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Old 01-30-2010, 04:32 PM   #1 (permalink)
 
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Default Svizzara's Guide to the MP5K

Svizzara's Guide to the MP5K

Statistics

"Rate of fire" and "Time between bullets fired" statistics are taken from DenKirson's Modern Warfare 2 blog:

Modern Warfare 2 | DenKirson on Xanga

It has proven to be a reliable source in a past guide I wrote. Also used by many others on the CoD4 forums.

Weapon name: MP5K
Magazine capacity: 30 bullets
Reserve ammunition: 60 bullets
Rate of fire: 850 rounds per minute
Time between bullets fired: 7 milliseconds
Damage multipliers: 1.4x for the head, no multipliers anywhere else
Recoil: high cluster

General Information

The MP5K is a compact, fully automatic, fast firing sub-machine gun best used for close and medium range combat. Similar to the MP5 from Call of Duty 4: Modern Warfare, recoil is the limiting factor of this weapon. Unless you are very good at burst firing, then you will not be able to use the MP5K well at long range.

Another thing that the MP5K has in common with the MP5 from CoD4 is the iron sights. The circle/centre post setup is simple to use, and does not block your vision very much. Hip firing is also an effective way to use the weapon, especially in close quarters combat.

There is a lot of hidden potential within this weapon. It is overshadowed by the UMP45, but once you learn to use the MP5K well, you will find that it is far more rewarding to use.

Attachments

Rapid Fire: Unlocked after 10 kills with the MP5K

Not recommended. The MP5K already eats through its bullets at 850 rounds per minute! To put that in perspective:
  • It fires 14 bullets per second
  • It will empty its entire 30 round magazine in just over 2.1 seconds

Rapid Fire increases rate of fire by 1.33 times, which means:
  • Rate of fire is now approximately 1133 rounds per minute
  • It fires 18 bullets per second
  • It will empty its entire 30 round magazine in just over 1.6 seconds

Combine this extremely high rate of fire with lots of recoil, and you have an uncontrollable, ineffective weapon outside of close quarters combat. However, it is very effective in close quarters combat, thanks to tight crosshairs and the fact that you aren't aiming down the sights anyway.

By using Rapid Fire, you have removed the MP5K’s medium range capabilities. Use it if you are going to be fighting in close quarters, or if you have a medium range capable secondary weapon, such as the PP2000.

Akimbo: Unlocked after 30 kills with Rapid Fire attached to the MP5K



Not recommended. The crosshairs are absolutely enormous, and you will find it extremely difficult to hit anybody, even if you’re in close quarters.

Red Dot Sight: Unlocked after 25 kills with the MP5K





This attachment increases the MP5K’s usability in medium range situations, for the following reasons:
  • There is almost no blockage of your vision
  • It is easier to put a dot on your target than it is to get your target inside a small circle

This is a great attachment if you are just beginning to use the MP5K. It will allow you to get used to the recoil, without having to worry about adjusting to new iron sights and target acquisition.

Holographic Sight: Unlocked after 60 kills while looking through the Red Dot Sight on the MP5K





This is made redundant by the Red Dot Sight. It blocks a lot of your vision, thanks to the huge metal frame and base. The dot in the middle is also not as precise.

I don’t know for sure if this sight zooms in at all, but if it does, that just makes it even worse. The MP5K is not a long range weapon; any sort of zoom is unnecessary.

Suppressor: Unlocked after 75 kills with the MP5K



This is one of the most useful attachments for this weapon. A must-have for stealthy players, as it hides you from enemy radar when you fire. The combination of easy-to-use iron sights, full mobility, and quietness make for one of the best stealth classes in the game.

Something I’d like to mention is the actual sound suppression. Even though all suppressed weapons hide you from enemy radar, some of them aren’t so quiet. For example, a suppressed M4 is still pretty loud. Some people will be able to find you because of this sound, even though you don’t appear on their radar. In contrast, a suppressed MP5K is whisper-quiet, and hides you in terms of sound and radar.

ACOG: Unlocked after 150 kills with the MP5K





This is a full on scope. Now, when you think of the word “scope”, what comes to mind? I’m willing to bet that you’re thinking of long-range kills, zoom, and accuracy. Precisely what the MP5K should not be associated with.

Thermal Scope: Unlocked after 20 kills while looking through the ACOG on the MP5K





Again, full-on scopes do not belong on this gun. Don't use it.

FMJ (Full Metal Jacket): Unlocked after 300 kills with the MP5K

This attachment reduces damage decay when you shoot through an object. I do not have solid numbers stating how much the decay reduction is, sorry.

Contrary to popular belief (and IW’s statistic charts), FMJ does not increase damage when you are not firing through an object. It reduces damage decay when you are firing through something.

This is a useful, general-purpose attachment. You may not notice the difference until you get to a map like Highrise, where there are a lot of things to shoot enemies through. The specific areas I’m talking about are the offices on either end of the map, where there are cubicles, computers, plants, glass, and other miscellaneous junk to shoot through. More on that later.

Extended Magazines: Unlocked after 40 bullet penetration kills using FMJ on the MP5K

In my opinion, this is the best attachment for the MP5K. It increases magazine capacity to 45 rounds, which is a 15 round increase. It is useful in the following situations:
  • When you run into multiple enemies in close quarters
  • When you fire on an enemy, he runs into cover, and you have to finish him off; you don’t need to waste time reloading
  • When you have terrible accuracy

How to use the MP5K well

Close quarters
  • Aim in the enemy’s general direction
  • Fire from the hip until he dies
  • Check around you for more enemies ("Check those corners!" - Captain Price), kill any you find, using the same tactics as above
  • Reload immediately
Medium range
  • Aim down your sights and get your target within them
  • Fire a burst of 5-10 bullets
  • If the enemy is not dead by now, they are either running towards you while firing, or they are taking cover
  • If they are running towards you and firing back, take cover quickly (go prone or hide behind something), wait there for about 1 second (no longer than that, otherwise they will kill you with explosives), and pop back out. They will now be at close range, and you can spray them down with bullets.
  • If they have taken cover, you need to immediately rush forwards and spray them down. Do not hesitate. If you do, they will have enough time to set a trap for you, such as claymores or C4.

Recommended perks

Slot 1
  • Marathon – Good for somebody with a fast and furious playing style. You will constantly be moving quickly, including over objects and on ladders if you have unlocked the Pro version.
  • Sleight of Hand – You will be reloading the MP5K a lot. This perk speeds things up and helps keep up a fast pace. If you have unlocked the Pro version, the shorter ADS (Aim Down Sight) time also helps in situations demanding quick reactions (turning a corner and finding an enemy down the hallway at medium range).
  • Scavenger – Consider your average lifespan and your accuracy, and decide whether or not you need this perk. If you die often, you won’t need this perk. If you are very accurate, you won’t need this perk. And vice versa.

Slot 2
  • Stopping Power – I don’t have much to say here, because you can’t really go wrong with this one. Who doesn’t like increased damage?
  • Lightweight – Again, good for somebody with a fast and furious playing style. Use this with Marathon to keep yourself in constant, quick motion.
  • Cold-Blooded – If you are a stealthy player, then you need this perk. Use this with a suppressor and Ninja to stay invisible. The Pro version (no red name or crosshair when targeted) can lead to some funny situations: I once had an enemy literally stare at me for a second or two, then turn away. This perk is also a godsend when there are Harriers and helicopters in the air.

Slot 3
  • Commando – The MP5K is a weapon for close quarters combat. Increased melee distance is very helpful when you are low on ammunition, or when you are taken by surprise. The Pro ability (no damage from falling) is great as well. It helps with manoeuvrability around the maps. Like when you can just leap off rooftops, instead of going down a staircase.
  • Steady Aim – You’ll be firing from the hip a lot, so better accuracy is an obvious benefit.
  • Ninja – Needed for a stealth class, since you don’t need to worry about your heartbeat giving you away. Personally, I feel that the Pro ability (4x quieter footsteps, pretty much silent) is actually the main benefit of this perk.
  • SitRep – Another option for stealthy players. Killing snipers from behind becomes easier, because you can now see the claymores they have planted. The Pro ability (4 x louder footsteps) counters Ninja Pro users, and is a big help in Search and Destroy.

My personal MP5K class

Primary weapon: MP5K with Extended Magazines and Blue Tiger camouflage
Secondary weapon: Glock 18 Akimbo
Equipment: Fragmentation grenade
Special Grenade: 2 stun grenades
Perk 1: Sleight of Hand Pro
Perk 2: Stopping Power Pro
Perk 3: Steady Aim Pro
Deathstreak: Martyrdom

Maps

I will only be discussing maps that the MP5K can be used effectively on.

Afghan – This entire map is close and medium range. The only spot you need to be worried about is the cliff overlooking the wrecked plane. If you are on ground level near the plane, you will be picked off by snipers and assault rifle users from up above. Unless you can use the MP5K at long range, you are defenceless against these people.

Favela – Another map that is almost entirely close and medium range. Stay inside buildings and in tight alleyways. Stay off the rooftops and out of open areas (such as the soccer field).

Estate – Being patient and taking the long way around is the way to go here. Do not run out in the open, stay on the outskirts of the map. The big house is a gold mine in terms of kills. When you’re in it, don’t just watch the front door; cover the side and rear entrances as well. Steer clear of the balconies; those are only for people with long-range capable weapons.

Highrise – The two offices on either side of the map are usually good for 4 or 5 hip-fire kills. Use the underground tunnel network to move around. Stay off the helipad, and minimize time spent on the long path, the one with two empty elevators beside it.

Invasion – Simple strategy here: stay off roads, stay in buildings.

Karachi – Here is yet another map that is mainly close and medium range. There are plenty of multi-level buildings to weave in and out of. Watch out for long-range players on rooftops.

Rust – Any sort of strategy just falls apart here, so don’t bother taking it slow and steady. Watch out for long-range people on the top of the centre structure. When engaging them, do it from ground level. Don’t bother trying to climb up to their level; you’ll just get shot in the back as you’re on a ladder.

Scrapyard – This is the perfect map for an SMG user. Go to the four buildings on each side of the map for close range fighting.

Skidrow – Only places to avoid here are the big, open areas on either side of the map. Stay indoors!

Sub Base – Stay out of the middle area, because you are exposed to everybody, especially people on the second floors of buildings. Also, the path at the front of the map (the SEALs spawn here in TDM) is deadly, because people camp on each end of the path and have perfect sightlines all the way down.

Terminal – Nothing to avoid here. Have fun!

Thanks for reading! Any advice is much appreciated!

Last edited by Svizzara; 02-25-2010 at 10:01 PM. Reason: Changes made in the Rapid Fire section.
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Old 02-20-2010, 12:55 PM   #2 (permalink)
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Default Re: Svizzara's Guide to the MP5K

very nice guide, thanks Fancy mentioning the UMP a bit?
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Old 02-20-2010, 01:04 PM   #3 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Very good guide. Unbiased info and plenty of pics and facts.

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Fancy mentioning the UMP a bit?
Because that should be done in all guides right?
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Old 02-24-2010, 01:18 PM   #4 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Great guide
A+
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Old 02-24-2010, 05:50 PM   #5 (permalink)
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Default Re: Svizzara's Guide to the MP5K

I wondered about the UMP purely because it's the MP5k's only true "competitor" and from a stats point of view the UMP is better, so I just wondered why I should use my precious class slots on the MP5 not the UMP
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Old 02-24-2010, 07:58 PM   #6 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Decent guide, though rapid fire is unlike you state, arguably the best attachment for the MP5k.
The MP5k w RF is basicly the ultimate hipfire weapon, with rapid fire it's almost on par with akimbo G18's. You aren't going to use the MP5K on long range anyhow, which is why RF is by far the best you can put on this gun.
This is also why you should pair the MP5K up with the Rafflica w RDS as secondary. The rafflica is actually an awesome long range weapon w SP.

Sleight of Hand is sortoff overkill on an SMG. The benefit SMG's(the MP5K) get from SoH Pro is so minimal, it's really a waste.
Marathon is the optimal blue perk for any SMG due to not having any movement penatly when using one. That's how you make optimal use of an SMG.
I've personally always used SP on an MP5K so far, but Im gonna try Lightweight pro on my next prestige. I feel like this might make more of a difference, esp in combination with Marathon.
Steady Aim is a must for the MP5K. If you want to play a stealth class, go with the UMP.

The UMP & MP5K cannot be compared at all either, they serve completly different purposes. The MP5K is the best CQC weapon in-game, while the UMP is one of the worst.
It's been stated many times before, you cannot put the UMP in line with other SMG's. It simply isn't one, it lacks the most crucial characteristics of an SMG.
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Old 02-25-2010, 01:27 AM   #7 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Good guide.. i use the MP5 a lot. A hell of a lot actually, and i have settled with FMJ/RF.

My "main class" is sniper but when im not getting satisfaction or the game turns to run n gun i absolutley love this little beauty for letting off steam.I have tried and gone thru the UMP and even VECTOR but i cant bring myself to let go of the mp5. I also use the Raf as secondary with RDS for med/long range.

I use scav pro
Lightweight
Steady Aim

I used to use marathon but once the enemy knows youre running round like a loon they lay in wait so im a bit more cautious than i was,and due to RF i need more AMMO !!!!!
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Old 02-25-2010, 09:57 PM   #8 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Quote:
Originally Posted by chaR View Post
Decent guide, though rapid fire is unlike you state, arguably the best attachment for the MP5k.
The MP5k w RF is basicly the ultimate hipfire weapon, with rapid fire it's almost on par with akimbo G18's. You aren't going to use the MP5K on long range anyhow, which is why RF is by far the best you can put on this gun.
This is also why you should pair the MP5K up with the Rafflica w RDS as secondary. The rafflica is actually an awesome long range weapon w SP.

Sleight of Hand is sortoff overkill on an SMG. The benefit SMG's(the MP5K) get from SoH Pro is so minimal, it's really a waste.
Marathon is the optimal blue perk for any SMG due to not having any movement penatly when using one. That's how you make optimal use of an SMG.
I've personally always used SP on an MP5K so far, but Im gonna try Lightweight pro on my next prestige. I feel like this might make more of a difference, esp in combination with Marathon.
Steady Aim is a must for the MP5K. If you want to play a stealth class, go with the UMP.

The UMP & MP5K cannot be compared at all either, they serve completly different purposes. The MP5K is the best CQC weapon in-game, while the UMP is one of the worst.
It's been stated many times before, you cannot put the UMP in line with other SMG's. It simply isn't one, it lacks the most crucial characteristics of an SMG.
Okay, I just came back from a few matches using the MP5K with Rapid Fire, and I have to admit, it is a very good attachment in close quarters, but only in close quarters. I still think it renders the gun useless for all other engagements. Minor changes have been made in the Rapid Fire section of the guide.

Please expand on your idea of the UMP45 not being comparable with the MP5K. I want to add a section comparing the two, but I also want to understand your viewpoint.

The reason I'd like to add an MP5K versus UMP45 section is because I feel that the MP5K is considered by many to be inferior to the UMP45. Adding a comparison section would shed some light on the situation, and maybe it would even convince some people to switch over to the MP5K!

Thanks in advance.
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Old 02-26-2010, 12:59 PM   #9 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

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Originally Posted by Svizzara View Post
Okay, I just came back from a few matches using the MP5K with Rapid Fire, and I have to admit, it is a very good attachment in close quarters, but only in close quarters. I still think it renders the gun useless for all other engagements. Minor changes have been made in the Rapid Fire section of the guide.
That's why I said you should use the rafflica as secondary. It's a pocket famas. It actually has many advantages over the M16/Famas, with the only disadvantage being a much faster range decay.

You should only be using the MP5K in CQC anyhow. For mid range, burst fire when needed. Else use the rafflica.
The rafflica-RDS/MP5K-RF is arguably one of the strongest class setups when used right.

Quote:
Please expand on your idea of the UMP45 not being comparable with the MP5K. I want to add a section comparing the two, but I also want to understand your viewpoint.
Because they surve completly different purposes. The UMP isn't an SMG in any way but its mobility/raise/ads. The 2 most prominent characteristics of a real SMG are
1) High Rate of Fire
2) Strong CQC DPS.
The ump lacks any of these. The thing that makes the UMP good is its 3 shot kill at any range w/o SP, making it the ideal silenced weapon.
The UMP is a gimmick weapon, that just happens to be classified as SMG due to raise/ads times & mobility. It lacks the real characteristics of other SMG's.

The real SMG's in this game are the MP5K, Vector, P90 & mini-uzi. The machine pistols could very much be considered as SMG's to.

Quote:
The reason I'd like to add an MP5K versus UMP45 section is because I feel that the MP5K is considered by many to be inferior to the UMP45. Adding a comparison section would shed some light on the situation, and maybe it would even convince some people to switch over to the MP5K!

Thanks in advance.
Like I said, you can't compare them, since they serve completly different purposes.
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Old 02-27-2010, 11:04 AM   #10 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Nice guide.
I am horrible at using the mp5k and I get most of my kills are off of hip firing.
On the Ump the silencer decreases kickback considerably, does it do the same to the mp5k?
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Old 02-27-2010, 11:05 AM   #11 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

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Originally Posted by aflax1 View Post
Nice guide.
I am horrible at using the mp5k and I get most of my kills are off of hip firing.
On the Ump the silencer decreases kickback considerably, does it do the same to the mp5k?
silencer doesnt reduce kickback or whatever, it reduces muzzle flash. I've repeated this line about 953195 times on these boards now -.-
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Old 02-27-2010, 01:27 PM   #12 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

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Originally Posted by aflax1 View Post
Nice guide.
I am horrible at using the mp5k and I get most of my kills are off of hip firing.
On the Ump the silencer decreases kickback considerably, does it do the same to the mp5k?
Suppressors don't actually reduce recoil on any weapons. It only feels like recoil is reduced, because the gun is a lot quieter, and there is no muzzle flash. I get that feeling too, whenever I use a suppressed weapon.

Last edited by Svizzara; 02-27-2010 at 06:10 PM. Reason: No longer writing the MP5K vs. UMP45 section.
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Old 02-27-2010, 01:35 PM   #13 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

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I've decided to add a section comparing the MP5K to the UMP45. I think that they are comparable. It'll probably be up before this weekend is over.
That's about as relevant as comparing the TAR to the barrett. /facepalms
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Old 02-27-2010, 02:42 PM   #14 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

chaR is right on point with his comment. I too agree that the MP5K and the UMP cannot be compared.
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Old 02-27-2010, 06:09 PM   #15 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

So I used the UMP45 this afternoon, with a suppressor, and my opinion has changed. It is definitely not comparable with the MP5K, or anything else, for that matter. It's simply far superior to every other gun in the game, because it is easy to use and is very powerful at close, medium, and long range. It can be used on any map, in any situation.

I won't be writing the comparison section anymore.
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Old 07-08-2010, 09:24 PM   #16 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Good guide.
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Old 08-13-2010, 11:12 AM   #17 (permalink)
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Default Re: Svizzara's Guide to the MP5K

I think people compare the UMP and the MP5k because in real life the Ump is the successor to the Mp5k. I feel like they should be similar, but just because I know that.

The mp5k is beast with the silencer, marathon, and ninja pro. You can just run all the way around and kill like 3 people spawning in the face with out them knowing you were there. Also I just realized today you don't need to use stopping power it doesn't help it very much. Cold blooded pro is going to be ten times more fun.

Oh, you should change the title of the have MP5k as the first word it doesn't catch the eye.
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Old 08-13-2010, 11:29 AM   #18 (permalink)
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Default Re: Svizzara's Guide to the MP5K

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Originally Posted by Token'n'CoDen View Post
I think people compare the UMP and the MP5k because in real life the Ump is the successor to the Mp5k. I feel like they should be similar, but just because I know that.

The mp5k is beast with the silencer, marathon, and ninja pro. You can just run all the way around and kill like 3 people spawning in the face with out them knowing you were there. Also I just realized today you don't need to use stopping power it doesn't help it very much. Cold blooded pro is going to be ten times more fun.

Oh, you should change the title of the have MP5k as the first word it doesn't catch the eye.
Best second tier perk for MP5 is stopping power.
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Old 08-13-2010, 02:39 PM   #19 (permalink)
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Default Re: Svizzara's Guide to the MP5K

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Originally Posted by Skuh View Post
Best second tier perk for MP5 is stopping power.
No its not man trust me it helps so little you can't even tell. If you need stopping power with Mp5k then I pitty you because it works without it
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Old 08-13-2010, 04:09 PM   #20 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

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No its not man trust me it helps so little you can't even tell. If you need stopping power with Mp5k then I pitty you because it works without it
You are wrong.
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Old 08-13-2010, 05:07 PM   #21 (permalink)
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Default Re: Svizzara's Guide to the MP5K

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You are wrong.
I don't care what you think because I've used it and its worked just as well. Don't believe me try it yourself. Stopping power is a waste
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Old 08-14-2010, 09:12 AM   #22 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

I wouldn't use because stopping power with Mp5k or ump because:

1.Im a rusher,i'll use lightweight instead
2.I won't need it because i usually win in a firefight

I'd use stopping power for assault rifles and stuff,but not mp5ks and Umps and stuff.
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Old 08-15-2010, 10:21 AM   #23 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Perhaps the following information will help you guys decide if you want to use Stopping Power with the MP5K.

Please note that the following has been written without any bias, and does not reflect my opinion on the topic. It is simply useful information.

The MP5K, without attachments or Stopping Power:

Deals 40 damage when the target is within a range of 18.5 metres or less. 3 bullets are fatal. 2 bullets are fatal if they both hit the head.

Deals 20 damage when the target is within a range of 25 metres or more. 5 bullets are fatal. 4 bullets are fatal if they all hit the head.

The MP5K, without attachments but with Stopping Power:

Deals 56 damage when the target is within a range of 18.5 metres or less. 2 bullets are fatal, regardless of where they hit the target.

Deals 28 damage when the target is within a range of 25 metres or more. 4 bullets are fatal. 3 bullets are fatal if they all hit the head.

In general, Stopping Power reduces the amount of bullets required for a kill by 1.

In general, you will save 7 milliseconds per kill, because the time between bullets fired for the MP5K is 7 milliseconds. See "Statistics" section in the guide.

Last edited by Svizzara; 08-15-2010 at 02:30 PM.
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Old 08-15-2010, 11:44 AM   #24 (permalink)
 
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Default Re: Svizzara's Guide to the MP5K

Quote:
Originally Posted by Token'n'CoDen View Post
I don't care what you think because I've used it and its worked just as well. Don't believe me try it yourself. Stopping power is a waste
I woke up one morning and saw that the sky was purple because I woke up with high blood pressure and blurred vision. I shall now continue to claim that the sky is very purple while refusing to ever step outside or look out of the window again in my life because I know that the sky is purple.

You are a complete buffoon.
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Old 08-15-2010, 05:23 PM   #25 (permalink)
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Default Re: Svizzara's Guide to the MP5K

Quote:
Originally Posted by ViS View Post
I woke up one morning and saw that the sky was purple because I woke up with high blood pressure and blurred vision. I shall now continue to claim that the sky is very purple while refusing to ever step outside or look out of the window again in my life because I know that the sky is purple.

You are a complete buffoon.
You're an idiot and your little story doesn't prove any point other then you didn't understand. If you saw the sky purple and told me this I would go outside and see it isn't purple and not believe you. I say stopping power is unnecessary and if you went and used it in the field you will SEE THAT IT IS UNNECESSARY.
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