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In this episode, we're covering the first available submachine gun - the MP5K.
It's a fully automatic weapon, and is available for use in multiplayer right from the start, as it's part of one of the default classes.
The MP5K, or 'Maschinenpistole fünf kurz' originated in West Germany, and is manufactured by Oberndorf-based 'Heckler und Koch'.
The original MP5 design dates to 1966, and was originally known as the HK54. The shortened MP5K variant was first produced a decade later, in 1976. The version of the weapon in game is presumably an early prototype.
The MP5K is a direct derivation of the MP5A2 variant, with the 'Kurz' designation, meaning 'short'.
Designed for use in counter-terror and security roles, the MP5K has a shortened barrel, a lighter bolt (resulting in a faster rate of fire) and a foregrip in lieu of a stock.
Standard magazine capacity in multiplayer is a healthy 30 rounds, and extended magazines will take that to 45 instead. The version in-game lacks the iconic curved MP5 magazine, instead using a straight box magazine as used in the earlier models - the curved magazine was adopted later to allow more reliable feeding of hollow point rounds.
Like the MP5A2, the MP5K fires the NATO standard pistol cartridge: The 9 by 19 millimetre Parabellum.
In game, the MP5K is a high-damage weapon, albeit only at close range.
It will kill in 3 shots to the body within its effective range, whereas most other SMGs will kill in 4.
Long range performance falls a little short - like most of the SMGs, you will need to hit your opponent 5 times to ensure a kill.
While the MP5K has the edge in damage over most SMGs, it doesn't compare as far as fire rate is concerned. At 750 rounds per minute, the MP5K is one of the slowest-firing SMGs - although this can work in your favour by conservation of ammunition.
The recoil is moderate, although quite unpredictable - taking on targets at long range can be quite challenging, and at extreme ranges will require aimed single shots - giving the target ample time to evade your fire.
Fully automatic fire will tend upwards and slightly to the right.
Aim speed is fast with the SMGs - indeed they're the fastest primary weapon class, boasting better mobility and handling than any other. The reload of the MP5K however, is quite lethargic - 2.9 seconds during which time you'll be very vulnerable.
Paired with Lightweight and an SMG, you'll have the swiftest loadout possible - meaning that if you take the direct route you'll arrive at the objective first every single time.
Whether it's going for a quick plant in Sabotage or Demolition, or securing the middle point in Domination - those fleet of foot will often swing objective games in their own team's favour, while the slower team struggles to keep pace.
While such game modes are the SMG's home turf, such a loadout isn't completely useless in Team Deathmatch either - while you have to be a little more considered in your movement, a mobile class can wreak havoc if they land in the right place at the right time.
Winning gunfights comes down to many factors, and the ability to strike at close range from the flank or rear with a mobile SMG class will tilt the odds in your favour almost every time.
You'll need to stay out of the open, and learn the back routes on each map - with such knowledge and a modicum of luck you might just be able to eliminate a group of enemies in one fell swoop.
Overall, the MP5K excels in close quarter battle; Within effective range the high damage will quickly quash those who stand against you, and the hipfire spread of SMGs means you don't always have to aim to be effective.
Couple the good close-range performance with high mobility and full walk speed while aiming down the sights, and you've got a great weapon for capturing objectives and clearing out defenders.
You won't fare so well outside of close range engagements, however - even at middle range you'll find yourself outmatched by assault rifles, and you'll struggle to kill anything at all at longer range.
The MP5K rewards those who know how to get close to an unsuspecting enemy - knowing the maps, enemy movements and how best to strike from the rear or sides will help you win almost every time.
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