SMGs
Stinger
In one line: The cheap SMG: very fast up close, inaccurate at range. Good for force buys and half buys.
- Cost
- 1100 credits
- Magazine
- 20
- Fire rate
- 16
- Wall penetration
- Low
| Range (m) | Head | Body | Legs |
|---|---|---|---|
| 0-20 m | 67 | 27 | 22 |
Damage and range
The Stinger costs 1100 credits, holds 20 rounds and fires very fast (16 rounds per second). Up to 20 meters it deals 67 damage to the head, 27 to the body and 22 to the legs. The magazine empties in just over a second; right-click aims down sights for more accurate bursts.
When to buy it
When not to
When fights will happen at mid or long range: the spray spreads and per-bullet damage is low. Against a team with rifles and heavy armor at range, it almost always loses.
What it beats and what beats it
Strong up close against pistols and other SMGs, and against players running into a corner. Weak against rifles and snipers at range, and against the Spectre at mid range.
How to use it
- Close the distance under cover before fighting: the Stinger only wins up close.
- Fire short bursts if the enemy is not right on top of you.
- Reload whenever you can: 20 rounds go fast.
- On defense, choose close positions the attack has to walk past.
- In round two after a won pistol round, with light armor, it is a cheap buy that leaves money for the next round.