XP
Triangle Twinkle
Level 7
144,000 XP
Striped Grazer
Level 8
136,000 XP
Painted Predator
Level 9
200,000 XP
Predasheen


  • The AKM exists in real life as the AKM, meaning Avtomat Kalashnikova modernizirovanny (translating to Kalashnikov's Automatic Rifle Modernised), developed by the Soviet small arms designer Mikhail Kalashnikov in 1959. It was developed to be the successor to the AK-47 from a decade prior. It was introduced into service in the Soviet Army that same year.
Patch
Changes
6.0.0
  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
4.0.0
  • Decreased magazine size from 36 to 32
2.0.0
  • Decreased damage falloff minimum range from 35m to 30m
  • Decreased damage falloff max range from 40m to 37.5m
  • Decreased damage falloff modifier at max range from 67% to 55%
1.4.0
  • Slight adjustment to AKM recoil pattern
1.2.0
  • Updated recoil pattern, making it slightly less easy to control
CB1 Patch 4
  • Increased AKM magazine size from 30 to 36