Darkman's gun review - MK11


  • Regular

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    Overview

    The MK11 is the first DMR you will unlock!
    It is unlocked at Rank 3!

    It will deal 45 -> 38 damage guaranteeing a 3 hit kill, it has a x1.2 torso multiplier bringing close range damage up to a 2 shot kill in the torso and a x1.5 headshot multiplier that guarantees death at 2 headshots!
    The muzzle velocity fires at the average speed of the sniper rifles in the game!

    The MK11 has the fastest mid-way reload of the DMR catagory however there are multiple DMR's sharing the same reload duration, the empty reload is slightly slower than the other's though.
    It also is one of the few DMR's with a 20 round magazine.

    It has the 2nd slowest RPM of all DMR's only being beaten by the SCAR SSR.
    But this RPM is not a bad thing, if you spam shoot the fire rate will be slow enough to where you will only shoot when your recoil is recovered, making this thing technically have zero to no recoil.
    The hipfire stability of this weapon is very stable, making self defense if you are too slow in switching to your secondary a possible and effective job!

    The iron sights of this weapon are very clear and easy to use!


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    .500 Conv.

    Converts your ammo to use a large ammo called .500 Phantom!

    (+) Increased damage to 70 -> 47
    (+) Increased minimum range.
    (+) Doubled penetration depth.
    (+) Doubled suppression.
    (+) Doubled headshot multiplier allowing one hit headshots at any range!
    (+) Increased torso multiplier allowing one hit torso kills until 30 studs which then drop to 2 hit torso kills.
    (-) Dramatic decrease in muzzle velocity to 1000 studs/s!
    (-) Dramatic decrease in maximum range.
    (-) Large increase in recoil!
    (-) Decreased RPM to 275
    (-) Decreased magazine capacity to 10
    (-) Decreased ammo reserve to 70

    Packs some huge power into your DMR effectively turning it to the power of a semi automatic sniper rifle, atleast if you learn how to deal with the incredibly low 1000 studs/s muzzle velocity.


    Attachments

    The MK11 has plenty of unique attachments, being the Short Barrel, Hera CQR Grip, Collapsible Stock, Retract Stock, Remove Stock and .500 Conv!

    • Since this gun uses 7.62x51mm NATO, this gun has access to the Silent ammo!
    • Can use the Carry Handle Sight for free!
    • The Collapsible Stock is just a reskin and won't change your stats in any way!

    If you want a loadout, I recommend you this:

    • TA01 ACOG
    • Muzzle Brake
    • Stubby Grip
    • Tri Laser
    • Default

    Trivia

    • For a long time, this gun had an outdated reload that was wrong with the M4/M16 series, this has been fixed not long ago.
    • During the CTE stages, there was an attachment for Pistols and DMR's called the Hypergat Trigger System which made guns fully automatic at the cost of lower RPM, This made this weapon a perfect fully automatic weapon firing the exact moment the recoil is fully recovered.

    My opinion on this gun

    A fairly interesting gun.

    A laser gun that does not need attachments to be good, a scope is useful though.
    It is a great DMR in every little aspect.

    I rate this gun a 9.5/10!

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  • It feels like the Selbstlader M1916 from BF1



  • SL-8 and SL-9 are still superior to this


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