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SKS

SKSSlim

Sks

Overview
Weapon Type Primary Weapon
Weapon Class Designated Marksman Rifle
Rank Prerequisites Rank 13
Damage 40 -> 32
Range 100 max -> 150 min
SKSgraph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 20, 21 with round in chamber
Ammo Reserve 80
Fire Modes Semi
Rate of Fire 433 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.14 s
Head & Body Multiplier
Hitbox Range
Max (100 studs) Min (150 studs)
(x1.5) Head 60 48
(x1.2) Torso 48 38.4
(x1) Arms and Legs 40 32
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 -> 28.8 100 max -> 135 min
R2 Suppressor 38 -> 30.4 95 max -> 142.5 min
PBS-4 Suppressor 36.8 -> 31.36 95 max -> 150 min
PBS-1 Suppressor 40 -> 29.44 95 max -> 127.5 min
Suppressor 36 -> 32 90 max -> 150 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.5 studs
Suppression 1.2

ACCURACY 57

Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 22
Weapon Recovery Speed 23
Weapon Recoil Damping 0.85

HIP ACCURACY 28

Min Camera Kick 1.29, -0.61, -0.31
Max Camera Kick 1.79, -0.11, 0.30
Min Recoil Displacement 0.10, 0.60, 8.19
Max Recoil Displacement 0.50, 1.10, 9.80
Min Recoil Rotation -0.21, 0.69, -0.31
Max Recoil Rotation 2.29, 1.20, 0.30
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 6
Hipfire Spread Damping 0.80

SIGHT ACCURACY 37

Min Camera Kick 1.70, -0.11, -0.50
Max Camera Kick 1.89, 0.40, 0.50
Min Recoil Displacement 0.00, 0.10, 7.19
Weapon Shot Displacement 0.00, 0.20, 8.80
Min Recoil Rotation 0.40, -0.41, -0.41
Max Recoil Rotation 0.69, 0.40, 0.10
Sight Magnification 3.5x

WEAPON HANDLING

Reload Time 2.8 seconds
Empty Reload Time 3.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 500
Crosshair Recover Rate 18

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62x39mm M43
Round in Chamber One
Shot Suppression Range None


 


The SKS is a Russian Designated Marksman Rifle. It is unlocked at Rank 13, or can be purchased with credits (CR).

History

The SKS, or its full designation the SKS-45 (Samozaryadny Karabin sistemy Simonova, 1945 - English: Self-loading Carbine of (the) Simonov system, 1945), is a Russian semi-automatic carbine, designed by Sergei Siminov, the designer of the PTRS-41 and AVS-36. The SKS was officially adopted in 1949 by the Soviet Union.

The weapon uses the 7.62x39mm round, the same round as the AK-47, and is fed via 10-round stripper clips. It was in front-line service alongside the AK-47, however even when adopted, the SKS was considered to be obsolete to the AK. Production only lasted from 1949-55, however, it remained in service with the Soviet Union in second-line service and is currently used as a ceremonial weapon by Russian honor guards.

The SKS was also used by other ex-communist countries, such as East Germany, Albania, Romania, Poland and Yugoslavia. These variants had some slight differences to the original SKS, such as different wood types used for the stock. The SKS found much heavier usage in China though, being in front-line service for 30 years until the introduction of the Type 81 Assault Rifle, with it now remaining in service with reserve groups.


Over 15 million were made in total, with more than ten variants made by various nations and being used for over 60 years. It is still in service with countries like Cambodia, China, Vietnam and some African nations. [1] Like the AK, the SKS has also seen usage by militia groups, including guerrilla fighters in Bosnia, Somalia, Afghanistan and in the hands of pro-Ukrainian forces in eastern Ukraine as recently as 2014.


The SKS is also a popular civillian rifle, given its cheap cost in weapon price and in ammunition.[2] It is commonly used for hunting or marksmanship.

In-Game

General Information

The SKS is the second DMR the player unlocks. Compared to the MK-11, it does less damage per shot but trades it for a much faster firerate and low recoil. This can result in an increase in TTK for less than full health enemies, but the SKS will punch through a full-health opponent in the limbs or head faster at short ranges fast thanks to the rate of fire boost. However, at long range, the SKS can be difficult to use at its full rate of fire, as the recoil quickly compounds and makes the gun very difficult to control.

The SKS is not as good at long range, but can prove to be very powerful at close range, as it needs 3 shots anywhere to kill at close range, or 3 shots to the torso or head at long range or 4 to kill to the limbs at long range. While it's still not a good idea to go face-first into an Assault Rifle or PDW user without appropriate aim, the SKS has the damage output and the accuracy to remain dangerous at ranges that would challenge the other players, and the SKS fares much better than the MK-11 would in such situations.

Using attachments to increase the rifle's aiming stability is good for all-around. However, the accuracy does play a role with this rifle at longer range as it increases the hit rate. The player can always find a balance or develop their own preference with the SKS.

Usage & Tactics

Given its High RoF for its class as well as a very adequate magazine size, the SKS can serve very well against fully-automatic weapons. However, it can function just as well at range like other DMRs given being a 3-Shot-Kill at longer ranges to the head and chest. However, its main downside is that shooting the limbs will mean it will require up to 4 Shots-To-Kill (STK), making the SKS have the highest amount of STK in-class at longer ranges, with LMGs, Battle Rifles and even some Assault Rifles match or outperform the SKS.

While doing the worst damage at range for its class, it's relatively low recoil means that rapid follow-up shots and spamming is a breeze, which is especially good for moving targets. It is recommended that medium sights like the ACOG and M145 are used, due to having better performance at range than a RDS, yet not an extremely high magnification that it hampers CQC performance.

The reload speed on the SKS could be consider fairly decent for its class, but when using the weapon in CQC against automatic weapons, the 2.7 second short reload can be a disadvantage. However, proper aiming, especially when aiming for the 2-Shot-Kill (SK) against the head, can drop enemies extremely fast and still leave spare ammo to go against others.

Conclusion

While not being the best DMR at range, the SKS is certainly one of the best in CQC due to its High ROF, good magazine size and excellent damage in CQC .

Pros & Cons

Pros:

  • Good clip size.
  • High Rate of Fire (RoF) for a DMR.
  • Good in close range.

Cons:

  • Sluggish reload time.
  • Low base minimum damage.
  • Below average range for a DMR.
  • Very inaccurate when sprayed.

Trivia

  • Before the Beta stage, the SKS had a RoF of 1200 RPM that confused many people, some people even believed that it was the SKS's rate of fire in real-life.
  • In terms of mechanism, the SKS is the direct descendant of the famous PTRS-41 anti-tank rifle, as they were made by the same person, Siminov.
  • The sights are almost unseen when aiming steadily. It's recommended to mainly focus on the red line when aiming, to make it a little bit easier to fire.
  • The SKS in Phantom Forces is heavily modified, as the original SKS uses 10-round integral magazine which is reloaded from the top with a clip.
    • Instead of the bottom of the receiver with a 20-round detachable magazine like many modern weapons, and it also has an M4 style stock, not a wooden one like the normal SKS.
    • These modifications are based on Tapco furniture and the Tapco detachable 20 round magazine.
    • The SKS from Battlefield 4, which the in-game SKS is based on, also features these modifications.
  • The old SKS sound was the same as the AK-47's gun sound from Call of Duty: Modern Warfare 2.
  • On 4/4/2017, Stylis made the magazine size of the SKS 100 and the ammo pool 8000. They also made it automatic.
  • In-game, the bolt does not lock back on empty like it does in real life.
  • The magazine model does not have the extension at the top of the magazine real SKS magazines have, aftermarket and stock.
  • The SKS uses a special variant of 7.62x39mm called 'M43,' which means it cannot replenish ammo from the 7.62x39mm AK's and RPK, in spite of shooting what is basically the same bullet in real life.
    • The difference is also apparent in 7.62x51mm and .308 Winchester guns, which also cannot pick up ammo from each other.
  • In real life, the SKS is classified as a carbine.
  • The SKS when equipped with an optic used to be slanted slightly to the left. This has since been fixed.

References

  1. wikipedia:SKS - SKS
  2. SKS Siminov - Modern Firearms https://modernfirearms.net/en/military-rifles/self-loading-rifles/russia-self-loading-rifles/simonov-sks-eng/
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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
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