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MK11
Overview
Weapon Type Primary Weapon
Weapon Class Designated Marksman Rifle
Rank Prerequisites Rank 3
Damage 45 → 38
Range 110 max → 160 min
MK11graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 20, 21 with round in chamber
Ammo Reserve 80
Fire Modes Semi
Rate of Fire 330 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.182 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (110 studs) Min (160 studs)
(x1.5) Head 67.5 57
(x1.2) Torso 54 45.6
(x1.00) Limbs 45 38
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
R2 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
ARS Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-1 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-4 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
Armor Piercing 45 -> 38 55 max -> 160 min
Hollow Point 54 -> 30.4 121 max -> 144 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.7 studs
Suppression 1.4

HIP ACCURACY 30

Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.20, -0.11, 0.30)
Min Recoil Displacement (0.10, 0.60, 5.19)
Max Recoil Displacement (0.40, 1.10, 7.80)
Min Recoil Rotation (1.20, -1.00, -0.31)
Max Recoil Rotation (2.29, 0.20, 0.30)
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 8
Hipfire Spread Damping 0.75

SIGHT ACCURACY 25

Min Camera Kick (1.70, -0.11, -0.50)
Max Camera Kick (2.09, -0.70, 0.50)
Min Recoil Displacement (0.10, 0.69, 6.19)
Weapon Shot Displacement (0.30, 0.89, 8.80)
Min Recoil Rotation (0.69, -0.61, -1.30)
Max Recoil Rotation (1.29, -0.11, -0.31)
Sight Magnification 2.5x

ACCURACY 49

Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 22
Weapon Recovery Speed 20
Weapon Recoil Damping 0.75
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}

WEAPON HANDLING

Reload Time 2.3 seconds
Empty Reload Time 3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 500
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62x51mm NATO
Round in Chamber Template:Weapon/Chamber
Shot Suppression Range None


The MK11 is an American Designated Marksman Rifle. It is unlocked at Rank 3 or can be purchased with Credits (CR).

History

The United States Special Operations Command (US SOCOM) took interest in the Stoner SR-25, which was a scaled-up version of the AR-15 chambered in the 7.62x51mm NATO round, particularly for its high magazine capacity and faster engagement time compared to bolt-action rifles. After some modifications, SOCOM adopted the SR-25 as the Mk 11 Mod 0 in May 2000. Changes included a shorter 20 in (510 mm) barrel that could fire M118 and M118LR 7.62×51mm NATO rounds and had a quick detachable sound suppressor mount. An 11.35 in (288 mm) free-floating handguard rail system allowed for mounting accessories. Flip-up front sights and adjustable backup iron sights were added, and an M16A2 stock and pistol grip were used. SOCOM plans to entirely replace the MK11 with the SCAR MK. 20 Mod. 0 SSR by 2017 and the USMC started replacing the MK11 with the Knight's Armament M110 SASS, which is very similar (the M110, in turn, will be replaced by the M110A1 CSASS, a modified HK G28, which is, in turn, a modified MR308, which is the civilian version of the HK 417).

In-Game

General Information

The MK11 is the first DMR unlocked. It sports high damage - always being a three-shot-kill (3SK) minimum at any distance. It also sports a 2SK  to the head at any given range, even when equipped with the regular suppressor, and a 2SK to the torso at maximum damage. However, this is lower than other DMRs like the SCAR-SSR or Dragunov SVU, which can 1SK to the head with their maximum damage. Muzzle velocity and bullet drop are good for its class, at 2800 studs/s.

It has a low rate of fire (RoF) of 330 RPM. Compared to other weapons it is quite slow, but in its class, it's one of the faster-firing DMRs available. One thing to note is that like other DMRs, it is easy to oversample the RoF of the weapon, meaning when spammed above its maximum firerate, there will be a forced delay between shots. Therefore, a user has to make sure they do not click faster than the weapon can fire.

Magazine capacity is good for its class, on par with the SKS, at 20+1 rounds. Reload times are also good, and given the good capacity and low RoF, reloading is less frequent and ammunition consumption rate is low.

The MK11 has low vertical recoil. Even when fired quickly, the MK11 is able to place shots in a tight grouping. It also has a high suppression value, which allows the user to disorient enemies they engage against, especially those using long-ranged weaponry who heavily rely on accuracy. 

Usage & Tactics

The MK11 is very effective at medium to long range thanks to its high damage, high muzzle velocity and low recoil. It can take out snipers quite well and its suppression effects are as high as the M60. It serves as a good choice for long range marksmanship. However, at extremely long ranges (+600 studs), the MK11 is outperformed by sniper rifles because of its lower accuracy and lower damage.

In Close Quarters Combat (CQC), the MK11 is outclassed by most weapons in Phantom Forces. Its low RoF makes it extremely impractical for such environments, and it lacks the one-shot-headshot ability of other DMRs. Having a sidearm like the Serbu Shotgun, pistols such as the M9 or a machine pistol like the TEC-9 are highly recommended as backup weapons, to make up for the MK11's poor CQC performance.

High magnification level optics like the ACOG or M145 are ideal for long-range combat, aidding the user in landing shots quickly and accurately at such distances. Attachments such as the Stubby GripAngled Grip, are useful for reducing the weapon's recoil. The Muzzle brake is also a great attachment for reducing the MK11's mostly vertical recoil. Although not as effective as on other weapons, lasers are still useful, but the Canted Sights also provide a useful option, particularly when using the VCOG scope.

Conclusion

The MK11 is a powerful long-range rifle, able to kill opponents out to a considerable distance thanks to its high damage and low recoil. It also provides high suppression against enemies, being an excellent choice for a marksman. Its main advantages over the one-shot-headshot DMRs is its higher RoF and much lower recoil, allowing for faster, more accurate follow-up shots, but it still lacks the higher RoF of full-auto weapons.

Pros & Cons

Pros:

  • Mild recoil.
  • Good recoil recovery speed.
  • High damage. 
  • Common ammunition type.
  • Fast reload time.
  • Adding any suppressor will not decrease shots-to-kill (STK).
  • Largest magazine capacity in-class.

Cons:

  • Low ammunition reserve.
  • Low RoF.
  • Easy to click faster than the firecap of the weapon, reducing effective fire rate.

Trivia

  • The default sights on the MK11 in-game are actually the backup iron sights of the weapon in real life. There is more than a passing resemblance to the Canted Iron Sights attachment.
  • The MK11 was the first DMR added into the game.
  • The MK11 in the Alpha version of Phantom Forces most players consider that the MK11 was incredibly underpowered at the time and became less used.
    • In the early days of Phantom Forces Alpha, moving even a little bit with the MK11 would cause its iron sights to move side to side, enough to block the target the user was aiming at.
    • Many considered this reason as the main point as to why no one wanted to use the MK11.
  • The MK11's penetration value was originally at an insane 17 studs. This was a typo (i.e. 1.7 studs) that has been fixed. 
  • The MK11 and its parent SR-25 design, is loosely based on the original AR-10. The AR-10 was trialed to replace the M1 Garand that was then in service with the United States Army. It lost to the M14 rifle in field trials.
  • The MK11 reload animation is similar to the AR-15 family: the only difference is the empty reload where the player pushes the bolt release and then pulls the charging handle after inserting a new magazine.
    • This makes sense as the MK11 is based on the AR-10, which the AR-15 design is based on.

References

Weaponry
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A1 - M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - StG-44 - M231
Type 88 - C7A2 - G11K2 - Type 20

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - Colt MARS - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - AKS74U - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun
RAMA 1130 - BWC-9

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - HAMR IAR - RPK74 - MG3KWS - Stoner 96 - ChainSAW - MG42 - M1918A2

Sniper Rifles

Intervention - Model 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000 - NTW-20 - FT300 - M1903

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
Gyrojet Carbine - X95R - HK51B - C8A2 - OTs-126 - Can Cannon

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR - M21

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3A3 - AG-3 - HK417
Henry 45-70 - FAL 50.00 - M14 - HCAR

Shotguns

KSG-12 - Model 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12 - DT11 - E-Gun - USAS-12

Secondary Weapons Pistols

M9 - M17 - G17 - M1911 - Desert Eagle L5 - GI M1 - Hardballer
Izhevsk PB - M45A1 - KG-99 - Five Seven - ZIP 22 - Makarov PM - AM III Grizzly - GB-22 - Desert Eagle XIX - Gyrojet Mark I - GSP - G21 - G23
G40 - G50 - M2011 - AF2011-A1 - Alien

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911
Arm Pistol - ASMI - PP-2000

Revolvers

MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner

Other

Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez - Coilgun - SASS 308

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