Infinity Ward proudly presents the newest MCX design from SIG Sauer.
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**The Exceedingly Ordinary MCX is unlocked at level 32 and will appear as the F2000 (Union 5.56)**
**If you've used my XM4, then the perfectly normal MCX has a familiar looking statblock of being in-between the M4 and M16. Its above average default concealment and high RPM makes the ordinary MCX suitable for dodge builds/stealth builds and crit fishing setups.**
Stat Notes
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Damage is above average at a base of 69.
Rate of of fire is 800 RPM, above the average and should be plenty for crit fishing/DPS.
The concealment on the perfectly normal MCX is fantastic at a base of 25, with a few mods pushing up the concealment even further. You can easily push the weapon into the 30s in concealment, though how accurate it will be is a different story.
Stability is average at a base of 56. Combined with lower than average kick values, and the perfectly normal mcx will easily stay on target.
Accuracy is slightly above average at a base of 56, but you dont get many ways to increase accuracy further. True to the nature of the suppressed MCX chambered in .300 Blackout, you should be using this up close and personal to sneak up on enemies, not trying to crossmap people.
Magazine size is the rifle average of 30, with a slightly below average 4 mags (120 rounds) capacity.
Ammo pickup is 3-7, which is plenty as long as you arent missing.
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**Known Issues:**
-**If the player inspects the weapon with an empty mag, the bolt carrier does not lock back on the inspect. During an empty reload, it will correctly lock back on empty.**
-**Depending on the optic used, magnifiers will clip into the charging handle.**
**Probable Future Asked Questions:**
**Q: Have you had your eyes checked? This isn't a MCX?!?**
**A: According to world renowned Firearms Experts:tm: Infinity Ward, this is a SIG SAUER MCX variant alongside the SIG SAUER MCX Virtus and the SIG SAUER MPX. Who are these "Q" engineers you speak of?**
**Q: Where are (x) blueprints?**
**A: Ghost's special blueprint is partially available through Weapon Painter, while the receiver is a separate part due to the added UK flag patch. As for other blueprints, I have no clue what names coorespond to what blueprints, so those will remain in the backburner until I learn more.**
**Q: Why not base the Perfectly Normal MCX on the more sensible M4 (CAR4) or M16 (AMR16) or even 416C (Bootleg)?**
**A: The file format was copied off a different project based on a fan take on Misriah's Insult to Rifles. By the time I finished setting up the weapon's stances, I forgot that the MA6E was originally based on the F2000. I *could* change the based on back to the M4, but I got lazy.**
0.85: Adjusted all sounds to use MW2022 sounds extracted from the game (boy, i do love having to deal with hashed sounds /s).
I am told that the sounds ... sound ... better.
Previous Updates
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0.84:
Added 20 Round Magazine and Folded Iron Sights.
Applied MW2022's part names to localization.
Adjusted gadget placements to account for the new DBAL gadget and category changes (so you can run a sight, laser sight, and magnifier in the same setup).
The default pistol grip, SA Phoenix Barrel/Handguard, and magazine no longer use the Ghost blueprint as their default textures. Those blueprint parts are available through Weapon Painter.
Adjusted textures on the default receiver to be more consistently tan (Sorry Hyakulegger).
0.83:
PlayBONK updated the receivers to have the bolt lock back on empty.
Fixed (?) incorrect normal map on the XTen Extended Mag.
0.82: Changed statblock to be in-between the M4/M16.
Changed the unlock level to 32.
0.81: Added MCX Stock, MPX Lightweight Stock, MPX Pistol Grips, and GUI Icons for most attachments.
0.80: upload
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From Call of Detained: Modern Fill Graves 2.
Special thanks to Scobula for working his ass off to continue to provide Greyhound updates for the latest COD games.
Animation by PlayBONK.
Dependencies
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Instructions
**Make sure to first have SuperBLT, and BeardLib installed. Click the links in the dependency list.**
Optional video tutorial for installing SuperBLT, BeardLib, and mod_overrides mods: https://youtu.be/rin_sjSJIkg
1. After downloading the mod, use a program such as [7zip](https://www.7-zip.org/download.html) or [WinRAR](https://www.rarlab.com/download.htm) to extract the main folder of the mod.
2. Navigate to `assets/mod_overrides`. The assets folder is supposed to be in your game's installation folder (don't know where that is? click [here](https://wiki.modworkshop.net/books/payday-2/page/finding-payday-2s-install-folder)). Create the folder if necessary
3. Move the main folder of the mod from step 1 to the folder you navigated to in step 2.
Extract into mod_overrides.
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Weapon Painter: Needed for some Ghost blueprint parts.
Extract into mods.
CAFCW: Needed for custom attachment support.
Extract into mod_overrides.
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