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AKM: Difference between revisions

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File:AKM_FRACTAL DISGUISE-Camouflage.png|FRACTAL DISGUISE - PS+ Exclusive
File:AKM_FRACTAL DISGUISE-Camouflage.png|FRACTAL DISGUISE - PS+ Exclusive
File:AKM_FRACTAL DISGUISE-Snow.png|FRACTAL DISGUISE - PS+ Exclusive
File:AKM_FRACTAL DISGUISE-Snow.png|FRACTAL DISGUISE - PS+ Exclusive
File:AKM_GREEN GUNK.png|GREEN GUNK - {{MultibuckIcon}} 500 (Bundle)
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

Revision as of 19:29, 16 October 2024

AKM
“Fully automatic assault rifle”
-
Magazine Size32
Fire Rate617 RPM
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. A red dot sight is available to unlock and attach in place of the default iron sight.

Usage

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

Properties

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 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.

Strategy

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.

Mechanics

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.

Attachments

Image Name Magnification Description Cost In-Game
IRON SIGHTS 1x Standard issue; simple but effective. Default
COMPACT REFLECTOR 1x Enclosed illuminated reticle for easier target acquisition. 800 VRs

Item Mastery

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×damage dealt
Opponent eliminated by damage from the AKM
(Does not count quick melee finishers)
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

Trivia

  • 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.

Weapon Skins

Change History

Update Changes
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