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The subject of this article appears in Call of Duty: Advanced Warfare
For a similar looking weapon, see MP5.

"Fully automatic. Best in class range. First five rounds in each magazine have increased damage."
— In-game description.

The KF5 is a submachine gun in Call of Duty: Advanced Warfare.

Campaign

The KF5 is one of the most common weapons in the campaign. It is used by several factions: the Korean People's Army, the KVA, the Atlas Corporation, and the Sentinel Task Force. It is also a starting weapon in the missions "Sentinel" and "Crash".

The KF5 dropped by Atlas Juggernauts has the appearance the Single Stack supply drop variant, but without the range indicator on the side. This version also features a custom stripe camouflage on several parts of the weapon, including the stock, which is not the case for the actual supply drop variant from multiplayer.

In "Sentinel", the KF5 is used in semi-automatic mode during the stealth part, but afterwards it is fully-automatic like normal.

Multiplayer

The KF5 appears in multiplayer as the first unlocked submachine gun, and is featured in the "Run and Gun" default class equipped with a Laser Sight and Suppressor.

The KF5 has a high rate of fire that allows the user to hold their own well in close-quarter engagements. Despite this, it has moderate-low recoil that is very manageable, allowing the user to be a considerable threat out to medium-long range. The rear iron sight is very bulky, but passable at close range, however it is a hindrance at longer ranges, so an optical attatchment is recommended. Handling is the standard for most of the sub machine guns: it has a fast ADS time at .2 seconds, and the regular reload is rather quick, lessening the need for Speed Reloading.

The foregrip is a good choice, as it greatly reduces the recoil and makes the KF5 a potentially dangerous weapon, to a degree, at long range. The aforementioned recoil is very manageable, however, so the foregrip is not needed. When in conjunction with Rapid Fire, it becomes a very high rate of fire weapon with still a rather low recoil pattern, making it even more deadly at close range and still useable at medium range. Extended Mags is also a smart choice for the KF5, as its high rate of fire will chew up the magazine quite quickly. Dual Magazines is an optional choice, as the quicker reloads are unneeded, but the extra reserve ammunition is useful due to the fast ammunition consumption. The low recoil makes the ACOG and Thermal Scope surprisingly useful (however the former's lack of peripheral vision can be a hindrance), expanding the weapon's long range capabilities. Since the first five rounds has a higher damage, it is wise to reload after gun fights so the KF5 will deal more damage (for the first five shots) on the player's next gun-fight. The Laser Sight is an excellent choice for the KF5, reducing hip fire spread significantly, making it a potent weapon in maps where multiple close-quarter engagements occur often, such as Bio Lab and Horizon. Adding the Suppressor turns the gun into a deadly stealth weapon, although it cuts down on one of its main strengths, its good range. This range makes Advanced Rifling turn it into a very long range SMG, although it is unnecessary and this role is better suited for Assault Rifles.

Scavenger is one of the more useful perks for the KF5 as it chews up ammo quickly. Low Profile will allow the player to run around the map worry-free of being spotted by enemy UAVs, and Gung-Ho allows the player to be a potentially non-stop killing machine, giving the user the ability to mow down enemies whilst sprinting and sliding.

Overall, the KF5 is a solid submachine gun with a good rate of fire and manageable recoil, making it deadly at both close and longer range. Its higher rate of fire makes it useful for inexperienced players who have difficulty aiming, but poor accuracy can lead to frequent reloads and many losses of firefights.

The KF5 has some good variants to consider. The Single Stack variant offers a great fire rate boost by increasing it to 1016 RPM, making the weapon much more lethal in terms of damage-per-second. However, the long-range damage is decreased to 16, making the weapon a 7-hit kill past 31 meters. It is worth noting the damage penalty does not affect the first five shots of each magazine. Nonetheless, it is a great benefit to players who stick to close quarters gunfights as at close quarters combat, its downside is near-irrelevant.

The same fire rate boost is obtained by using the Breakneck variant. However, the recoil per shot is increased by 10%, and the faster rate of fire further emphasizes this recoil increase. In addition, it prevents the use of Rapid Fire, Extended Mags, Dual Mags, Stock, and Quickdraw Grip. If one does not mind about these attachments, it is a great variant to use, as while slightly less accurate, does not suffer the damage penalty the Single Stack has.

The Genuine variant increases the long range damage to 20, giving the weapon an infinite 5-hit kill radius, and also decreases recoil per shot by 10%. However, the range is decreased, in that the weapon deals 22 damage out of 26 meters instead of 31, although this is hardly noticeable as the weapon is still a 5-hit kill beyond 26 meters. The Genuine also restricts the use of optical attachments, a minor hindrance if one does not mind the iron sights.

Exo Survival

The KF5 also appears in Exo Survival. It costs one upgrade point, but is included by default in the Light Exo class. It is also used by enemy Gunners.

Despite its low upgrade point value and being a default weapon for the Light Exo class, it is quite an effective weapon, having one of the highest magazine capacities of the SMGs in the game. Nevertheless, if the player wants an SMG with a higher magazine capacity, then the SAC3 would be a better choice. However, the SAC3 has low hipfire accuracy. This, combined with the KF5's low unlock point value and it being a default weapon to the Light Exo class, makes the KF5 a good competitor to the SAC3 still.

Before an update, the ASM1 had 45 bullets in each magazine, which made it have more than the KF5. However, after an update, the ASM1 only has 35, making the KF5 have more. 

Attachments

Supply Drop Variants

Note: The damage and range of the first five rounds aren't affected by damage and range increases/decreases.

Name Rarity Advantages Disadvantages Attachments
Savior Enlisted Viewkick −10% Damage: 33-22-16
Sporter Enlisted Range: 512-1380 Hipspread +10%
Single Stack Enlisted Fire Rate: 1016 RPM Damage: 33-22-16
Scout Enlisted ADS Time −10% Fire Rate: 759 RPM
Locomotive Professional ADS Time −20% Fire Rate: 759 RPM
Starting ammo: 40+80
Endless Professional Range: 513-1380
ADS Time −10%
Mag capacity: 30 rounds
Genuine Professional Damage: 33-22-20
Viewkick −10%
Range: 512-1020 No optical attachments allowed
Spanner Elite Range: 588.8-1440 Fire Rate: 674 RPM
Hipspread +10%
Royalty Elite (Same advantages/disadvantages as Spanner)
Breakneck Elite Fire Rate: 1016 RPM Viewkick +10% Rapid Fire, Extended Mags, Dual Mags, Stock, and Quickdraw Grip are not allowed
Marxman Permanent (Unlocked at 300 kills) Range: 588.8-1440 Damage: 33-22-16
Viewkick +10%

Gallery

For attachment images, see KF5/Attachments.
For camouflage images, see KF5/Camouflage.
For variant images, see KF5/Variants.

Trivia

  • The first five shots fired of each magazine have noticeably more muzzle flash than the following shots do. This is an implication of the bonus damage dealt from the five shots.
  • ND→! is written on the bottom of the iron sights.
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