Frenchy: I'm gonna coo- shot
SIG SAUER: Soon, all of your small arms budgets belong to us now.
The first generation of the Swiss AR15 derivative that would eat up the NATO Special Forces' Small Arms budgets.
The MCX Gen 1 is a modular weapon suited for a variety of situations.
The MCX Gen 1 will appear as the SG552 and is unlocked at level 39.
Stat Notes:
Spoiler!
The rifle should feel fairly accurate and comfortable to fire. You have a passable base accuracy at 64 and stability of 52 including default mods, and adding in a few attachments should solve any problems you have regarding accuracy and/or kick.
The base concealment starts out at 19, but the default mods bumps this up to 21. Stacking concealment mods will comfortably give the MCX Gen 1 concealment in the mid 20s.
At base, the MCX Gen 1 has a fast fire rate at 800 RPM and a standard 5.56 rifle damage of 64 (assuming the player has the 5% damage perk deck passive).
If you add the .300 Blackout ammunition, you get a generous accuracy boost and the damage gets bumped up to the 85 damage range (3 shot headshots on higher difficulties). It comes with the tradeoff of -20% total ammo capacity, -20% total pickup rate, and 10% more recoil.
The pickup rate change doesn't seem to be affected by skills and/or passives in my experience, so the pickup penalty is balanced as if it's a 20% reduction while accounting the Walk In Closet Perkdeck passive (80% of the 1.35x bonus from Walk in Closet).
Known Issues:
-Certain larger suppressors with the default 8 inch Keymod handguard will clip. I originally forbid the larger suppressors from being attached with the 8in Keymod handguard, but when I did that, that resulted in pretty much all of the Tacticool Suppressors being forbidden due to using the Bigger the Better as a base, even ones that would logically fit like the SIG SRD suppressors. I picked the lesser of two issues and let players use all suppressors with all handguards/barrels.
-Some gadgets and/or optics will clip into each other, depending on the optic/gadget used with the top rail gadget/folded irons. Most of the vanilla optics and gadgets seem to be fine, but some custom ones will run into issues depending on how they were oriented (see: most of the ones I make that involve jamming the gun straight in your face).
Probable Future Asked Questions:
Q: Wait, I thought Carl did the MCX Virtus from MW2019? How is this different?
A: He did, yes. As for the statblock, it's probably not all that different to carl's MCX in concept considering that it is the same family of weapons.
Q: Other Tarkov guns?
A: Tarkov has been mostly thouroughly ported to Payday 2, I am not really sure what could be added. For example, Germantacos' various AK packs have the Tarkov AKs covered, FrenchyAU's various Tacticool packs allow you to skin vanilla weapons in Tarkov parts, Mira's MP7A1/2 is from Tarkov, Carl's 416 Frontline brings the 416A5, and so on.
Q: Hey, wait a minute, what happened to a good majority of your existing guns? They just disappeared!
A: Unlisted. For a good many of them, I wanted to take a step back and see what things needed tweaking.
Q: REEEE the keymod mcx is borkne/too week, needs nerfs/buffs!
A: Go into the files and change the stats yourself.
M13