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(Added new trivia for the gun.)
Tag: Visual edit
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* The weapon's description has a callback to Metal Gear Solid, specifically Metal Gear Solid 3, where The Boss uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the ''Patriot''.
 
* The weapon's description has a callback to Metal Gear Solid, specifically Metal Gear Solid 3, where The Boss uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the ''Patriot''.
 
* This gun is meant not only to be a "Troll gun", but it is also meant to give high-ranking players a challenge, similar to the Zip-22.
 
* This gun is meant not only to be a "Troll gun", but it is also meant to give high-ranking players a challenge, similar to the Zip-22.
  +
* There is an attachment combination that actually works quite well and was beloved by the Youtube content creator. The combo is VCOG 6x Scope, ARS Suppressor, Vertical Grip, Canted Delta Sight. Aiming and shoot with the Canted Delta Sight proves to be extremely effective as the VCOG 6x Scope boost its hip-fire accuracy. This combo is so "OP" that the game developers had to find a way to deal with it resulting in the lost of some of the mentioned attachments in the Test Server.
   
 
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Revision as of 14:05, 5 December 2019

Article
Gallery
format_quote
The M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...
... You're going to use it anyways, Boss?
–In-game description
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)
(x1.40) Head 49 35
(x1.00) Torso 35 25
(x1.00) Limbs 35 25
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 35 -> 25 45 max -> 150 min
Hollow Point 42 -> 20 99 max -> 135 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.0 studs
Suppression 0.5

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

ACCURACY 27

Hipfire Camera Recovery Speed 23
Sight Camera Recovery Speed 22
Weapon Recovery Speed 22
Weapon Recoil Damping 0.9
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}

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 Template:Weapon/Chamber
Shot Suppression Range None

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 virtually 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 M231 is coincidentally the exact same numbers in the weapon's name.
  • The M231 used to be the very last weapon 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 real-world usage of tracer rounds. In real life, the M231 FPW uses the M196 tracer rounds, which are used to help the user to readjust their aim during automatic fire. 
  • Despite having a faster fire rate than the MAC10, the MAC10 has a faster TTK.
  • The weapon's description has a callback to Metal Gear Solid, specifically Metal Gear Solid 3, where The Boss uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot.
  • This gun is meant not only to be a "Troll gun", but it is also meant to give high-ranking players a challenge, similar to the Zip-22.
  • There is an attachment combination that actually works quite well and was beloved by the Youtube content creator. The combo is VCOG 6x Scope, ARS Suppressor, Vertical Grip, Canted Delta Sight. Aiming and shoot with the Canted Delta Sight proves to be extremely effective as the VCOG 6x Scope boost its hip-fire accuracy. This combo is so "OP" that the game developers had to find a way to deal with it resulting in the lost of some of the mentioned attachments in the Test Server.
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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