MP-98 Knight SMG

With the highest rate of fire in the arsenal, this weapon is often used by the defence ministry on Super Earth for rapidly incapacitating groups of wrong-thinkers.

Upgrades
Mini-Stun Ammunition
 * Each bullet is loaded with a tiny electrical charge, that upon impact releases its charge and delivers it into the target. Jokingly called battery bullets by the Helldivers.

Armor-Piercing Ammunition
 * This ammunition type has been specifically altered to counter armor and should have no trouble punching through lighter armor with little to no effort. Note that this will not make it possible to damaged heavily armored enemies.

Weapon Stats
Helldivers start with 6 magazines of Knight ammunition, and can carry up to 12. Each magazine contains 75 rounds. If 10 or less rounds remain in the magazine when the weapon is fired, the 'low ammunition' warning sound will play.

Reload time for a fully emptied magazine is 1.5 seconds; if reloaded while there are still rounds in the magazine, this drops to 1 second. In addition, this keeps a round in the chamber. This means a Knight with a chambered round gives a total of 76 shots before needing to be reloaded.

Unlock Requirement
The Knight unlocks at rank 21 (Marshal).

Gameplay Tips

 * Compared to the SMG-45 Defender, the Knight eats through its limited supply of magazines quickly, putting out a very high amount of damage.


 * The Knight is a one-handed weapon, and increases a Helldiver's mobility while aiming. SMGs can be used when carrying objectives such as the Black Box, Illuminate Power Core or Artillery shells.
 * Mortally wounded Helldivers can draw their one-handed weapon automatically by using the aiming controls (right analog stick or mouse). Keep in mind that it needs to be manually switched back to the previously selected weapon after dropping whatever the player was carrying or after recovering from mortal wounds.