Ghamorra's book of tactics: Marksmen Rifles Explained

Call of Duty Ghosts General Discussion

Ghamorra's book of tactics: Marksmen Rifles Explained

Overview:

The most important stat in Ghosts is RPM (Rounds Per Minute) and the reason is that you can't compete against ARs with a slow gun, it's just not going to end up well for you unless you can get a OHK which is unlikely. Adding burst mode removes the one null stat, recoil, because burst pushes the gun to it's max firing rate and the recoil goes through the roof. If you're going to use a semi-auto then stick with the single shot mode. Another major downside that it's apparent when looking at the guns is it's the range at which this gun loses it's max damage, 20 units.

Most ARs average 20 units like MRs which is a complete oversight because the advantage these weapons should have is range. Sure the Min damage is higher than ARs and the Min Start is further, but the damage drop offs on every MR (exception SVU) is freaking insane. If you don't have the accuracy and the trigger finger you're not going to win outside of the guns maximum damage range. Furthermore, adding a suppressor will exponentially hurt MRs. ARs don't have the range or the damage of MRs so adding a suppressor to the MR effects the gun way more than you might think. Its shortens the range of the weapon dropping the damage much sooner, increasing the Slope (loss of damage over distance) and giving the impression that the guns damage is far worse.

Advantages of MRs is that the ADS time is the same as ARs, .3 seconds or 300 milliseconds. This means that you can win duals up-close if you have the trigger finger and the accuracy to beat a slower less accurate opponent. Another thing to remember is that the less powerful the MRs are the less people will use them. Keeping the popularity of the weapon down increases the novelty of being successful with the weapon which is really what I got out of using the Mk14 in MW3 and the FAL in Black Ops and Black Ops II.

WeaponMax DamageMax  EndMinMin StartSlopeRPMRecoil
MR-28652034451.24600Best

After much consideration I have come to the conclusion that the MR-28 is the best MR in the game for a mobile player. The most important stat in the game is RPM (Rounds Per Minute) and the reason is that you can't compete against ARs with a slow gun, it's just not going to end up well for you and the MR-28 has the highest rate of fire with 55 extra rounds per minute than the next fastest, IA-2. While the recoil is pretty good something you have to keep in mind is that it's a semi-auto so by the time you shoot of each round the gun will have settled back to center a bit allowing you to stay close to your target. This is due to it's default forgrip attachment. This makes handling a lot easier and I'd say it might be the best handling semi-auto in CoD history

WeaponMax DamageMax  EndMinMin StartSlopeRPMRecoil
Mk14703249462.3480Worst

This gun was amazing in MW3, hands down better than the ACR or MP7. The damage and RoF was perfectly balanced and it required skill to use but was a unbeatable if you had what it takes. Ghosts seems to have done everything to keep this weapon from returning to glory and the Mk14 is my least favorite MR. The RoF just can't compete and it's damage drop off help reinforce the decision to allow the gun to fire so slowly. I hope there can be a tweak to allow this weapon a chance because right now I wouldn't even consider it in the top 15 most useful weapons. I'm not saying it's not effective, it's minimum damage and minimum range start is great allowing you to take out the unsuspecting, but don't even think about putting a suppressor on it. The recoil is just awful though. The gun bounces too much that even with it's terrible RoF you can't really get two quick shots off on target at range. This gun just doesn't perform anywhere close to where you might think. I'd say a sniper would be a better alternative. It's recoil is too much, RoF too low, and it's good damage still leaves it at a two shot kill which you can get with any of other faster firing, low recoil MRs in this class.

WeaponMax DamageMax  EndMinMin StartSlopeRPMRecoil
IA-2652649391.2545Medium

Probably the second best MR in the game. It's ability to compete at long range is built on a balance between damage and it's RoF. The only downside is that it doesn't have any outstanding abilities, it's kind of average across the board. Even without the burst fire attachment a quick trigger finger can lead to problems at longer rangers. Another fault of this weapon is it's short range for minimum damage. Starting well before any other MR, the IA-2 is equal in shots to kill as ARs once past 39 units. However, it's up-close damage combined makes it easy to wield at shorter ranges. Plan on using this gun for a more mobile playstyle

WeaponMax DamageMax  EndMinMin StartSlopeRPMRecoil
SVU68195250.45400Bad

I'm not really sure what the purpose of this gun is. Since it's damage drop off starts close you really can't say it's a powerful weapon, especially since it's RoF is so low. The damage drop off being as early as it is means that once you pass 25 the damage is about the same until you reach it's minimum damage start, but again, the RPMs are really low. The SVU is only good as a highly mobile sniper but if that's what you're looking for I don't see how the VKS couldn't be just as effective if not more considering they're already fairly mobile has equal RPMs and 40% more damage and range with a suppressor as a default attachment. So yeah, I'd go with the VKS.

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29 REPLIES

Re: Marksmen Rifles Explained

in reply to Ghamorra

I will post snipers probably tomorrow

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Re: Marksmen Rifles Explained

in reply to Ghamorra

Thanks for posting. Interesting to consider, but I personally found the IA2 more accurate than the MR-28 because it seemed to have less recoil. However, if your damage and range ratings are accurate, I will have to reconsider the MR -28. I'm kind of disappointed how poorly you find that the MRs compare to ARs at longer range.

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Re: Marksmen Rifles Explained

in reply to Sailorbob

I too prefer the IA-2 over the MR-28 but that probably has more to do with how I use it.  I like pulling it out for mid-range engagements and that's where it shines.  That and I've got the refire timing down pretty good.  So what recoil it has doesn't affect my shot.  Also, with it's up close damage being so high you can easily hipfire spam it and drop people with two or three shots depending on your accuracy.

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Re: Marksmen Rifles Explained

in reply to phxs72

phxs72 wrote:



That and I've got the refire timing down pretty good.  So what recoil it has doesn't affect my shot. 


I make reference somewhere to this. Since it's a semi-auto the time it takes to press the button is usually enough to re-center the gun somewhat making it easier to control. However, if you fire super fast the recoil will catch up to you.

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Re: Marksmen Rifles Explained

in reply to Ghamorra

Unless the AR's end up being patched at some point, the Marksman Rifle category is useless.

Driftor did a video showing that if you put select fire (single fire) on Assault Rifles then they become 2 shot kills.  Since Marksman Rifles usually take two shots there is not any advantage to using them.  With the Assault Rifles you get more ammo and less recoil and they still kill with two hits from the groin up (if using the single fire attachment).

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Re: Marksmen Rifles Explained

in reply to Mechman1

Mechman wrote:



Unless the AR's end up being patched at some point, the Marksman Rifle category is useless.



Driftor did a video showing that if you put select fire (single fire) on Assault Rifles then they become 2 shot kills.  Since Marksman Rifles usually take two shots there is not any advantage to using them.  With the Assault Rifles you get more ammo and less recoil and they still kill with two hits from the groin up (if using the single fire attachment).





I said the exact same thing about the MR class last week. A complete fail. Of the 75000 weapon kills I got in MW3 over 60000 were with the MK14. It was an awesome gun in MW3 and they have absolutely destroyed the usefulness of the class in Ghost. Using it in Ghost with the larger maps was one of the things I was looking forward to. I was hoping I could crack a 2.0 K/D ratio on these maps. 480 ROF for the MK14 what a joke. And you can hold down the trigger of an AR and have better recoil. I've played for the past 10 days using the MR-28 because I liked using the semi-autos and when you move around a lot the MR-28 ROF gives you a chance the other MR don't when you run into someone close range. But after a week of frustration I decided it's just not worth the disadvantage. Why make a new class and make it suck so bad. You rarely saw anybody use the MK-14 in MW3 it will be a the proverbial unicorn in Ghost.

The semi auto attachment on the AR makes them deadly at close range because of the low recoil and high ROF (and buffed damage) but after trying it for a while I have come to believe the drop in damage is very steep. So don't use it on Stonehaven or Seige or any map where you expect to have long range engagements. I can't provide empirical evidence but that's my impression after trying them out.

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Re: Marksmen Rifles Explained

in reply to rainmaker6

I haven't tried the semi-auto attachment. I can see it being really useful on maybe one or two ARs but overall I think the RoF is what makes them so powerful along with the high damage and high range combo that exponentially increases their effectiveness

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Re: Marksmen Rifles Explained

in reply to Ghamorra

The semi-auto ARs don't have any recoil (very little) compared to the marksman rifles but their range in my experience is not very long without a big drop off in damage.

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Re: Marksmen Rifles Explained

in reply to Ghamorra

Ive tryed them all apart from the svu I like the mr-28 the most the mk14 has the worst recoil IMO I loved that gun in mw3 but right now it's needs a buff it's usless

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