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M231
M231 angled
Overview
Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 123
Damage 35 → 25
Range 90 max → 150 min
M231graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 30
Ammo Reserve 150
Fire Modes Auto
Rate of Fire 1225 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.09 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (90 studs) Min (150 studs)
(x1.4) Head 49 35
(x1) Torso 35 25
(x1) Arms and Legs 35 25
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 35 -> 22.5 90 max -> 135 min
R2 Suppressor 33.25 -> 23.75 85.5 max -> 142.5 min
PBS-1 Suppressor 33.25 -> 23.75 85.5 max -> 142.5 min
PBS-4 Suppressor 33.25 -> 23.75 85.5 max -> 142.5 min
Suppressor 31.5 -> 25 81 max -> 150 min
Armor Piercing 35 -> 20.83333 0 max -> 150 min
Hollow Point 29.16667 -> 30 90 max -> 150 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.0 studs
Suppression 0.5

ACCURACY 27

Hipfire Camera Recovery Speed 23
Sight Camera Recovery Speed 22
Weapon Recovery Speed 22
Weapon Recoil Damping 0.9

HIP ACCURACY 22

Min Camera Kick (3.29, -0.61, -0.31)
Max Camera Kick (4.69, -0.11, 0.30)
Min Recoil Displacement (-0.50, 0.60, 7.19)
Max Recoil Displacement (0.80, 1.10, 8.50)
Min Recoil Rotation (1.50, 0.50, -0.31)
Max Recoil Rotation (4.19, 1.20, 0.30)
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 10
Hipfire Spread Damping 0.60

SIGHT ACCURACY 10

Min Camera Kick (1.50, -1.30, -0.50)
Max Camera Kick (4.09, 1.29, 0.50)
Min Recoil Displacement (-0.11, 0.20, 5.19)
Weapon Shot Displacement (0.10, 0.40, 6.80)
Min Recoil Rotation (2.20, -0.25, -0.31)
Max Recoil Rotation (4.50, 0.25, 0.30)
Sight Magnification 1.8x

WEAPON HANDLING

Reload Time 1.9 seconds
Empty Reload Time 2.7 seconds
Equip Speed 12
Aiming Speed 17
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
Coyote Sight 380 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
Z-Point 10 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
Flashlight 0 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 M231 is an American Assault Rifle. It is unlocked at rank 123, or it can be purchased with credits.

History

The M231 FPW (Firing Port Weapon) was designed for the M2 Bradley infantry fighting vehicle. The Rock Island Arsenal worked with the World War 2-era M3 submachine gun, another FPW based on the HK33, and an adapted AR-15/M16-pattern weapon before deciding that the last weapon had promising qualities and was given the designation XM231.

Colt was given the contract for the weapon and continued working on the design, and the weapon was finalized in 1979 and adopted as the M231.

The original Rock Island Arsenal XM231 fired from an open bolt, giving the weapon an incredible rate of fire, at 1050 RPM (Rounds Per Minute). After Colt received the design, a special buffer and spring assembly limited the rate of fire to 200 RPM, thereby eliminating the risk that users would expend their ammunition before their weapon was brought to target.

At some point during development, the weapon's fire rate was reintroduced at the 1100-1200 RPM range.

Officially, the M231 is not to be detached from its parent vehicle unless in an emergency, and the operator's manual warns of precautions that would have to be taken when using the weapon outside the vehicle. In-game, these rules are clearly violated.

In-Game

General Information

The M231 is a powerful, fast-firing, high recoil assault rifle. Damage is quite good for its class, being capable of eliminating a target with a three-shot kill (3SK) to the body within 100 studs. Beyond this range, the M231 will 4SK to the body, however, it will always eliminate a full health enemy with three headshots, unless using certain suppressors.

Range is fairly good, given the higher damage overall. Muzzle velocity is less-than-average, however, at just 2200 studs per second. However, as stated later, this is somewhat difficult to apply effectively.

Rate of fire (RoF) is extremely high, at 1225 RPM—the fastest firing fully-automatic assault rifle in-game. Paired with the good damage, the weapon's time to kill (TTK) is extremely quick at all ranges, provided the user manages to hit all shots consecutively. Recoil is as equally as high, however, with the weapon kicking quite high vertically with some horizontal movement. Due to this, the effective range is reduced. Furthermore, the high RoF means the weapon has very little time to return back to the user's original aiming position, meaning holding down the trigger will make a user's aim easily drift above an enemy's head. Per shot recoil is moderate, however, making tap-firing or burst-firing useful to limit the impact of recoil. Even with the usage of recoil-reducing attachments, some may struggle with the recoil.

Uniquely, the M231 lacks proper iron sights. This makes aiming and subsequently controlling recoil whilst aiming quite difficult as a visual representation of the user's point-of-aim is not present. Although these iron sights remain mostly unobstructive, with the user being able to see where they are firing at. Muzzle flash is also quite high, making target acquisition whilst firing without attachments quite difficult.

Magazine capacity is standard for an assault rifle, at 30 rounds, being unable to chamber an extra round. Interestingly, the M231 has 150 rounds in reserve than the regular 120 rounds, resulting in having more total ammunition than any other assault rifle. Given the very high firerate and subsequently very high ammunition consumption rate, the extra 30 rounds is beneficial. The M231 also benefits from having a common ammunition type, meaning that replenishing ammunition is fairly easy to do.

Usage & Tactics

Given the lack of a proper iron sight, an optic is a necessity for accurate shot placement. Low magnification optics such as the Coyote or Reflex Sight are good choices, as their low magnification lessens the impact of the visual recoil. As well as this, these sights also have small housing frames, meaning they are less obstructive when either aiming down sights (ADS) or hipfiring. However, which sight is chosen is subject to a user's preference. High magnification optics tend to exacerbate the high recoil, making them unsuited for the M231, especially when firing in full-auto. With tap-firing it is possible to utilize high magnification optics—the high minimum damage allowing for fairly good long-range performance—although this does require a high degree of skill from the user.

Recoil-reducing attachments help to somewhat mitigate the extreme recoil of the M231, but M231 is incredibly demanding on a user's ability to effectively control the recoil. Burst-firing and tap-firing are essential for engagements outside of CQC and also conserving ammunition. Full-auto should be restricted to CQC. Regarding grips, the use of an AngledStubby or even Folding Grip can somewhat help in taming the recoil, but the M231 remains a difficult weapon to control in fully-automatic fire, even occasionally in close-quarters-combat (CQC). If one was less focused on precision, the Vertical Grip offers an alternative to those looking for a more aggressive class build, designed for spraying from the hip.

Regarding barrel recoil-reducing attachments, they are less effective. The Muzzle Brake is the most effective out of the two, lowering the high vertical recoil, but the high degree of muzzle flash makes the need for either a suppressor or flash hider paramount. Grips remain more effective in reducing recoil in comparison, and so a user can forgo the use of a recoil-reducing barrel attachment with only a minimal difference in performance, in favor of a more useful option in regards to view on target.

The Flash Hider is a great option for those seeking the removal of muzzle flash without the downsides of using a suppressor. It greatly helps in keeping a view on target whilst firing whilst preserving damage and muzzle velocity. 

Suppressors both remove the muzzle flash and keep the user off of the minimap whilst firing, both beneficial traits to possess, the latter particularly useful in CQC. Depending on the suppressor, the penalty to damage, range and muzzle velocity are varied. Some preserve the 3SK up close at the cost of steeper damage drop-off or worse minimum damage; resulting in a 5SK at long range, whereas others heavily impact muzzle velocity and worsen the weapon's long-range performance. However, given the very high RoF and CQC power of the M231, the negative impacts on minimum damage and muzzle velocity are somewhat negated by the benefits of using a suppressor.

In regards to attachments from the Other category, lasers are valuable to any class build—improving hipfire performance by providing a visual indication of where bullets will land when firing whilst not ADS. Attachments such as the Canted Sights can work when paired with a high-magnification optic such as the VCOG 6x Scope, although such a pairing is not as effective given the high recoil. The Ballistics Tracker is largely ineffective given the CQC nature of the weapon.

Conclusion

The M231 is a weapon oriented for CQC. With the damage of an assault rifle and the RoF of a PDW, it can be quite powerful once the user has mastered the recoil. It's fast reload can be handy, especially when the magazine is expended due to its fast RoF. Provided with good recoil control and the right attachments, the M231 can be a powerful weapon.

Pros & Cons

Pros:

  • Very quick TTK - faster than the AK47 and AKM, only slower than the AN-94 when firing bursts in quick succession.
  • Very small damage drop-off.
  • Good hip firing stability.
  • Fast reload time.
  • Unobstructed aim with the default sights.
  • Above-average ammunition reserve total for its class; at 150 rounds.
  • Good damage,a 3-4SK above par for its class.
  • Common ammunition type.
  • Very high RoF for its class, only beaten by the AN-94's two-round burst (1800 RPM).

Cons:

  • Extremely high vertical recoil cannot be mitigated effectively with attachments.
  • Very high ammunition consumption rate.
  • Below average muzzle velocity for its class, at 2,200 studs per second.
  • Restricted to fully-automatic.
  • Very bright muzzle flash, which can obstruct aiming.
  • Can obstruct every sight, including the VCOG.
  • Unable to chamber an extra round.
  • Lack of iron sights, requiring extreme aiming precision.
  • Extremely poor grouping at longer ranges when constantly fired.

Trivia

  • The "Troll gun" is a nickname brought by the StyLis Studios developers who designed it to be extremely useless and uncontrollable to experienced and inexperienced players alike. Despite this, some players have been able to use the M231 effectively, despite the implied definition of a "Troll Gun."
  • This weapon is currently the fifth fastest firing weapon in the game. However, it is the second-fastest firing automatic in-game, only beaten by the TEC-9.
  • Before the July 2017 update, the M231 used to have a semi-automatic fire mode. Combined with the VCOG scope, the M231 became a very effective DMR. This fire mode has since been removed.
    • This was also due to the M231 not having a semi-automatic fire mode in real life. 
  • It is the only AR-15 platform weapon in-game not to have a rear or front iron sight and the second weapon in the game to not have any sights at all (first being the Obrez). 
  • The M231 is currently the only weapon in the game that is usable that is meant to specifically be mounted in a vehicle, designed to be fired from the inside of the M2 Bradley.
  • Before the July 2017 update, the M231, when equipped with a VCOG 6x Scope and a Canted Iron/Delta Sight, it had virtually no recoil. This bug has since been patched.
  • The rank to unlock the gun is coincidentally the exact same numbers in the gun's name.
  • The M231 used to be the very last gun to be unlocked in-game. That title currently belongs to the Steyr Scout at rank 195.
  • Due to the 5/19/18 update, the M231 paired with the VCOG is less effective, as the new scope mechanics make it harder to use the VCOG on automatic weapons.
  • In the 3.10.0 update, attaching a VCOG on the M231 lowered the visual recoil. It has been patched in the 3.11.0 update.
  • The lack of aiming posts is due to the IRL usage of tracer rounds. Indeed, the F196 tracer rounds were helping the user to readjust their aim during automatic fire. However, in-game, the M231 uses no tracer rounds. Regardless, the benefits of such a simple sight can still be viable.
  • Despite having a faster fire rate than the MAC10, the MAC10 has a faster TTK.
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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
HK21 - SCAR HAMR - RPK74 - MG3KWS

Sniper Rifles

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L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
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Carbines

Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
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FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - 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

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Stevens DB - AA-12 - SPAS-12

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

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Glock 18 - M93R - TEC-9 - MP1911

Revolvers

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

Other

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

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