MP10 angled
Weapon Type Primary Weapon
Weapon Class Personal Defense Weapon
Rank Prerequisites Rank 66
Damage 29 → 23
Range 80 max → 150 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 850 RPM

TTK (Time to Kill) 0.14 s
Head & Body Multiplier
per bullet/pellet
Max (80 studs) Min (150 studs)
(x1.40) Head 40.6 32.2
(x1.00) Torso 29 23
(x1) Arms and Legs 29 23
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 29 -> 20.7 80 max -> 150 min
R2 Suppressor 27.55 -> 21.85 76 max -> 142.5 min
PBS-1 Suppressor 27.55 -> 21.85 76 max -> 142.5 min
PBS-4 Suppressor 27.55 -> 21.85 76 max -> 142.5 min
Suppressor 26.1 -> 23 72 max -> 150 min
Armor Piercing 29 -> 19.16667 0 max -> 150 min
Hollow Point 34.8 -> 27.6 80 max -> 150 min
Muzzle Velocity 2000 studs/s
Penetration Depth 0.5 studs
Suppression 0.2


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 21
Weapon Recovery Speed 20
Weapon Recoil Damping 0.65


Min Camera Kick (1.70, 0.40, -0.31)
Max Camera Kick (2.29, -0.31, 0.30)
Min Recoil Displacement (-0.31, 0.40, 8.19)
Max Recoil Displacement (0.30, 0.50, 9.80)
Min Recoil Rotation (-0.31, -1.00, -0.31)
Max Recoil Rotation (0.60, 1.29, 0.30)
Hipfire Spread Factor 0.05
Hipfire Recovery Speed 14
Hipfire Spread Damping 0.80


Min Camera Kick (1.70, -0.41, -0.31)
Max Camera Kick (2.20, 0.30, 0.30)
Min Recoil Displacement (-0.11, -0.50, 6.19)
Weapon Shot Displacement (0.10, 0.40, 8.80)
Min Recoil Rotation (0.30, -0.11, -0.50)
Max Recoil Rotation (0.40, 0.10, 0.50)
Sight Magnification 1.8x


Reload Time 2.7 seconds
Empty Reload Time 3.8 seconds
Equip Speed 16
Aiming Speed 18
Crosshair Size 28
Crosshair Spread Rate 300
Crosshair Recover Rate 20


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 10.5 stud/s
Ammo Type 9x19mm
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
Z-Point 10 Kills
H&K Sight 20 Kills
EOTech XPS2 45 Kills
Delta Sight 70 Kills
MARS 70 Kills
EOTech 552 85 Kills
Mini Sight 110 Kills
C79 125 Kills
Comp Aimpoint 130 Kills
PK-A 165 Kills
M145 185 Kills
PKA-S 225 Kills
PSO-1 Scope 240 Kills
Reflex Sight 285 Kills
Kobra Sight 320 Kills
Super Slim Sight 350 Kills
Coyote Sight 380 Kills
ACOG Scope 430 Kills
VCOG 6x Scope 455 Kills
Pilad 3 500 Kills
TA33 ACOG 650 Kills
Barska Electro 750 Kills
OKP-7 900 Kills
DDHB Reflex 1200 Kills
TA11 ACOG 1750 Kills
PSO-1M2 Scope 2250 Kills
TA01 ACOG 2500 Kills
Animu Sight 4500 Kills
Furro Sight 5000 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
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sight 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The MP10 is an American Personal Defense Weapon. It is a customized variant of the MP5. It is unlocked at rank 66, or it can be purchased with credits.


The MP10, also known as the SP10 or PXP-10, is a custom civilian commercial version of the MP5. It was produced by Special Weapon Inc and Coharie Arms.[1] Both companies were founded by the same person, which are now both closed due to very poor client service and bad product quality. An MP10 made by these companies would have cost over $1,400 USD, but to make the weapon properly functional, the client would have had to pay an extra of hundreds of dollars to German firearms manufacturers Heckler & Koch or other reputed companies to buy quality replacement parts. Without the replacements, the gun would have a jam rate of one out of five shots, which makes the stock version very unreliable.

The MP10 has a UMP-like "upper" receiver. The handguard is enlarged to avoid hand burn and create a spot for attachments such as a Flashlight and a laser sight. The stock is removable and can be customized by using any MP5 style stock available on the market. The iron sights are also the same as the MP5.


General Information

The MP10 is interesting in terms of its statistics as a PDW. In terms of damage, it is more inline with that of carbines and assault rifles, dealing a four-shot kill (4SK) up close and increasing to a 5SK outside of 126 studs. This makes it one of the more powerful PDWs at longer ranges, being on par with the MP5/10, as it does not increase to a 6SK.  

Range is very good. With a maximum range value of 80 studs and minimum range value of 150 studs, the MP10 boasts the best range figures in its category. Given the better minimum damage, the MP10 sports a very good 4SK range lasting until 126 studs. Muzzle velocity is average for a 9x19mm Parabellum chambered PDW, at 2000 studs per second - falling behind the likes of some assault rifles, but remaining competitive with some carbines and most PDWs. Time-to-kill (TTK) remains fairly competitive at most ranges. The MP10's iron sights are also quite suited for ranged combat. 

The rate-of-fire (RoF) is also quite admirable, at 850 RPM, which is slightly faster than the MP5 but still slower than the MP7 or P90. Magazine capacity is average, at 30+1 rounds. Given the higher RoF, the ammunition consumption rate remains relatively high but still better than the likes of the MP7 or Kriss Vector.

Handling traits are mixed, however. The MP10 sports very good hipfire performance, being easy to fire from the hip at a close range and remain controllable, and movement speed is on par with most PDWs as well. The weapon does have slow reload times, however, taking 2.7 seconds for a tactical reload and 3.8 seconds for an empty reload.

Recoil is low-to-moderate, with per-shot recoil being quite low and overall recoil being higher, kicking  upwards with some horizontal movement. It is still fairly mild in comparison to other weapons, but at longer ranges it can lead to a user missing their target when holding down the trigger.

The MP10 is also unique in that it sports an integral Flashlight attachment underneath the barrel, assisting target acquisition in dark environments. This makes the weapon more useful in night time environments and darker corridors.

Usage & Tactics

The MP10 can be considered a very versatile PDW, sporting similar close-quarters-combat prowess as other PDWs but better longer-ranged capabilities similar to that of a carbine. Compared to its peers, it is worse in CQC in terms of TTK, with the likes of other 4SK weapons such as the MP5K, MP7, P90 and PPSh-41 all outperforming it up close. However, this difference in TTK is incredibly small, and will only have a somewhat minor affect on the user inside of 80 studs, where the aforementioned weapons still retain their 4SK. Outside of this distance, the MP10 is far more competitive in regards to TTK, outperforming most PDWs like the MP5 and the likes of carbines such as the AK12C, Groza-1 , L22 and Honey Badger. It even outperforms some assault rifles such as the AK74 and SCAR-L, albeit very slightly. However, the weapon lacks the better muzzle velocity of the assault rifles, as well as having higher recoil than them too. This means it is harder to hit targets at longer ranges, which increases the TTK. Tap-firing remains effective at these longer ranges, but if one wishes to fire multiple bullets and hit their target, attachments are quite useful. 

The MP10 is somewhat trickier to handle without attachments. Although doable, attachments make the weapon much easier to control and more effective overall. A Compensator remains effective to reduce the horizontal recoil  - which most players tend to find harder to control. An Angled Grip is also a good pairing, allowing for a fairly stable recoil pattern when firing. However, more skilled players who can manage the recoil well may opt for the Vertical Grip, as it greatly improves the already good hipfire performance, making the weapon better-suited for CQC.

The user may also want to equip a suppressor, which has multiple benefits. Suppressors keep the user off of the minimap, reducing the firing noise and remove the muzzle flash omitted from the weapon, making a great choice for stealth loadouts. On the MP10, most suppressors also do not reduce the shots-to-kill (STK) requirement, and only have a minimal effect on muzzle velocity when compared to the likes of assault rifles or some carbines, making the MP10 a good candidate for such stealth playstyles. Suppressors also increase hip fire performance, making for a good pairing with the vertical grip. These traits are quite helpful in CQC and flanking strategies, making such options worth considering.


In its stock form, the MP10 is somewhat trickier to use for many. However, experienced players who can handle the higher recoil or make effective usage of attachments will make the MP10 a very versatile PDW, capable at most ranges due to having very similar STK as most carbines and assault rifles.

Pros & Cons


  • High minimum damage for a PDW.
  • Best range in-class.
  • Extremely good hip fire stability.
  • Integral Flashlight.
  • Above-average RoF.


  • Lower maximum damage for its class.
  • Moderate recoil.
  • Long empty reload time.


  • The MP10 is a civilian small arm, it is available only in the semi-automatic configuration. However, it can be modified to become fully automatic like the TEC-9.
  • According to some sources, less than 600 submachine guns of this kind were produced.
  • The stock and the weapon receiver of the MP10 greatly resemble the corresponding parts on the UMP 45, despite that they are actually custom made parts.
  • Equipping a Vertical Grip, VCOG 6x Scope, Suppressor, and Laser will make the Hip Accuracy bar go off the chart.
    • This is shared with the L2A3.
  • The MP10 is compatible with other HK 9mm SMG magazines.
  • This is the only weapon in the game the comes with an integrated working flashlight.
    • A flashlight can also be equipped in the Underbarrel and Other attachment slots, making this the only weapon in the game able to have three of the same attachment.
    • The MP10's beam can now be turned off with the "Flashlight Off" attachment, however if you use it, you cannot equip anything else on the "Other" category.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector
MP40 - X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - MP1911


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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