HK21 angled
Weapon Type Primary Weapon
Weapon Class Light Machine Gun
Rank Prerequisites Rank 67
Damage 39 → 29
Range 80 max → 150 min


Hip Accuracy


Sight Accuracy


Magazine Size 100
Ammo Reserve 200
Fire Modes Auto, 3x Burst & Semi
Rate of Fire 800 RPM

TTK (Time to Kill) 0.07 s
Head & Body Multiplier
per bullet/pellet
Max (80 studs) Min (150 studs)
(x1.4) Head 54.6 40.6
(x1.0) Torso 39 29
(x1) Arms and Legs 39 29
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 39 -> 26.1 80 max -> 135 min
R2 Suppressor 37.05 -> 27.55 76 max -> 142.5 min
PBS-1 Suppressor 37.05 -> 27.55 76 max -> 142.5 min
PBS-4 Suppressor 37.05 -> 27.55 76 max -> 142.5 min
Suppressor 35.1 -> 29 72 max -> 150 min
Armor Piercing 39 -> 24.16667 0 max -> 150 min
Hollow Point 32.5 → 34.8 80 max → 150 min
Muzzle Velocity 2700 studs/s
Penetration Depth 2.5 studs
Suppression 1.4


Hipfire Camera Recovery Speed 7
Sight Camera Recovery Speed 6.4
Weapon Recovery Speed 14
Weapon Recoil Damping 0.9


Min Camera Kick (0.64, -0.27, -0.41)
Max Camera Kick (0.92, -0.05, 0.40)
Min Recoil Displacement (-0.31, -0.21, 5.09)
Max Recoil Displacement (0.30, 0.40, 6.50)
Min Recoil Rotation (0.20, 0.30, -0.31)
Max Recoil Rotation (0.40, -0.31, 0.30)
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 7
Hipfire Spread Damping 0.60


Min Camera Kick (0.60, -0.31, -0.25)
Max Camera Kick (0.75, 0.30, 0.24)
Min Recoil Displacement (-0.11, 0.20, 4.19)
Weapon Shot Displacement (0.10, 0.60, 5.80)
Min Recoil Rotation (0.10, -0.11, -0.50)
Max Recoil Rotation (0.40, 0.10, 0.50)
Sight Magnification 1.6x


Reload Time 7.2 seconds
Empty Reload Time 7.3 seconds
Equip Speed 10
Aiming Speed 10
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 20


Weapon Walk Speed 12 stud/s
Aiming Walk Speed 5.4 stud/s
Ammo Type 7.62x51mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The HK21 is a German Light Machine Gun. It is unlocked at rank 67, or it can be purchased with credits.


The Heckler and Koch HK-21 was developed as a general-purpose, belt-fed machine gun based on the G3 battle rifle, to which it has a similar action, shape, and ergonomics. It has been adopted for use by a wide variety of military and police units alike, in many different variants and configurations.


General Information

The HK21 is a high capacity, belt-fed LMG. It sports high damage, being a three-shot-kill (3SK) up close and increasing to a 4SK at longer ranges. Range is somewhat good, with its damage drop-off beginning at 80 studs and ending at 150 studs. Muzzle velocity is very fast at 2700 studs per second, just slightly 100 studs/s slower than its belt-fed companions, the M60 and MG3KWS. The HK21 also sports a high rate-of-fire (RoF), firing at 800 RPM. This makes it the second-fastest firing LMG in-game, only beaten by the MG3. Coupled with the high damage and fairly good muzzle velocity, the HK21 has a quick time-to-kill (TTK) at most ranges, particularly in close-quarters-combat (CQC) where with headshots, the HK21 can achieve a 2SK.

Recoil is quite high, particularly when firing in fully automatic mode. During sustained automatic fire, the recoil is quite hard to tame, even with attachments, as the recoil pattern is very circular in shape, with the weapon's point of aim moving around in a circular pattern. It also has a high degree of camera recoil causing the sights to kick both left and right as well as strong vertical recoil. This means that fully automatic fire is most effective at closer ranges, where the recoils effects on a user's aim are less profound. Per-shot recoil is relatively mild in comparison, with the recovery speed being generally good enough to warrant tap-firing as an effective strategy on the HK21 in long-range combat.

Capacity is excellent, featuring a traditional 100-round box magazine. As it is belt-fed, reload times are very long, taking 7.2 seconds for a tactical reload and 7.3 seconds for an empty reload. Ammunition reserve is also excellent, having 200 rounds in reserve for a total of 300 rounds overall. Only the M60 carries more ammunition, with an extra 50 rounds in reserve. The high firerate does mean ammunition consumption rate is quite high, and thus reloads can be frequent.

Usage & Tactics

The HK21 in comparison to its belt-fed competitors is in the middle in terms of killing power and statistics. Its firerate is directly in between the M60's 600 RPM and the MG3's 1000 RPM, resulting in its TTK also being in the middle between the two weapons. Its range is also in between both LMGs, having better range than the MG3 but still not as good as the M60. Shots-to-kill (STK) wise it is identical to the M60 - thus being more powerful at longer ranges than the MG3 although its recoil makes taking advantage of this trait harder to do. The HK21 serves as an alternative to both, offering a compromise between the M60's and MG3's damage, range, firerate, controllability, and practicality. Whereas the M60 favors accuracy and longer-range performance and the MG3 favors close-range firepower, the HK21 fills the niche in between the two belt-fed LMGs. The HK21 sacrifices some controllability and range for better firerate and overall faster kill times. This makes the HK21 an extremely versatile weapon. Its high damage, firerate and good range make it a strong competitor at all ranges against other weapons of its class as well as more specialized weapons such as PDWs.

The HK21's recoil makes it hard to keep the weapon stable when holding down the trigger - akin to the MG3. Unlike the MG3, vertical recoil is lower - it is the horizontal camera kick of the weapon and general difficulty of controlling its circular-like recoil patter that makes the HK21 harder to use and control. This means outside of tap-firing, the HK21 is arguably at a disadvantage when it comes to long-range combat. It requires extensive use of attachments and user skill and experience in order to correctly mitigate and tame the weapon's recoil.

However, given the HK21's good CQC prowess and recoil not being as important in CQC, a user can easily customize their HK21 for a purely CQC role. A vertical grip, laser sights, and a low-magnified optic can help in making the HK21 have better hip-fire accuracy as well as in reducing the visual recoil in the case of the low-magnified optic. Hip-fire is integral to a CQC class, so the addition of a laser sight and vertical grip help in improving the HK21's performance. Do keep in mind the long reload times can result in a user's death, so it is best to make sure to reload prior to engaging an enemy as well as finding cover as to remain safe whilst reloading.

Suppressors to can also work in a close-range role - mainly the regular suppressor. The STK requirement remains the same and its range only sees a marginal decrease. The removal of the muzzle flash also makes it much easier to see targets when firing, thus increasing the weapon's potency. Although the reduction in muzzle velocity severely limits the weapon's usage outside of CQC, this is an acceptable loss in a CQC-focused class.

If one is looking to make the weapon more controllable and use the weapon in a more conventional manner, using a grip such as the Angled, Folding or Stubby grip will generally help improve accuracy whilst firing. The addition of a compensator whilst increasing the vertical recoil marginally will improve the weapon by reducing the horizontal recoil of the weapon, thus making it easier to control overall. An optic of choice can be applied here, although optics such as the Coyote or EOTech sights see good usage here as a general-purpose optic.


The HK21 is a compromise between the M60 and MG3 in terms of its statistics. Its killing potential at all ranges is incredibly good but it is hampered by its recoil and long reload times, as well as generally poor handling traits that are associated with LMGs. The weapon excels at close range and against multiple targets and with tap-firing can perform quite well at longer distances. The HK21 is hard to use compared to other LMGs, but a versatile and rewarding one once the user masters the recoil and equips suitable attachments.

Pros & Cons


  • High damage for class.
  • Highest ammunition capacity at 100 rounds, along with the M60.
  • High firerate for its class (800 RPM) - only beaten by the MG3KWS.
  • High ammunition reserve.
  • Very quick TTK.
  • Low per-shot recoil.


  • Extremely high horizontal recoil - generally hard to control.
  • Obstructive iron sights.
  • Long reload times.
  • Mediocre mobility.


  • In December 2018, when the HK21 was in the test place, it had an unlock rank of 9999. As this rank cannot be obtained legitimately, it was impossible to obtain. It's assumed that this was set to make the weapon unusable by anyone except a developer.
    • Additionally, at this time, the weapon used the MG36's reload, rather than a belt-fed reload.
  • In February 2018, a secondary model - the HK21 ALT - was added as an additional test for players. This variant features very strong side-to-side recoil and appears to be an older version of the recoil as a control.
    • The HK21 received a proper reload animation as well as fire and reload sounds at this time.
  • The HK21 is somewhat comparable to the M231 due to its high damage and hard to control recoil.
    • Though the latter with the same amount of competency and skill can be used to a better effect due to a much more predictable, if hard to handle recoil.
  • Alike from the M60, when mounting a Ballistics Tracker, it is mounted horizontally instead of vertically on the HK21.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - HK416
AK74 - AKM - AK103 - M231

Personal Defense Weapons

M1921 - MP5K - UMP45 - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
Hecate II - M107 - Steyr Scout


Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
Groza-1 - AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911


Judge - Executioner - MP412 REX - Mateba 6
1858 New Army - Redhawk 44


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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