Uploaded January 2014 | Updated September 2026, 2 weeks ago
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In this episode: the MK14 EBR - a modernised version of the American M14 battle rifle, designed for a designated marksman role.
The Mk14's damage is high - like all of the other marksman rifles, you'll kill in two shots out to a mid-long range, or with just a single headshot.
At a greater distance, you may need up to three shots to kill instead, or two shots where one is a headshot.
Rate of fire is limited to 480 rounds per minute, falling behind both the MR-28 and IA-2 in exchange for a greater effective range.
Still, this level of output is sufficient for most engagements, as you'll want to make sure your shots are accurately placed.
Unaimed fire is not particularly effective: hipfire performance is poor, with only the sniper rifles proving less reliable.
Recoil is moderate, and as such tackling distant targets mandates a slower rate of fire to be effective.
However, you can shoot more quickly in closer ranged engagements: the key is ensuring your sights are settled on your target before firing again.
Aim time is average, at 300 millseconds - the standard for both the marksman and assault rifle classes.
Your mobility is similarly middle of the road, as you'll move at 90 percent of the base speed.
Magazine capacity is 18 rounds, or 27 with extended mags - the same as most of the other marksman rifles.
Given the semi-automatic fire, the 18 rounds are normally sufficient for any engagement - the higher per-shot damage means you can successfully tackle small groups with just a single mag.
Reload times are average for the class, at 2.97 seconds: as long as you keep a buffer zone between yourself and your enemy, the brief downtime during resupplies shouldn't prove an issue.
When building a class with the Mk14 EBR, you should focus on both power and precision: the weapon can deal the highest damage in its class, but this is only useful if you can direct those shots accurately onto target.
As we'll be focussing on longer-ranged combat, the integrated scope is probably the best optical option to use: not only is it ideal for use at such distances, the integrated scope enjoys lower recoil than the alternatives - and doesn't occupy an attachment slot.
Selecting the Muzzle Brake as one of your attachments will enhance your two-hit kill distance to the maximum possible: a useful trait at the fringe of your effective range.
Pair this with Armor Piercing rounds for maximum punch per trigger pull: you'll be better able to slice through thin cover, and you'll deal more damage to killstreaks too.
While ideally you should be shooting your target directly - every so often, some scenery will intersect your shot: and the added penetration power might prove decisive.
For your perks, Focus is a must with all of the marksman rifles - as landing successive shots on targets near or far is heavily dependent on the steadiest sights possible.
Positioning is key, too - knowing where the enemy is will prove essential to choosing the most effective firing position.
Equipping Wiretap will enhance your ability to pinpoint the enemy team through use of their own Sat-Coms: this betrayal will prove their undoing, as you can efficiently pick them off from a prepared spot.
It can also be worth picking up resisitive options such as Tac Resist, to better weather enemies assaulting your position - and a good sidearm is absolutely essential to fend off foes intent on getting close.
It can be wise to pick up a fallen enemy's weapon if it's an SMG or other suitable close-range option: such weapons will normally prove more reliable than a handgun.
The Mk14 EBR is a powerful option within the Marksman rifle category that doesn't sacrifice too much in the way of controllability.
In terms of power, only the SVU can trump you within the class - and in most cases you'll enjoy similar performance with better overall handling.
A two shot kill can shut out the lower damage weapons at a distance, and when firing from a strong position you'll have a clear edge in ranged combat.
Of course, accuracy is paramount during successful use of this weapon - and if you're not able to place your shots, you'll find opponents with more forgiving weapons will have an easy time tackling you.
You'll suffer at the hands of shotguns and SMGs up close, too - even with precision the marksman rifle's slower handling will let you down in closer-ranged firefights.
Still, with good judgement and positioning you can lessen the risk of uneven odds - and with anticipation of your enemy's movement you can provide perfect interdiction.
There's no doubt - when on target, this Enhanced Battle Rifle...
...will enhance your performance.
Twitter: twitter.com/xboxahoy
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In this episode: the MK14 EBR - a modernised version of the American M14 battle rifle, designed for a designated marksman role.
The Mk14's damage is high - like all of the other marksman rifles, you'll kill in two shots out to a mid-long range, or with just a single headshot.
At a greater distance, you may need up to three shots to kill instead, or two shots where one is a headshot.
Rate of fire is limited to 480 rounds per minute, falling behind both the MR-28 and IA-2 in exchange for a greater effective range.
Still, this level of output is sufficient for most engagements, as you'll want to make sure your shots are accurately placed.
Unaimed fire is not particularly effective: hipfire performance is poor, with only the sniper rifles proving less reliable.
Recoil is moderate, and as such tackling distant targets mandates a slower rate of fire to be effective.
However, you can shoot more quickly in closer ranged engagements: the key is ensuring your sights are settled on your target before firing again.
Aim time is average, at 300 millseconds - the standard for both the marksman and assault rifle classes.
Your mobility is similarly middle of the road, as you'll move at 90 percent of the base speed.
Magazine capacity is 18 rounds, or 27 with extended mags - the same as most of the other marksman rifles.
Given the semi-automatic fire, the 18 rounds are normally sufficient for any engagement - the higher per-shot damage means you can successfully tackle small groups with just a single mag.
Reload times are average for the class, at 2.97 seconds: as long as you keep a buffer zone between yourself and your enemy, the brief downtime during resupplies shouldn't prove an issue.
When building a class with the Mk14 EBR, you should focus on both power and precision: the weapon can deal the highest damage in its class, but this is only useful if you can direct those shots accurately onto target.
As we'll be focussing on longer-ranged combat, the integrated scope is probably the best optical option to use: not only is it ideal for use at such distances, the integrated scope enjoys lower recoil than the alternatives - and doesn't occupy an attachment slot.
Selecting the Muzzle Brake as one of your attachments will enhance your two-hit kill distance to the maximum possible: a useful trait at the fringe of your effective range.
Pair this with Armor Piercing rounds for maximum punch per trigger pull: you'll be better able to slice through thin cover, and you'll deal more damage to killstreaks too.
While ideally you should be shooting your target directly - every so often, some scenery will intersect your shot: and the added penetration power might prove decisive.
For your perks, Focus is a must with all of the marksman rifles - as landing successive shots on targets near or far is heavily dependent on the steadiest sights possible.
Positioning is key, too - knowing where the enemy is will prove essential to choosing the most effective firing position.
Equipping Wiretap will enhance your ability to pinpoint the enemy team through use of their own Sat-Coms: this betrayal will prove their undoing, as you can efficiently pick them off from a prepared spot.
It can also be worth picking up resisitive options such as Tac Resist, to better weather enemies assaulting your position - and a good sidearm is absolutely essential to fend off foes intent on getting close.
It can be wise to pick up a fallen enemy's weapon if it's an SMG or other suitable close-range option: such weapons will normally prove more reliable than a handgun.
The Mk14 EBR is a powerful option within the Marksman rifle category that doesn't sacrifice too much in the way of controllability.
In terms of power, only the SVU can trump you within the class - and in most cases you'll enjoy similar performance with better overall handling.
A two shot kill can shut out the lower damage weapons at a distance, and when firing from a strong position you'll have a clear edge in ranged combat.
Of course, accuracy is paramount during successful use of this weapon - and if you're not able to place your shots, you'll find opponents with more forgiving weapons will have an easy time tackling you.
You'll suffer at the hands of shotguns and SMGs up close, too - even with precision the marksman rifle's slower handling will let you down in closer-ranged firefights.
Still, with good judgement and positioning you can lessen the risk of uneven odds - and with anticipation of your enemy's movement you can provide perfect interdiction.
There's no doubt - when on target, this Enhanced Battle Rifle...
...will enhance your performance.








![Trackers: The Sound of 16-Bit
Next up: RetroAhoy.
Patreon: https://www.patreon.com/ahoy
0:00 Introduction
0:50 The Dawn of 16-Bit Computing
3:08 Multimedia Powerhouse
4:20 Early Amiga Music Software
6:40 SoundMonitor
8:40 The Ultimate Soundtracker
12:08 ST-01 Samples
13:24 Soundtracker’s Commercial Fate
14:02 The Demoscene
16:00 Early Soundtracker Clones
19:21 Noisetracker
20:14 Tracker Musicians
21:36 Doskpop
21:56 Chiptunes
23:15 Protracker
24:03 MED / OctaMED
25:28 Trackers in the Mainstream
26:45 Later Amiga Trackers
27:48 PC Audio
28:37 MIDI Soundcards
29:34 Screamtracker
30:54 Second Reality
32:02 FastTracker
32:45 Impulse Tracker
33:29 The Advent of CD-ROM
34:26 Epic MegaGames
36:38 Contemporary Trackers
38:28 The Sound of 16-Bit
39:16 Finding Out More
40:42 Credits
Music featured:
Kenet & Rez - Unreal Super Hero 3
Walkman - Lets Hear My Baby
Bill Williams - Alley Cat
Macintosh Startup Chime
Stuntcopter Gameplay Audio
David Whittaker - Speedball (Atari ST)
POW - Wonderful Life
Fred / La Marque Jaune - The Sign Of The Death
Deluxe Music Construction Set - Bach Fugue in G Minor
Chris Huelsbeck - Shades
Karsten Obarski - Amegas
Karsten Obarski - Crystal Hammer
Comrade J - Fairlight
Mahoney - Ghost
Horace Wimp - Running Water
Karsten Obarski - Telephone
Diz - Unit 5
Uncle Tom - Occ San Geen
Banana - Echoing
Luxor - Cousins Song
Chip - Ghost of Parallax
Mahoney - Sleepwalk
Dr. Awesome - Moongazer
Jesper Kyd - Global Trash 3 v2
Jogeir Liljedahl - Overture
Jester - Stardust Memories
Lizardking - LKs Doskpop
Mel O Dee - Scales of Joy
4mat - L.F.F.
4mat - Anarchy Menu 1
Zap - Killing Denise
Brian Johnston - Hired Guns Main Theme
U4ia - Take a Trip From Me
Captain - Space Debris
Zak McKraken (PC Speaker Theme)
George Stone - CANYON.MID
Purple Motion - Future Brain
Necros - Point of Depature
Purple Motion - Unreal ][
Elwood - Dead Lock
Chris Jarvis/Analogue - Blue Flame
Robyn Miller - Myst Theme
Robert A. Allen - Epic Pinball (Title)
Alexander Brandon - Flight Castle
Michael van den Bos - Foregone Destruction
Fluidvolt - The Gusts of Aeolus
X-Ceed/Scope - Voyager
Hoffman - Eon Trackers: The Sound of 16-Bit](https://i.ytimg.com/vi/roBkg-iPrbw/mqdefault.jpg)

