
- Rifle shots go right backup sight mod#
- Rifle shots go right backup sight full#
Suppressor (+2) - A large suppressor that eliminates the sound and muzzle flash of the weapon, preventing enemies from detecting shots visually and audibly.
Rifle shots go right backup sight mod#
Muzzle Brake (+1) - A custom mod that helps greatly in controlling the recoil of the assault rifle, at the cost of increased spread. Flash Hider (+2) - Eliminates the muzzle flash from the weapon, granting better visibility when firing and preventing enemies from detecting shots visually. T4XS (+2) - 4.6x magnification optic with a tactical reticle, improving long range precision at the cost of close range aiming. TG3X (+2) - 3.3x magnification optic with a clear scope reticle, effective at farther distances. Red Dot (+2) - Large 2.2x magnification optic with with a solid red dot, providing a very clear sighting picture. Delta Sight (+1) - Miniature 1.5x sight with a thick delta dot, granting a clear view of the target. Mini Sight (+1) - Miniature 1.3x sight with a small red dot, granting a clear view of the target. They're precise enough to use at any range. Iron Sights - The standard closed sights of the F57. It can be used in virtually any situation imaginable, provided the player has the right set of perks to support it, and there are many possibilities for a useful build. The F57 has the widest variety of customization available, with options for stealth and loud. Having extra concealment versus faster reloading speed, more ammunition, or the ability to use the weapon while sprinting all depend on the operative's playstyle and personal preference, although the loud perks will typically benefit it more than concealment. Unlike other weapons, the F57 can be used effectively in both stealth and loud. The recommended playstyle for the F57 will involve some form of medium-long range usage, and making use of the Rifle Mastery and Rifle Training perks will be very helpful as they will increase the weapon's overall accuracy and damage at range. Can be customized to handle targets from all distances. The healthy ammo count also allows a secondary weapon to be skipped or simply picked up from enemies. Even with Rifle Mastery and a Stubby Grip, fully-automatic fire can sometimes be a liability at a distance as the spread and recoil reduces the chance of hitting the intended target.ĭespite the F57's drawbacks, the rifle still carries a litany of benefits, and most operatives will find it useful to deal with any problem. Despite its high effective range, it is not nearly as suited to long-range tasks as the CBR-C is. The primary concern when using the F57 is its accuracy and stability. The amount of reserve ammunition is another advantage to using the F57, and with 151 base reserve ammo available, operatives have enough to complete any mission with a little bit of investment Additionally, ammo can be refilled relatively easily. It is also benefited by a wide variety of attachments and modifications which can improve the weapon's combat potential or make it easier to conceal.
Its fully-automatic, 522 rpm fire-rate is backed by its long range, rifle-grade penetration, and decent damage.
Rifle shots go right backup sight full#
The F57 shares its ammunition type with the Sawblade, and is commonly seen in the hands of law enforcement units, Steel Cove Soldiers and Halcyon Operatives with a full stock equipped.
Being a fully-automatic assault rifle, it can engage any kind of target, whether they're close, far away, or behind cover. The F57 is one of the more costly weapons on the market, but its modularity allows it to be effective in virtually any situation. It costs $23,500 to purchase and $400 to deploy on a mission. The F57 is one of the many weapons available to operatives in Entry Point.