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AKM | |
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Weapon Quote |
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// Profile // | |
Build | Medium |
Type | Assault Rifle |
// Damage // | |
Body | 20 |
Crit | 30 (1.5x) |
DPS | 200 |
Falloff Start | 30m - 0% |
Max Falloff | 37.5m - 45% |
// Technical // | |
Mag Size | 36 |
Firing Time | 3.50s |
Reload Time | 2.30s |
The AKM (Avtomat Kalashnikova Modernizirovanny) is a Medium class automatic assault rifle designed to deal sustained damage in extended combat at close to moderate distances.
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 |
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Equip AKM | 1 | Weapon | ||
Fire shot (Tap) Continuous fire (Hold) | R2 | RT | Primary fire | |
Aim down sights (Hold) | L2 | LT | Secondary fire | |
Tactical reload | R | 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
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
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.
Source | XP Reward |
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Damage dealt by the AKM | |
Critical damage dealt by the AKM | |
Opponent eliminated by damage from the AKM (Does not count quick melee finishers) |
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Assist on an opponent damaged by the AKM |
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.
- See also: List of Gun Origins.
Weapon Skins
Change History
Patch 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%
Patch 1.4.0
- Slight adjustment to AKM recoil pattern
Patch 1.2.0
- Updated recoil pattern, making it slightly less easy to control