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This page is about content that is not currently in the main game, and is currently being tested for bugs and balance. The information below will most likely be inaccurate. Once the content is added, this notice will be removed.
|“||Aftermarket conversion of the HK21 heavy LMG. Fires at an extreme rate of speed from a 100 round box, but has awful recoil. Has a lengthy reload process.|
|Weapon Type||Primary Weapon|
|Rank Prerequisites||Rank 160|
|Damage||41 → 22|
|Range||20 max → 90 min|
|Hip Accuracy|| |
|Sight Accuracy|| |
|Fire Modes||Auto, & Semi|
|Rate of Fire||950 RPM|
The HK51B is an aftermarket carbine length conversion of the German Heckler & Koch HK21 general-purpose machine gun, made by F. J. Vollmer & Company Incorporated. The name of the weapon somewhat reflects H&K's naming conventions for their firearms, with the lone standout being the B at the end of the name standing for Bravo. Modifications include replacing the fixed stock with a retractable sliding stock, and shortening the barrel to 8.9 inches. For fixed-barrel models such as the one in Phantom Forces, these came with a modified MP5 handguard—specifically a "tropical" or "wide" style foregrip. Other than the barrel, foregrip, and stock, the HK51B was a HK21, featuring the same 1000 RPM rated fire rate and feed system.
Only 30 HK51Bs were ever made, two of which were fitted with a quick-change barrel system.
The HK51B is a very interesting carbine, having various characteristics of a light machine gun. Damage is high, with a maximum damage of 41 and a minimum of 22, translating to a three-shot kill (3SK) up close and increasing to a 5SK at longer ranges. Range is below average, with a maximum range of 20 studs and minimum range of 90 studs. Damage drop off is subsequently relatively steep but given the higher maximum damage, the HK51B sports a fairly good 3SK range to the body out to 65 studs. However, it increases quickly to a 5SK afterwards. Muzzle velocity is relatively average for a carbine, at 2200 studs per second. This results in the HK51B having a quick time-to-kill (TTK) at most ranges. Magazine capacity is excellent, at 100 rounds. Ammunition reserves are also great, with 200 rounds in reserve, making the HK51B have the best capacity and ammunition reserve amount in-class. Reload times, however, are very slow by comparison to other carbines, at 6.7 seconds for a tactical reload and 6.8 seconds for an empty reload. But compared to other belt-red weapons, these reload times are the fastest for any belt-fed weapon. Recoil is quite high, with a very high degree of vertical climb and horizontal kick. Weapon recoil recovery rate is also quite low, meaning the weapon does not reset to center as fast as other weapons, making it harder to control fully-automatic fire.
Usage & Tactics
The HK51B can be treated like a large MAC10. Both weapons handle poorly from the hip and while aiming down sights (ADS), both weapons are high damage, and have a high RoF with a high level of lethality in close quarters. However, the HK51B is a heavier weapon, oriented towards defensive play. Defending objectives is relatively easy with the HK51B, though whether the bullets actually strike their target outside of 40 studs is another matter entirely. The HK51B cannot effectively hit targets outside of the 40 stud range without wasting ammunition, as the harsh recoil results in ineffective damage dealing. The HK51B can tap-fire to harass targets at long range, but this is inadvisable as per-shot recoil is much higher than the HK21, preventing truly effective tap-fire. With a muzzle velocity of 2200 studs/s, this is also low for a LMG, but average for a carbine. This makes long range assaults even more difficult to perform.
With the weapon's performance established, the best real world situation for the weapon comes on maps like Warehouse where thin cover is abundant. The high penetration power of the 7.62x51mm NATO round has been greatly reduced with the HK51B's short barrel. However even with 1.5 studs of penetration, quite a few obstacles can easily be penetrated. With a high minimum damage and rate of fire, the HK51B can easily clear through most forms of thin cover, and can punch through corners to deal damage to targets long before they can connect shots with the wielder of the weapon.
The HK51B combines attractive performance statistics on paper, but the weapon lacks the recoil control necessary to be effective outside of short range, as the HK51B is unwieldy outside of close quarters. With practice, the HK51B can be treated as a lighter version of an HK21 or MG3KWS that can be used more aggressively due to its faster reload, but is still extremely competent in defensive roles such as locking down corridors.
Pros & Cons
- Relatively high damage.
- Large magazine capacity.
- High ammunition reserves.
- High RoF.
- Fastest reload of any belt-fed weapon in-game.
- Very slow reload time for its class.
- High per-shot recoil.
- Extremely high horizontal recoil.
- Short maximum range.
- The HK51B is the first belt-fed carbine in-game.
|Personal Defense Weapons|
|Light Machine Guns|
|Designated Marksman Rifles|
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