Class
Type
Assault Rifle
Firing Modes
Automatic
Front
No
Mount
No
Barrel
Yes
Trigger
Yes
Grip
Yes
Stock
Yes
Attack
50.0 (-4.0 – 4.0)
Range
63.4
Accuracy
86.5
→ Auto Fire
50.3
Control
77.0
Auto Fire
9.09
Capacity
20
Mobility
94.3
Piercing
65.0
Accuracy
86.5
→ Crouching
87.5
→ Moving
79.8
→ Jumping
55.8
Zooming
95.4
→ Crouching
95.3
→ Moving
71.1
→ Jumping
50.1
Auto Fire
50.3
→ Crouching
53.7
→ Moving
45.2
→ Jumping
13.2
Zoom Auto
60.2
→ Crouching
65.3
→ Moving
18.6
→ Jumping
8.9
Control
77.0
→ Crouching
82.6
→ Moving
76.8
→ Jumping
64.7
Zooming
77.2
→ Crouching
79.4
→ Moving
73.9
→ Jumping
45.9
Zoom
No
Scope
Yes
Draw Speed
1.39 s
Reload Time
2.69 s
Suppressor
No
The Mk. 20 Proto SSR is an automatic assault rifle used by rifle men, and is available for permanent purchase in the in-game shop for 300 red tickets by soldiers of any rank, and through mystery boxes in the capsule shop. It is an original as opposed to a custom variant, however its description says it's an "upgraded model of the Mk. 17 Mod 0 SCAR-H rifle".
Overview
The Mk. 20 Proto SSR is a modern take on high-powered rifles and as such displays similar statistics – high damage, range, accuracy and armor penetration. As a result, you are largely expected to tap this weapon in order to effectively control it; where the focus of this weapon has been heavily set on a large damage output, an expected deficiency in stability and prolonged accuracy is present, which can become more noticeable when faced against multiple targets or at long range.
While recoil at longer ranges can be problematic - the high range means that the Mk. 20 Proto SSR will maintain damage output over a significant distance, making it easier to secure kills in fewer shots, and subsequently still makes it suited for demolition and other larger, more open maps. While the penalty for fully-automatic fire is still observed unless you're at point-blanc range, unlike other similar "tapping" weapons, two-shot bursting is actually viable against relatively close targets.
The Mk. 20 Proto SSR has exceptional armor penetration. Even at up to 30 meters, the damage done with a single shot to the head can bring your target down to critical health. Shots landed on any other part of the body rip armor away at a fast and consistent rate. The largest problem is maintaining this weapon's usability in extended fire – fully automatic fire is not viable unless you are at point-blanc range; tapping is the most effective method of securing kills, even at mid-range.
Despite having a remarkable damage output, the Mk. 20 Proto SSR has a very apparent deficiency in ammo capacity; with only 20 bullets per magazine, it ranks lower than the popular SA58 Para – another classic tapping weapon. This weapon relies of its ability to maintain both high damage and accuracy for short periods; through sharp 2-shot bursts, you are able to increase your output while introducing a negligible drop in usability. However, this relies on you actively pushing targets.
Modifications
Barrels
Increases range and accuracy by using a heavier barrel, but decreases stability and auto fire abilities. (Details can be seen on the spec sheet)
+3.5 range, +1.5 accuracy, +0.5 auto fire accuracy, –0.2 recoil control
Suited for long range fire. Increases long range damage.
+6.2 range
Modified the rifle to make it more powerful, but decreases auto fire abilities.
+4.0 attack, -0.62 auto fire
Increases accruacy and spray control using special forces mod parts but significantly increases weapon weight.
+0.3 accuracy, +24.7 auto fire accuracy, -3.0 mobility
Triggers
Increases initial shot accuracy and ranged accuracy during auto fire.
+1.8 accuracy, +0.6 auto fire accuracy
Grips
Better handling increases accuracy.
+1.3 accuracy, +0.4 auto fire accuracy
Stocks
Decreases a gun's recoil. (Recoil suppression can be checked on the spec sheet)
Increases initial shot accuracy and ranged accuracy during auto fire.
+2.7 accuracy, +1.0 auto fire accuracy
Recommended Builds
Versatility Build
- Long Range Barrel (+6.2 range)
- Ergonomic Grip (+1.3 accuracy, +0.4 auto fire accuracy)
- Recoil Control Stock
Attack | Range | Accuracy | Control | Auto Fire | Capacity | Mobility |
---|---|---|---|---|---|---|
50.0 (-4.0 – 4.0) | 69.6 | 87.8 | 77.0 | 9.09 | 20 | 94.3 |
This set-up will award a minor increase to accuracy and stability without affecting the rate at which you can comfortably tap the weapon. The dramatic increase to range provided by the Long Range Barrel means that fewer shots are required to land to secure a kill – although the range of this weapon is already very high, this barrel ensures that its versatility is maintained over bigger distances. Successive shots are very important, so ensuring you deal the highest possible damage per shot is important.
Stability Build
- Spetsnaz Edition (+0.3 accuracy, +24.7 auto fire accuracy, -3.0 mobility)
- Ergonomic Grip (+1.3 accuracy, +0.4 auto fire accuracy)
- Recoil Control Stock
Attack | Range | Accuracy | Control | Auto Fire | Capacity | Mobility |
---|---|---|---|---|---|---|
50.0 (-4.0 – 4.0) | 60.1 | 97.4 | 61.0 | 10.00 | 25 | 87.5 |
Swapping out for the Spetsnaz Edition will yield a noticeable deficiency in damage, which is observed especially if you have already become used to the Long Range Barrel. However, this set-up is recommended for people who are just starting out with this weapon, or those who find it difficult to control the recoil associated with it. Despite the increase to auto fire accuracy, you are still advised to tap or 2-shot burst, as the recoil will be difficult to control during fully-automatic fire.
Notable Comparisons
AK-12
Attack | Range | Accuracy | Control | Auto Fire | Capacity | Mobility |
---|---|---|---|---|---|---|
49.0 (-4.0 – 4.0) | 63.4 | 94.2 | 64.9 | 8.70 | 30 | 92.4 |
The AK-12 was, before the Mk. 20 Proto SSR, the most recent addition to the available high-powered rifles, arguably serving as a direct replacement for the SA58 Para after its reduction to accuracy and stability – seeing the AK-12 used commonly by those who enjoyed earlier versions of the weapon. The introduction of the Mk. 20 Proto SSR sees it as a viable competitor, featuring similar damage, range and usability statistics. With an increase to fire rate and stability, the Mk. 20 Proto SSR can be 2-shot bursted at a reasonable, which is observed considerably less in the AK-12.
M14 DMR
Attack | Range | Accuracy | Control | Auto Fire | Capacity | Mobility |
---|---|---|---|---|---|---|
49.0 (-4.0 – 4.0) | 66.9 | 94.4 | 62.8 | 8.47 | 20 | 91.3 |
Similarly to the AK-12, the M14 DMR is one of the newer high-powered rifles, and also sees an increase to accuracy, stability and range. The M14 DMR is actually capable of 2-shot bursting quite comfortably with certain modifications at mid to close-range which reflects the improvements made to the Mk. 20 Proto SSR. At further ranges, again, you'll find tapping is the most efficient way to handle the recoil. The M14 DMR however sees a drop in fire rate but an identical ammo capacity to the Mk. 20 Proto SSR, which makes it the less favorable of the two for those looking to tap fast.
Variants
The Mk. 20 Proto SSR does not currently have any variants.
Tips
• The large range of the Mk. 20 Proto SSR means that damage and armor penetration are maintained over most distances – head-shot damage doesn't drop significantly until you're past 30 meters, and armor penetration throughout the rest of the body is consistent, so concentrate on landing as many shots as possible.
Tip composed by: EUY (in-game name) | Signed: EUY (talk) 17:41, November 29, 2015 (UTC)
• Both the accuracy and stability of the Mk. 20 Proto SSR can become temperamental, especially during prolonged fire, so you'll find that standing still (or shift-walking) or crouching are most effective. While fully-automatic fire isn't advised, two-shot bursting is a viable tactic up to medium range.
Tip composed by: EUY (in-game name) | Signed: EUY (talk) 17:41, November 29, 2015 (UTC)
• Despite the Mk. 20 Proto SSR having a scope available, it is not recommended to use it due to the drop in fire rate and the lack of stability. If you really need to increase the accuracy, look into modifying the weapon to suit your needs, or try to crouch more often to improve your shot grouping.
Tip composed by: EUY (in-game name) | Signed: EUY (talk) 17:41, November 29, 2015 (UTC)
Trivia
• As of the 29th November 2015, the Mk. 20 Proto SSR is the most expensive red ticket rifle man weapon, costing 300 tickets. This meant to be a reflection of its higher tier – being able to perform either on-par with, or past the abilities of other weapons that are currently considered competitive.
Trivia composed by: EUY (in-game name) | Signed: EUY (talk) 17:41, November 29, 2015 (UTC)
• Both the Mk. 20 Proto SSR and its original counterpart, the SA58 Para, share the same statistics and available modifications. Use of this cosmetic variant can signify prestige or, being an additional reward, can serve as a replacement for using euros to purchase and maintain the repair costs.
Trivia composed by: EUY (in-game name) | Signed: EUY (talk) 17:41, November 29, 2015 (UTC)
• Although the Mk. 20 Proto SSR is not a custom variant of another weapon, its in-game description describes it as an "upgraded model of the Mk. 17 Mod 0 SCAR-H rifle"; and while that weapon isn't present the game, the closest one we have to it (despite the very different statistics) is the SCAR-L.
Trivia composed by: EUY (in-game name) | Signed: EUY (talk) 17:41, November 29, 2015 (UTC)