M11

M11 SideView-v2.png
M11
Weapon Quote
“Fast-firing, fully automatic machine pistol”
// Profile //
BuildLight
TypeSMG
// Damage //
Body16
Crit24 (1.5x)
DPS265.5
// Technical //
Mag Size40
Firing Time2.35
Reload Time1.7
Fire Rate1021

The M11 (Military Armament Corporation Model 11) is a Light class submachine gun designed to deal high close-distance burst damage.

Usage

The M11 can be selected as the weapon of any Light build loadout.

The trigger can be held to continuously fire bullets that damage opponents, also dealing additional damage on headshots. Aiming down sights increases the M11's accuracy. Moving decreases accuracy, especially when going airborne.

The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip M11
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Properties

Weapon

FeatIcon Ranged.png Ranged — Strikes targets by aiming and firing at them from a distance.

FeatIcon Automatic Fire.png Automatic Fire — Continues to fire automatically until the trigger is released.

FeatIcon Aim Down Sights.png Aim Down Sights — Has iron sights that significantly increase accuracy when used.

FeatIcon Full Reload.png Full Reload — Replaces the entire magazine in one animation on reload.

FeatIcon Stable Accuracy.png Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.

Bullet

FeatIcon Hitscan.png Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

FeatIcon Critical Hit.png Critical Hit — Critically hits on headshots, applying a damage multiplier.

FeatIcon Mid Range Falloff.png Mid Range Falloff — Deals reduced damage when hitting targets at a moderate distance (falloff starts at less than 30m).

FeatIcon Minor Structure Damage.png Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

Strategy

Strengths

  • The M11 is able to quickly burst down a target when up close.
  • The M11 has the highest rate of fire of any weapon.

Weaknesses

  • The M11's damage falls off quickly at moderate distances. Additionally, due to the M11's high bullet dispersion, hitting a target consistently from a distance is very difficult.

Tactics

  • Firing should always be done while aiming down sights, unless the target is extremely close. Doing so greatly increases the accuracy of the M11.
  • An M11 user should attempt to step in and out of combat to safely be able to deal damage, approaching opponents from unexpected angles so that they cannot retaliate. The moments of cover also serve to reload the weapon.

Damage

Shots to Kill Time to Kill (Body) Time to Kill (Crit)
Light 10 0.54 0.36
Medium 16 0.90 0.60
Heavy 22 1.26 0.84
Kill times for the M11

Mechanics

Recoil

M11 recoil.png

How to control:

  1. Pull down and left for the first 3 rounds
  2. Pull down hard and slightly right until bullet 11
  3. Pull down slightly and directly to the left until round 19
  4. Pull down slightly and directly to the right until round 26
  5. Pull directly to the left until round 32
  6. The final 8 bullets have very little recoil

Hitscan

When the weapon fires a shot, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs, depending on the accuracy level at the time of firing.

Immediately, the closest contestant, structure, object or shield intersecting the hitscan will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the M11.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the M11
Critical damage dealt by the M11
Opponent eliminated by damage from the M11
(Does not count quick melee finishers)
Assist on an opponent damaged by the M11
Level 1
M11 Rank 1.png
0 XP
M11
Level 2
M11 Rank 2.png
9,000 XP
Dye Job (Yellow)
Level 3
M11 Rank 3.png
9,000 XP
Dye Job (Blue)
Level 4
M11 Rank 4.png
36,000 XP
Dye Job (Red)
Level 5
M11 Rank 5.png
54,000 XP
Dye Job (White)
Level 6
M11 Rank 6.png
162,000 XP
Triangle Twinkle
Level 7
M11 Rank 7.png
144,000 XP
Striped Grazer
Level 8
M11 Rank 8.png
136,000 XP
Painted Predator

Trivia

  • The M11 exists in real life as the MAC-11 machine pistol/submachine gun. The pistol was developed in the 1972 in Georgia, United States, at the Military Armament Corporation (MAC). "M11" stands for "Model 11".
  • The suppressor on the M11 is modeled after the MAC-10's companion Sionics suppressor.

Videos

Weapon Skins

Change History

2.0.0

  • Increased accuracy by decreasing bullet dispersion when firing from the hip

1.4.0

  • Damage changed: 15 -> 16
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