The AMR-16 is one of the last two weapons to be unlocked in the base game, the other being the Mosconi 12G. It has high damage for a fully automatic weapon accompanied by a high rate of fire. As a result, it is very good at high sustained damage at close range, but short bursts or single shots are needed for anything beyond that. Its recoil tends to pull the gun more to the sides rather than up, even after mods are equipped in order to increase its stability.
A highly modified AMR-16 with stability enhancing modifications and a clear sight is one of the most versatile and effective automatic weapons for high-level heists, being able to down even special units in only two or three head shots on Overkill difficulty. Its good reload speed and capacity with a magazine mod also make it effective at clearing waves and guarding a point of interest. A high-level Enforcer with ammo bags and Fully Loaded can almost hold his own in an assault if positioned well. As such, it is a popular weapon among high-level players.
The main downside of the AMR-16 is how quickly it depletes ammunition. Compared to many other weapons, it will burn through ammo bags much more quickly with only 3 magazines at standard capacity. If you are stunned by a Taser, you will deplete your ammo reserve in seconds. It is important to manage ammo carefully, especially on hold out heists, like Watchdogs or Day 1 of Rats.
Like the Eagle Heavy, the AMR-16 makes an effective counter to special units thanks to its potential damage, rate of fire, accuracy, and stability. It can easily take down Cloakers and Tasers with a single three to four round burst at mid-range, and a series of rapid bursts can be used to tear through Bulldozers.
With the DMR Kit (CAR), Auto Fire mod, Funnel of Fun Nozzle, THRUST Lower Reciever, and THRUST Upper Reciever, the AMR-16's damage can reach to a ludiciously high damage output, approximately 178 that surpasses even that of the M308. It is capable of shredding the facial metal platings of a Bulldozer in mere seconds, even killing him faster before he can retaliate. However, the downsides include a lower ammunition reserve, stability, accuracy, and concealment.
The Auto Fire mod can be ignored and instead, no Custom mod should be applied to maintain flexibility. It is recommended to keep the ability to switch between semi-auto and full-auto to handle different situations at once in a heist.
Keep the DMR AMR-16 at semi-auto at all times to maintain accuracy and stability. Use fully automatic only when a special unit is nearby.
Assuming the high damage is still wanted, the CAR Quadstacked mag can be applied to counter the reduced ammo reserve. Surefire and the basic version of Fully Loaded can also provide more invaluable ammo, for the current magazine and capacity respectively (75/90).
Surefire aced, Berserker aced (and Frenzy), and Body Expertise can be combined with the DMR version of the AMR-16 to destroy common enemies, even the Maximum Force Responders and GenSec Elite SWAT Team members as the weapon will penetrate through body armor and inflict even higher damage, to the point two shots or less on any part of the body is enough to kill them.
This build makes use of the DMR barrel to turn the AMR 16 into an extremely high Damage (164), very high Accuracy (88), and moderate Stability (68) battle rifle that is useful up to Death Wish and One Down. One simply has to switch the Long Barrel with the DMR Kit (-18 ammo, +80 dmg, +16 acc, -16 stb), the Accuracy Boost with a Stability Boost (+4 stb) and the War-Torn Stock with the 2 Piece Stock (+4 acc, +4 stb) from the aformentioned assault rifle build.
With the following build, the AMR-16 obtains the highest concealment it can have, at 22 with very high Damage (83), moderate Accuracy (64) and moderate Stability (60-68). If combined with the Two-Piece Suit, a maximum concealment secondary and melee, you end up with a detection risk of only 13, giving you a powerful Plan B contingency weapon.
While it is labelled as a DMR Kit, the string ID for the upgrade (bm_wpn_upg_ass_m4_b_beowulf) indicates that it is based on an AR-15-pattern heavy barrel and a caliber change to using .50 Beowulf rounds instead of the regular 5.56x45mm.
This is an odd decision on many grounds since the .50 Beowulf round is a relatively heavy type of cartridge and thus is not very suitable for use in a DMR setup. While offering substantially greater stopping power and armor penetration capability compared to the 5.56x45mm NATO rounds, the strengths of the .50 BW are offset by having lower kinetic energy overall and poorer range (short-to-medium) compared to standard ammunition loads.
The CAR-4 and AMR-16 gain a significant amount of recoil per shot upon installation of the DMR Kit. In reality, designated marksman rifles does not necessarily have increased recoil over their assault rifle counterparts. This is especially true in the cases of converted assault/combat rifles as the caliber remains the same, and the increased kinetic energy from the extended barrel is nominal at most as the barrel twist rate (which dictates recoil more accurately than barrel length) usually remains unchanged.
The barrel alone does not usually indicate what designation the weapon has, the DMR qualification usually encompasses the rifle's various accessories such as bi-pods, grips, scopes and stocks in addition to barrels. A more accurate name for the in-game mod would be DMR Barrel.
However, it can also be assumed that the DMR kit makes slight alterations to certain internal components as well (i.e. the gas system), which would explain the massive damage buff and sharp decrease in stability.
The Private Party achievement refers to the modification as the "DMR Kit AMR-16", suggesting that it was originally only intended to be equipped on the AMR-16 and not the CAR-4.
Although the main flashlight has a toggle switch, the laser sight component of the LED Combo is pressure-activated, meaning the laser will stay on as long as the pressure switch is depressed. This switch is not placed where it should be, however (on foregrips, magazine wells, etc...) and is instead ziptied to the main taclight, leaving no plausible mean for the user to toggle it without awkwardly moving their off hand off the weapon and gripping the attachment itself.
Requires a pre-installed sight mod to mount. The magnification level can be changed while aiming down the sights, and the aiming FOV will automatically adjust itself. Not compatible with the Acough Optic, Military Red Dot, Milspec Scope, Combat Sight, Reconnaissance Sight, Theia Magnified Scope, Box Buddy Sight, the JP36's Original Sight, the Raven's Flip-up Sight or the GROM and Platypus 70's iron sights. Currently bugged and not appearing as intended on certain weapons, for a list see here. They're still listed below even if broken.
The Milspec Mag was based on the NATO STANAG 30-round magazine. Despite this, none of the weapons capable of using it can achieve this capacity when it is equipped. Those that come with the modification pre-installed such as the AK5 and Queen's Wrath house the correct amount of bullets, however.
The Expert Mag is based on the Magpul EMAG. While compatible with most AR-15-based platforms, the EMAG was originally made for, and remains a signature piece in almost every SA80 model (barring the L85A1 which can only use STANAG magazines).
The Expert Mag has translucent windows on both sides of the magazine shell through which ammo can be seen. As of update #65, the Expert Mag will visually deplete as the player fires their weapon.
Despite being shown with the attachment on the Queen's Wrath's old inventory icon, the Expert Mag itself does not come with the rifle by default and requires the player to find it via card drops before they can attach it onto the weapon.
Stats-wise, the L5 Magazine is identical to the Expert Mag, so the only reason to choose the L5 over the Expert Mag would either be the relative ease of the former's acquisition, or down to aesthetics if both magazines are available to the player.
Due to it supporting a wide array of weapons, the Speed Pull Magazine is the first single modification to have multiple different icons.
The Speed Pull Magazine equips the AMCAR, Para, and AMR-16 with the Milspec Mag., but despite this they neither get increased magazine capacity nor reduced concealability, however it equips the Mark 10 with its Extended Mag and does give it increased magazine size, but does not increase stability nor does it decrease its concealment. Additionally, equipping the Speed Pull Magazine on the AK.762, Golden AK.762, and Krinkov will give them the AK's 5.45mm Bakelite magazine, despite the mismatched caliber.
Upon release, the default reticle of this sight was a chevron instead of the retail version's red dot. After the release of the Gage Mod Courier DLC, it was reverted to the regular sight's red dot.
It is functionally the same as the standard Military Red Dot Sight, but the sight's casing is tan instead of black with the line "A-10" scrawled on near the adjustment knob. The sticker on the lens cap's interior also says "I <3 Payday" instead of having a picture of an American flag.
This sight was based on the Aimpoint CompM2 optic. While it is portrayed as a high-zoom scope in-game, the CompM2 is actually a reflex sight, meaning it offers no magnification in reality.
Visually speaking, the War-Torn Stock is just a Wide Stock with a few miscellaneous items bound to it by a black cable tie.
Judging by the name and its ramshackled appearance, the War-Torn Stock is likely a broken product through repeated use that was salvaged with spare parts, thus would justify its inability to keep the weapon steady during fire.
According to the Astatoz's description on the Jimmy Safe announcement site, Jimmy himself got some of the exceedingly rare Astatine on the planet and the element "transformed" an AMR-16 into the weapon. According to the Firearm Database (citing the "Российские секреты" ("Russian Secrets") forum) and its Market description, the rifle was made by Akan rather than Jimmy. This may be due to either an error on the website designer's part, or due to Jimmy's loathing of Akan.
How they have managed to bend the element to their design was unclear, as Astatine is very radioactive, which gives it a very short half-life (~8.1 hours) before disintegrating due to decay. A visible piece of astatine would immediately vaporize itself at room temperature because of the heat generated by its intense radioactivity. Lastly, it is the least abundant of all the naturally occurring elements, with much less than one gram being present at any given time in the Earth's crust.
The AMR-16 is based on the Colt M16A4, International Model R0901 as evident by the safe/semi/auto selective fire capability, A4 model's flat-top and MIL-STD-1913 rail combo, removable carry handle, A4 front sight, "birdcage" style flash hider and remodeled brass deflector. The in-game weapon also bears additional features of the M16A3, with a medium barrel and aftermarket handguard.
Installing the Tactical Handguard, Milspec Mag., and Long Barrel will make the AMR-16 look fairly close to the military version M16A4; installing the Blast From The Past Handguard and Long Barrel will make the weapon look like a Vietnam-era M16A1. (It should be noted that the M16A1 did not have a removable carry handle, nor did it have the AMR-16/M16A4's enhanced brass deflector.)
Interestingly, when an optic is installed, the entire front sight post is removed, including the gas block. This is better observed when the Tactical Handguard is present, as the inside of the handguard's RIS is completely hollow save for the barrel. Not even the gas tube normally required for the gas mechanism to operate is present.
This is a serious design flaw, as the gas block is a vital part of the blowback mechanism; no gas released from the fired cartridge would go back to operate the mechanism, meaning that in order to keep shooting, the bolt would have to be manually operated after each shot. This is likely a developer oversight. What would have been a correct depiction of such setup is to include a flat-top gas block, or even the default one, as its integral front sight still works fairly well with many modern optics.
This is not the case with the Astatoz skin equipped, however, as the front sight of the weapon remains visible even with an attached scope. This is apparently only possible due to the unconventional nature of Legendary-grade skins.
Its pre-inventory icon and The Guide of Bain's guns section show it with the Milspec Mag. instead of its default Vintage Mag. Additionally, the Vintage Mag somehow stores 30 rounds despite being modeled after a 20-round magazine.
As it shares the lower receiver model with the AMCAR, CAR-4, and Para, the model name AR-15 can be seen stamped onto the side of the AMR-16.
The AMR-16's stock is used as the new inventory icon for the Weapon Butt.