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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.
–In-game description
HK51B
HK51B temp
Overview
Weapon Type Primary Weapon
Weapon Class Carbine
Rank Prerequisites Rank 160
Damage 41 → 22
Range 20 max → 90 min
230px
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 100
Ammo Reserve 200
Fire Modes Auto, & Semi
Rate of Fire 950 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.06 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (20 studs) Min (90 studs)
(x1.4) Head 57.4 30.8
(x1.0) Torso 41 22
(x1) Arms and Legs 41 22
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 41 -> 19.8 20 max -> 90 min
R2 Suppressor 38.95 -> 20.9 19 max -> 85.5 min
PBS-1 Suppressor 38.95 -> 20.9 19 max -> 85.5 min
PBS-4 Suppressor 38.95 -> 20.9 19 max -> 85.5 min
Suppressor 36.9 -> 22 18 max -> 90 min
Armor Piercing 41 -> 18.33333 0 max -> 90 min
Hollow Point 49.2 -> 26.4 20 max -> 90 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.5 studs
Suppression 0.4

ACCURACY 28

Hipfire Camera Recovery Speed 19
Sight Camera Recovery Speed 17
Weapon Recovery Speed 18
Weapon Recoil Damping 0.85

HIP ACCURACY 7

Min Camera Kick (2.90, -0.61, -0.50)
Max Camera Kick (3.50, -0.11, 0.50)
Min Recoil Displacement (-0.31, 0.40, 5.19)
Max Recoil Displacement (0.30, 0.50, 6.80)
Min Recoil Rotation (-0.50, -1.00, -0.31)
Max Recoil Rotation (0.89, 1.29, 0.30)
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 7
Hipfire Spread Damping 0.60

SIGHT ACCURACY 10

Min Camera Kick (1.10, -0.61, -0.31)
Max Camera Kick (2.20, 0.60, 0.30)
Min Recoil Displacement (-0.11, -0.41, 5.19)
Weapon Shot Displacement (0.10, 0.60, 6.80)
Min Recoil Rotation (0.30, -0.81, -0.50)
Max Recoil Rotation (0.50, 0.80, 0.50)
Sight Magnification 2.0x

WEAPON HANDLING

Reload Time 6.7 seconds
Empty Reload Time 6.8 seconds
Equip Speed 12
Aiming Speed 11
Crosshair Size 25
Crosshair Spread Rate 350
Crosshair Recover Rate 20

MISCELLANEOUS

Weapon Walk Speed 13 stud/s
Aiming Walk Speed 7.8 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
PK-A 165 Kills
PKA-S 225 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 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 Sight 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills


The HK51B is an American Carbine variant of the HK21. It is currently in the test place and it is unlocked at rank 160 or can be purchased with credits.

History

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.

In-Game

General Information

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.

Conclusion

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

Pros:

  • Relatively high damage.
  • Large magazine capacity.
  • High ammunition reserves.
  • High RoF.
  • Fastest reload of any belt-fed weapon in-game.

Cons:

  • Very slow reload time for its class.
  • High per-shot recoil.
  • Extremely high horizontal recoil.
  • Short maximum range.

Trivia 

  • The HK51B is the first belt-fed carbine in-game.

References

WeaponryBanner
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector
MP40 - X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - SCAR HAMR - RPK74 - MG3KWS

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR

Battle Rifles

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

Shotguns

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

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - Micro Uzi - MP1911

Revolvers

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

Other

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

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