|Weapon Type||Primary Weapon|
|Weapon Class||Designated Marksman Rifle|
|Rank Prerequisites||Rank 3|
|Damage||45 -> 38|
|Range||110 max -> 160 min|
|Magazine Size||20, 21|
|Rate of Fire||330 RPM|
The United States Special Operations Command (US SOCOM) took interest in the Stoner SR-25, which was a scaled-up version of the AR-15 chambered in the 7.62x51mm NATO round, particularly for its high magazine capacity and faster engagement time compared to bolt-action rifles. After some modifications, SOCOM adopted the SR-25 as the Mk 11 Mod 0 in May 2000. Changes included a shorter 20 in (510 mm) barrel that could fire M118 and M118LR 7.62×51mm NATO rounds and had a quick detachable sound suppressor mount. An 11.35 in (288 mm) free-floating handguard rail system allowed for mounting accessories. Flip-up front sights and adjustable backup iron sights were added, and an M16A2 stock and pistol grip were used. SOCOM plans to entirely replace the MK11 with the SCAR Mk. 20 Mod. 0 SSR by 2017 and the USMC started replacing the MK11 with the Knight's Armament M110 SASS, which is very similar (the M110, in turn, will be replaced by the M110A1 CSASS, a modified HK G28, which is, in turn, a modified MR308, which is the civilian version of the HK 417).
The MK11 is the first DMR unlocked. It sports high damage - always being a three-shot-kill (3SK) minimum at any distance. It also sports a 2SK to the head at any given range, even when equipped with the regular suppressor, and a 2SK to the torso at maximum damage. However, this is lower than other DMRs like the SCAR-SSR or Dragunov SVU, which can 1SK to the head with their maximum damage. Muzzle velocity and bullet drop are good for its class, at 2800 studs/s.
It has a low rate of fire (RoF) of 330 RPM. Compared to other weapons it is quite slow, but in its class, it's one of the faster-firing DMRs available. One thing to note is that like other DMRs, it is easy to oversample the RoF of the weapon, meaning when spammed above its maximum fire rate, there will be a forced delay between shots. Therefore, a user has to make sure they do not click faster than the weapon can fire.
Magazine capacity is good for its class, on par with the SKS, at 20+1 rounds. Reload times are also good, and given the good capacity and low RoF, reloading is less frequent and ammunition consumption rate is low.
The MK11 has low vertical recoil. Even when fired quickly, the MK11 is able to place shots in a tight grouping. It also has a high suppression value, which allows the user to disorient enemies they engage against, especially those using long-ranged weaponry who heavily rely on accuracy.
Usage & Tactics
The MK11 is very effective at medium to long range thanks to its high damage, high muzzle velocity and low recoil. It can take out snipers quite well and its suppression effects are as high as the M60. It serves as a good choice for long range marksmanship. However, at extremely long ranges (+600 studs), the MK11 is outperformed by sniper rifles because of its lower accuracy and lower damage.
In Close Quarters Combat (CQC), the MK11 is outclassed by most weapons in Phantom Forces. Its low RoF makes it extremely impractical for such environments, and it lacks the one-shot-headshot ability of other DMRs. Having a sidearm like the Serbu Shotgun, pistols such as the M9 or a machine pistol like the TEC-9 are highly recommended as backup weapons, to make up for the MK11's poor CQC performance.
High magnification level optics like the ACOG or M145 are ideal for long-range combat, aidding the user in landing shots quickly and accurately at such distances. Attachments such as the Stubby Grip, Angled Grip, are useful for reducing the weapon's recoil. The Muzzle brake is also a great attachment for reducing the MK11's mostly vertical recoil. Although not as effective as on other weapons, lasers are still useful, but the Canted Sights also provide a useful option, particularly when using the VCOG 6x Scope .
The MK11 is a powerful long-range rifle, able to kill opponents out to a considerable distance thanks to its high damage and low recoil. It also provides high suppression against enemies, being an excellent choice for a marksman. Its main advantages over the one-shot-headshot DMRs is its higher RoF and much lower recoil, allowing for faster, more accurate follow-up shots, but it still lacks the higher RoF of full-auto weapons.
Pros & Cons
- Mild recoil.
- Good recoil recovery speed.
- High damage.
- Common ammunition type.
- Fast reload time.
- Adding any suppressor will not decrease shots-to-kill (STK).
- Largest magazine capacity in-class.
- Low ammunition reserve.
- Low RoF.
- Easy to click faster than the firecap of the weapon, reducing effective fire rate.
- The default sights on the MK11 in-game are actually the backup iron sights of the weapon in real life. They are almost identical to the Canted Iron Sights attachment.
- The MK11 was the first DMR added into the game.
- The MK11 in the Alpha version of Phantom Forces most players consider that the MK11 was incredibly under powered at the time and became less used.
- In the early days of Phantom Forces Alpha, moving even a little bit with the MK11 would cause its iron sights to move side to side, enough to block the target the user was aiming at.
- Many considered this reason as the main point as to why no one wanted to use the MK11.
- The MK11's penetration value was originally at an insane 17 studs. This was a typo (i.e. 1.7 studs) that has been fixed.
- The MK11 and its parent SR-25 design, is loosely based on the original AR-10. The AR-10 was trialed to replace the M1 Garand that was then in service with the United States Army. It lost to the M14 rifle in field trials.
- The MK11 reload animation is similar to the AR-15 family: the only difference is the empty reload where the player pushes the bolt release and then pulls the charging handle after inserting a new magazine.
- This makes sense as the MK11 is based on the AR-10, which the AR-15 design is based on.