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Type 95[]

Type 95
Tier VIII (8)
Light Machinegun
Type95
Gun score

9.3

Damage

47

Fire Rate

780

Accuracy

78

Control

48

Magazine Size

30

Ammo Pool

180

Ready Time

0.37s

Reload Time

4.5s

Range

Medium-Long

Fire Mode(s)

Single, Burst (3), Auto

Inventory slot

Primary

Armor Pierce

50%

Barrel Length

Medium

Version

Modmaster


Customization[]


Short Barrel, Muzzle Break/Flash suppressor, Bi-pod, and C-mag is pretty good mod master for CQC using Type 95

You can change Bi-pod with Grip instead to reduce some ready time

Even with Short Barrel, if you put Phantom scope you still able to do medium and long range with the burst mode / semi because of the high fire rate make it more easier to control. But Type 95 with this mod master is good for CQC and mid range

-BlueR

Tactics[]




The Type 95 is one of the most versatile weapons in GRP. As clearly visible in it's Jungle form, the Type 95 can dominate CQC with 845 RPM at 45 damage a pop and also perform sniping as well as or BETTER than snipers at the same time. However, as with all LMG's, at a minimum of .32 seconds of ready time, don't expect to win if your enemy gets the drop on you. While sniping, the Type can freely take shots at any target the user might see without worrying about a rival sniper popping up as they load another shot. When attacking an already set-up position, it only takes a moment for the ridiculously high control stat of the Type to set it's crosshairs. Even then, the Type can shoot before it's fully set since it can potentially take several shots, unlike a sniper. The only weakness of sniping with the Type 95 is that at a maximum of 4x zoom, you will have trouble aiming at extreme distances (As in max firing range distance extreme) and you will also have issues seeing cloakers. Extreme distances are very unlikely in GRP, unless you're in Robytech or something, and cloakers aren't too much of an issue in the late game, considering their extreme underuse. -AHou

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