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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:
Rapid Fire increases rate of fire by 1.33 times, which means:
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:
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:
How to use the MP5K well Close quarters
Recommended perks Slot 1
Slot 2
Slot 3
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!
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Last edited by Svizzara; 02-25-2010 at 10:01 PM. Reason: Changes made in the Rapid Fire section. |
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#2 (permalink) | ||||||||||||||
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very nice guide, thanks
Fancy mentioning the UMP a bit?
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This is getting repetitive. |
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#3 (permalink) | |||||||||||||||
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Very good guide. Unbiased info and plenty of pics and facts.
Because that should be done in all guides right?
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#5 (permalink) | ||||||||||||||
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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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This is getting repetitive. |
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#6 (permalink) | ||||||||||||||
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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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#7 (permalink) | ||||||||||||||
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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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#8 (permalink) | |||||||||||||||
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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. 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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#9 (permalink) | |||||||||||||||||
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Quote:
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:
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:
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#10 (permalink) | ||||||||||||||
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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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#11 (permalink) | ||||||||||||||
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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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#12 (permalink) | ||||||||||||||
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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.
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Last edited by Svizzara; 02-27-2010 at 06:10 PM. Reason: No longer writing the MP5K vs. UMP45 section. |
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#14 (permalink) | ||||||||||||||
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chaR is right on point with his comment. I too agree that the MP5K and the UMP cannot be compared.
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#15 (permalink) | ||||||||||||||
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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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#17 (permalink) | ||||||||||||||
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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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#18 (permalink) | |
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#20 (permalink) | |||||||||||||||
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You are wrong.
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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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#23 (permalink) | ||||||||||||||
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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.
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Last edited by Svizzara; 08-15-2010 at 02:30 PM. |
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You are a complete buffoon. |
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