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.50 Akimbo: Difference between revisions

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== Guide ==
== Guide ==
''' Strengths '''
''' Strengths '''
* High damage and minimal bullet dispersion display the weapons extreme consistency.
* High damage and minimal bullet dispersion display the weapon's extreme consistency.
* The .50 Akimbo has a uniquely efficient ratio of reload-time to effective-dps (in comparison to other weapons of the Heavy archetype such as the [[ShAK-50]]).
* The .50 Akimbo has a uniquely efficient ratio of reload-time to effective-dps (in comparison to other weapons of the Heavy archetype such as the [[ShAK-50]]).
* Lower damage fall-off than other Heavy weapons allow a .50 Akimbo user to "poke" enemies from far away, even getting long range kills where other Heavy weapons could not. This makes the .50 Akimbo the Heavy archetypes singular effective long range option, making it extremely unique.
* Lower damage fall-off than other Heavy weapons allow a .50 Akimbo user to "poke" enemies from far away, even getting long range kills where other Heavy weapons could not. This makes the .50 Akimbo the Heavy archetypes singular effective long range option, making it extremely unique.
Line 84: Line 84:


''' Tactics '''
''' Tactics '''
* Pace yourself. It is common practice for contestants using this weapon to opt for slowing down their fire rate of their own will, in order to guarantee hitting shots. Pacing out each one, getting the consistency that this weapon thrives in. It is almost always better to hit a few shots for your teams sake than it is to "Spray and Pray" and hope for the best, potentially dealing little-to-no damage.
* Pace yourself. It is common practice for contestants using this weapon to opt for slowing down their fire rate of their own will, in order to guarantee hitting shots. Pacing out each one, getting the consistency that this weapon thrives in. It is almost always better to hit a few shots for your team's sake than it is to "Spray and Pray" and hope for the best, potentially dealing little-to-no damage.
* Aim for the head! Whenever applicable, it is worth it for the user to further practicing their precision by going for that headshot multiplier. In as little as 1 headshot and a body shot, a [[Light]] contestant is eliminated.
* Aim for the head! Whenever applicable, it is worth it for the user to further practicing their precision by going for that headshot multiplier. In as little as 1 headshot and a body shot, a [[Light]] contestant is eliminated.
* Choose your battles. If the user is in a fight that is extremely close range, a user of this weapon should stay on the outskirts of it and see who they can pick off, whenever applicable. Only go within that difficult 5M-to-15M range of enemies when the situation proves the user to have no choice.
* Choose your battles. If the user is in a fight that is extremely close range, a user of this weapon should stay on the outskirts of it and see who they can pick off, whenever applicable. Only go within that difficult 5M-to-15M range of enemies when the situation proves the user to have no choice.

Revision as of 17:58, 17 March 2025

.50 Akimbo
“Dual, high-caliber handguns that deal high damage while sacrificing prevision”
-
Magazine Size14
Price 1,600
General Data
Related Quests


The .50 Akimbo is a Heavy class semi-automatic akimbo handgun designed to deal reliable damage with very high headshot damage at close to moderate range.

Usage

The .50 Akimbo can be selected as the weapon of any Heavy build loadout.

When firing the weapon, it alternates shots from each gun with every pull of the trigger.

The trigger can be pulled to fire one bullet that damages an opponent, also dealing additional damage on headshots. The trigger must be released before firing again. Zooming in with the secondary trigger slightly increases the .50 Akimbo's accuracy. Moving decreases accuracy.

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 .50 Akimbo
1
 
Y
Weapon
Fire shot (Tap)
 
R2
RT
Primary fire
Zoom (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Stats

Damage Profile

Build HP Shots to kill Time to kill (Body) Time to kill (Crit)
Light 150 4 0.78 0.26
Medium 250 6 1.3 0.52
Heavy 350 8 1.83 0.78
Values are approximate and determined by community testing.

Properties

Weapon

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

Single Fire — Fires once when the trigger is pulled. The trigger must be released before firing again.

No Aiming Down Sights — Cannot use sights. Zooms in slightly instead, doing so allows for better accuracy.

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.

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

Guide

Strengths

  • High damage and minimal bullet dispersion display the weapon's extreme consistency.
  • The .50 Akimbo has a uniquely efficient ratio of reload-time to effective-dps (in comparison to other weapons of the Heavy archetype such as the ShAK-50).
  • Lower damage fall-off than other Heavy weapons allow a .50 Akimbo user to "poke" enemies from far away, even getting long range kills where other Heavy weapons could not. This makes the .50 Akimbo the Heavy archetypes singular effective long range option, making it extremely unique.

Weaknesses

  • Every other weapon available to the Heavy archetype does not require precise aiming to use effectively. This gives the .50 Akimbo not only a uniquely high skill floor, but also a relatively high skill ceiling for skill expression. It is immensely difficult to prove effective with this weapon if the user has difficulty handling similar single-fire/skill-shot weapons (such as the likes of the SR-84, the LH1, or the Pike-556)
  • The .50 Akimbo tends to struggle in close quarters encounters, especially within the distances of about 5M-15M. This is because the weapon demands precision of the user, and because it is a single fire weapon. Shots must be hit, and cannot be "spammed", or else damage of any amount will not be dealt to the enemy. This is unlike other weapons that can "Spray and Pray", and are able to still effectively deal good amounts of damage despite not having perfect precision (see the Heavies M60 for an example).

Tactics

  • Pace yourself. It is common practice for contestants using this weapon to opt for slowing down their fire rate of their own will, in order to guarantee hitting shots. Pacing out each one, getting the consistency that this weapon thrives in. It is almost always better to hit a few shots for your team's sake than it is to "Spray and Pray" and hope for the best, potentially dealing little-to-no damage.
  • Aim for the head! Whenever applicable, it is worth it for the user to further practicing their precision by going for that headshot multiplier. In as little as 1 headshot and a body shot, a Light contestant is eliminated.
  • Choose your battles. If the user is in a fight that is extremely close range, a user of this weapon should stay on the outskirts of it and see who they can pick off, whenever applicable. Only go within that difficult 5M-to-15M range of enemies when the situation proves the user to have no choice.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the .50 Akimbo.

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 .50 Akimbo 0.2 × Damage Dealt
Critical damage dealt by the .50 Akimbo 0.2 × Critical Damage Dealt
Opponent eliminated by the .50 Akimbo 50
Assist on an opponent damaged by the .50 Akimbo 20
Level 1
0 XP
.50 Akimbo
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


Weapon Skins

History

Patch
Changes
4.6.0
  • Made adjustments to how the sprint animations are triggered for the .50 Akimbo pistols. Previously when continuously pressing the assigned sprint button, animations would retrigger making the experience feel a bit clumsy. This should now feel smoother
4.0.0
  • Introduced .50 Akimbo to the Heavy archetype