BEST WEAPONS - NPCs Rankings

Best Weapons against Stalkers and other NPCs

More data = More Reliable Results. Help the project here  |  Why so little reliable results?

0% reliable data
0 / 168 weapons
0% in rankings
0 / 168 weapons
0% submitted
0 / 168 weapons
Include Exoskeleton Data
ALL ARMOR
Merge Ammo Variants
🔧 Toolkit:
Distance: Close <20m  ·  Medium 20–80m  ·  Long >80m
⚡ Best Weighted avg Master TTK across armor classes (lower is better) - weapons
#Weapon Master
TTK
Avg
Dist.
Avg
TTTK
Exo &
Exolight
Heavy Light &
Medium
Toolkit Notes
💸 Cheapest Weighted average cost per kill in roubles (lower is better) - weapons
#Weapon Avg Cost/
Kill
Avg
Dist.
Master
TTK
Exo &
Exolight
Heavy Light &
Medium
Toolkit Notes
⚖️ Balanced Weighted Master TTK 60% + Cost 40% (lower is better) - weapons
#Weapon Balance
Score
Avg
Dist.
Avg Cost/
Kill
Exo &
Exolight
Heavy Light &
Medium
Toolkit Notes
⚠ Insufficient Data Under 10 kills in any active armor tier, or under 100 total = excluded from rankings
Pre-Processing
  • ● Data Cleaning: Every log players send is checked for duplicate entries and outlier data (non-vanilla ballistics, artifact on-hit effects...). Anything suspicious is skipped before being added to the database.
  • ● Minimum Sample Size: Each weapon needs enough kills recorded to enter the rankings pool (combination of armor/weapon/ammo/distance). Anything below a reliable threshold is dropped.
  • ● IQR Outlier Removal: Statistical freaks and big outliers are automatically removed to not skew the data (enemy that ran away after you shot him once and shows as a 40s kill in the data, when the average for that bucket is 3s for example).
  • ● Headshot Balancing: All the kills that are headshots and one-shot the enemy are balanced to match the community headshot average, so very good players that send lots of kills with specific weapons do not skew the data too much.
TTK: Time To Kill
What happens in-game
Time from first shot to kill shot, measured in-game. Big melting pot of accuracy, fire rate, player skill and aim, enemy behavior etc. Very noisy by essence, but a real gameplay measurement.
STK: Standardized TTK
Theoretical limit of the weapon
Theoretical minimum kill time if every bullet hits, with reload time taken into account. This is the "weapon's ceiling" and a stat anchor to dampen a bit the very noisy TTK.
TTTK: True TTK
Recoil & Accuracy
Takes recorded accuracy and asks how long it realistically takes to land enough hits to kill. Allows weapon with good recoil to shine, balancing skill and weapon performance metrics.
Master TTK: Final Metric
The Ranking Scale
Weighted mix of all the previous data points. Aims at being a good representation of a weapon performance by balancing in-game recorded data, weapons "on-paper" stats, and players variable skill level.

⚖️ Calculation Weights
Master TTK composite
45% TTK
35% TTTK
20% RSTK
Armor tiers: all included
25% Exo & Exolight
40% Heavy
35% Light & Medium
Armor tiers: Exo excluded
0% Exo & Exolight
55% Heavy
45% Light & Medium

⚡ Best
Lowest Master TTK
Ranks by weighted average Master TTK across all armor tiers. Lower is better. The Low Data badge appears when total active kills are under 250 and any active tier is under 50 kills.
💸 Cheapest
Lowest cost/kill
Average roubles spent per kill. Cheap and fast will be ranked at the top. Secondary column shows Master TTK so you can see what you're trading in speed for money.
⚖️ Balanced
Real efficiency
Normalises each weapon's Master TTK and Cost as a weighted score: TTK × 60% + Cost × 40%. TTK has higher weight as kill speed is the primary combat variable. Ties (within 2%) are grouped.