From Killing Floor Wiki
| MP5M Medic Gun
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| Statistics:
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| Pricing:
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£5000 (£3750)
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| Weight:
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3 blocks
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| Ammo:
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32 12 (400)
100 (recharges)
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| Ammo cost:
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£10 – £125
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| Power:
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| Range:
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| Speed:
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| Related achievements:
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“Following on from Horzine's earlier experiments with healing darts, they have now provided the Medic with an MP5 machine pistol, mounting a dart-firing device.” —Steam store description
The MP5M (H&K MP5A2) is a modified submachine gun whose capabilities are fully extend when used by a Medic. Unlike assault rifles where it is able to toggle between fire modes, pressing alt-fire will shoot darts that function just like the Medical syringe, effectively giving the Medic range to their healing capability. It is next to useless for other perks due to its low damage and high cost, but (if given by a high-level field medic) it can still be a cost-effective augmentation to team healing capability. In addition, the MP5M does not share its charge with the Medical syringe, meaning that if the MP5M is out of charge, players can use their Medical syringe to heal themselves or team mates while waiting for it to be usable again. The only disadvantage of the MP5M's medical dart is that players cannot heal themselves with it, and are forced to rely on the Medical syringe whenever they urgently need to heal themselves. Another problem with this weapon is that shooting (not alt-fire) causes the player to walk at a slower pace.
Similar to the MP7M Medic gun, it is advisable that one would carry a secondary weapon for self defense if needed. Another option is carrying both healing weapons since they have separate charges, allowing one to shoot healing darts at almost an infinite amount of time if one's Medic perk is high enough.
It is also worth noting that, with the rate of fire, and red-dot iron sight, one can effectively use the MP5M as an Assault Rifle, sharing similar accuracy to that of the M4, making it more suitable for longer ranges than the MP7M. This gives medics more flexibility in their offensive role, being able to score headshots more easily, at longer ranges.
[edit] Statistics
| Level
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Discount
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Price |
Sale value |
Damage |
Mag Size
|
| Base |
0%
|
£5000 |
£3750 |
30 |
32
|
| 0 |
75%
|
£1250 |
£937 |
30 |
35
|
| 1 |
77%
|
£1150 |
£862 |
30 |
38
|
| 2 |
79%
|
£1050 |
£786 |
30 |
44
|
| 3 |
81%
|
£950 |
£711 |
30 |
51
|
| 4 |
83%
|
£850 |
£637 |
30 |
57
|
| 5 |
85%
|
£750 |
£562 |
30 |
64
|
| 6 |
87%
|
£650 |
£487 |
30 |
64
|
[edit] Bugs and exploits
- Dropping the weapon and picking it up will instantly refill the healing capacity. This is a serious exploit as it allows any perk at any level to fire healing darts virtually non-stop.
- Sometimes when you fire a dart at one of your injured team mates, the hit doesn't register. This is determined if the impact uses a wall ricochet effect (rather then the MP5M's green splatter), or if the healing text is absent (even though the player's health is lower then 100). This is more prevalent in servers where you have a high ping.
- The opposite can happen sometimes as well, where you hit the wall close to a player and get the green splatter. This can be even more troublesome as it isn't that easy to notice a misfire.
[edit] Gallery