|“||A ruggedized PSG-1 intended for use in rapid-response operations such as hostage situations. Has a 10 round magazine deep reserves, and a slightly faster fire rate, countered by strong recoil.|
|Weapon Type||Primary Weapon|
|Weapon Class||Designated Marksman Rifle|
|Rank Prerequisites||Rank 59|
|Damage||50 → 40|
|Range||110 max → 200 min|
|Hip Accuracy|| |
|Sight Accuracy|| |
|Magazine Size||10, 11|
|Rate of Fire||355 RPM|
The roots of the MSG90 (Militärische Scharfschützen Gewehres, or Military Sniper Rifle) go back to 1972, when in the aftermath of the Munich massacre, West German police units required an accurate, fast, high capacity semi-automatic rifle for their use. The result was the PSG-1, which eventually became the basis for the MSG90.
In contrast to its predecessor, the MSG90 is not only lighter but more durable, with greater flexibility on attachment usage allowing better general purpose use. The MSG90 is also much closer to the G3 family due to having a similar trigger pack. It has been adopted by various military and police forces alike across the globe but to a much larger scale (compared to the PSG-1) for affordability reasons. The MSG90 is still made today for civilian competition shooting and is still employed by the GSG-9 as their go to semi-automatic sniper rifle.
The MSG90 is a powerful precision rifle. For players familiar with the SCAR SSR, the MSG90 will be very similar in terms of playstyle, but is generally more forgiving owing to a higher rate-of-fire (RoF) than the MK11, and damage rivaling the Beowulf TCR and VSS Vintorez.
Usage & Tactics
The MSG90, like the aforementioned SCAR SSR, cannot score fatal headshots outside of 110 studs. This makes it an incredibly powerful weapon within closer quarters, especially if the shooter can line up a headshot. Outside of 100 studs or headshots, the gun is a two-shot weapon. At range, it is a three-shot weapon if the shooter can't score headshots, making it all the more important to be precise. Coupled with its 355 RPM fire rate, it is by no means spammable, making it crucial to be accurate and to aim for the head. However, it remains a faster firing designated marksman rifle. Only the Beowolf TCR, SKS and SA58 SPR fire faster.
As per many other "precision" DMRs, engaging an enemy at a medium-long range is key to making the MSG90 an incredibly powerful rifle. With a 2800 studs/sec bullet velocity - only a tad bit slower than most snipers (except the AWS where the MSG90 has a higher muzzle velocity), the same as the M60, RPK12, and the M16A4/M16A3 rifles - it is a perfect option for counter-sniping, especially when given access to a high magnification optic like the VCOG 6x Scope.
When compared to the SCAR SSR, the MSG90 has a higher fire rate and much larger reserves, but comparatively lower damage at all ranges and lower penetration, plus 200 more studs/sec muzzle velocity on the SCAR SSR. But in a closer range situation, the user with the MSG90 is more likely to win as the higher ROF and 1SK headshots plus the lower recoil allow the MSG90 to completely outshine the SCAR SSR at shorter distances.
The MSG90 is a slower paced DMR that rewards taking one's time to line up the perfect shot. With its higher fire rate, however, it can handle being outside of its comfort zone much better than the SCAR SSR, along with the fact that it is better suited to CQC firearms similar to it, such as the MK11 and SKS due to the mix of damage and relatively high RoF.
Pros & Cons
- High damage—a one-shot kill (1SK) to the head in CQC.
- Low bullet drop.
- Higher than average DMR RoF, slightly higher than the MK11.
- High damage output.
- Has the second highest ammo reserve capacity in class (tied with VSS Vintorez).
- One of the highest muzzle velocities in the game at 2800 studs/sec.
- High vertical recoil.
- Low magazine capacity.
- Low torso multiplier; cannot 2SK to the torso at longer ranges.
- Low sight accuracy.
- Some optical attachments are unavailable on the weapon.
- Iron sights block certain optics.
- Iron sights are very obstructive.
- Surprisingly, the rear iron sight of the MSG90 is different from other G3 and MP5 models.
- The MSG90 can also use standard 20-round G3 magazines. However, much like on the SCAR SSR, it uses a 10 round magazine for the purpose of balance.
- In real life, the use of a 10 round magazine is also to facilitate the ease of shooting from a prone position, which this rifle is most likely to be used with, or when weight from carrying too much ammo is a concern.
- In-game, the MSG90 holds 10+1 rounds. In real life, the magazine in-game would only hold 5+1 rounds.
- If the player presses V to change fire modes, the character will try to switch the fire mode, with the animation and sound of it switching on the G3 will play, though nothing will happen.
|Personal Defense Weapons|
|Light Machine Guns|
|Designated Marksman Rifles|
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