Phantom Forces Wiki
Tag: Visual edit
Tag: Visual edit
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==== Points ====
 
==== Points ====
* If a player clicks too fast, they will oversample and have an overall slower fiirerate (early clicks don't count and delay later clicks that do).
+
* If a player clicks too fast, they will oversample and have an overall slower firerate (early clicks don't count and delay later clicks that do).
 
* A somewhat fast 2SK headshot anywhere and a slow firerate encourages the MK11 to be precise while aiming.
 
* A somewhat fast 2SK headshot anywhere and a slow firerate encourages the MK11 to be precise while aiming.
 
* The low firerate may be bad, but it conserves ammo, and along with a low recoil makes shots very accurate.
 
* The low firerate may be bad, but it conserves ammo, and along with a low recoil makes shots very accurate.

Revision as of 09:42, 17 October 2018

Designated Marksman Rifles, or DMRs, generally favor medium to long range combat, though are heavily varied in how they play. Knowing these variations helps to get the advantage over an opponent and to use your weapon to its fullest.

General

DMRs contain two seperate playstyles dependent on their firerates. Faster, assault rifle-like DMRS are better at close range, while slower ones play like snipers.

For this page, "Extremely Close" is 0+ studs, "Close" is 20+ studs, "Medium" is 75+ studs, "Medium-Long" at 100+ studs, "Long" is 125+ studs, and "Extremely Long" is 200+ studs. This may or may not apply to other pages.

Assault-Like DMRS (MK11, SKS, VSS Vintorez)

These weapons are signified by higher firerates and lower damage.

  • Accuracy is more important than other close range wepaons, due to a relative slow firerate (MK11, SKS), or low ammo (VSS). These weapons can 2SK with headshots, and the MK11/VSS can also do so with torso shots.
  • Stay at a medium range, as these weapons can outperform snipers upclose and most others far away.
  • Aim at all ranges unless a Vertical Grip is used (or extremely close), as hip-fire accuracy is rather low for these weapons.
  • Don't go to busy or heavily used sniper spots, as there is likely alredy going to be someone there, who might snipe you when you're approaching.
  • Try to have a good secondary weapon, like a Serbu Shotgun.
Matchups Strategy
File:KSG12Slim.png
Shotguns
Shotguns, with their potentially 1 shot, 1 kill pellets are the bane of even these DMRs up close. However, the short range and low accuracy of these weapons allow the DMR user to win if they are midrange or further. This applies for shotguns without Slugs - they are similar to snipers.
File:AK12.png
Assault Rifles
Assault Rifles shoot faster than the MK11 and SKS and thus win unless far enough away for the DMR to act like a sniper. The VSS has a similar, but harder playstyle to the AS VAL and can match up with ARs. But even the other two deal decent damage and will likely win with a first shot.
File:InterventionSlim.png
Snipers
Snipers have an equal matchup against DMRs at the (medium) long range - the DMR can fire quickly but is less accurate, while the Sniper can 1SK and has time to aim. Getting closer, and the DMRs become more accurate and require less bullets to kill, disadvantaging the sniper. Once close or mid-range DMRs have the clear advantage, like an assault rifle, and it must rely on a headshot.

Sniper-Like DMRS (Dragonouv SVU, Scar-SSR, Dragonouv SVDS)

These weapons are notable for their 1SK headshot (at least at max damage), usage of sniper ammo, and lower clips than the other DMRs.

  • Playing like a Sniper is often viable, but relatively low damage makes headshots more important. Keep in mind the damage dropoff, however, as range isn't as good.
  • Unlike Snipers, these guns are Semi-Automatic and not Bolt Action - and can fire mutiple times without having to stop aiming. This makes missing less punishing. Espsecially with the SVU, going for the 2SK can be easier and better at close range.
  • Going up close to an enemy is not recommended due to low firerate, though are better than Snipers at it due to bodyshots being less punishing. If you have to, try and use cover and aim for the head.

Matchups are similar to sniper rifles, but DMRs are better closer up and have less punishment to miss. Snipers win against DMRs far away.

Assault Designated Marksman Rifles, Seperated

MK11

Image Damage Range Shots to Kill Firerate Accuracy Clip
File:MK11Slim.png
45-38 110 Max

160 Min

2SK
*Head (all)
Torso (max)
3SK
Torso (min)
Limbs (all)

330 RPM

Semi-Auto

(Assault Like)

General: 49

Hip: 30

Sight: 25

20+1

80 Reserve 7.62x51mm NATO

The MK11 is unlocked at Rank 3, making it the earliest DMR available. It has the highest ammo count of its class, tied with the SKS. It can be deadly when in the hands of a capable marksman, when equipped with a good scope (VCOGs, ACOGs and M145s are all good scopes for the MK11).

Overall, the MK11 is a medium-long range weapon that has not as much trouble as snipers at close range.

Points

  • If a player clicks too fast, they will oversample and have an overall slower firerate (early clicks don't count and delay later clicks that do).
  • A somewhat fast 2SK headshot anywhere and a slow firerate encourages the MK11 to be precise while aiming.
  • The low firerate may be bad, but it conserves ammo, and along with a low recoil makes shots very accurate.
  • The MK11 has a tough time at closer ranges, but still can fight, making it a defining DMR for new players.

Anti-Weapon Strategy

  • The MK11's slow firerate means dodging with slides, especially at close range, makes MK11's shots go to waste. In order to win close up, the MK11 needs to have the first shot or headshots, since other weapons can shoot faster. Any weapon which is fully-automatic or is very quick in firing will be a good weapon to combat MK11 users.

SKS

Image Damage Range Shots to Kill Firerate Accuracy Clip
File:SKSSlim.png
40-32 100 Max

150 Min

2SK
Head (Max)
3SK
Head (Min)
Torso (All)
Body (Max)
4SK
Body (Min)
433 RPM

Semi-Auto (Rifle)

Gen.: 57

Hip: 28

Sight: 37

20+1

80 Reserve 7.62x39mm

Once reaching Rank 13, the SKS is unlocked. It has the lowest damage of any DMR (3SK body/torso, 2SK Head) and is the fastest semi-auto gun of its class.

Overall, the SKS is a medium range weapon that works somewhat well for close range engaments.

Points

  • Staying at a medium range is best due to a relatively fast fire rate and TTK to anyone, especially snipers, while still keeping accuracy there. Spam firing is most effective here, too, due to not being outclassed by automatic weapons. Stealth is important to staying at this range.
  • This gun is one of the best DMRs at taking out enemies at close range, while still keeping the ability to kill at long range. Its more reliable than the VSS Vintorez because it doesn't lose ammo as fast and has a bigger clip, and fires faster than any other DMR. It still isn't specialized for this purpose though.
  • However, being semi-automatic is a liability in most close ranage matchups, even if the SKS is still a threat. The SKS can still win if the player is a fast/focused enough clicker, or gets the first attack. Being that close isn't recommended when the SKS shines at medium range. Don't underestimate the high firerate, though,
  • The SKS has a high clip for a DMR, and due to a lower firerate doesn't use as much ammo as an Assault Rifle, This makes it good at fighting mutiple enemies without reloading. This also punishes missing less for long range scenarios.
  • The SKS is a great low rank weapon as its unlocked early and is useful not just in medium range but if you have good aim then it can be useful in longer ranges.

Anti-Weapon Strategy

  • The SKS has a hard time against close range targets due to being locked into Semi-Auto and having a low firerate. Even melee can work well if the SKS user doesn't have great aim or luck. However, don't underestimate the SKS's firerate, as combined with high damage, can still effiecently kill opponents.
  • Likewise, the SKS isn't the best DMR at long range and has a hard time aiming at 200+ studs.

Weapon Matchups (MK11 and SKS)

Weapons Strategy
File:MK11Slim.png
MK11
File:SKSSlim.png
& SKS
AK12Slim
Automatic Assault Rifles and Carbines
The low, semi-auto firerate of these DMRs can't be stated enough, especially with automatic weapons. Keeping away to a medium range or higher is the best way to deal with them. When required to be at close range, the AR will normally win, but with headshots the disadvantaged weapons might be able to finish off an opponent. Thus, the DMRs is a weak threat for close range encounters.

DMRs have a hard time against high-range automatic weapons (and mid-range configured LMGS) due to being faster than DMRs (the reason why they are good there). However, they will win against semi-auto set weapons due to higher damage.

File:M60Slim.png
All Light Machine Guns
File:MP5KSlim.png
Compact Personal Defense Weapons
File:MK11Slim.png
MK11
File:SKSSlim.png
& SKS
File:DragunovSVUSlim.png
Sniper Designated Marksman Rifles

These midrange DMRs start to have issues when facing the actually long range, 1-shot capable weapons. Compared to snipers and sniper-likes, these DMRs face low accuracy at extremely long ranges, so a sniper will generally win there, However, being closer gives the assault DMR user an easier time to dodge, and a faster firerate allows them to win medium to close range battles.

File:InterventionSlim.png
Snipers
File:MK11Slim.png
MK11
File:SKSSlim.png
& SKS
File:AN94Slim.png
Burst-Fire and Mid Range Assault Rifles,

Carbines

DMRs have a higher damage and max damage range than most burst rifles, and has the benefit of accuracy due to requiring only a single bullet. This makes them suited towards medium-long range combat against burst-fire ARs, like the M16A4 and AN-94.
File:UMP45Slim.png
Regular Person Defense Weapons
 
File:SKSSlim.png
The SKS
File:MK11Slim.png
Assault-Like Designated Marksman Rifles
The SKS is in the middle in terms of firerates between the two other DMRs of its type - the MK11 and the VSS Vintorez. Against the former, a higher firerate makes the SKS want to get closer, so that the damage dropoff doesn't happen, and then the SKS user has the advantage. The SKS has a hard time against the VSS - it beats the SKS in damage and firerate. The only way to beat it is to wait until the VSS user has the reload, or to try and sneak up on them.
File:MK11Slim.png
MK11
File:SKSSlim.png
Assault-Like Designated Marksman Rifles
The MK11 is the slowest weapon of the assault-likes. Like the SKS, the MK11 has a hard time with the VSS Vintorez. But against that, the MK11 also has the disadvantage mid range and closer due to a lower firerate. If the MK11 gets to long range (actually 150+ studs), then the MK11 can use higher accuracy and less bullets/kill to win the matchup.

Sniper Designated Marksman Rifles, Seperated

Crane2
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Dragunov SVU

Image Damage Range Shots to Kill Firerate Accuracy Clip
File:DragunovSVUSlim.png
60-50 120 Max

200 Min

1SK
Head (Max)
2SK
All Other
150 RPM

Semi Auto

(Sniper)

Gen.: 71

Hip: 6

Sight: 30

10+1

40 Reserve

7.62x54mmR

The Dragunov SVU is unlocked at Rank 38 and is the fastest DMR able to 1SK headshot (fastest sniper-DMR). It is the first semi auto weapon to 1SK Head and also the fasted weapon for a 100% 2SK anywhere, no need to let go to hold the right-click mouse and can just snipe until you got the kills.

Points

  • The SVU's permanent 2SK to anywhere in the body is a defining feature for players with superior guns, as it is the fastest gun RPM-wise to do so. Of course aiming for the head is great but for the extremely far and close targets, going for the body is quick and easy.
  • The headshot potential is also extremely helpful for those wanting to get into quickscoping or sniping due to the ease of use from high clip and RPM.
  • The Dragunov has a somewhat hard time facing actual snipers due to accuracy issues.