// weapon stats deep dive

Weapon Comparison — All 4 Units, Side by Side

Every weapon, every damage value, every TTK calculation. If you've ever wondered "how many shots does an Enforcer take to drop a Sniper?", this page has the math. Two SVG charts: stat comparison bars and damage-vs-resistance scatter.

Updated

// the four units

Unit Stats Bar Chart #

All four units across resistance, speed, primary damage, and magazine size. Each bar is normalized to the stat's full range across the roster.

Bar chart of all four units' stats: Sniper (175 res / 9 speed / 152 dmg / 2 mag), Infiltrator (200 / 9 / 108 / 2), Assault (250 / 8 / 37 / 30), Enforcer (320 / 6.5 / 48 / 60).
Site analysis: no unit dominates everywhere. Trade-offs are clear and intentional.
// raw numbers

Weapon Stats Table #

UnitPrimaryDamageMagAmmoSecondary
SniperTG-8715225Rifle0 (16 dmg)
InfiltratorTT-0210826Rifle0 (16 dmg)
AssaultRifle037308TT-02 (108 dmg)
EnforcerEnfExt21048608TT-02 (108 dmg)

All damage values are per-round body shots from observed gameplay. Headshot multipliers are not yet documented.

// the trade-off curve

Damage vs Resistance Scatter #

The four units sit on a clean trade-off curve: more resistance, less per-shot damage. Sniper is the outlier on the high-damage end; Enforcer on the high-resistance end.

Scatter plot of primary damage versus resistance for all four units, showing trade-off curve from Sniper (175 res, 152 dmg) to Enforcer (320 res, 48 dmg).
The dashed line traces the trade-off — deviations from it would indicate an over- or under-tuned class.
// time to kill

TTK Math: How Many Shots to Drop Each Target #

For each primary weapon, the number of body-shot rounds needed to disable each target. Assumes no headshot, no missed rounds.

Attacker's primaryvs Sniper (175)vs Infiltrator (200)vs Assault (250)vs Enforcer (320)
TG-87 (152)2223
TT-02 (108)2233
EnfExt210 (48)4567
Rifle0 (37)5679
Reading the table Sniper's TG-87 takes 2 body shots to drop Sniper, Infiltrator, or Assault, and 3 to drop Enforcer. Sniper has a 2-round magazine — meaning Sniper can fully drop another Sniper or Infiltrator in a single magazine without reloading. Against Enforcer, Sniper must reload mid-engagement. This is why Sniper-vs-Enforcer is structurally unfavorable for Sniper.
// effective range

Damage Falloff Curves #

Each weapon's effective DPS at each engagement distance. The crossover at 20m is where TG-87 takes the lead from the sustained-fire weapons.

Line chart of effective DPS versus engagement distance. TT-02 peaks at 0-5m, EnfExt210 at 5-15m, Rifle0 at 10-30m, TG-87 climbs from 15m through 50m.
Estimated DPS curves — site analysis, not in-game telemetry.
// by engagement range

Which Weapon Wins at Which Range #

0-5m (knife range) #

The TT-02 (108 dmg) wins this range outright. Assault and Enforcer's TT-02 secondary deals more damage per shot than their primaries at this distance. Infiltrator's TT-02 primary is its specialty here — 2 quick burst shots drop most targets before they react.

5-15m (corridor range) #

EnfExt210 dominates. 60-round magazine + 48 damage per round + automatic fire rate creates sustained pressure that no other weapon matches at this distance. Rifle0 (Assault's primary) competes but loses extended trades.

15-30m (mid range) #

Rifle0 (Assault) hits its sweet spot. 37 damage per round + 30-round magazine + reasonable accuracy. EnfExt210 falls off slightly here due to fire-rate spread; TG-87 starts to dominate.

30m+ (long range) #

TG-87 (Sniper) outright. 152 damage per shot with bolt-action precision. No other primary is meaningful at this range. This is why Sniper is map-locked to Administration HQ — only that map provides the geometry to use this range.

In one paragraph Destructors Online's four primary weapons form a clean range hierarchy: TT-02 (knife range) → EnfExt210 (corridor) → Rifle0 (mid) → TG-87 (long). Resistance scales inversely with damage, so you can't pick "the best weapon" — you pick the weapon whose effective range matches the map you're playing. Sniper-vs-Enforcer is the worst structural matchup: TG-87 needs 3 shots to drop Enforcer but only has a 2-round magazine, forcing a reload mid-engagement.