MP-98 Knight
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Helldivers 2 | Helldivers 1 |
“A submachine gun with an extremely high rate of fire, which can be operated with one hand. Ideal for multitasking.
— Armory Description
The Knight is a Primary Weapon Submachine Gun with an extremely high rate of fire.
Procurement
The Knight is obtained by purchasing the Super Citizen Edition DLC.
Detailed Weapon Statistics
MP-98 Knight | |
---|---|
Fire Rate | 1380 rpm |
Recoil | 20 |
Capacity | 50 |
Reload Time | 2.5 s |
Tactical Reload | 1.8 s |
Spare Magazines | 7 |
Starting Magazines | 5 |
Mags from Supply | 7 |
Mags from Ammo Box | 3 |
Attacks | |
Pistol 9x20mm Soft Metal Jacket | Projectile |
Pistol 9x20mm Soft Metal Jacket | |
---|---|
Projectile | |
Caliber | 9 mm |
Mass | 7 g |
Initial Velocity | 375 m/s |
Drag Factor | 60% |
Gravity Factor | 100% |
Penetration Slowdown | 25% |
Damage | |
Standard | 70 |
vs. Durable | 7 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 10 |
Stagger Force | 10 |
Push Force | 5 |
Tactical Information
- The Knight is a Submachine Gun that is designed for close quarters fighting.
- With moderate damage per round and a large magazine combined with a high firing rate, it can dispatch enemies at close range by plastering them with a hail of bullets. Aim and recoil are not a concern at close range, which allows the weapon to put most of its rounds on target with minimal effort.
- As a Submachine Gun, the Knight also lacks any of the additional scope or flashlight options that Assault Rifles benefit from, possessing only a red holographic sight. This makes the Knight hard to use at longer ranges or in low-visibility environments.
- The Knight's defining characteristic is its extremely high firing rate, which is higher than even the Redeemer or Stalwart. This allows it to disgorge its magazine at blinding speed, giving it a level of damage output that exceeds even Assault Rifles. This can be a double-edged sword, however, as the 50-round magazine can be consumed extremely quickly in firefights, resulting in inopportune moments when the weapon runs empty while enemies remain on the battlefield.
- In order to make each round count, the weapon's firing mode can be switched to semi-auto or 3-round burst. This can be very helpful when fighting small enemies like Scavengers which can be dispatched in two or three rounds.
- Equipping a good Secondary Weapon can give players a last resort to fall back on when the Knight runs empty. For example, the Senator can be a strong backup weapon as its high damage and armor penetration can make up for the Knight's inability to penetrate medium armor, while the Verdict provides a balance of damage output, armor penetration and magazine size.
- On the other hand, the high fire rate also means it is extremely good in stripping shields, such as found in illuminate Encampment and harvester within a single magazine, taking less than 3 seconds to do so. Equipping Grenade Pistol for secondary allows wielder, without support of any stratagem or support weapon to solo illuminate Encampment.
- Remember that because it can only penetrate light armor, the Knight often finds itself coming up short when facing armored foes like Hive Guards or Devastators. Be sure to pick a Secondary or Support Weapon to compensate for this.
- Like other Submachine Guns, the Knight possesses the "One Handed" trait, allowing the wielder to carry objects in the off hand while wielding the Knight in the main hand. This allows the Knight to be paired with the Ballistic Shield, or to carry important mission objects such as the SSSD Hard Drive in Retrieve Valuable Data missions or the High Value Sample found in Fortresses in the Super Helldive difficulty.
Trivia
- The design of the Knight is inspired by the FN P90, both being bullpup submachine guns with a top-loading 50-round magazine.
Media
Change History
Patch
Description
1.003.000
2025-05-13
Changes
- Spread decreased from 25 to 5
- Drag increased from 0.3 to 0.6
- Sway increased from 1 to 1.2
1.002.200
2025-03-18
Changes
- Damage increased from 65 to 70
1.001.100
2024-09-17
Changes
- Damage is increased from 50 to 65.
- Durable damage increased from 5 to 7.
- Magazines now fully refill when picking up resupply.
- Reduced recoil from 20 to 15.
Undocumented Changes
- Push Force increased from 4 to 5.