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.
⚡ 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.