Hi YouTube, Darth Here: This is Yes or No, a weapon review series
where I give a clear and concise answer as to what weapons you should be using in Battlefield
4. Today I’m looking at the MTAR-21 Carbine. This carbine is probably one of my lesser
used carbines going into this analysis, and I’ll talk about why shortly. But what about
you? Should you be using the MTAR-21, Yes or No?
No — and I really wrestled with this decision today because the weapon is close to being
something I can recommend. In a lot of ways it reminds me of how I felt about the A-91
carbine. It has a lot of good features with some pretty serious detractions.
But let’s talk about what the MTAR is good at.
The MTAR is the fastest firing carbine at 900 rounds-per-minute. It just barely edges
out the ACW-R by 20 rounds, and depending on the server tick-rate that actually won’t
make much of a difference between the two weapons. But at close range, those rounds
really make the carbine’s damage model sting. The MTAR-21 has the second-fastest time-to-kill
among the carbines (losing only to the Groza). Its minimum time-to-kill is 269 milliseconds.
This makes it one of the faster-killing automatic weapons in the game, but there are a good
number that are faster. Still, it’s quite the hand-held shredder at close-to-medium
range. As a carbine and a bullpup, the MTAR-21 has
some of the best on-the-move and hip-fire accuracy in the game. You can make this better
through attachments, but at CQB ranges this weapon is fairly solid in a moving battle
without any additional help. Those are the high points for this weapon.
And the MTAR gets pretty far on those features alone. It’s a rather deadly weapon in bursts,
but has a lot of trouble in sustained firefights with multiple converging opponents. So let’s
look at the not-so-good stuff. The MTAR-21 has the second-worst first-shot
recoil among all the automatics. At at a 2.6 multiplier, your first shot is going to send
your aim moving pretty wildly from the get-go. And then it gets worse.
Combine that with the .42 left/right deviation and this gun starts to get out of control
pretty fast at 900 rounds-per-minute. The MTAR has some of the worst side-to-side recoil
in the game. The more rounds escape the MTAR–which happens very quickly–the more of a mess the
end result becomes. Now if the side-to-side wasn’t enough to
scare you, the MTAR also has some woeful spread-per-shot increase at .117 degrees-per-round. This isn’t
quite as bad as the Bulldog or FAMAS, but it does make pulling off mid-range and long-range
shots a bit more difficult than is useful. Because this weapon fires so fast, this penalty
to spread builds up very quickly. Additionally, the weapon recovers very slowly, so sustained
firefights become woefully inaccurate. Finally, while I don’t think this would
be a huge problem on other weapons, the 2.35 second bullet-in-chamber and 2.75 second empty
reload times of the MTAR are a problem for a specific reason. Because of its accuracy
issues, combined with its high rate of fire, carbine damage model, and cqb-centric nature,
you’ll find yourself almost constantly reloading this weapon. This can be managed, but this
is a major detraction for this weapon. I’ll talk more about the strategies for
mitigating some of these negative points in a moment. But I want to talk about my overall
experience with the weapon first. I found that the MTAR basically became this weapon
where I would win one-on-one battles frequently, but it just couldn’t hold its own the higher
the tempo the action got. The MTAR is beautiful for dispatching one enemy at a time, add another
enemy and it starts to get a bit dicey, and three enemies was a huge rarity for this weapon.
And looking at some of the scores-per-minute of the top MTAR-21 users on BF4stats.com,
this makes some sense — they mostly seem to be safe players. Because the MTAR-21 is
not made well for prolonged engagements. Controlling the MTAR-21
So let’s talk about how you control this monstrosity. You’re going to find that this
weapon will pretty much fight you in every engagement, particularly if you go with certain
attachments over others. When naked, the MTAR-21 has a .3 vertical recoil, and a .42 left and
a .42 right. With 900 rounds-per-minute of fire rate, this means that the weapon is going
to pull up and randomly spray left and right as it rises, generally filling out in a cone-like
pattern. To counter this, you’ll need to pull straight
down against the weapon. I find that firing the weapon in bursts counteracts some of the
spread, but again the decrease is not super-fast. You’ll have to end up really working for
mid and long-range shots with this weapon. It’s going to take between five and seven
rounds to the chest to kill your target, and given the likely spread, this is going to
be quite a few bullets at range. Patience is key.
Tactics for the MTAR-21 Tactics are one of the facts about the weapon
I had to learn through pain. The MTAR-21 is a son-of-a-gun that tries to be your friend
but secretly undermines you in every battle. Particularly you’ll find yourself reloading
nearly constantly because of the fast rounds-per-minute and high reload times.
There’s a couple of ways to deal with the long reloads. Firstly, whenever you’re reloading,
be sure to have your finger on speed-dial for your secondary. The moment an enemy appears
near you during a reload, you either need to be drawing your secondary or making a break
for cover if they’re further away. Second, to deal with the reload times you’ll
need to be very conservative with this weapon’s approach to battles. You’re generally okay
to take on one-to-two enemies at a time. However, that third enemy will kill you nearly every
time when you run dry. What I ended up doing when I was successful with the MTAR, was picking
off an enemy (or two), getting to safe cover, reloading, and not re-emerging until I was
ready to go again. Rushing while reloading will get you killed
pretty often with the MTAR-21. Not properly escaping to a safe place will also get you
killed. In fact, you should be prepared to die reloading at least once per match with
the MTAR. But it’s not without its benefits. The MTAR
is a reliable close-to-medium range shredder. If you pull the trigger first in a face-to-face
engagement, chances are your enemy is going to die first. Unless they have a shotgun.
What you do in regards to tactical use of the weapon outside of reloads is going to
depend on your attachments. So let’s talk about those now.
Attachments for the MTAR-21 Attachments are where the MTAR gets a little
interesting. In general, I found that there were a number of attachment setups that worked
to varying degrees for the MTAR-21. Looking at BF4stats.com and cross-referencing that
with Battlelog, the most popular attachment combination appeared to be the red dot sight,
target detector, stubby grip, and heavy barrel. The second most popular was the red dot sight,
target detector, vertical grip, and compensator. At face value, they both have their merits.
But what setup did I ultimately prefer? For the optic, I went with the Reflex red
dot sight. In particular, I think that this sight is a nice cross between a CQB sight
and a medium range sight. The MTAR, while not the most amazing medium-range weapon is
still quite serviceable even out to 35 meters. You may prefer the Coyote or Kobra, and I
think both are valid, but the reflex was really my preference for this weapon.
On the accessory, it’s definitely the Target Detector all the way. Because I started playing
a bit more guarded with this weapon, I found myself scanning for targets quite a bit more
frequently than I usually do, and I think something like the laser sight would give
me a way at a range that really not be very favorable. If you don’t have Final Stand
or the Target Detector, you could certainly go with a laser sight if you’re disciplined
enough to keep it turned off outside CQB. Now the next two attachments have a variety
of options that will change how you play with this weapon. First I’m going to talk about
my two favorites and how they modify the way the MTAR plays.
My first (and preferred) combination starts with a heavy barrel. This really helps to
dial in the accuracy to give the MTAR-21 power at mid-range. Because it’s a carbine, the
MTAR starts to eclipse some of the PDWs at these ranges, and the heavy barrel makes it
a bit more versatile. However, this comes at a big cost: not mitigating that left-right
deviation, and making the upwards kick quite a bit more difficult to manage. In fact, this
might not be a viable option if you have trouble controlling upwards recoil.
The second part of the first combination is the stubby grip. I find the stubby grip is
a nice, natural compliment to the heavy barrel. Especially on higher rate-of-fire weapons,
and particularly on the MTAR because the spread-per-shot increase is so strong. Again, in combination
with the heavy barrel, this helps to keep your accuracy under control, particularly
in more drawn-out firefights. Which the MTAR is particularly weak at.
So in review: my first combination is heavy barrel and stubby grip.
The second combination is also worth considering. It starts with a compensator. Because of the
left-right deviation on this weapon, shots can become unpredictable fairly quickly. The
compensator helps to deflate the left-right by about 25%. However, it increases spread-per-shot,
which is already pretty bad on the MTAR-21. So you get a little bit more predictability
on the initial shots, for a major penalty in longer fights. It also makes mid-and-long
range kills much harder to achieve. If you really only care about killing somewhat closer,
and can cover your recovery and reloads pretty well, this might be a better setup for you.
To go with that compensator, you could also use a vertical grip. This will give you somewhat
better on-the-move ability and hip-fire. Particularly if you’re good at switching your hip-fire
and aimed fire game, this might be the attachment to consider.
So my second favorite combo is the compensator and vertical grip.
I did try two other setups that weren’t very successful.
The first of which was the angled grip with no barrel and microbursting. While this gave
me better initial accuracy, the long range and sustain power was significantly lacking.
It also was a major burden skillwise during fights that didn’t give much more benefit
than the compensator-vertical grip combo. I also tried using a silencer, but I found
it to be a somewhat less-than-useful setup. You don’t get much benefit other than hiding
yourself from the minimap. And it makes you nearly useless at any kind of range.
Wrapping it Up The MTAR-21 is an okay weapon. But I still
wouldn’t recommend it to most people because there are many, many options that are better
in every class. It’s a gun that’s okay, but not great, and doesn’t really do much
to carve itself a niche that makes it worth the serious detractions in accuracy and reload
times that it brings. If you can overcome these shortcomings, or you’re a slow and
methodical player, you might find the MTAR-21 to be your little slice of heaven. But I think
there are better options. So what would I go with over the MTAR? Well,
if you’re assault, you should definitely consider using the AEK-971, which is nearly
identical, but at the same time better in almost every way except moving fire and hip-fire.
As an engineer or aggressive recon, I’d go with the carbine that is slightly slower,
the ACW-R. I find the ACW-R be far more reliable and controllable than the MTAR. And finally,
if you’re playing support, or just want a CQB weapon in general, any shotgun would
do, but I prefer the DBV-12. That’s it for this episode of Yes or No.
If there’s something you think I missed, or if you have a different take on the MTAR-21,
please let me know. If there’s a particular weapon you’d like to see reviewed on this
series, leave a comment below indicating which weapon. As always, thanks for watching, and
I’ll see you next time, YouTube.