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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
File:HK51Bgraph.png
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 100
Ammo Reserve 200
Fire Modes Auto, 3× Burst, & 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
(x1.00) Limbs 41 22
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
R2 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
ARS Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-1 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-4 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
Armor Piercing 41 -> 22 10 max -> 90 min
Hollow Point 49.2 -> 17.6 22 max -> 81 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.5 studs
Suppression 0.4

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

ACCURACY 28

Hipfire Camera Recovery Speed 19
Sight Camera Recovery Speed 17
Weapon Recovery Speed 18
Weapon Recoil Damping 0.85
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}

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 Template:Weapon/Chamber
Shot Suppression Range None


The HK51B is an American Carbine variant of the HK21. 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. The 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 rather harsh recoil can result 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 -ange 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, but do take note that it will not pierce through cover as easily as, say, an AK47 would. With 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. As well, it also is the carbine with the biggest magazine size and ammo reserve in its category
  • The HK51B shares its third-person model with the HK21

References

Weaponry
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A1 - M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - StG-44 - M231
Type 88 - C7A2 - G11K2 - Type 20

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - Colt MARS - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - AKS74U - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun
RAMA 1130 - BWC-9

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - HAMR IAR - RPK74 - MG3KWS - Stoner 96 - ChainSAW - MG42 - M1918A2

Sniper Rifles

Intervention - Model 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000 - NTW-20 - FT300 - M1903

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
Gyrojet Carbine - X95R - HK51B - C8A2 - OTs-126 - Can Cannon

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR - M21

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3A3 - AG-3 - HK417
Henry 45-70 - FAL 50.00 - M14 - HCAR

Shotguns

KSG-12 - Model 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12 - DT11 - E-Gun - USAS-12

Secondary Weapons Pistols

M9 - M17 - G17 - M1911 - Desert Eagle L5 - GI M1 - Hardballer
Izhevsk PB - M45A1 - KG-99 - Five Seven - ZIP 22 - Makarov PM - AM III Grizzly - GB-22 - Desert Eagle XIX - Gyrojet Mark I - GSP - G21 - G23
G40 - G50 - M2011 - AF2011-A1 - Alien

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911
Arm Pistol - ASMI - PP-2000

Revolvers

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

Other

Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez - Coilgun - SASS 308

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