With more competitive players, the attachment is quite weak, as enemies will still be able to hear the silenced weapon and make an educated guess on where the shot is coming from. Extended Mags increases the MK14's magazine capacity to 30 rounds, and increasing the MK14's starting ammo loadout to 90 rounds. This is a good attachment in the sense that there's no drawback to using it, and Extended Mags helps delay the MK14's long reloads.
The MK14 also has access to all proficiencies. The best proficiencies to use are Impact , Attachments, and Focus. Impact allows the MK14 to shoot through obstacles much more easily and put its great damage to even better use.
Attachments is useful, as the MK14 has quite a few good options for attachments. Focus is extremely helpful when fighting enemies at medium range, as flinch is reduced significantly, allowing the player's aim to not be deterred as easily. Overall, the MK14 is deadly when used on long sightlines, but is weak up close compared to the rest of the assault rifles.
When moving through confined areas, the player should use a secondary weapon that is strong up close, such as a Machine Pistol. The player may also want to consider using Overkill , along with a Submachine gun or Shotgun.
If the player is using a different weapon as a secondary, it is beneficial to use Steady Aim and Rapid Fire in order to help balance out the weapon's poor close-range performance. However, experienced players often choose the MK14 over other weapons, because of the usually two-shot kill potential, players with a good trigger finger can dispatch enemies very quickly, sometimes beating out weapons that are significantly better than it at close range.
Factoring all of this in, there is a large skill gap when using the MK Players not used to semi-automatic weapons or players with bad aim will find it very challenging to use, while players that have good aim will find the MK14 one of the most versatile and powerful weapons in the entire game. Using this weapon is questionable because its fire rate makes it an unfavorable weapon in close-quarters but its high damage means that the player does not need to go for headshots as early as other guns.
It was added as a replacement to the M14 , which was removed shortly before the MK14 was added to the game. The MK14 has a bizarre damage profile.
The MK14 will be a three shot kill out to 16 meters, and will be a four shot kill at any other range. The MK14 has very odd 2. Hitting this area once will instantly make the MK14 a two shot kill, and nearly kills enemies outright, meaning that the MK14 will almost always kill an opponent in one shot if they have taken damage from a weapon.
For a semi-automatic assault rifle, the damage dealt away from the head is very poor for a semi-automatic weapon, being almost on par with other Assault Rifles. When hitting the head, however, the MK14 is theoretically among the fastest killing weapons at any range, and as such, dearly rewards players that focus on headshots. In Hardcore game modes, however, the MK14 is extremely deadly, killing in a single shot at any distance. This makes the MK14 one of the greatest weapons to use in Hardcore, as an accurate player can win many gunfights before the other enemy can even start shooting at them.
However, Exo Stim users can be painful to combat, as the health of a player when using Exo Stim is not reduced in Hardcore game modes. As well, enemies hiding through cover may not be killed outright by the MK14, but hitting said enemy in the head can negate this and allow one shot kills through cover. The MK14 also has bizarre accuracy traits. Due to several accuracy buffs, the MK14 has effectively no viewkick; however, the MK14 is one of only a few assault rifles which has idle sway, and it sways quite a bit, meaning the user must be careful not to let the idle sway drift shots off course.
As well, the iron sights are somewhat clear, but may not be optimal for longer ranges. The MK14 has a somewhat low rate of fire. Players shooting faster than RPM will hit a firecap, and will actually shoot slower than the maximum potential. The MK14 doesn't have a very high potential in the rate of fire category, especially considering that the MK14 is a semi-automatic assault rifle, demanding every shot to be executed by a separate trigger pull. Almost every fully automatic Assault Rifle can fire faster than the MK The MK14 has somewhat bad handling traits.
The hip-fire cone is relatively large, the aim down sights time is milliseconds, and the MK14 reloads slowly, taking two seconds to do a tactical reload, taking 2. These reload times are poor, keeping in mind that the MK14 has a pitiful 20 round magazine, making reloads frequent and lengthy.
The MK14's strong suit is its accuracy. The MK14 has minimal viewkick to the point where it doesn't need improvement from a Foregrip or a variant to be accurate. This helps players to better aim their lethal shots and focus more on firing as many rounds as possible.
The MK14's downsides are the reload times, the damage, and the rate of fire. The rate of fire is low, limiting the possible damage-per-minute ratio, and the 20 round magazine, combined with the sluggish reload times will make the user reload frequently. The damage is very poor for a marksman rifle. As well, the player will only start with 80 rounds of ammunition, limiting the amount of kills they can net.
The usual assortment of attachments are available for the MK The MK14 will reload frequently and doesn't have a lot of ammunition, making Extended Mags and Dual Magazine extremely valuable assets to the MK14 user, allowing either faster reloads, or more starting ammunition, and less frequent reloads.
As previously mentioned, the Foregrip isn't needed on the MK14, as it is so accurate that the Foregrip will have a minimal effect on accuracy. The Suppressor is an odd attachment on the MK The three shot kill range will reduce correspondingly, but that's the only statistical downside the Suppressor gives.
The Suppressor on the MK14 can be surprisingly effective. The Laser Sight isn't a very good idea, as the MK14 isn't a weapon geared for close quarters combat. YES NO. In This Wiki Guide. War comes home in Call Of Duty: Modern Warfare 3, the explosive third chapter of the blockbuster first-person action series set in near-future combat scenarios.
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