Many times, players caught unawares by a MAC 11 find themselves cut to ribbons before they can take cover. It can only fire on fully automatic, but the amount of gun fire generated by its 32 round clip is fearsome. The weapon is an early submachinegun and approaches its function simply - hide and spray. The result was manufactured by the Military Armament Corporation, hence the name Ingram MAC 11.
This weapon is the brainchild of one Gordon Ingram, who wanted to create a compact submachinegun for clandestine operations. If you want to take an SMG, the MP5N is the best of your starting SMGs. The MP9 being less accurate does not help its case, nor does the fact few terrorists use it in terrorist hunt or in Story Mode. Both can be fitted with all the options available to another, but the MP9 lacks one pip of penetration the MP5N has so little of. Game-wise, the MP9 is less potent than the MP5N. Agent 47 enjoys the company of this weapon on his various murder sprees.
Various modern fittings can be used on the MP9. Sturm-Ruger's MP9 is a more modern PDW following the lines of the Uzi. The good thing about the MP5N - apart from its fast fire rate - is that terrorists often use this weapon against your operatives. While the weapon is handy and accurate, the same can be said of the 552, and you have much more power with that weapon than the MP5N. Bishop will start with a 552 Commando and an MP5N if you do not change the initial outfitting (it's recommended you do).
It is light and lethal, but lacks the penetrating power of the assault rifle. H&K's MP5N is the version of the ubiquitous "machinepistol 5" developed for the United States Navy. It cannot be used with any SMG or PDW that has more than 30 rounds by default, such as the MP7A1, P90, or Type 05.īoth computer allies Jung and Michael will use this weapon in silenced mode when asked to go quiet. However, the laser sight will give you away (red line in the distance), so learn to aim it towards the ground snap the gun back up to get in your licks.Ī useful option to increase the ammunition in the clip of an SMG by ten rounds. This is a continuing favorite of adversarial players. Firing while moving with an SMG is possible thanks to their inherently high accuracy. Handy to have if you want the extra zoom afforded by the scope. In fine-aim mode, your character moves slower than normal.Ī decent 4X zoom option that lets you snipe enemies with the SMG. The down side to using this option is that you must be in fine-aim (R3 or right click) to use. Good for SMGs if you do not mind the 1.5X zoom. The Skorpion, MAC11, and UMP45 are considered too small to use the ACOG effectively.Ī red dot sight that's great for close-range, target acquisition. This option cannot be used on the smaller weapons. This is a good option for PDWs if you plan on peppering a target from afar or using the PDW as an assault rifle. SMGs can use the following options:Ī rugged 2X scope used by various military entities world-wide. Most have more ammunition than assault rifles, hence combining the attributes of the hi-cap mag with the ability to use a scope. SMGs/PDWs are less powerful than assault rifles when firing at armored opponents, but make up for it in accuracy. They have plenty of ammunition, good accuracy, and are effectively sidearms capable of fully automatic fire. Submachineguns are excellent close-range weapons.