M99 AMR

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Sharpshooter
M99 AMR
Trader M99.png
Statistics
Pricing: £3500 (£2625)
Weight: 13 blocks
Ammo: Hud Single Bullet.png 25  (£250 – £6250)
Power:
Range:
Speed:
Related achievements
The Big One.jpg The Big One
Rippin' It Up.jpg Rippin' It Up

M99 50 Caliber Single Shot Sniper Rifle - The ultimate in long range accuracy and knock down power. —Trader description 

The M99 Anti-Materiel Rifle is a sniper rifle that was introduced during the Summer Sideshow 2012 event.

Statistics[edit]

The sharpshooter perk gives various bonuses for the M99 AMR.

The values in this table are derived from the SDK. However, they have not gone through extensive testing & therefore may not be 100% accurate.

Level  Discount Price Sale value Base damage Head damage Reload time (s)
Base 0% £3500 £2625 675 1518 4.38
0 10% £3150 £2362 675 1673 4.38
1 20% £2800 £2099 675 1836 3.98
2 30% £2450 £1837 675 2094 3.65
3 40% £2100 £1574 675 2368 3.37
4 50% £1750 £1312 675 2762 3.13
5 60% £1400 £1049 675 3415 2.92
6 70% £1050 £787 675 3643 2.74

Price and ammunition[edit]

The base price of the M99 AMR is £3500. This can be reduced at intervals of £350 with the Sharpshooter perk, down to £1050 at level 6. The cost of ammunition is £250 per bullet, and £6250 for a full refill. At the initial buy M99 comes with a total of 5 shots free of charge, one loaded and 4 to spare. Sharpshooter perk does not get any discount to the ammunition per level.

Ammunition was much cheaper when the weapon was first released, Originally £20 per round, but increased to £250 by a patch, possibly to balance the power of the rifle making any lower tier weapon obsolete.

Damage[edit]

The M99 does a base damage of 675 with a 2.25 headshot multiplier. For each target that the bullet penetrates, the bullet loses 20% of its current damage potential; for example, if three targets are struck in the body by one bullet, then the third target receives ⌊675 × 0.82⌋ = 432 damage. This long anti-material rifle has a lengthy reload of 4.376 seconds which can be diminished by Sharpshooter perk bonuses.


Tactics[edit]

Because of the huge cost of ammunition for the M99, it is advised that the Sharpshooter uses the M99 only for the Scrake and Fleshpound when not in a dire situation. It is often necessary for other members of the team to contribute large amounts of money so that the Sharpshooter has enough ammunition for each wave. When you decided to go for this rifle, remember to completely fill your 9mm tactical pistol ammo at least once before buying M99 as pistol ammunition can dry up fast between waves. It is also advised that some ammo boxes scattered around the map spared for Sharpshooter to pick up, as it can save hundreds of pounds, containing two M99 shots worthy of £500. Heading to the trader early enough will give you such opportunities to grab ammo packs and dump the rest at the remaining threats. Before buying M99 by wave 6-7 of a medium or long game, getting a full refill for your 9mm at early waves to relying on another heavier pistol mainly such as MK23 or Handcannon, pays off in the long run by minimizing your 9mm refill cost later on.

If at a dire situation try to buy extra ammunition by guessing the maximum amount of big specimen in a way, nearly exhaust all of its ammunition 'till the end of wave then try to sell and re-buy M99 again. M99 sells for a good amount at level 6 for £787 and can be bought for £1050 again which comes with 5 ammunition loaded in. That means, at the cost of £263 difference which is slightly over a single ammo, re-buying for an empty M99 still means you get one ammo loaded in for almost free of charge. Unless very close to the trader, M99 carrying player shouldn't risk dropping it to grab and sale random weapon spawns. A better approach would be buying this rifle by wave 6 in a medium or long game, and managing it by re-buys along the rest of the rounds and adding one-two extra ammo as wave progress and you see fit. Deciding a re-buy should depend on whether an ammo box acquired on your way to trader to bring ammunition count above 5, would be the right take. If you have no shots left or lower than 2 with one loaded in already as you move to the trader, skip the ammo box for your teammates as you'll re-buy.

Dying with this rifle at hand means a huge economic loss for team and brutal firepower. Losing M99 to a simple casualty, wouldn't allow you to recover from the already heavy burden it brought upon the team, going back to the Crossbow might not have the same intended efficiency against multiple big threats as the only Sharpshooter in team. Always remember, it's best to be a second Sharpshooter if you're opted to get this sniper rifle or plan on being around a good Support Specialist and Demolition for dealing with anything where you fall short like mass trash clearing or taking down multiple big targets scattered around. Loading the ammunition up near full to leave your team depending on scraps should not be your purpose when you can sustain it longer along the waves with re-buys and minimal help from your teammates by soaring ammo boxes on your way to trader.

Rule of the thumb for managing ammo along the wave is, estimating a ratio of shots per specimen count along a wave first. Sparing the next Scrake for your capable perk teammates to deal with, especially helps when you wasted a shot by missing headshot on a big specimen or had to take down a Fleshpound alone. When you need to take down a Fleshpound or wasted a shot on the body, watch the specimen count in a wave and try not to shoot M99 again until 20-25 more specimen get deducted from that amount. When you missed a headshot while killing anything or had to take down a Fleshpound, best thing you can do is whipping out your 9mm pistol afterwards and start picking off trash to contribute that threshold when all threats are negated. When you miss or performed a bodyshot upon the big target, consider giving a brief pause to look for team composition and who can deal with the threat better as every shot of yours is rather crucial and too limited to be trusted in a large wave. While a Sharpshooter can deal when dried on M99 shots if trader time is near, managing it requires support from teammates and a rapid kill ratio for trash.

Being a single trajectory non-explosive projectile weapon, it always check for headshots later to apply target resistances on damage calculation first. It's one of the three weapons in the game to do that besides Buzzsaw and Compound crossbow. While M99 possess a high 2.25x headshot multiplier it ignores the specific conditions set for Fleshpound's slight weakness against high headshot multipliers just like the other two non-explosive projectile weapons in the arsenal. Its trajectory first checks for target resistances to register headshot later if it applies which they bypass that exception. However, unlike the Compound crossbow, the M99's damage is not reduced against the Scrake or Fleshpound on any high difficulty such as Suicidal or Hell on Earth, making it extremely powerful and worth taking the risk. While Fleshpound have innate resistance of 50% to its bullets, a Scrake has no resistances. When used off-perk or on-perk, even a body shot from M99 AMR will be enough to stun the Scrake unless it pierced another target to lose damage. Fleshpound will not enrage when shot by it to the body once thanks to its innate resistances again, but any other damage followed shortly after in 2 seconds frame might enrage it.

A level 4 Sharpshooter can one-shot a Scrake on Hell on Earth with 5 players in the server and on 6 players setup, the single headshot leave its head health just two 9mm headshots away from a decapitation. A level 4 Sharpshooter can still manage to kill a Fleshpound with 2 headshots in a 6 player Hell on Earth setup, just like a level 6 as long as they have safe distance to reload. If used by a level 5 Sharpshooter, the M99 can kill the Scrake with a single headshot on any difficulty including Hell on Earth with 6 players. The Fleshpound has a 50% damage resistance to the M99 AMR, as is the case for most conventional weapons so Sharpshooter perk level, distance and alive player count matters when dealing with them. It is thus not possible to one-shot a Fleshpound as a level 6 Sharpshooter in Hell on Earth difficulty with three or more players, Suicidal with four or more, and Hard with five or six, because its head health exceeds the damage that can be dealt through a single headshot. While playing solo on Beginner difficulty, level 2 and higher perk level Sharpshooter can kill the Patriarch with one headshot and a level 6 Sharpshooter can kill Patriarch in solo mode with 2 headshots if they have the sightline and means for it.

In addition, the M99 can kill many large threats at once, such as multiple Scrakes and Fleshpounds if their heads are aligned. Big specimen aligning for your piercing shots can be a rare occassion and sometimes even come with the cost of massive trash specimen in the vicinity of bigger ones which you shouldn't dare to attack or wait for a grenade barrage to the farthest ones from your fellow teammates with capable perks for them to be aligned. A level 6 sharpshooter can kill up to two Scrakes at once from a single piercing headshot and stun the following third one. Against multiple Fleshpounds, if their head hitboxes align it's possible to dispatch both by 3 shots considering level 6 Sharpshooter never missed and stacked the headshot to both at the very first attempt.

When forced to fire the M99 at lesser specimens, try to take advantage of the bullet's penetration and line up your shots to kill as many as possible. Headshots are not necessary against the Gorefast or any specimen with less health as it can stun them with ease or outright kill them. When you feel like getting swarmed however, the slow reload of M99 can make things turn for the worse. Because the M99 is so heavy, most of the time you will be forced to use the 9mm pistol efficiently or to wield a weak melee weapon like Machete for mobility when swarmed. At a sufficiently high level of Sharpshooter, you can decapitate most specimens with one 9mm shot even on Hell on Earth difficulty and Machete will be sufficient to decapitate basic Clots to keep them away, but you will likely require assistance against the Husk, Siren, or a large group of Crawlers.

Advantages & Disadvantages[edit]

Advantages[edit]

  • Extremely high damage per shot;
  • Penetrating shots with only 20% efficiency loss per pierce;
  • Equipped with a long-range scope for accuracy;
  • Ammo boxes grant 2 shots per pick up;
  • Eligible for emptied re-buys at high levels thanks to discounts and spare shots on initial buy;
  • Effective against any big specimen including Scrake, Fleshpound and Patriarch;
  • Capable of stunning a Scrake from a bodyshot when off-perk;
  • Ability to wipe out or stun up to two Scrakes in one headshot when they're lined up;
  • Ability to stun multiple lined up Husks with bodyshots even when off-perk;
  • Capable of wiping off multiple Gorefasts or Sirens in one bodyshot or at least weaken them;
  • Big specimens don't have any extra resistance against its AMR bullets at high difficulties.

Disadvantages[edit]

  • Tied for heaviest weapon in the game, leaving only one other block available for non-Support Spec perks;
  • On-perk use only leaves 9mm as a sidearm with a potential Machete or Pipe bomb;
  • Long reload time when onperk mid-low level, or off-perk;
  • Huge recoil, cause slight disorientation for a split second after each shot;
  • Requires a reloading sequence after every single shot;
  • One of the worst weapons for crowd control against trash specimen;
  • Certainly needs help of a crowd control class in order to be effective and manage ammunition;
  • Re-buy tactics for managing ammo at lower than highest levels don't work as efficient;
  • Low maximum ammo pool which only meant to be spared for big targets;
  • Most expensive ammunition in the game at £250 per bullet;
  • High cost of ammo means its horribly uneconomical to use for anything but the Patriarch;
  • On harder difficulties, affording the bullets for full refill will be nearly impossible;
  • Worst weapon to consider after a last man standing wave;
  • Dying or losing the weapon on death is a very harsh punishment on itself.

Origin[edit]

The M99 AMR is a Barrett M99 with an urban grey and black camouflage.

Bugs and exploits[edit]

  • The M99 auto-reloads itself even when another weapon is switched out. This is due to the animation that prevents you from shooting even though the shot is loaded.
  • If shot at a door, the bullet will get stuck in it for a short period of time before disappearing. Interacting with the door before the bullet vanishes will release it and continue its travel.
  • Sometimes, when video settings-scope details are set to Model (Low/High), aiming down the sights will cause the scope lens to be blacked out, causing zero visibility through the scope and it becomes virtually useless at aiming. This can be fixed by setting video settings-scope detail to Textured.
  • If a Sharpshooter Rank 6 fires this weapon, they will notice the recoil is only slightly reduced, and instead the muzzle climb is slowed down.
  • Scope bug fix by TheFear: open file \KillingFloor\System\KillingFloor.ini with any text editor. Find and replace UseStencil=True with UseStencil=False.

See also[edit]

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