Wednesday, January 5, 2011

The Guns of Black Ops - MP5K


MP5K
Unlocked at Level 1 - Cost 2000 CP

This being the first in the series I'll be trying to hammer out how I'm going to format things, and since blogger isn't very HTML friendly I'm finding it a little more difficult than anticipated, bear with me, as this might not end up as envisioned in my mind formatting wise.

Weapon Stats
Since I just got a lobby full of 2 bars and ended up getting dropped I'll start of with the basics of the MP5K, it's stats. Since this is my first rundown of a gun I'll explain rather thoroughly everything I'll be displaying. First off the game stats shown,

Damage - 6/10
Range - 6/10
Accuracy - 5/10
Mobility - 10/10
Fire Rate - 5/10

Now, that's nice to know, but what does that all mean? Well thanks to DenKirson, we can find out the exact numbers. His site can be found here, and shows all the nitty gritty numbers, some of which I'll discuss here.

Damage/Range - The MP5K does 40 damage up close (around 20 meters) and 20 damage at ranges of 25 meters or greater. That makes it great for close range, but pretty bad for long range gun fights. Since each player has 100 points of health, that's 5 bullets to kill at range. Chances are if the enemy is shooting you from range he's got a gun that can kill with less bullets than yours and is more accurate at that range, your best bet there is to put something between you and him and try to get within that 20 meter magic range.

Accuracy - The MP5K is reasonably accurate. I tend to hit what I'm shooting at, especially close range, where the gun is most effective. While you can hit targets at range you should be trying to get in close for the kill. In terms of recoil the gun will tend to recoil up and slightly to the right over time.

Mobility - Being an SMG the MP5K allows the player full speed which is useful for getting to the fight faster than those using assault rifles and LMGs.

Fire Rate - With a fire rate of 750 rounds per minute (RPM) the MP5K provides one of the lower fire rates of the SMGs numbers wise. This is comparable to the Skorpion and the AK74U in terms of firing speed.

Attachments

We now come to what I consider to be the meat of this series, the discussion of what attachments work best with each gun. Now, some attachments fall under a common ground, so I won't go super in depth on how they work on each gun. These will mostly be things like the ACOG, Red Dot, and Reflex sights. That said, let's dive in, shall we?


Extended Mag - Cost - 1000 CP
The extended mags raise the MP5K's ammo capacity from 30 to 45 bullets per mag. While this provides those extra 15 bullets, those bullets are only going to be needed in the event you come upon more than 3 enemies, as a standard clip can handle a triple spray. There are better attachments to run.


ACOG Sight - Cost - 1000 CP
Brings range up to 7/10 rather than 6/10, though I've never really noticed a difference in my ability to kill people at range given a certain scope, either I can or I can't. Especially if they're at range and shooting, they probably have a better gun than you do for that range, so you're best bet is to work your way into them using cover to try and bring the fight to a level you'd rather fight it on. Again, not one of the better attachments.


Red Dot Sight - Cost - 1000 CP
I haven't used it much on Black Ops due to my bias towards a suppressor, but I was surprised when the Red Dot ended up being the most effective attachment for me in MW2. If you don't run a suppressor and don't like rapid fire, I'd go with the Red Dot for the simple reason that it'll enable you more effective targeting at range.


Reflex Sight - Cost - 1000 CP
I really don't like the reflex sight at all. It's just a Red Dot that takes up more screen space. Try to avoid this one people.


Suppressor - Cost - 2000 CP
I prefer a silencer on all my submachine guns since most of their iron sights aren't terrible, so this is my go to attachment with the MP5K. While it does take the range of it's higher damage down a bit I still find it highly effective, since it allows me to get in close where the submachine guns reign while staying concealed on the map. Now I just need to stop them from getting a spy plane.

As far as shooting with it at range, I don't highly recommend it. While you'll be concealed on the map it will take 5 hits to kill someone, which, given the recoil will be a task under pressure. If flanking the enemy, get closer. If attacking head on, consider flanking. Remember, the closer you are the better.



Rapid Fire - Cost - 3000 CP
I very much liked rapid fire on the MP5K. This comes from a huge fan of double tap on the P90 in COD4 though. I just like the way guns kick when they shoot extra fast. There is something about it that I find easy to control.

My love for double tap aside, I'd say give rapid fire a try if you have a spare 3000 CP, it's definitely a worth while investment, just expect the number of people you're going to kill with a clip to go down, as the increase in speed increases wasted ammo.

There is one thing I don't like about rapid fire. It's loud. If it wasn't so crucial to run slight of hand with it I'd want to run it with warlord and a silencer as well. But onto the downfalls of being loud.

The defining moment for me was when followed two enemies out of their spawn and onto the flank of my team, and ended up missing a knife, a knife I tried to take because I know shooting would give me a way, and upon missing I was flashed, resulting in me spraying to try and kill the guy who saw me, which I did, but the 2nd guy killed me, something I feel I'd have avoided with a silenced weapon. Thanks to theater mode I can bring you that clip as described so you can see what happened.

To give an example of how rapid fire can be helpful I've uploaded this clip, demonstrating it's ability to beat another MP5K, even when they shoot first. I also found it efficient in taking out an RC car, something I usually have trouble doing, though honestly this one was a mistake.

My MP5K
My stats for the MP5K, as of midway through writing this post are as follows:

Kill / Death - 2.54
Accuracy - 20.55%
Kills - 502
Deaths - 198
Headshots - 43

Game Notes
In this section I'd like to include things I jot down right after I finish a game, noting what I like and do not like about a particular gun. Think of this as written live commentary.
Just went 29-6 with the MP5K. Things I like, it's great with a silencer. Great for drop shotting, got a lot of those that game. Has a decently well controlled hip fire spread, meaning firing from the hip will get you kills, and I do use it, though aiming is always better. Only 30 bullets in the clip, so anything past 3 guys will be a tough spray. Ran into that problem a few times.
Bottom Line
One of my favorite SMGs in the series, and while it might not handle the same as in past games, it's similar. So if you're a run and gunner like myself you will undoubtedly already be well acquainted with this fine piece of machinery. If you dread the SMG, then consider this a good place to get a feel for them.

Thanks for reading the first in the series, The Guns of Black Ops, be sure to check here next time when I discuss the M16 -- same Bat-time, same Bat-channel.

Until then,
Go Deep. Go Hard.
-K1ng K00p4

Tuesday, January 4, 2011

The Guns of Black Ops

Since I've hit 1st Prestige I've been thinking about what to write. I want to dive into everything, but I need some sort of structure, otherwise you'll probably end up just reading a lot of nonsensical rants by a fellow COD player. Which, to be honest, would not be that fun to read.

That said, throughout the next few weeks I hope to bring to you a rather large series that I'm going to call The Guns of Black Ops. Allow me to elaborate. I've only used a few guns throughout the 0th Prestige (for lack of a better term to call the first 50 ranks). One thing about Black Ops is that it does not provide an incentive you use any particular gun like the older games. Thanks to COD Points you can use your best gun 24/7 and unlock every attachment, camouflage, what have you, for every other gun in the game, all without using them. While this provides some benefits, it's still a draw back in my opinion.

Working through all the guns from level 1 I aim to discuss each one, in detail. I plan to do so by using each one for around 150 kills using what I think feels right to me in terms of attachments. I will then experiment with each attachment and discuss my experience with the gun, it's attachments, pros and cons, stats, recoil, etc. You name it, I'll talk about it.

And thanks to the theatre mode hopefully some educational clips will arise from my gameplay, if not, no big loss. So look for my first post soon, covering the MP5K, one of my favorite SMGs.

Until then,
Go Deep. Go Hard.
-K1ng K00p4