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Combat and PvP

Updated May 18, 2026
Post-mortar patch meta

12 — Combat and PvP

Last updated: May 18, 2026

Most of this library covers stuff that happens between fights. This file covers the fights themselves — weapons, recoil, armor, and the tactical patterns that decide whether you live or die when bullets are flying.

Weapons reference

The full crafting cost / workbench / damage matrix.

Primary firearms

Weapon DMG (head/chest) Range effective Ammo WB Notes
Eoka Pistol 90/45 per pellet x4 5m 12 gauge / handmade 0 75 wood + 30 frags. RNG misfire. Wipe-day MVP
Waterpipe Shotgun 80/40 per pellet 10m 12 gauge / handmade / slug 0 1 pipe + 30 wood + 125 frags. Slow reload
Revolver 50 / 35 30m Pistol 1 8 rounds, slow but accurate
Double Barrel 80 / 35 per pellet × 12 12m 12 gauge 1 2 shots, fastest reload of shotguns
Pump Shotgun 28/14 per pellet (handmade) 15m 12 gauge 2 1 pipe + 15 HQM + 1 spring. 6 rounds
Custom SMG 30 / 22 30m Pistol 2 Cheap automatic, hipfire-friendly
Thompson 45 / 30 35m Pistol 2 Mid-tier all-rounder
Semi-Auto Rifle (SAR) 40 / 30 80m 5.56 2 16 rounds, accurate semi
Crossbow 60 / 50 50m Wood/bone/HV arrow 1 One-shot to head with HV
MP5 35/17.5 50m Pistol 3 1 SMG body + 25 HQM + 2 springs. High RPM
Tommy Gun 45 / 30 35m Pistol 2 High-cap mag, identical to MP5 stats
AK (Assault Rifle) 50/25 base (100 head w/ 2x mult) 100m 5.56 3 1 rifle body + 50 HQM + 200 wood + 4 springs. 30 round mag
LR-300 40/20 base 100m 5.56 LOOT ONLY NOT CRAFTABLE. Lower recoil than AK
L96 (loot only) 75 / 60 200m+ 5.56 n/a Bolt-action sniper, 1-shot headshot
M249 (loot only) 50 / 40 100m 5.56 n/a 100 round belt, drops from heavy scientists
Bolt-Action Rifle 80/40 base (160 head w/ 2x mult) 200m+ 5.56 3 1 rifle body + 20 HQM + 3 pipes + 1 gear. 1-shot head
HMLMG 57/28.5 100m 5.56 LOOT ONLY Heavy scientist drop. Not craftable

Damage modifiers

Recoil patterns

AK-47 spray pattern — 30 rounds, full auto
AK-47 vertical+horizontal recoil pattern aim start 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 PATTERN ZONES Rounds 1-3: minimal kick Rounds 4-8: heavy vertical Rounds 9-15: vert + drift Rounds 16-22: horizontal scatter 23-30: chaos. Burst, don't hold. Drag mouse DOWN through round 15, then mirror left-right counter for 16+

Every firearm has a predictable recoil pattern. Memorizing the AK and LR patterns is the single biggest skill jump in the game.

AK-47 spray pattern (30 rounds)

Rounds 1-4: controllable vertical kick. Pull mouse straight down. Rounds 5-6: vertical continues with slight horizontal start. Rounds 7+: RNG horizontal bloom kicks in — past round 6, the pattern is no longer fully memorizable, you must compensate with random side-to-side based on visible feedback.

Key insight (2026 update from older recoil rework): Since the 2022 recoil rework, AK no longer has a fixed memorizable pattern past the first 4-6 rounds. Burst-fire (4-6 round bursts) beats spraying at all ranges past 25m.

LR-300 spray pattern

Lower magnitude than AK across the whole pattern. Approximately: Rounds 1-10: vertical climb, easier to control than AK. Rounds 11-20: minor horizontal drift right. Rounds 21-30: slight scatter, still very controllable.

The LR is the "easy AK" — slightly less damage but the pattern is forgiving enough that an average player will out-aim a same-skill AK user past round 10.

MP5 / Thompson / Custom SMG patterns

Pistol-ammo SMGs have lower per-round recoil. Patterns climb mostly straight up with mild left-right wobble. Most players can hold the trigger and stay on-target at close range.

Practicing recoil

The community uses No Recoil Aim Practice servers and Aim Train modded servers to learn patterns. 30 minutes of practice on Bayfield or a similar aim server is worth more than 10 hours of in-game spray-and-pray.

Armor system

Piece Slot Protection Cost Workbench
Burlap top/legs/headwrap 3 slots Negligible Cheap 0
Bone armor Chest/legs 25% kinetic Bones + cloth 0
Wood armor Chest/helmet 30% kinetic Wood 0
Roadsign jacket + kilt 2 slots 50% kinetic Roadsigns 1
Metal chestplate + facemask 2 slots 70% kinetic HQM 2
Hazmat suit (full body) 4 slots 35% kinetic + 50% rad Cloth + plastic 2
Heavy Plate (full set) 4 slots 85% kinetic HQM + sheet metal 3

Loadout recommendations

Wipe day naked (hours 0-2): Bone helmet + bone armor. Stops a few low-tier shots.

Stone-tier base (hours 2-6): Wood chestplate + coffee can helmet. Affordable defense.

Sheet metal tier (hours 6-12): Roadsign jacket + roadsign kilt + coffee can helmet. The classic mid-tier kit.

Endgame solo: Metal facemask + metal chestplate + roadsign kilt. Best mix of head protection and mobility.

Endgame raid loadout: Heavy plate full set. Slow and clunky but tanks rockets. For raiders standing on C4, not for runners.

Hazmat: Always carry one for monument runs. Mandatory for Power Plant, Launch Site, Train Tunnels.

Combat positioning

Peeking

A peek is exposing yourself to fire just long enough to take a shot. Three peek types:

  1. Strafe peek — slide left or right to expose, shoot, slide back. Most common.
  2. Crouch peek — crouch to lower hitbox, expose, shoot. Works well at corners.
  3. Jump peek — jump to gather info, your hitbox moves erratically. Bait peeks; don't shoot mid-jump.

Always peek from a different angle than the enemy expects. If they're shooting at the right side of a doorway, peek from the left.

Crossfire mechanics

When two players move on an enemy from two angles, the enemy can only face one. The off-angle player gets a free first shot. Co-ordinate with teammates: one engages from the front, the other flanks.

Cover discipline

Use stone walls and metal walls for cover. Wood and twig walls don't stop rifle rounds at all. Always assume thin walls don't protect you.

Sound

Footsteps, gun reloads, eating, crafting, opening doors — all audible. Use:

Specific combat scenarios

1v1 at distance (50m+)

Use the SAR or Bolt. Crouch for accuracy. Aim for the head; body shots take 3+ to drop a metal-armored target.

1v1 at mid-range (15-50m)

AK or LR controlled bursts of 5-7 rounds. Reset recoil between bursts. Aim chest, drag mouse up for head.

1v1 close (under 15m)

SMG or shotgun. Hipfire is viable. Strafe to make their aim harder. If you have a shotgun, single-tap them — pump shotgun headshot is one-tap unarmored, two-tap helmeted.

Defending a base

Embrasure windows are your friend. Pre-position behind embrasures with line-of-sight to your front door. Use auto-turrets to suppress while you flank.

Raid response

If you log in to a raid in progress, do NOT push the C4-er directly. Instead:

  1. Find a peek angle on the raid hole
  2. Spray short bursts to force the raider off the C4
  3. Move repeatedly between peeks — never stay at the same window
  4. If you have a turret nearby, arm it remotely via Rust+ smart switch

Bag rush

After death, respawn at a forward sleeping bag (closer to your gear). Grab your loot before the killer reaches it. Bring spare gear in a hidden cache near common death spots.

Group tactics

Roles

Calling targets

Use voice chat or in-game callouts. "Two pushing from the north door." "One injured on the rock." Avoid generic "they're there" — be specific.

Pushing in pairs

Never push solo into unknown territory. Pairs let one player commit while the other holds. Solos die to crossfires.

Defending a raid as a group

One person defends the breach, two roam the base flanking, one stays high with a sniper. Don't all funnel to the same window — that's a free splash kill for a single rocket.

Crafting cheat sheet for combat

Item WB Cost
Bandage 1 1 cloth
Syringe 2 1 syringe (loot) + 1 pistol body
Large Medkit 3 5 cloth + 1 large medkit (loot)
5.56 Rifle Ammo (x10) 2 10 frags + 20 gunpowder per round
5.56 HV Ammo (x10) 3 More gunpowder, faster bullet velocity
5.56 Explosive Ammo (x10) 3 10 frags + 20 gunpowder + 1 sulfur per round
12 Gauge Shell 1 10 frags + 20 gunpowder per shell
Handmade Shell 1 Wood + gunpowder (cheap, weak)
Pistol Ammo 1 10 frags + 20 gunpowder per round

Pro tips

Common combat mistakes

  1. Holding the trigger past 10 rounds without compensating recoil. Spray goes wild after that.
  2. Engaging multiple enemies at once with no cover. You'll die before reloading.
  3. Carrying unbacked-up gear. Death = total loss. Always have a spare set at home.
  4. Standing still mid-fight. Strafe constantly. A moving target is much harder to hit.
  5. Hipfire at distance. Hipfire is for under-10m only.
  6. Not pre-aiming. When approaching a corner, your crosshair should already be at head height.
  7. Forgetting to repair armor. Damaged armor offers less protection. Repair at workbench when below 50%.
  8. Engaging from the same window twice in a row. Move after every peek-shot. Predictability = death.