M60 angled

M60 alpha

Weapon Type Primary Weapon
Weapon Class Light Machine Gun
Rank Prerequisites Rank 19
Damage 40 -> 26
Range 120 max -> 190 min


Hip Accuracy


Sight Accuracy


Magazine Size 100
Ammo Reserve 250
Fire Modes Auto
Rate of Fire 600 RPM

TTK (Time to Kill) 0.10 s
Head & Body Multiplier
per bullet/pellet
Max (120 studs) Min (190 studs)
(x1.4) Head 56 36.4
(x1.1) Torso 44 28.6
(x1) Arms and Legs 40 26
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 40 -> 23.4 120 max -> 171 min
R2 Suppressor 38 -> 24.7 114 max -> 180.5 min
PBS-1 Suppressor 38 -> 24.7 114 max -> 180.5 min
PBS-4 Suppressor 38 -> 24.7 114 max -> 180.5 min
Suppressor 36 -> 26 108 max -> 190 min
Armor Piercing 40 -> 21.66667 120 max -> 0 min
Hollow Point 33.33333 -> 31.2 120 max -> 190 min
Muzzle Velocity 2800 studs/s
Penetration Depth 3.0 studs
Suppression 1.8


Hipfire Camera Recovery Speed 20
Sight Camera Recovery Speed 20
Weapon Recovery Speed 17
Weapon Recoil Damping 0.85


Min Camera Kick (3.29, -0.61, -0.61)
Max Camera Kick (3.70, 0.60, 0.60)
Min Recoil Displacement (-0.31, 0.10, 8.19)
Max Recoil Displacement (0.30, 0.30, 10.80)
Min Recoil Rotation (-0.41, 0.10, -0.31)
Max Recoil Rotation (1.29, 1.60, 0.50)
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 6
Hipfire Spread Damping 0.75


Min Camera Kick (2.59, -0.31, -0.50)
Max Camera Kick (3.59, 0.40, 0.50)
Min Recoil Displacement (-0.16, 0.30, 11.19)
Weapon Shot Displacement (0.15, 0.60, 12.80)
Min Recoil Rotation (0.60, -0.11, -0.31)
Max Recoil Rotation (0.69, 0.10, 0.40)
Sight Magnification 2.5x


Reload Time 8.1 seconds
Empty Reload Time 8.1 seconds
Equip Speed 10
Aiming Speed 9
Crosshair Size 40
Crosshair Spread Rate 400
Crosshair Recover Rate 15


Weapon Walk Speed 12 stud/s
Aiming Walk Speed 7.2 stud/s
Ammo Type 7.62x51mm NATO
Round in Chamber None
Shot Suppression Range None

List of Attachments

Optics Kills Required
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Laser 20 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The M60 is an American Light Machine Gun. It is unlocked at Rank 19 or can be purchased with credits (CR).


The M60 is an American General Purpose Machine Gun. It was introduced in 1957 and has served with every branch of the U.S. military. It borrowed many elements from the German MG42 and the FG42, borrowing the FG42's operation and the MG42's feed system. The M60 is chambered in the 7.62x51mm NATO or the militarized .308 Winchester cartridge, a round normally reserved for larger rifles. During the Vietnam Era, it quickly became known as "The Pig" due to its bulky size and tendency to attract mud. It was also among the first machine guns mounted on helicopters, making the first helicopter gunships. However, by the late 70s, the M60 was beginning to show its age - the U.S military looked to update their GPMG arsenal. Most M60s in an infantry role were replaced by the M249 Squad Automatic Weapon in the 1980s, and in the 1990s, vehicle-mounted M60s were mostly replaced by the M240B, the US military designation of the Belgian FN MAG.

Remaining M60s were modernized and upgraded into the M60E4 and the M60E6 variants, which continue to see service by the U.S Navy Seals and U.S Coast Guard. To this day, the M60 serves with many other nations, including the Czech Republic, Denmark, and Malaysia.[1]


General Information

The M60 is a high capacity belt-fed machine gun, with 100 rounds per belt. Its recoil is rather high, particularly the vertical recoil, especially when firing in full auto. Recoil per shot is moderate, making tap-fire effective at range. However, the recovery speed is quite poor, meaning firing full-auto will mean less accurate shots at a distance. It is also restricted to firing in full-auto, meaning tap firing can be difficult for inexperienced players.

The M60 is considerably slow overall. It has a very low mobility speed and an arguably slow rate of fire of 600 RPM. However, the greatest disadvantage of the M60 is its reload. It has a lethargic reload time, claiming the title for the longest reload time in the game, at 8.1 seconds. However, due to the capacity, reloads will not be as frequent.

The M60 also boasts a very long effective range and high suppressing capacity. Combined with its good range capabilities, it sports very high damage. With a 40 maximum damage value, the M60 can 3SK out to a considerable range and with 26 minimum damage, only drops to a 4SK, being very similar to a DMR.

Usage & Tactics

The M60 can be compared to the RPK in some respects. Both can be used in similar manners and share similar traits. Both have very high recoil, but can be surprisingly accurate when tap-firing. Due to the high damage and high effective range of the weapon, the M60 can be used as a DMR at range. With its large capacity, reloads aren't as frequent and less of a problem, as the long range role of a DMR typically provides a chance to reload without fear of being ambushed.

It is not recommended to use the M60 in a run-and-gun playstyle; the low mobility and high recoil make it very ineffective at said playstyle. However, the M60 can be used more effectively when crouching or proned at mid-range where the suppression can hinder the enemy's aiming, due to the high suppression and high magazine capacity. This makes the M60 a great weapon for large groups of people, especially when grouped closely together. Ambushing a common camping spot like the crane in Crane Site with the M60 can easily kill all enemy players on the crane.

Although not recommended, using the M60 at close range can be done effectively, due to the high magazine size and relatively good TTK in CQC. Due to the M60's slow reload, it is recommended to find cover to safely complete the lengthy procedure. The M60 can kill multiple enemies without reloading, so it's not recommended to reload after every kill. Doing so too often will guarantee that the user gets ambushed or flanked, during said reload. The M60 does lose out to CQC orientated weapons such as PDWs due to their faster mobility, quicker reload time, faster aim down sights (ADS) time, better hipfire and better bodyshot time-to-kill (TTK) than the M60.

The M60 can be very useful on King of the Hill. The ability to sustain fire combined with the low TTK and high magazine capacity can be useful for defending the hill with waves of enemies trying to take it.

Using the alternative aiming mode by pressing T will lower the visual recoil of the weapon. This makes it easier to see the enemy whilst firing, but results in accuracy being hampered, especially beyond medium range. Using a laser attachment will be of good benefit when using the alternative aim.


The M60 is a good example of an LMG. Its large magazine size, strong suppression and good damage provides the user with the ability to greatly distort an opponent's aim and kill them outright, having a rather low TTK. However, it has a much longer reload and higher recoil than other weapons in game. Therefore, it is recommended to use this gun from cover or alongside teammates, who will be able to protect the user when reloading.

Pros & Cons


  • Very good maximum and minimum damage.
  • Very long, effective range drop-off, even higher than most DMRs.
  • High muzzle velocity of 2800 stud/s - rivals DMRs.
  • Very good ammunition capacity, with 100 rounds and 250 in reserve.
  • Low rate of ammunition consumption.
  • Third lowest TTK of all LMGs, tied with the RPK, bested by the RPK74 and MG3KWS.
  • Highest suppression among all LMGs, tied with the MG3KWS.
  • Belt-fed system means that exhausting the magazine leads to no empty reload penalty.


  • High recoil, especially in stock form.
  • Low mobility.
  • Extremely long reload time, longest reload in-game - can leave users vulnerable to attack.
  • Belt-fed system punishes reloading early by providing no benefit for doing so.
  • Restricted to fully automatic.
  • High amount of muzzle flash.
  • Cannot chamber an extra round.


  • The M60 was the first belt fed weapon in the game, as well as the first LMG in the game.
  • The M60 has the highest total ammunition amount in-game, at 350 rounds total.
  • In real life, the M60 is classified as a general purpose machine gun (GPMG), explaining the difference in statistics compared to the other light machine guns, of which many could be considered squad automatic weapons (SAWs).
  • The model in-game is the M60E6, which is an improved version of the M60E4.
  • In the Alpha, the M60 used to have an animated ammunition belt where the belt size would decrease according to the number of bullets left. For example, if the player had three rounds left in their belt, the belt would only have three rounds. This feature has been removed.
  • If the user spots with the M60, the character will move their hand under the box magazine, and then raise the hand and level down towards the front of the M60. This animation is longer than the usual spotting.
  • When a Ballistics Tracker is equipped, the phone flips sideways and goes in front of the box magazine.
  • The M60 gained a model with green furniture after the beta, instead of the original grey furniture.
  • It is one of the few weapons in-game to be restricted to fully automatic, with the other four being the M231, MG3KWS, and the Colt LMG.
    • This is realistic as the M60 only has a safe and full-auto mode.
  • Before the July 4th 2017 update, the M60 was the starter Light Machine Gun. This role is now occupied by the Colt LMG.
  • The M60 once garnered a large level of hate, equal to that of the BFG 50. This was because the M60 was incredibly strong for what it was, and being that it was the starter LMG before the Colt LMG existed, it was commonly seen as a "noob weapon". It was eventually nerfed back into line, and the Colt LMG eventually supplanted it as the starter LMG.
  • The Hecate II's empty reload time is almost as long as the M60's.
  • The M60 is one of the only three LMGs to not have a bipod attached to it. The others are the SCAR-HAMR and MG3KWS.
    • Even though the M60 in-game doesn't have a bipod attached to it, it can still equip bipods in real life.


  1. [1] Wikipedia - M60 Machine gun
Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231- AK103
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - L2A3
MP5SD - MP10 - MP5/10 - M3A1 - AUG A3 Para
PPSh-41 - Kriss Vector - MP40
Light Machine Guns Colt LMG - M60 - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK


Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3
Hecate II
Carbines M4A1 - G36C - M4 - L22 - SCAR PDW - AKU-12 - Groza-1 - AK-12C
Honey Badger- SR-3M - Groza-4 - 1858 Carbine- AK105
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - Beowulf TCR - SCAR-SSR - Dragunov SVDS
Battle Rifles Beowulf ECR-SCAR-H - AK12BR - AG-3 - Henry 45-70 - FAL 50.00 - G3
Shotguns KSG-12 - Remington 870 - DBV-12 - KS-23M - Saiga-12
Stevens DB - SPAS-12
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1
Machine Pistols Glock 18 - M93R - TEC-9 - MP1911
Revolvers MP412 REX - Mateba 6 - 1858 New Army
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez - Saiga-12U- PPK-12
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