What's the point of different "MK" versions?

I’ve got 3 tactical axes, all 3 of them have different Mk versions, these ones being Mk 2, Mk 4 and Mk 7, supposedly they were unlocked as different weapons, but they are just the exact same weapon, I mean the skin changes sure, but the weapon behaves exactly the same and even scales the same way as you can see with the mobility and dodge distance stats.

The axes:



The game even implies right there, that different Mk versions should behave differently by stating that weapons with the same Mk have the same behavior

Why not just make an “Atrox tactical axe” then, and make the whole itemization system less cluttered and confusing? They are the same anyway.

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The Visuals :slight_smile: Sorry its truly the Visuals for the Axes nothing else.

its been a long time since i used a tacti axe but i do recall the mk 7 has different attack patterns to the others. its heavies go down up and the special is a super fast interupting stagges

if you look at the strike details it might show the differences up

to inflate the number of weapons in the game.

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Lot of people think the original idea was different looks for the gunsmith feature so you could swap out parts for effect, but there was a deadline so they dropped it and gave us ‘mk versions’ instead.

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This is probably why I have so many in my damn shop. They’re supposed to be variants, does really nothing differ between them?

Yes. usually the difference is highdamage/slow, medium/medium and low/damage fast.

With melee sometimes it’s pattern too, or instead.

Also sometimes it’s more, like headhunter autoguns have different size bursts from 1-2.

mk versions do vary with some weapons like fire rate and damage per shot

Uhhhhh, did you actually try them? The different MKs have noticeably different attack patterns.

In some cases different MKs roll a different stat or two as well

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Different light attack patterns, different heavy attack patterns, and in this specific case of tactical axes, even different special attack patterns. The mostly useless attack pattern indicators (Assassin, Strikedown,etc) don’t tell you much.

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The movesets are entirely different dude.

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cant speak for the axe specifically, but attack patterns, damage, weakspot multipliers, bonus vs foe types etc etc

there are some MK weapons that at first glance look useless compared to another MKs, however I found that the weakspot multipliers make something that looks pretty meh, quite amazing.

one of the weapons I had written off the first time I looked at it, became one of my most effective weapons late game, because through weakspot multipliers, it turned elites of all types into mush

THIS.

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Different MK weapons specialize in different areas based on what you want. For some reason the lore/description of the MK weapons aren’t showing, but if you look at them in GamesLantern build section you’ll see their description that matches the MK of the weapon.

So for example, the Ogryn’s ripper has MK VI and MK V. MK V has a tighter spread intended for longer range shots, whilst MK VI has a shorter burst with more damage for clearing things quickly.

Other weapons with MK such as melee weapons have different attack patterns, stats that change (I.e. finesse instead of defences), or styles.

They’re subtle, but they’re different enough to be worth including. It’s not to artificially inflate the weapons, but allowing you to tailor your playstyle some more.

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You know what? Options like modifying your weapon to do auto fire instead of burst or modifying the grip of your axe to be more “balanced” sound like weapon attachments and modding FS spoke of. Curious.

It’s how they can claim to have 70+ weapons in the game, despite it being basically the same weapon.

Of course the reason they included 87 versions of the axe is to clog up the vendor with 8 axes every hour so that you have about two chances a month to get your hands on a class weapon with a rating of 312…