Crossout Machine Gun Overview
Machine Guns are rapid fire weapons used in Medium to short range combat. There are 5 subcategories of Machine Guns.
Frontal Machine Guns: The main drawbacks of Frontal Machine Guns is that they have a limited amount of rotation. Designed to be placed into the frame of a vehicle, giving them added durability. Frontal Machine guns also have added damage resistance giving you added defense.
Rapid Fire Machine Guns : The benefit of Rapid Fire Machine Guns is their high rate of fire. Due to their low accuracy and range their best for short range combat.
Machine Guns: Machine Guns are the average of all the types. All Machine Guns have increased damage.
Mini Guns: The draw back of Mini Guns is that it take time to spin them up. Mini Guns have the one of the highest average rates of fire, with the lowest average damage, of this type. With a long Overheat time and the longest range out of all the guns of this type.
Automatic Machine Guns: Automatic Machine Guns have the highest damage and accuracy. Automatic Machine Guns allow you to auto lock a target. Once locked it keep firing as long and the target is in range, or until the target is destroyed,
Sub Type Averages
Crossout Machine Guns
LM-54 CHORD
Power Score: 170
Engineers

12
40
2
68
55
144
30
60
Bullet
ST-M23
Power Score: 390
Nomads

27
38
3
68
55
144
30
140
Bullet
VECTOR
Power Score: 390
Nomads

26
40
3
68
55
171
30
74
Bullet
M-25 GUARDIAN
Power Score: 570
Season Reward

30
39
3
68
55
155
30
179
Bullet
DAMAGE RESISTANCE: Every successful hit on an enemy increases resistance to all types of damage by 1%. The effect is active for 1 sec. and stacks up to 10 times
M-37 PIECER
Power Score: 570
Engineers

28
35
3
100
30
195
20
133
Bullet
SINUS-0
Power Score: 570
Nomads

28
40
3
68
55
185
30
90
Bullet
WEAPON DAMAGE: Direct hit increases the weapon’s damage by 2% for 2 sec. Stacks up to 10 times. Resets when you miss.
ST-M26 TACKLER
Power Score: 250
Market Purchase

32
38
3
68
55
180
30
228
Bullet
DAMAGE RESISTANCE: Every successful hit on an enemy increases resistance to all types of damage by 2%. The effect is active for 1 sec. and stacks up to 10 times
PM29-PROTECTOR
Power Score: 825
Nomads

32
38
3
68
65
170
30
213
Bullet
DAMAGE RESISTANCE: Every successful hit on an enemy increases resistance to all types of damage by 2%. The effect is active for 1 sec. and stacks up to 10 times
M-38 FIDGET
Power Score: 825
ENGINEERS

28
35
3
100
30
220
20
145
Bullet
OVERHEATING REDUCTION: Each projectile that hits an enemy slows down weapon heating by 30%.
SPECTRE-2
Power Score: 1100
Nomads

32
40
4
68
55
216
30
186
Bullet
WEAPON DAMAGE: A direct hit increases the weapon’s damage by 4% for 3 sec. Stacks up to 10 times. Resets when you miss.
MG13 EQUALIZER
Power Score: 825
Nomads

[15
65
3
100
71
216
40
163
Bullet
WEAPON DAMAGE: The longer the weapon fires, the higher its damage. After 7 sec. of uninterrupted shooting damage increases by 105%.
CAUCASUS
Power Score: 1100
Market Purchase

41
68
4
68
42
743
20
284
Bullet
AUTO ATTACK: Automatically attacks the selected target in range.
M-32 VIDICATOR
Power Score: 1200
ENGINEERS

49
38
2
59
38
210
30
225
Bullet
DAMAGE RESISTANCE: As the weapon heats up, its damage resistance increases up to 40%.
M-39 IMP
Power Score: 1200
ENGINEERS

30
35
3
100
30
280
20
209
Bullet
WEAPON DAMAGE: Increases damage dealt by all “Rapid-fire machine guns” by 5%.
ASPECT
Power Score: 1600
NOMADS

36
40
4
69
55
342
30
220
Bullet
WEAPON DAMAGE: The higher the weapon’s temperature, the higher its damage. At full heat damage increases by 60%.
MG14 ARBITER
Power Score: 1200
NOMADS

15
65
3
100
71
279
40
186
Bullet
WEAPON DAMAGE: The longer the weapon fires, the higher its Damage. After 7 sec. of uninterrupted shooting damage increases by 150%.
REAPER
Power Score: 2400
NOMADS

46
71
6
6
100
390
603
603
40
520
Bullet
Bullet
OVERHEATING REDUCTION: The weapon “Reaper” does not overheat while shooting.
PUNISHER
Power Score: 2400
ENGINEERS

45
40
4
68
55
430
30
368
Bullet
WEAPON DAMAGE: Successfully landing 40 shots increases damage by 100% for 6 seconds. Each miss increases the number of hits required.