Article CTE Gallery

“ A prototype German assault rifle that fires caseless rounds, allowing for more bullets in the same space. It features an incredibly fast 3-round burst mode, but otherwise fires very slowly. It is mechanically complex, making it unwieldy and bulky.

Wait a minute, this is the future. Where are all the phaser guns? –In-game description

G11K2 Overview Weapon Type Primary Weapon Weapon Class Assault Rifle Rank Prerequisites Rank 211 Damage 28 → 21 Range 90 max → 145 min Accuracy Hip Accuracy Sight Accuracy Magazine Size 45 Ammo Reserve 180 Fire Modes 3× Burst, Auto, & Semi Rate of Fire 3× Burst: 2100 RPM

Auto: 460 RPM Advanced WEAPON BALLISTICS TTK (Time to Kill) 0.05 s Head & Body Multiplier Hitbox

per bullet/pellet Range Max (90 studs) Min (145 studs) (x1.70) Head 47.6 35.7 (x1.00) Torso 28 21 (x1.00) Limbs 28 21 Red color signifies a fatal hit. Suppressed Stats Suppressor/Bullet Attachment Suppressed Damage Suppressed Range Suppressor 26.6 -> 21 76.5 max -> 123.25 min R2 Suppressor 26.6 -> 19.95 81 max -> 130.5 min ARS Suppressor 28 -> 18.9 90 max -> 145 min PBS-1 Suppressor 26.6 -> 19.95 85.5 max -> 137.75 min PBS-4 Suppressor 26.6 -> 19.95 85.5 max -> 137.75 min Armor Piercing 28 -> 21 45 max -> 145 min Hollow Point 33.6 -> 16.8 99 max -> 130.5 min Muzzle Velocity 2200 studs/s Penetration Depth 2.0 studs Suppression 1.0 HIP ACCURACY 24 Min Camera Kick (1.79, -0.11, -0.41) Max Camera Kick (1.10, 0.10, 0.40) Min Recoil Displacement (-0.50, 0.60, 4.19) Max Recoil Displacement (0.80, 1.10, 6.80) Min Recoil Rotation (-0.21, 0.80, -0.50) Max Recoil Rotation (1.39, 1.20, 0.50) Hipfire Spread Factor 0.05 Hipfire Recovery Speed 8 Hipfire Spread Damping 0.80 SIGHT ACCURACY 10 Min Camera Kick (1.10, -0.21, -0.31) Max Camera Kick (1.79. 0.25, 0.30) Min Recoil Displacement (-0.15, 0.10, 4.19) Weapon Shot Displacement (0.14, 0.20, 5.80) Min Recoil Rotation (0.30, -0.41, -0.50) Max Recoil Rotation (0.40, 0.30, 0.50) Sight Magnification 2.5x ACCURACY 31 Hipfire Camera Recovery Speed 15 Sight Camera Recovery Speed 16 Weapon Recovery Speed 15 Weapon Recoil Damping 0.8 Hip Choke {{{HipChoke}}} Aim Choke {{{AimChoke}}} WEAPON HANDLING Reload Time 3.7 seconds Empty Reload Time 3.9 seconds Equip Speed 11 Aiming Speed 14 Crosshair Size 30 Crosshair Spread Rate 400 Crosshair Recover Rate 20 MISCELLANEOUS Weapon Walk Speed 13 stud/s Aiming Walk Speed 7.8 stud/s Ammo Type 4.73x33mm CASELESS Round in Chamber One Shot Suppression Range None



The G11K2 is a German Assault Rifle. It is unlocked at rank 211, or it can be purchased with credits.

Contents show]

History

The Heckler & Koch G11 is a West German prototype assault rifle. Seeking a replacement for the venerable G3 rifle in the late 1960s, the West German government commenced a feasibility study of caseless ammunition, despite a lack of acceptance by NATO. German firearms manufacturer Heckler and Koch, combined with other companies like Dynamit Nobel, formed a conglomeration with the specific task of developing a rifle with a better hit probability than any other rifle available. The first prototype of what would eventually become the G11 appeared in October of 1971, capable of firing single shots and rapid three-round bursts but incapable of fully automatic fire.

By the time the G11 was ready in the late 1980s, a new issue had emerged on the horizon. Europe itself was focusing on reducing its armaments with the Treaty on Conventional Armed Forces. Within 6 months of this treaty, Germany was left with an excess of AK rifles after German reunification. German politics rapidly changed as a result of reunification, given that the apparent threat of the Soviet Union was gone. The final nail in the coffin for the G11 was that it was simply an expensive rifle. The American ACR trials were the G11's only chance at salvation, but the Americans saw no benefit in the ACR program. Only a thousand rifles were ordered by the Bundeswehr, and the G11 ended up as a failure.

The mechanical functionality of the G11 is unconventional, using a complex mechanism to feed, chamber, and fire a round. Cartridges are loaded nose-down into a magazine, which are then pulled into the weapon and rotated 90 degrees by the chamber into the firing position. The case has a primer that is struck by a firing pin, much like a traditional rifle. The primer ignites a booster charge, which also pulverizes the casing to dramatically increase the ignition surface area. The bullet is fired, and the process repeated. The recoil forces generated by the weapon are absorbed on a per-shot basis with both semi-automatic and fully-automatic fire modes. However, in burst fire mode, the weapon can fire so fast as to put three shots downrange before recoil is felt. Gas is tapped off from the firing process to operate the bullet loading and chambering mechanism. In the case of a jam or misfire, the chamber can be rotated to eject the failed cartridge out of the bottom of the weapon.

In-Game

General Information

The G11K2's main feature, the quick three-round burst, is its primary draw. Firing at 2100 RPM, there is only a very small chance that the entire burst will not strike its target. Should all three bullets strike the head at any range, this will result in a kill. Furthermore, the G11K2 also has a relatively high penetration depth, and along with its burst functionality, it can be treated much like a designated marksman rifle. The only thing hampering the functionality of this weapon in a DMR role is its somewhat slow 2200 studs/sec muzzle velocity. The other fire modes should generally be avoided, as this weakens the weapon by dramatically slowing down the rate of fire (RoF).

Magazine capacity is well above average, featuring a 45 round magazine, 1.5x that of most assault rifles. Reloads are slower than average, however, taking 3.2 seconds to reload the weapon without a bullet chambered, and an extra half a second on top should the weapon run dry.

Usage & Tactics

As mentioned earlier, the G11K2 is most effectively used as a pseudo-DMR. With its capability to one-burst to the head at all ranges, mixed with its blisteringly high 2100 RPM, it can even outgun most sniper rifles. Even if a headshot burst is missed, the rifle still offers a two-burst to the body or limbs, making ranged kills easily attainable. As a scope is the weapon's default sight, using it as a DMR, even when first starting out, is simple and effective.

When using this rifle, one should track their target and fire so that all three rounds hit the target. Because it fires in three-round bursts, attempting to "flick" with the weapon will result in the burst not hitting in its entirety. This, paired with its burst delay, will extend the TTK immensely.

Another thing to keep in mind about the burst is the recoil. Despite having a somewhat fast recovery speed, the harsh and powerful kick is enough to throw most inexperienced users off their targets. A Muzzle Brake and any grip besides the Vertical Grip can help to tame the strong, but snappy recoil of the gun.

Using the G11K2 in close-quarters-combat (CQC) is not recommended, as the burst delay, albeit slight, will harshly punish missed shots. Thus, a secondary that can fulfill the role of close-range effectiveness, such as a machine pistol, is a good idea. The fully-automatic firemode also shares the aforementioned missed-shot punishment to some degree, as it fires at a low rate of 460 RPM, being the lowest for the assault rifle class. However, this mode does fill a niche role as a medium-range suppressive fire weapon, with the G11K2's high magazine capacity, low recoil and low RoF working together to allow it to continually suppress targets at range, much like the AUG HBAR or RPK, and as the ROF is lower, it is capable of reliably suppressing enemies for an extended period of time.

Conclusion

Overall, the G11K2 is an excellent range-oriented assault rifle. Its ability to one-burst to the head at all ranges proves it as an effective counter against sniper rifles and DMRs. However, it is somewhat weak in CQC, so close-quarters engagements should be avoided. That being said, if it is put into the hands of an experienced player, it can be used effectively even in CQC if its one-burst headshot is utilized.

Pros & Cons

Pros:

One-burst kill to the head at any range.

Fastest RPM in Phantom Forces when bursting.

Extremely tight bullet grouping in burst mode.

High magazine capacity.

High ammunition reserve amount.

Very high penetration depth.

Long Maximum damage range.

Cons:

Default low-power scope obstructs vision.

Strong vertical recoil.

Inflicts low amounts of damage per bullet for its class.

Below average muzzle velocity.

Very slow reload speed.

Third slowest automatic RoF in-game.

Trivia

The G11K2's description references the movie Demolition Man . The line is uttered by the antagonist Simon Phoenix shortly before he collects a G11 rifle that, in the movie, fires laser blasts.

. The line is uttered by the antagonist Simon Phoenix shortly before he collects a G11 rifle that, in the movie, fires laser blasts. When a Ballistics Tracker is equipped with the G11K2, it is mounted sideways, with the top part of the Tracker clipping through the gun. When scoped in, it obscures a substantial amount of area underneath and to the right of the sight. The M60 and MP7 are the only other guns to have the Ballistics Tracker mount sideways and clip through the gun.

The G11K2 is a returning CTE weapon, alongside the G36K and the Desert Eagle XIX.

The G11K2 indirectly borrows the P90's reload sound from the Modern Warfare series. [1]

In burst fire, it is the fastest firing weapon in the game, at 2100 RPM, aside from instant burst weapons.

The G11K2's maximum sustained firerate is calculated to be around ~1000 RPM if the user were to perfectly time each burst, however, the practical sustained RoF is quite a bit lower.

The G11K2 has the highest unlock rank for any weapon in-game.

The G11K2, despite having two extra magazines mounted to the weapon, cannot use these at any point, similar to how the FAMAS G2 and some of the LMGs equipped with a bipod cannot use the bipod.

The G11K2 is the first and only gun in the game to use caseless ammunition. The 1858 New Army can technically be counted as the first weapon to be able to use "caseless" ammunition as the original uses paper cartridges with the bullet seated on top, however, the version seen in game uses full-metal cartridges so it does not count.



References