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In this episode, we're covering the third weapon in the assault rifle category - the M14.
It's a semi-automatic weapon in-game, and is unlocked at level 9.
Originating from the United States, the M14 was adopted by the US army in 1957, and was standard issue from 1959 until it was replaced by the M16 in 1970.
Essentially a derivation of the M1 Garand, with the introduction of a removable magazine, replacing the earlier en-bloc clip used in the Garand, and with the addition of the capability of fully-automatic fire.
This technically makes the M14 a Battle rifle, rather than an assault rifle, as it fires a full-sized cartridge with selective-fire.
After a series of prototypes made post World-War 2, the M14 trumped the FN FAL in the US Army's testing and saw its first action in the Vietnam War.
Although unwieldy and not ideal for jungle combat, it performed adequately until superceded by the lightweight, more modern design of the M16.
The M14 remains in use today, however - although not ideal for general infantry use it's found a niche in the Designated Marksman Role, and as part of the M21 and later M24 Sniper Weapons Systems.
Magazine capacity is 20 rounds, identical to the other semi-automatic rifle - the FAL.
Extended mags will give you 30 rounds per magazine.
The cartridge fired is the NATO standard rifle cartridge - the 7.62 by 51 millimetre.
This calibre's roots lie in the earlier, larger 30-aught-6 rifle cartridge, as fired by the earlier M1903 Springfield rifle.
Essentially a shortened variant, the new cartridge was to be known commercially as the .308 Winchester before being adopted as the NATO standard in 1954.
Damage in-game is the highest of all weapons in the assault rifle category - only the sniper rifles deal more damage per shot.
At just two hits to the body at close range - and 3 at a distance, the M14 shares the same damage profile as the FAL - but boasts a greater multiplier to the head and neck, for a greater chance at a two-shot kill.
This means that, even at long range, a single headshot with another to the body is sufficient to kill - where with the FAL you'd need two headshots.
Firecap is standard for the single-shot weapons, at 625 rounds per minute.
Generally speaking, this cap isn't much of a hindrance - as shooting at that rate would compound the very high level of recoil.
Although high, the recoil can be tamed by moderating your fire rate depending on your distance from your target - waiting for the recoil to settle to an acceptable level before firing again.
Aim time is standard for the assault rifles, and reload is among the slowest but manageable nonetheless, at 2.4 seconds.
One of the key aspects to using the assault rifles is to ensure you're firing from a good position - whether on the offence or in a defensive role you need to ensure that you're using available cover to maximum effect.
The more of your player model you expose to the enemy, the easier it is for your foe to hit you - and landing accurate shots with a weapon like the M14 under fire is very tricky indeed.
When choosing a firing location, you should try and find a position that provides as much coverage as possible - ideally cover should extend to just underneath your point of aim.
In Call Of Duty your point of aim is centred on your head, so if your sights are just above cover, all your opponent will see is the very top of your character model - little more than a pair of eyes and a helmet.
Any available cover can be used to your advantage - even corners can be used to some effect, as you can control the angle of exposure and take complete cover when at risk of incoming fire - useful when reloading.
The M14 is the most powerful weapon in the assault rifle category - outclassing even the FAL thanks to its superior multipliers.
It also boasts a superior hipfire spread when compared to the FAL, something which will occasionally come in useful should you be taken by surprise.
Its main downside is its heavy recoil, forcing you to limit your rate of fire to preserve accuracy.
Compared to the automatic weapons, it's likely you'll fare less well in close quarters - although you'll only need two hits to kill, the weapon with the faster rate of fire often comes out on top.
Good use of cover or getting on target first can help, but something like an SMG or the FAMAS will be tough to beat.
Still, if employed correctly and carefully you can engineer situations in your favour - with a claymore to watch your back and the use of long sightlines and cover you can keep your enemy at arm's reach.
As a counter to its damage, the M14 has the most severe recoil in the assault rifle category, but it can be tamed with careful shooting - and it's hard to argue against a two-shot kill.
Twitter: http://twitter.com/xboxahoy
In this episode, we're covering the third weapon in the assault rifle category - the M14.
It's a semi-automatic weapon in-game, and is unlocked at level 9.
Originating from the United States, the M14 was adopted by the US army in 1957, and was standard issue from 1959 until it was replaced by the M16 in 1970.
Essentially a derivation of the M1 Garand, with the introduction of a removable magazine, replacing the earlier en-bloc clip used in the Garand, and with the addition of the capability of fully-automatic fire.
This technically makes the M14 a Battle rifle, rather than an assault rifle, as it fires a full-sized cartridge with selective-fire.
After a series of prototypes made post World-War 2, the M14 trumped the FN FAL in the US Army's testing and saw its first action in the Vietnam War.
Although unwieldy and not ideal for jungle combat, it performed adequately until superceded by the lightweight, more modern design of the M16.
The M14 remains in use today, however - although not ideal for general infantry use it's found a niche in the Designated Marksman Role, and as part of the M21 and later M24 Sniper Weapons Systems.
Magazine capacity is 20 rounds, identical to the other semi-automatic rifle - the FAL.
Extended mags will give you 30 rounds per magazine.
The cartridge fired is the NATO standard rifle cartridge - the 7.62 by 51 millimetre.
This calibre's roots lie in the earlier, larger 30-aught-6 rifle cartridge, as fired by the earlier M1903 Springfield rifle.
Essentially a shortened variant, the new cartridge was to be known commercially as the .308 Winchester before being adopted as the NATO standard in 1954.
Damage in-game is the highest of all weapons in the assault rifle category - only the sniper rifles deal more damage per shot.
At just two hits to the body at close range - and 3 at a distance, the M14 shares the same damage profile as the FAL - but boasts a greater multiplier to the head and neck, for a greater chance at a two-shot kill.
This means that, even at long range, a single headshot with another to the body is sufficient to kill - where with the FAL you'd need two headshots.
Firecap is standard for the single-shot weapons, at 625 rounds per minute.
Generally speaking, this cap isn't much of a hindrance - as shooting at that rate would compound the very high level of recoil.
Although high, the recoil can be tamed by moderating your fire rate depending on your distance from your target - waiting for the recoil to settle to an acceptable level before firing again.
Aim time is standard for the assault rifles, and reload is among the slowest but manageable nonetheless, at 2.4 seconds.
One of the key aspects to using the assault rifles is to ensure you're firing from a good position - whether on the offence or in a defensive role you need to ensure that you're using available cover to maximum effect.
The more of your player model you expose to the enemy, the easier it is for your foe to hit you - and landing accurate shots with a weapon like the M14 under fire is very tricky indeed.
When choosing a firing location, you should try and find a position that provides as much coverage as possible - ideally cover should extend to just underneath your point of aim.
In Call Of Duty your point of aim is centred on your head, so if your sights are just above cover, all your opponent will see is the very top of your character model - little more than a pair of eyes and a helmet.
Any available cover can be used to your advantage - even corners can be used to some effect, as you can control the angle of exposure and take complete cover when at risk of incoming fire - useful when reloading.
The M14 is the most powerful weapon in the assault rifle category - outclassing even the FAL thanks to its superior multipliers.
It also boasts a superior hipfire spread when compared to the FAL, something which will occasionally come in useful should you be taken by surprise.
Its main downside is its heavy recoil, forcing you to limit your rate of fire to preserve accuracy.
Compared to the automatic weapons, it's likely you'll fare less well in close quarters - although you'll only need two hits to kill, the weapon with the faster rate of fire often comes out on top.
Good use of cover or getting on target first can help, but something like an SMG or the FAMAS will be tough to beat.
Still, if employed correctly and carefully you can engineer situations in your favour - with a claymore to watch your back and the use of long sightlines and cover you can keep your enemy at arm's reach.
As a counter to its damage, the M14 has the most severe recoil in the assault rifle category, but it can be tamed with careful shooting - and it's hard to argue against a two-shot kill.
assault M14 - Black Ops Multiplayer Weapon Guide | |
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