MR-28

The MR-28, referred to within game files as the G-28, is a marksman rifle that appears in Call of Duty: Ghosts. It has a built-in Foregrip.
==Campaign==
The MR-28 is Logan's starting weapon in the mission "All or Nothing", equipped with an ACOG Scope.
==Multiplayer==
The MR-28 is available in Multiplayer as a Marksman Rifle. It's automatically included in the original Sniper class, and also possesses the lowest cost of all of the Marksman Rifles, at 6 Squad Points.
The MR-28 has the worst damage profile of any marksman rifle. At any range short of 19.2 meters, the MR-28 will deal 65 damage per bullet, needing two shots to kill. Damage decreases linearly until 45 meters. At any range past 45 meters, the MR-28 will deal 34 damage per bullet, needing three shots to kill. The MR-28 has a two shot kill range of 31.7 meters. The MR-28 does 56% extra damage on headshots and neck shots, and it has a one headshot kill range of 20 meters. Two shots to these regions guarantees a two shot kill at any range. The MR-28 not only has the shortest two shot kill range of all marksman rifles, but its damage also reduces well past the other marksman rifles after the two shot kill is evaporated, making the MR-28 much worse in niche situations, like against Ballistic Vests users and shooting through walls at range. The MR-28 has high penetration power, although it will be worse at this than other Marksman rifles.
The MR-28's fire rate is the best in its class. The MR-28 has a firecap of 600 RPM, or up to ten shots per second. The MR-28 makes up for lacking medium-long range lethality through volume of fire. Its firecap is a huge advantage, as the other marksman rifles have rather low firecaps, with two of them being unable to fire above 500 RPM.
The MR-28's accuracy is good. The default scope is very thin and is a useful sight attachment for ranged combat. The MR-28's recoil per shot is surprisingly large. The MR-28 has recoil values of 65 to the left, 65 to the right, 70 upwards, and 30 downwards. The MR-28 has the most horizontal recoil in its class, and some of the heavier vertical recoil in its class. What makes the MR-28 work in terms of accuracy is its centerspeed, which is the fastest in its class at 1400. The MR-28 may have some more recoil on a per-shot basis, but the MR-28's large centerspeed advantage makes up for this. As always, recoil per shot is reduced by 15% if the default scope is being used, although this will make the idle sway twice as fast as a consequence.
The MR-28's handling characteristics are poor overall, as is the case with marksman rifles. The MR-28 allows users to move at 90% of the base movement speed, but strafe at just 36% of the base movement speed. The MR-28 has an aim down sight time of 300 milliseconds, or 380 milliseconds with the default scope. The hip-fire accuracy is poor. The MR-28 has the fastest reloads in its class, and fairly fast reloads overall. The MR-28's reload animation is 2.4 seconds long, or 2.8 seconds long on an empty magazine. In either case, the user can Reload Cancel after 1.5 seconds. The MR-28 easily has the fastest reloads in its class, even for those who do not reload cancel. Its reload cancel speed is at least 13% faster than all other marksman rifles on offer.
The MR-28 has an unusual and significant magazine capacity advantage among marksman rifles, as it has a 24 round magazine instead of the usual 18 round magazines that marksman rifles typically use. This gives a significant sustained fire advantage to the MR-28. It also boosts the starting ammo loadout up to 72 rounds, giving the MR-28 nearly an extra magazine worth of ammunition over other marksman rifles when spawning in. The MR-28 essentially has Extended Mags built into the gun by default.
The MR-28 has the standard assortment of attachments on offer. The optical attachments are all available, including the Iron Sights, which are a skinny oval shape. All of the optical attachments will give the MR-28 its true aim down sight time of 300 milliseconds and its true idle sway speed compared to the default scope, but will also have the standard recoil values, unlike the reduced recoil conferred by the default scope. The optical attachments are much better suited on the MR-28 than on other marksman rifles, as the MR-28 thrives much more at medium range combat, where the default scope is a less sensible choice.
The Flash Suppressor is useless unless the user is using the Iron Sights, and even then, the Flash Suppressor is a fairly pointless choice, as muzzle flash isn't a pressing enough problem to most players to demand an attachment strictly for it to be used. The Silencer reduces muzzle flash, makes the MR-28 quieter when firing, and prevents the MR-28 from revealing the user on radar when firing the gun at the expense of 25% shorter range benchmarks. The MR-28 is fairly non-reliant on range to begin with, so the Silencer can be an effective attachment for those so inclined. The Muzzle Brake boosts the MR-28's range benchmarks by 20%, allowing the weapon to get a lot more two shot kills and one headshot kills. It's a harmless attachment that is fairly effective as it pertains to the MR-28.
Extended Mags boosts the MR-28's magazine capacity to a gargantuan 32 rounds, and increases the starting ammo loadout to 96 rounds. This gives the MR-28 an unparalleled level of sustained combat capability, but some may consider this to be overkill considering the MR-28's magazine capacity and starting ammo loadout are already very good to begin with. Armor-Piercing allows the MR-28 to mostly ignore the effects of Ballistic Vests and Juggernaut armor. The attachment has enhanced value on the MR-28 as the weapon has a much lesser need for Extended Mags compared to other marksman rifles, although the attachment is still niche. Burst Fire will re-configure the MR-28 to fire in three round bursts. The MR-28 will fire at 800 RPM within the burst, but the MR-28's range benchmarks are made 25% shorter, and the MR-28's centerspeed is reduced from 1400 to 1260. This makes the MR-28 very inaccurate within the burst. Although the MR-28 fires at 800 RPM within the burst, burst delay will cause the gun to fire at at a maximum of 409 RPM with optimal burst timing. The attachment is overall not a good choice due to its range and accuracy penalties.
Overall, the MR-28 is built with being a fast-firing marksman rifle in mind. Its damage profile is poor compared to its peers, but the MR-28 is still capable of getting two shot kills, and it still never needs more than three shots to kill. The rest of the MR-28's stats are also very good, as it has a great firecap, its enhanced centerspeed makes the MR-28 fairly accurate while firing it quickly, its sustained combat capability is great thanks to its larger magazines, and its reload speeds are very quick. The MR-28 is a gun that provides a great amount of flexibility for those who are okay with the reduced range and damage, and those who take full advantage of the increased firecap will be able to overcome the damage disadvantage in many situations. Those that can't take advantage of the MR-28's enhanced firecap will find themselves mostly better off using other, more powerful marksman rifles. 
==Extinction==
The MR-28 appears in Extinction, in Point of Contact and Nightfall. It costs $2000 to buy. In Point of Contact, it is located on a rock in the field near the lookout tower with the turret. In Nightfall, it is found on a small bridge when entering the weapon facility. It was also in Mayday inside one of the side doors, which was later removed and replaced by the VKS.
The MR-28 is perhaps the weapon that plays the most differently from Multiplayer. In Extinction, it has eight round magazines, a far stricter firecap, and incredible per-shot damage. It is one of the most powerful per-shot weapons in the game mode. Under the right circumstances, the MR-28 can deal a one shot kill to something as big as a Hunter or Scorpion, power that only shotguns and sniper rifles can match, which are far less versatile than the MR-28.
The MR-28 does not have great sustained fire capabilities thanks to its very restrictive eight round magazine. For how small the magazine is, players can get good mileage out of a single magazine due to the weapon's raw power and extremely low firecap making players shoot very slowly. The poor handling characteristics also make the weapon extremely inconvenient for those that aren't using Weapon Specialist. Most of the MR-28's handling problems are fixed by a Weapon Specialist, and in addition to that, a Weapon Specialist can squeak even more power out of an already powerful gun. For those with Master Scavenger, Extended Mags can be of great assistance to the MR-28.
Burst Fire changes the MR-28 considerably. It increases the magazine capacity itself to twelve rounds while making the MR-28 a slow two round burst weapon, giving six bursts per magazine by default. The radical difference it has from the base version make this attachment of very questionable merit, especially to those who are content with the base MR-28.
Overall, the MR-28 is an extremely polarizing weapon with extreme strength weighed down by severe weaknesses. Players that can mitigate the MR-28's handling woes may find it to be a lucrative weapon that can kill big game Crytpids in very short order. Others may detest its short magazines, bad handling, and extremely restrictive firecap that is more in line with a Sniper Rifle.
The MR-28 also appears in Chaos Mode in Point of Contact at the top of the stairs of the house and in Nightfall at the top of the stairs of the facility.
It is overall a poor weapon to use in Chaos Mode due to the mode's faster pace compared to Extinction. Its low rate of fire can be bad when the timer has run out and the player must keep their multiplier up. Its magazine size is also relatively low for the mode, and if the player has not yet received Sleight of Hand, it can be problematic because the player will have to reload often. Its damage is high, which is usually a good thing, but in Chaos Mode it can actually be a bad thing because the player must rely on damaging enemies in order to keep their multiplier up, so killing enemies faster with this high damage means less enemies for the player to use to keep their multiplier up. Overall, its strongest advantages are its very low recoil and its long range, which can be helpful for taking down Cryptids that are far away. However, at the same time, the front notch on its iron sights can be tough to see, which can somewhat hinder its long-range capabilities.
==Attachments==
===Integral===
*Foregrip
===Sights===
*Iron Sight
*Red Dot Sight
*ACOG Scope
*Holographic Sight
*Thermal Hybrid Scope
*Tracker Sight
===Barrel===
*Flash Suppressor
*Silencer
*Muzzle Brake
*ARK (in Extinction only)
===Mod===
*Extended Mags
*Armor-Piercing
*Burst Fire
==Gallery==
MR-28 model CoDG.png|The MR-28's model.
MR-28 CoDG.png|The MR-28 in first-person view.
MR-28 ADS CoDG.png|The MR-28's default scope.
MR-28_reloading_CoDG.png|Reloading the MR-28.
MR-28 Create-a-Soldier CODG.png|The MR-28 in Create-a-Soldier.
MR-28 pickup icon CoDG.png|The MR-28's pick-up icon.
MR-28 Iron Sight CoDG.png|The MR-28 with Iron Sights.
==Trivia==
*The logo for Astra Service Relations and its acronym, ASR, can be seen just above the magazine, on the charging handle, above the left side rail, and on the left side of the default scope.
**Also, written on the side of the weapon, "Hoffa & Wisen" can be seen.
*The MR-28 has numerous scratches on it, suggesting it has gone through a lot of wear and tear. This is best seen using no camouflage and looking on the charging handle and directly above the magazine.
* On the Xbox One and PS4 versions of the game, the MR-28 has a clear magazine, and the bullets are visible inside. On the Xbox 360 and PS3 versions of the game, the gun's magazine is opaque.
ru:MR-28
Category:Call of Duty: Ghosts Marksman Rifles