FG42 Ausf. E
|FG42 Ausf. E|
|Rate of Fire||500 rpm|
|Near Range||51.2 m|
|Far Range||128 m|
|Reload Time||3.3 s|
|Faction Cost||217,000 2,600|
|Captured Cost||217,000 2,600|
|Requirement||- 9th Grade|
The Fallschirmjägergewehr 42 is designed to fill a key niche where you both need a rifle and a light machinegun, but can only carry one. It has a 20 round magazine and is a formidable weapon in the hands of experienced soldiers.
The Fallschirmjägergewehr 42 (or FG42) is a selective fire battle rifle developed by German arms manufacturer Rheinmetall, for use by German Fallschirmjäger paratroopers. It is chambered in the powerful 7.92×57mm Mauser cartridge.
Traditional paratrooper operations of the time required that armament be dropped separate of the troops, and paratroopers needed to locate supply drop crates that were deployed along with them, as their harnesses were incapable of supporting their weaponry on their person. This led to serious complications, most notably an operation in Crete, Greece, where German paratroopers armed with only handguns and frag grenades were unable to recover their supply crates and were subsequently obliterated shortly after landing.
The solution was to create a rifle with the combined attributes of a submachine gun, bolt action rifle, and machine gun, reducing the need to serve multiple firearms to a single unit. It needed to be light enough to be carried by a paratrooper during their drop with all of the necessary ammunition, and the rifle needed to be properly rigged to keep it from falling loose during the drop. The FG42 was the solution. While it performed its role extremely well and was a welcome addition to the Fallschirmjäger's arsenal, some soldier complained that muzzle rise greatly reduced accuracy of the FG42. In its time, the FG42 was considered one of the most modern firearms ever devised. Only 6,397 were ever created between 1942 and the end of the war.
It was also capable of select fire, and unique in that single shot made the receiver a closed bolt, making it more long range and accurate; whereas the full auto functioned as an open bolt. It was also capable of equipping 2.5-3.7x optics which further complimented the single fire bolt; however this was more reserved towards elite paratroopers or earlier users who received the FG42 early in its production when it was more accessible.
Available only for German paratroopers. It is a LMG AR hybrid with low accuracy, but it is the only High caliber fully automatic weapon paratroopers can jump with that is currently in the game. The FG42's high rate of fire (ROF) makes it a very powerful close-to-medium range combat weapon, but movement restriction during fire can be deadly to the user. Due to high recoil and a very small magazine, burst fire is the most efficient way of using this weapon. Currently the second most expensive weapon in the game at 217,000 credits. Short after the PTRD with 284,000 credits. It has decent hipfire accuracy if used burst . The aimed accuracy are accurate even though the smoke and pinhole sight makes it hard to track targets.
This weapon can be hip fired, but only in burst, putting you at a disadvantage in suppresive fire. Crouch or get prone to reduce the weird recoil. Hipfiring is good while clearing buildings.
The recoil is a vertical left kick. Pulling down to the right on the mouse during full auto fire is heavily recommended and can make you effective in full auto firing up to 40 meters if used correctly. The weapon is a 3 Hit-Kill to Heavy Set bronze while stock, Chrome Lined Barrel mod is recommended as it's cheap and can 3 Hit-Kill Up to Heavy Set Silver while offering no downsides.
The weapon's sights are rounded and small thus being obstructive and can easily lead you to losing the target in constant fire, especially due to the dust of rounds or just firing. The sway is almost nonexistant, but the recoil are a bit high compared to SMG but lower than most LMG. The entire style of the weapon is to be aggressive, don't be afraid to get in the enemies face. Because this weapon will be an inhumane tool of destruction in the closest combat once upgraded and utilized with skill and experience. One can easily kill enough enemies to run out of ammo with the right use of this weapon.
The reload time is slower 3.3 second, faster than Tier-2 SMG but slower than tier-1.
The best way to utilize this weapon is by being aggressive. Flank and use cover very often. Open engagements can be the cause of your death with this type of weapon. You will run out of ammo extremely quickly in a firefight, so put cover in between you and the enemy as much as possible. If used correctly it is the best CQC full auto firearm as it is faster firing and faster to draw than other Machine guns in comparison (other than the M1918 BAR) at CQC combat. However, it still has the worst firefight possibility in open, medium and long range combat. It is best to single shot the weapon in anything past 30m+ as the recoil can be quite difficult to deal with when you first use it. However after learning the recoil pattern and upgrading the accuracy you can (as mentioned) put multiple rounds in burst fire up to 60m and higher with the right technique.
Try to prioritize targets, kill the best/most dangerous players first in CQC combat. The only matchable close combat weapon is the Johnson when upgraded for RoF. Even then you still have the peaker advantage if you are the one who engaged the combat first. Making you a monster at close range. Example for a priority situation: say you land on a roof and walk down the stairs. There are 2 snipers scoping through windows and a rifleman with an M1 Garand also looking through the window. Kill the rifleman first, then the 2 snipers. As the snipers tend to have little reaction time and by the time they realize what has happened, you can put all 3 of them down in bursts. This weapon excels at this play style.
The ammo consumption on this weapon is ENORMOUS. Even more so that you are put at a disadvantage due to the low spare ammo (20/100 maximum). Which even further describes this weapons 'peak, shoot, retreat.' offensive play style. You will find yourself finding an ammo crate, or wishing to die, much sooner than other paratrooper or infantry weapons. Of course, the best option is to pick up a weapon in the heat of combat. Try to avoid making medium to long range shots after reaching your last clip to save on a person in CQC. NEVER use this weapon for suppressive fire like other LMGs or you will run out of ammo faster than a MG42 with one clip and reloading every foot you take.
Surprise, kill, flank, kill more. That's all that needs to be said for the strategy of this firearm.
The weapon is a type E model, which means it is the faster-firing brother of the type G but at reduced range with 900rpm. However in game, it is closer to the type G in terms of stats. With a slower ROF and damage going out to 200 meters before hitting its minimum.
In-game, you can only carry 120 rounds total. With 20 being the first clip making your spare ammo at 100. However in reality the German paratroops were able to carry up to 160 rounds of ammo for this weapon with a specifically designed Bandoliers. Equaling out to 8 clips spare. With 20 already in the firearm, making the standard ammo carry amount settle at 180 rounds.