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second batch of mk2 weapons discussion

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Gaffa™
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#211

Posted 03 January 2018 - 06:13 PM

The marksman mk2 has auto aim now
Perfect for those cant aim like you and.. cough.. me

 

It's massively outclassed by stuff like the Combat MG though - which not only can lock onto targets at a further distance than the Marksman Rifle (or Marksman Rifle Mk.2) but also has a much higher Damage Per Second count. 

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Mr_Noob
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#212

Posted 03 January 2018 - 06:28 PM

The marksman mk2 has auto aim now
Perfect for those cant aim like you and.. cough.. me

but the lock on range is so short it is kinda pointless...  like across the street is about it.    Not going to be seeing people do the sniper dance with auto aim any time soon than goodness. 


HonorableMan
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#213

Posted 03 January 2018 - 07:25 PM

I'm really enjoying the SNS pistol mk II. It's got a good vibe for missions requiring suppressed weaponry, and the low damage isn't an issue when just shooting people in the head.

lost-in-emotions
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#214

Posted 03 January 2018 - 07:39 PM

do you all have also this bug, that your MKII ammo is reset to zero, after shooting on shooting range?

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SirHedge
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#215

Posted 04 January 2018 - 09:44 AM

Do I need a bunker to access these weapons?

ScooterEightyTwo
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#216

Posted 04 January 2018 - 09:52 AM Edited by ScooterEightyTwo, 04 January 2018 - 09:53 AM.

Do I need a bunker to access these weapons?


Either a bunker or a facility, you need a MOC (bunker) or an Avenger (facility) with the weapon workshop to access MKII weapons.
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SirHedge
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#217

Posted 04 January 2018 - 08:17 PM

 

Do I need a bunker to access these weapons?


Either a bunker or a facility, you need a MOC (bunker) or an Avenger (facility) with the weapon workshop to access MKII weapons.

 

I have a facility but don't have a bunker. I know that you need to research things in bunker for MK2 weapons but what can I buy without the bunker if I will buy an Avenger in the future?


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#218

Posted 04 January 2018 - 09:26 PM

 

 

Do I need a bunker to access these weapons?


Either a bunker or a facility, you need a MOC (bunker) or an Avenger (facility) with the weapon workshop to access MKII weapons.

 

I have a facility but don't have a bunker. I know that you need to research things in bunker for MK2 weapons but what can I buy without the bunker if I will buy an Avenger in the future?

 

 

The weapon shop inside the MOC and Avenger is the same. Research in the Bunker unlocks mods for the weapon workshop in both MOC and Avenger. Since you don't have the Bunker, you will still be able to convert your weapons to MkII, but some of the cool stuff will still be locked. Explosive rounds, incendiary rounds, thermal vision, etc will all be locked.  

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SirHedge
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#219

Posted 05 January 2018 - 12:13 PM

Great. Thanks for the info.
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IceDree
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#220

Posted A week ago

I'm thinking about taking advantage of the sale & upgrade both the Revolver & Marksmen Sniper. But I have a couple of questions:

1) Can a MkII Revolver with FMJ rounds kill a Kuruma occupant(s) with a single shot?

2) I only used the Marksman Sniper once (when Heists came out), is it worth it?

Ezekeil2Ofive17
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#221

Posted A week ago

One of the main mk2 weapons I use is the shotgun with explosive shells, great for i/e pursuers, but really comes into it's own when putting down juggernauts. Ammo cap is a little low, but you don't need a bunker for it 

(small gif)

Spoiler
 

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MaxBazooka01
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#222

Posted A week ago

Special Carbine Mk2 isn't even worth it, especially since you lose the drum magazine.


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#223

Posted A week ago Edited by Ryancoke66, A week ago.

I'm thinking about taking advantage of the sale & upgrade both the Revolver & Marksmen Sniper. But I have a couple of questions:

1) Can a MkII Revolver with FMJ rounds kill a Kuruma occupant(s) with a single shot?

2) I only used the Marksman Sniper once (when Heists came out), is it worth it?

Can't answer your first question as I've only used incindeary and hollow point rounds for it. As for the marksman Rifle mk2, you gain the ability to use it without the scope but the auto aim distance isn't really that far in comparison to weapons like combat MG mk2, plus the ROF is low so it's only OP in realitively close quarters. IMO, there are better weapons for these situations like the bullpup Rifle mk2 or shotgun so I would save your money.

IceDree
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#224

Posted A week ago

I'm thinking about taking advantage of the sale & upgrade both the Revolver & Marksmen Sniper. But I have a couple of questions:

1) Can a MkII Revolver with FMJ rounds kill a Kuruma occupant(s) with a single shot?

2) I only used the Marksman Sniper once (when Heists came out), is it worth it?

Can't answer your first question as I've only used incindeary and hollow point rounds for it. As for the marksman Rifle mk2, you gain the ability to use it without the scope but the auto aim distance isn't really that far in comparison to weapons like combat MG mk2, plus the ROF is low so it's only OP in realitively close quarters. IMO, there are better weapons for these situations like the bullpup Rifle mk2 or shotgun so I would save your money.

I see. Thanks, Ryan!
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mrgstrings
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#225

Posted A week ago

do you all have also this bug, that your MKII ammo is reset to zero, after shooting on shooting range?

 

Yeah this sucks, but glitching the ammo back is really nice.


lost-in-emotions
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#226

Posted 6 days ago

^ how?


Mr_Noob
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#227

Posted 3 days ago

Anyone else find that with regular ammo the MK 2 weapons don't really seem to perform any better against NPC targets in missions or heists than the bog standard MK 1 variants?    The incendiary rounds on the MK 2 Revolver and possibly the explosive slugs as useful in DD heists but that is about it.  I don't even carry the explosive sniper ammo now it has been nerfed. 





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