IMG 0347

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
Hitbox Range
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 are rounded down.
Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.
Suppressed Stats
Suppressor Suppressed Damage Suppressed Range
ARS Suppressor 40 -> 23.4 120 max -> 171 min
R2 Suppressor 38 -> 24.7 114 max -> 180.5 min
PBS-4 Suppressor 36.8 -> 25.48 114 max -> 190 min
PBS-1 Suppressor 40 -> 23.92 114 max -> 161.5 min
Suppressor 36 -> 26 108 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


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


The M60 was first introduced in 1957, and has served with every branch of the U.S. military and still serves with many other armed forces. It draws many elements from the MG42 and the FG 42, borrowing from the FG42's operation and the MG42's feed system. The M60 uses the 7.62x51mm NATO (a militarized .308 Winchester) cartridge, a round usually used in larger rifles. The M60 was bulky and quickly became known as "The Pig" due to its bulky size and tendency to attract mud. However, during the 1990s the US military had to update their GPMG arsenal, and most of the M60s were replaced with the M240B, the US version of the FN MAG. The remaining weapons were updated and became the M60E4 and the M60E6.[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 the M60 possesses. 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 enemies 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 time, better hipfire and better bodyshot Time-To-Kill (TTK) than the M60.

The M60 can be very useful in the King of the Hill gamemode. 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 at medium range and longer. 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 makes this good for using this in a DMR style.
  • Very good ammo capacity, with 100 rounds and 250 in reserve.
  • Low rate of ammunition consumption.
  • Second lowest TTK of all LMGs, tied with the RPK.
  • Highest suppression among all LMGs.
  • Tap firing is easy due to the low RoF.


  • High recoil, especially in stock form which can make it uncontrollable at ranges.
  • Low mobility.
  • Extremely long reload time, the longest in the whole game, which can leave users vulnerable to attack.
  • Bad, obstructing iron sights which are ineffective for ranged engagements.
  • Doesn't have a semi-automatic trigger mode, restricted to full-automatic only.
  • High amount of muzzle flash, though it can be solved by adding suppressors and a flash hider.
  • Cannot hold a round in the chamber.


  • Currently, the M60 is the only belt fed weapon in game, and the only LMG that is not a variant of another gun.
  • In real life an M60 is classified as a General-purpose machine gun, explaining the difference in statistics compared to the other Light Machine Guns.
  • The model in-game is the M60E6, which is an improved version of the M60E4.
  • In the Alpha, this gun used to have an animated ammunition belt where the belt size would decrease according to the amount of bullets left. For example, if the player had 3 rounds left in their belt, the belt would only have 3 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 do the waving motion with the hand next to the box. This animation is longer than the usual spotting.
  • When a ballistic 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.
  • Before the July 4th 2017 update, the M60 was the starter Light Machine Gun. This role is now occupied by the Colt LMG
  • Like the rest of the LMG's, one can press T to switch to alternative/hip firing mode.
  • It is one of the weapons in-game to be restricted to fully automatic, with the other three being the M231, Colt LMG, and the AUG HBAR.
  • The M60 was previously one of the most hated weapons in the community. This was because, before the 2.0.0 update, the M60 was considered to be overpowered, combined with being unlocked by default was seen as giving new players an unfair advantage.
    • Even after the 2.0.0 Update, players who use the M60 are still frowned upon and the gun itself considered a "noob" weapon.
  • The Hecate's empty reload time is almost as long as the M60's reload.
  • The M60 is one of the only two LMGs to not have a bipod attached to it. The other is the SCAR-HAMR.
    • Even though the M60 in-game doesn't have a bipod attached to it, it can 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 - Honey Badger - AK74 - AKM - M231
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - MP5SD - MP10 - MP5\10 - AUG A3 Para - Kriss Vector
Light Machine Guns Colt LMG - M60 - Colt LMG - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK - SCAR-HAMR - RPK-74
Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3 - Hecate II
Carbines M4 - G36C - M4A1 - L22 - SCAR-PDW - AKU-12 - AK-12C - SR-3M - Groza-1 - Groza-4
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - SCAR-SSR - Dragunov SVDS [NEW!]
Battle Rifles SCAR-H - AK-12 BR - AG-3 - Henry 45-70
Shotguns KSG-12 - Remington 870 - KS-23M - Stevens DB
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1 [TESTING]
Machine Pistols G18 - M93R - TEC-9 - MP1911 [TESTING]
Revolvers MP412 REX - 1858 New Army
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez