MK23

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Sharpshooter
MK23
Trader MK23.png
Statistics
Pricing: £500 (£375)
Weight: 2 blocks
Ammo: 12 Hud Ammo Clip.png 12 (144)
Ammo cost: £16 – £192
Power:
Range:
Speed:
Sharpshooter
Dual MK23
Trader Dual MK23.png
Statistics
Pricing: £1000 (£750)
Weight: 4 blocks
Ammo: 24 Hud Ammo Clip.png 6 (144)
Ammo cost: £16 – £96
Power:
Range:
Speed:
Related achievements
Spec Ops.jpg Spec Ops

The MK23 is a pistol that was introduced during the Summer Sideshow 2012 event. It is comparable to the 9mm tactical pistol in terms of speed, accuracy, recoil and ammo capacity, while dealing significantly higher damage and gaining the ability to shoot through up to three targets. It weighs the same as the .44 Magnum and the Handcannon, but deals lower damage than they do. The MK23 can be dual-wielded, doubling its magazine capacity and increasing its rate of fire, at the expense of accuracy. Dual-wielding does not increase reserve ammo capacity and gives this weapon a very long reload time.

Statistics[edit]

The Sharpshooter perk receives a discount on MK23 from the Trader. Its base damage is 82 with a headshot multiplier of 1.1.

Level  Discount Price Sale value Base damage Head damage Single reload time (s) Dual reload time (s)
Base 0% £500 £375 82 90 2.6 4.47
0 10% £450 £337 82 99 2.6 4.47
1 20% £400 £299 82 108 2.36 4.06
2 30% £350 £262 82 124 2.17 3.72
3 40% £300 £224 82 140 2 3.44
4 50% £250 £187 82 163 1.86 3.19
5 60% £200 £149 82 202 1.73 2.98
6 70% £150 £112 82 216 1.63 2.79

Tactics[edit]

  • A single MK23 weighs just 2 blocks, an attribute shared by all pistols. This makes this weapon an excellent choice as an off-perk sidearm, especially when weight is a concern. Any highly mobile perk such as Berserkers, Field medics prefer this pistol to pick trash without risking themselves. Perks capable of holding round, short sight choke points and turns such as Support specialists and Commandos usually carry this pistol for bridging their reloads between their primaries and not losing ground while doing so. Similarly, highly volatile Demolition uses it for not wasting M32 shots on small trash, picking weak targets to have a reload window when it counts. On perk use of the weapon, while depending on the hold position, it is also a matter of preference between MK23 and Handcannon which comparably offers more effective distance with faster reloads and lower spread.
  • Its ability to damage three targets in a row coupled with its ammo capacity and speed makes this pistol somewhat more apt at fending off small groups of zeds at the chokes than the other heavy pistols. Its long range performance comes with Sharpshooter perk and precision of headshots from the rather large magazine size. At high difficulties, due specimens' ever randomized and increasing movement speed, it's unlikely to stack more than two target of same height to headshot them from long distance. While off-perk use can't line up and kill more than two specimen with one headshot, Sharpshooters are capable of seizing the opportunity of such line ups and kill up to three low threat specimen in one shot. At long distance, the efficiency margin against trash specimen is negligible between off perk and on perk use but at close to middle distance or against medium grade threats, on perk bonuses make all the difference.
  • When used by a skilled Sharpshooter, it can be used as a decent main weapon in the first few waves. With it's low price, combined very well balanced stopping power and magazine size, it's a great sidearm to invest in early on. It can 3-4 shot a Husk or Siren and one shots anything below it from the head at high difficulties. It greatly loses efficiency against Fleshpound by late waves but still effective against a single Scrake when one commits to kill it. From level 4 Sharpshooter and onwards, MK23 can mini flinch a Scrake from headshots and kill one without reloading a pair of dual MK23 in Hell on Earth 6-player setup. Level 4 and above Sharpshooters simply walk up to a Scrake and flinch lock them by dumping both magazines at their head.
  • MK23 alone is widely ineffective against Fleshpound and Patriarch at high difficulty levels even when fully leveled the perk. It's highly advised to carry a back up weapon like a long range rifle or another pair of dual pistols when one need to deal with such behemoths. Dual or not, MK23 offers the least damage per shot out of the three heavy pistols so the accuracy required to finish a single Fleshpound by another dual pair whip out is rather intense. When player is not the half way of dumping dual MK23 mags to its head, Fleshpound would be enraged and dashing forward. While doable, it's a risque move to consider dual MK23 as a finisher following a fanfire from dual Handcannons or dual .44 Magnum to kill a Fleshpound by pure headshots. Even if fire rate is almost doubled at dual wielding, the damage output is not up to par for dealing with high threats. For the Patriarch, same with Fleshpound more or less apply. When stopped for minigun stance, Patriarch will ignore the perk bonus coming from the headshots and pelt anything that it has a direct sight on. Dual MK23 will drink through its ammo dry or cause Patriarch to use you for target practice before it can deal significant amount of damage.

Advantages & Disadvantages[edit]

Advantages[edit]

  • Bullets penetrate enemies, damaging up to three targets;
  • Open, tritium night-sights make it easy to aim at long distances and in dark areas of a map;
  • Lightweight, 2 blocks tied with Handcannon, .44 Magnum and Flare revolver;
  • Higher magazine capacity than its counterparts;
  • Faster fire rate than the Handcannon;
  • Fast reload;
  • Lower recoil than the Handcannon and .44 Magnum.

Disadvantages[edit]

  • Lower damage than the Handcannon and .44 Magnum;
  • Slowest reload of all the pistols when dual-wielded;
  • Lower dps than the Handcannon and .44 Magnum;
  • Slower fire rate than the .44 Magnum.

Bugs[edit]

  • When dual MK23 are directly bought from the trader, the player will only receive 72 rounds of ammunition. However, when two MK23s are bought separately for the exact same price, the player will receive 144 rounds of ammunition instead.
  • When a player sells one of his dual MK23s to the trader, they will receive an additional 72 rounds of ammunition. However, he will only receive half of the listed selling price.
  • A player wielding a single MK23 cannot buy or pick up an additional MK23 unless he has at least 4 free weight blocks.
  • When a player is wielding dual MK23s, £16 will buy the player an additional 24 rounds of ammunition instead of the usual 12 rounds.

Origin[edit]

The MK23 is a Heckler & Koch Mark 23 with tritium night-sights.


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