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OSPUZE CARBONATED - 5 VR
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ISEUL-T UNFORBIDDEN - 5 VR
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GLASS TINT - ?
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CLOSED BETA SHINE - CB1 DIAMOND REWARD
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{{Infobox weapons | The M11 is a submachine gun for the [[Builds|Light Build]].{{Infobox weapons | ||
|image=M11_SideView.png | |image=M11_SideView.png | ||
|name=M11 | |name=M11 | ||
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}} | }} | ||
== Overview == | |||
It is notable for having a combination of high fire rate and a large magazine capacity, and includes a suppressor barrel attachment. | |||
It is best utilized in close-combat situations, like defending indoor objectives, and is typically hip-fired. It is also reliable in medium engagements, although it is recommended to ADS at medium ranges and longer. | It is best utilized in close-combat situations, like defending indoor objectives, and is typically hip-fired. It is also reliable in medium engagements, although it is recommended to ADS at medium ranges and longer. | ||
== Pros and Cons == | |||
The M11 is best at close-range engagements. It is capable of eliminating Light and Medium Builds easily, although accuracy and headshots will play a factor. The Light build can use their speed to avoid getting hit while unloading the magazine of the M11; due to its high fire rate this weapon allows you to out-DPS your opponent in most engagements when in close-quarters. When unable to finish an enemy it is advisable to instead do damage, back away, and then attack again. This will allow you to get close and get a mag or two dumped without risking the enemy having time to track you down; this is known as the "Hit and Run" tactic. | The M11 is best at close-range engagements. It is capable of eliminating Light and Medium Builds easily, although accuracy and headshots will play a factor. The Light build can use their speed to avoid getting hit while unloading the magazine of the M11; due to its high fire rate this weapon allows you to out-DPS your opponent in most engagements when in close-quarters. When unable to finish an enemy it is advisable to instead do damage, back away, and then attack again. This will allow you to get close and get a mag or two dumped without risking the enemy having time to track you down; this is known as the "Hit and Run" tactic. | ||
Its primary weakness is long-range engagements. While it can be used to assist in damage at medium range, this weapon is best considered useless at long range as it would be advisable to either push your target or find another engagement at closer range. | Its primary weakness is long-range engagements. While it can be used to assist in damage at medium range, this weapon is best considered useless at long range as it would be advisable to either push your target or find another engagement at closer range. | ||
== Weapon Skins == | |||
<tabber> | <tabber> | ||
|-|LEGENDARY= | |-|LEGENDARY= | ||
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* The M11 is modeled after the iconic [[wikipedia:MAC-11|MAC-11]] submachine gun, which as of the Open Beta build includes the companion Sionics suppressor attachment. | == Trivia == | ||
* The M11 is modeled after the iconic [[wikipedia:MAC-11|MAC-11]] submachine gun, which as of the [[Pre-Release#Open Beta|Open Beta]] build includes the companion Sionics suppressor attachment. | |||
* Prior to the Open Beta, the M11 had no suppressor. |
Revision as of 20:25, 8 December 2023
The M11 is a submachine gun for the Light Build.
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M11 | |
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Magazine Size | 40 |
General Data | |
Related Quests |
Overview
It is notable for having a combination of high fire rate and a large magazine capacity, and includes a suppressor barrel attachment.
It is best utilized in close-combat situations, like defending indoor objectives, and is typically hip-fired. It is also reliable in medium engagements, although it is recommended to ADS at medium ranges and longer.
Pros and Cons
The M11 is best at close-range engagements. It is capable of eliminating Light and Medium Builds easily, although accuracy and headshots will play a factor. The Light build can use their speed to avoid getting hit while unloading the magazine of the M11; due to its high fire rate this weapon allows you to out-DPS your opponent in most engagements when in close-quarters. When unable to finish an enemy it is advisable to instead do damage, back away, and then attack again. This will allow you to get close and get a mag or two dumped without risking the enemy having time to track you down; this is known as the "Hit and Run" tactic.
Its primary weakness is long-range engagements. While it can be used to assist in damage at medium range, this weapon is best considered useless at long range as it would be advisable to either push your target or find another engagement at closer range.
Weapon Skins
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ROLLING ROPES - ?
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ROLLING ROPES - GREEN - ?
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WARPED MONITOR - 2100 C
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DIGITAL DISRUPTION - ?
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DIGITAL DISRUPTION - PINK - ?
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STANDARD ISSUE - FREE
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DYE JOB - YELLOW - FREE
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DYE JOB - CYAN - FREE
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DYE JOB - PINK - FREE
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DYE JOB - RED - FREE
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DYE JOB - BLUE - FREE