Sidearms
Frenzy
In one line: An automatic pistol: it fires fast and forgives movement up close, but loses accuracy and damage as distance grows.
- Cost
- 450 credits
- Magazine
- 13
- Fire rate
- 10
- Wall penetration
- Low
| Range (m) | Head | Body | Legs |
|---|---|---|---|
| 0-20 m | 78 | 26 | 22 |
Damage and range
The Frenzy costs 450 credits, holds 13 rounds and fires full-auto at 10 rounds per second. Up to 20 meters it deals 78 damage to the head, 26 to the body and 22 to the legs; beyond that, damage drops. The magazine empties in just over a second.
When to buy it
In the pistol round and on ecos, for players who fight up close: tight angles, site entrances, spots where enemies arrive within a few meters. It is also a common pick for defenders playing a close spot who want a gun that forgives some inaccuracy.
When not to
When you have to fight at range: the spray spreads and damage drops. Against an enemy with heavy armor and a rifle at mid range, it almost always loses.
What it beats and what beats it
Strong up close against other pistols and unarmored enemies. Weak against precise pistols (Ghost, Sheriff, Bandit) at mid range and against any rifle beyond a few meters.
How to use it
- Fire short bursts even though it is automatic: the first shot is the most accurate.
- Remember the magazine runs out fast: count your shots and do not stay exposed while reloading.
- Pair it with tight angles: that is where it wins.
- It forgives movement more than other pistols, but stopping is still better.
- In a defensive pistol round, paired with a close spot near the site entrance, it punishes attackers who run in.