AMP-9
The Medic’s compact SMG, available from the start. Very light and fast: 900 rounds per minute.
| Type | Submachine gun |
| Calibre | 9×19 mm |
| Fire mode | semi-auto, full auto |
| Price | $900 |
| Unlock | available from the start |
| Levels | Medic |
| Base damage | 22 |
| Fire rate | 900 rpm |
| Muzzle velocity | 400 m/s |
| Full damage | out to 100 m; 10% at 1,200 m |
| Aim-down-sights time | 0.25 s |
| Weight | 1.4 kg |
| Inventory size | 3 × 2 (6 slots) |
Lethality
Section titled “Lethality”Calculated from the game database: an enemy with 100 health in level 1 armour, hit in the upper torso, standard ammo, within full-damage range.
| Damage per hit | 17.8 |
| Hits to kill | 6 |
| Time to kill | 0.33 s |
Magazines and ammo
Section titled “Magazines and ammo”Magazines: 15 — $30; 20 — $70; 30 — $100; 50 (drum) — $180.
| Ammo | Per pack | Price | Unlock |
|---|---|---|---|
| Standard (FMJ) | 100 | $10 | free |
| Hollow point (HP) | 100 | $15 | $5,000 |
| Armour-piercing (AP) | 100 | $20 | $75,000 |
Pros and cons
Section titled “Pros and cons”Pros
- Available from the start, costs $900
- 0.33 s time to kill — faster than the PP-19 and MP5
- 1.4 kg and quick to aim: 0.25 s
Cons
- Damage drops fast past 100 m
- The standard 30-round magazine empties in 2 seconds
How to use it
Section titled “How to use it”- A Medic’s close-quarters weapon: buildings, trenches, FOBs.
- Take the 50-round drum ($180).
- Don’t take fights past 100 m.
