MTAR - Black Ops 2 Weapon Guide





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Published on Nov 23, 2012

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In this episode we're covering the MTAR Assault Rifle.

A smaller brother to Modern Warfare 2's TAR-21, the fully-automatic MTAR returns in its diminutive form and is the first assault rifle unlocked in create-a-class.

The 'Tavor Assault Rifle for the 21st century', or TAR-21, is an Israeli weapon that was introduced in 2001.

The Micro Tavor, or MTAR, is a subcarbine variant with a shorter barrel.

The version depicted in-game fires the NATO standard assault rifle cartridge, the 5.56x45mm round - although the MTAR can be converted to an SMG, instead firing 9mm pistol rounds.

The Tavor is a bullpup weapon, with the magazine located behind the trigger - this allows for a shorter overall length, making it ideal for urban close-quarter use.

In-game, The MTAR is a mid-damage assault rifle; It requires at least 3 shots to kill, even if all 3 are headshots.

At a distance you may need up to 5 shots to kill, although with a single headshot you won't need more than 4.

Range dropoff is moderate, with the MTAR losing its 3-shot kill potential outside of a close range. For most mid-ranged engagements you can expect to kill in 4 shots.

Like most of the assault rifles, the MTAR offers standard penetration ability: this means thin cover won't pose too much of an issue should your target lie behind.

Rate of fire is 750 rounds per minute: reasonably high for the assault rifle class, and offering a blend of controllability and lead output.

Hipfire spread is standard for the assault rifles - not as good as an SMG, but far better than an LMG or Sniper Rifle.

Because of the automatic fire, potential 3-shot kill, and reasonable rate of fire - the MTAR is probably one of the more reliable assault rifles when fired from the hip.

Select Fire will turn the MTAR into a three-round burst rifle - this will help enforce good fire control, and conserve ammunition - but this attachment isn't particularly useful for the weapon.

The MTAR's recoil is moderate, with the weapon tending to kick upwards, with some symmetrical horizontal movement.

At close range, it's seldom an issue - but against distant opponents behind cover you may find yourself losing gunfights to those with lower-recoil weapons.

Other handling traits are generally good: it takes 250 milliseconds to aim down your sights, raise and drop times are on par with the fastest assault rifles, and your base movement speed is 95% of the maximum possible - the same as all other assault rifles.

Magazine capacity is standard for the assault rifle class, at 30 rounds. The Extended clip attachment will give you 40 rounds between reloads instead.

Your total starting supply is 4 magazines worth - 120 rounds total, or 160 when you use Extended Clip.

Reload times are average for the assault rifle class, with the MTAR taking 2.49 seconds to perform a tactical reload.

The fast mag attachment will confer a 50% speed increase, reducing such reload time to just 1.62 seconds.

Our build with the MTAR is going to take advantage of the weapon's versatility: our choices will focus on making the weapon easier to use, and will leave you less vulnerable in a typical firefight.

Smoothing out these vulnerabilities will help those less experienced with the game to perform well - the MTAR is an early unlock, and as such is often a go-to weapon once create-a-class is available.

The MTAR works best at a middle range, so you'll want to avoid the longest sightlines and tightest interiors.

Instead, aim to strike enemies from the side or flank at a comfortable range for the weapon, and avoid tackling entrenched enemies head-on.

Instead, stay on the move and surprise the enemy instead of letting them come to you: repositioning often will keep your enemy guessing.

The suppressor will let you tackle enemies without revealing your location - so unless the opposing team is particularly alert or communicating effectively you can silently cut deep into your enemy's defence.

The MTAR is a well-rounded assault rifle that serves as a versatile introduction to the game.

Its damage is consistent out to a reasonable range, and its rate of fire is higher than most others in its class.

While it may not excel at any one thing, the remainder of its statistics are balanced enough - you will enter very few gunfights at a disadvantage.

It is perhaps this lack of specialisation that is the MTAR's downfall - the moderate recoil will harm your accuracy at a distance, where snipers and lower-recoil weapons will have a distinct advantage in firefights.

Similarly, you simply can't compete up close with SMGs - their rate of fire and superior hipfire spread giving them a distinct advantage.

Still, it is often better to be adequate in all situations than to specialise in one - and as long as you're aware of the weapon's limits this versatile weapon will humiliate your opponent...

...and leave 'em tarred and feathered.


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