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Hello, this is XboxAhoy and this is the third episode of my Black Ops 2 Weapon Guide.
This time, we're covering the Mk 48.
The bigger brother to MW3's Mk 46, this fully-automatic LMG is a higher-calibre variant, and is the
first LMG unlocked.
The Mk 48 is a Belgian weapon, manufactured by FN Herstal.
It is a derivative of the FN Minimi design - also known by its US Army name, the M249
SAW, and its USSOCOM designation: the Mk 46.
The Mk 48 is a scaled-up variant of the Minimi design, firing the full-power 7.62x51mm NATO
cartridge instead of an intermediate one.
This means the Mk 48 is similar in role to FN's other offering in this calibre - the
FN MAG, or M240. However, a high degree of part commonality between the M249 SAW, Mk
46, and Mk 48 means that maintenance and repair is simplified for those who employ only the
Minimi-derived designs.
In-game, damage is high, amongst the highest of all automatic weapons: you can expect to
kill in 3 shots at almost any range, with 4 shots needed only at a very extreme distance,
beyond most sightlines in-game.
One headshot up close will deal damage sufficient to secure a two-shot kill, although it is
generally better to keep your enemy at an arm's reach with the LMGs.
Penetration ability is innately high, and the generous damage and large magazine makes
the Mk 48 particularly well suited to finding targets behind cover.
Rate of fire is slow, at 625 rounds per minute: this does make the weapon easier to control,
but harms close-range potential.
Rapid fire will improve this output to 750 rounds per minute, but will mandate more frequent
reloads, and greatly increase recoil.
Hipfire spread is relatively high: and while you have plenty of fire-power on tap, the
slower fire rate will make for unreliable hipfire performance.
Handling is generally slow, as you'd expect for an LMG - but the recoil is mild, permitting
accurate automatic fire out to quite some distance.
Everything about this weapon favours aimed fire from a good position: with a 480 millisecond
aim time, nearly half a second, you can't exactly snap onto targets quickly.
Switch times are also relatively slow - but not cripplingly so, and your movement speed
is of the slowest tier, at 90% of maximum speed.
This is slightly faster than LMGs in previous games, but you still won't keep pace with
other weapons.
Magazine capacity is excellent: 100 rounds between reloads, as you should expect from
an LMG.
Extended clip confers a 35% advantage, granting 135 rounds instead.
With such capacity comes severe disadvantage in reload times: and indeed, the Mk 48 has
the slowest reload of any weapon, at 7.97 seconds.
This obviously means you'll be left vulnerable for a long time while restocking - you should
seek to reload in a safe place, away from the heat of battle.
This weapon, like most LMGs in Call of Duty, rewards those who can employ the weapon from
a prepared position.
Speed is not your ally, and to use the Mk 48 effectively you will have to rely on anticipation
of your enemy's movement.
Our loadout with the Mk 48 will help us to lock down long sightlines, denying passage
to entire groups of incoming enemies.
Given the Mk 48's suitability for long-ranged use - and the relatively obstructive iron
sights - an optical attachment is a sensible choice, better allowing you to direct your
fire onto opponents.
The Target Finder is an excellent option, with its mid-level zoom and highlighting of
enemies within the targeting area.
It will hamper your peripheral vision - but the LMGs are generally best fired from cover
through tighter choke-points, so this narrowing of your field of view is less problematic.
Otherwise, the Target Finder provides an excellent unobstructed view of your target, and the
targeting assistance is a definite bonus - and sometimes a life-saver.
Our second attachment is a natural pairing with an LMG, especially given the Mk 48's
immense damage.
Full Metal Jacket, or FMJ, will improve your weapon's performance when shooting though
cover, and will boost damage when tackling killstreaks.
With 100 rounds on tap, FMJ will allow the Mk 48 to mercilessly tear through cover to
better find your opponents - and will net you more kills overall as a result.
The secondary benefit comes in useful when the enemy employ sentry guns and guardian
turrets - your elevated damage will be able to make scrap metal of such hard-earned killstreaks
with relatively few shots.
Our perk selection is a resistive set of three, that will make it difficult for your opponent
to dislodge you from a firing position.
When wielding an LMG, you will be loud, obvious - and yet difficult to tackle head on.
Your enemy may attempt to use grenades and other explosives to eliminate you - and our
first perk will make this more difficult.
Flak Jacket will reduce all explosive damage, rendering grenades all but useless against
you, and reducing the effectiveness of explosive killstreaks.
This means you can focus on keeping your sights up, and worry less about dodging incoming
threats.
Our second perk - Toughness - will help keep those sights steady, even under incoming fire.
The flinch you experience when shot can send your aim wildly off your intended mark, so
the reduction of this effect that Toughness grants is very useful for an LMG.
At the ranges you should be engaging targets with the Mk 48, most weapons will need multiple
shots to kill you - but it only takes one shot to disturb your aim.
Our final perk will round out your resistance, by ensuring enemy tactical grenades won't
obscure your view.
Tactical Mask negates another potential vector of attack from enemies seeking to eliminate
your fire advantage - after all, if you're blind, you can't aim.
Tac Mask will mean flashbangs, concussions and shock charges will all be essentially
useless against you - leaving you able to keep up accurate fire, and destroy incoming
foes.
With this set of 3 perks, you'll be a juggernaut - impervious to anything your enemies can
toss at you, and capable of laying down impressive, sustained fire over the longest sightlines.
Of course, you have one key vulnerability: with limited peripheral vision and poor close-quarter
handling traits, you will be open to flanking attacks by fast-moving opponents.
Our lethal and tactical equipment helps to limit this risk - although this will need
to be paired with a good deal of situational awareness.
In your lethal slot, a Bouncing Betty will help you to protect your rear: toss one down
near an entry-point to your firing location, and you'll either score a free kill - or have
at least some notice of an incoming attacker.
Place them next to cars or other ignitable objects to enhance the betty's blast radius
- and improve your odds of a kill.
Pair this lethal option with two shock charges: the shock charge will temporarily paralyse
enemies without Tactical Mask, and this can synergise very well employed alongside a Bouncing
Betty: leaving an attacker immobile while the lethal explosive is triggered.
Save the other shock charge to cover another angle, or toss one down to serve as cover
for the lengthy duration of the Mk 48's reload: a shocked enemy will be incapacitated long
enough for you to abort the reload, and instead switch to your sidearm.
A reliable close-range secondary is essential with the Mk 48: you won't be quick enough
to react in a close-range gunfight otherwise, and the LMG's hipfire is less than reliable.
The B23R is an excellent close-range backup, with its 3-round burst offering quick kills
if you're on target.
Equip it while you're on the move for a more reactive weapon in close quarters - and quickly
switch to it when you suspect an attacker is closing in from behind.
That rounds out our build - one centred around a powerful weapon, with the remainder of our
Pick 10 choices rounding out potential vulnerabilities.
Even with this build, you will be defeated by aggressive enemies intent on dislodging
you from your position: the LMGs are almost helpless in close quarters when facing the
faster SMGs and shotguns.
However, when the ball is in your court and you successfully engage enemies at a distance
- there's no limit to the LMG's power.
From a good position overlooking a narrow chokepoint, you can inflict untold amounts
of damage: repelling entire teams twice over without ever reloading.
Well-rounded knowledge of sightlines and flanking routes will serve you well, and keeping an
eye on the radar will help you to prepare for incoming assailants.
Fire in short bursts to prolong your magazine's lifespan, and to ensure accuracy: but don't
be afraid to pin the trigger and unleash your weapon's fury in circumstances where you're
in danger of becoming overwhelmed.
Be wary of enemy snipers, too - they have the power to eliminate you in one shot, and
are the only opponents to truly pose a threat to your ranged dominance.
The Mk 48 is a weapon capable of sustained, high-damage fire - with consistent performance
out to a very long range.
At a distance, few other automatic weapons can boast the same level of per-shot damage,
and none match the 100-round magazine capacity.
Paired with low recoil and excellent ability to penetrate cover, the Mk 48 can reach out
and touch distant enemies like no other weapon.
Unfortunately, close quarters combat is often unavoidable, given the prevalence of SMGs:
and in such firefights you will be at a severe disadvantage.
All you can do is have a degree of faith in your team-mates to cover your flank, and leave
the rest to your sidearm and bouncing betties.
Still, the LMGs have ample strengths to outweigh these close-range shortcomings, and although
their niche may seem narrow, a well placed defender with an LMG can swing objective games
towards victory.
When the wind blows in your favour, there's simply nothing that can argue with this LMG's
immense power: any hapless foe that wanders into your killzone can be confident that the
Mk 48...
...will mark their grave.
Thanks for watching, this has been XboxAhoy.
Join me next week, when I'll be covering the first sniper rifle: the SVU-AS.
Until then, farewell.