rhydonphilip

MW3 list of all info on all weapons/stuff.

Jun 30th, 2016
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  1. All about MW3:
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  3. Now before you start assuming that I miss-ranked something please consider what I suggest in it and read up on the weapon's reasoning as to why I think does better overall. This also doesn't say you can't utilize the weapon, after all, take this list how you want it. I just want to point out what gun does what part better then another even more accurately then the official wiki suggests.
  4. There also is no such thing as a ''Best'' gun as weapons function better depending on range. While Sniper Rifles could still have there Quick Scope utility to work around this, weapons like Shotguns/SMG's/Akimbo secondaries still have plenty of utility to overpower Rifles at there respective range. The other thing people have said allot is that while Sniper Rifles are that powerful this is a well balanced game and just keep in mind that while some are better, the others will still be usable if anything. Granting easier but less potential to use weapons like the ACR the most usage but not the highest spot to argue utility wise for example how the G36C is still able to overpower it if utilized properly.
  5.  
  6.  
  7. -Guns:
  8.  
  9. ----------Assault Rifles(AR):
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  11. Recommended options:
  12. ACR 6.8 (Most versatile gun and the most used gun in the game. 45 damage at short range and 30 at long range, 1.4x head-shot multiplier.
  13. Fire rate of 705 RPM makes it have one of the best times to kill in the mid range(20-40), it's effective weapon range is(20-30) also creating a line for slower AR to simply be outclassed in this range dominated by purely him and the never used LMG's(Suffer from movement and recoil).
  14. The standard 30 bullets and 60 reserve makes extended Mags/Scavenger a nice option especially when the reload time is only 1,9 seconds being one of the fastest in general. The recoil of this gun is small but can sees more problems the longer the distance. Knowing this gun is commonly looked for better options then this as the ground line the accuracy is only toped by completely precise weapons like Burst/G36C who don't have any horizontal recoil but completely vertical.
  15. The best positive about this gun is that it doesn't need any attachments to work making it able to run any attachment of preference.
  16. Kick is helpful in reducing recoil making it even deadlier on long ranges even tho it's not necessary to be accurate at mid range.
  17. Focus is commonly run for the more competitive players as it negates most of the flinching recoil caused by opponents hitting you.
  18. The Silencer is the only outstanding attachment as this one is also the most commonly used one for the sole reason of staying hidden on the mini-map. The range penalty is small but for some worth to note. The optical is already argued for being one of the best in the game making Red Dot/ACOG/Holo/Hybrid rater pointless. Extended Mags are generally nice but Scavenger Pro already supplies this. Try using out the Grenade Launcher attachment to the good advantage or the Shotgun attachment as those are later explained for there use in there respective classes.)
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  21. G36C (40-25 damage. 769RPM. Damage drop is 17 meters to 31 meters. Holds 30 bullets per Mag. 60 reserve. Reload time of 2.43-3.46. reload cancel is very easy to perform with this gun so that can cut down a bit of time for the first one. Time to ''switch weapons'' is the most notable thing as this weapon switches as fast as a Magnum. The Magnums/This gun are only out sped by the Five Seven Pistol with 0.05 seconds difference. This gun drops at 0.30 seconds unlike most other Primaries of roughly 1 second. Raise time is 0.5 while most again have around 1.2 seconds. That's a hugh difference, infact it makes it simply the best secondary for the Overkill perk.
  22. It gets even more interesting when we look at the bullet spread as this gun has such a dead on bullet spread even the burst weapons. The burst is big but completely and I repeat completely vertical. It may seen like it moves to left and right however all of the existing recoil is vertical. Because of this it's very much recommanded to burst fire this weapon with 3-4 depending on the range.
  23. This means firing from the middle or up allows for head-shots even when aiming at the abdominals. This isn't ideal however it can be worked around/abused in a sense. At long distances the 25 damage + vertical recoil allows you to hit targets with a headshot where most weapons wouldn't be able to land more then 1-2 shot(s).
  24. This gun shows the best strength in the speed + damage combo as it's range allows it to beat the ACR in any range.
  25. Kick is a must and will make you able to burst fire someones head in a 4 round burst dead on. Stability is optional and better for this weapon then most other AR, however it's still not recommanded.
  26. This makes Silencer + Kick or Extended Mags + Red Dot/Silencer for being the most effective combo's. I don't mind the Iron Sight (besides the fact they are squares) aren't a direct hinderance to your sight of view.
  27. This gun is best suited for the Mid-Long range but it's higher rate of fire can even hold up against the M4A1 at close range. It falls short against optimal SMG's/shorter ranges however. Because I will also list all valid reasons to use LMG's it's important to keep in mind how dominant this thing is at long range over them + it's faster offensive utility in running speed combined with fast reload and fast switch time makes it a great pick for any set up.
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  30. M16A4 (3-round-burst weapon. 50-25 damage. 1.4x head-shot multiplier. Rate of Fire of 452 RPM, 502RPM with Rapid Fire. The speed between bullets of the burst however is at 789 RPM or 909 RPM. Range of 20-40 meters. Holds 30 rounds per Mag. 60 Reserve. Reload time of 2.03 seconds or 2.36 unloaded. The hipfire cone is suprisingly small compaired to the other slow firing weapons, while slightly bigger then the ACR, it's notably smaller then the MK47 and the Type-95. Infact this is one of it's biggest advantages over the Type-95. Adding in Steady Aim pro and you just listed down why the Type-95 was nerfed to the bad form it is now. The overall bullet spread comes down to very basic vertical recoil and little horizontal recoil. Because of this Kick isn't recommandable at all without Rapid Fire. Rapid Fire is something the slowest firing weapons in the AR group get acces to. The downside however is that it doesn't improve the M16A4 all that much objectively. The increase is actually 25% between burst so overall you only get a 11% increase in RPM.
  31. However I still highly support this option. For reasons like: reducing vulnerability in CQC, faster damage per second to shoot multiple people in a short spand of time as (depending on the range) it will take only 1 burst to kill. On top of that the main downside that comes with it(the increase in recoil) can very easly be fixed with Kick as there isn't a direct need of any attachment to make this weapon put in work. The most optimal Proficiency's include: Kick(if Rapid Fire), Stability(getting your aim for the burst to connect is more important then making the burst smaller) and 2-Attachments(whatever suits your preference).
  32. Personally I love using Extended Mags + Silencer when using Sleight of Hands, Quick Draw and Steady Aim Pro. There is literally no reason to not use Steady Aim Pro as that was directly the reason the Type-95 was ''needed'' to be Nerfed. If you did use anything else it would be an Anti-Sniper build with Marksman while having a sight attachment(Red Dot/Thermal/even Hybrid/ACOG) and perhaps adding Stability as the Proficiency to minimalize the sway it has. This weapon has the lowest/best time to kill of any none Sniper-rifle at long range so it shouldn't come to a suprise I feel obligated to point that out. You will be able to reliable kill Snipers with this.
  33. The Iron Sight is with my preference really good if only it wasn't so bulky side hindering some of your view. Red Dot can always be opted, especially considering it works no mater what you put on it. Lastly, it's helpfull to utilize Quick Draw as it grants you the advantages the 1-Shot Insta-Kill range has for you. Just make sure you hit your target.
  34. (To compare the Type-95 to the M16A4: Type-95 has 4 meters less insta-kill range but 55 damage to start with negating the range difference to only 1 meters. That's honestly negateable. The time to kill in this insta-kill range is better for the Type-95 because it's a 1 burst, however the time difference is so small you are more likely to both die thanks to the lagg delay then to actually win a 1v1. Very much objectively speaking, any range past 21 meters(1 while including the RPM difference) will be done better with the M16A4 because of a higher end number having a 25 or 4 bullet kill range. This will be a difference of 4 to kill past 40(M16A4) and 5 to kill with the Type-95. That's a noticeable difference but it will take 2 bursts with just more space for mistakes for the M16A4.
  35. Infact, the M16A4 would take 3 bullets to kill if all 3 were headshots where the Type-95 would need 2 bursts but you can't connect all 3 in that small area at the ranges where that matters.
  36. Lastly we have small numbers in the time to reload of the M16A4 in 2.03-2.36 second where as the Type-95 2.76-3.3 seconds. That's 0.7 to 1 second of difference roughly. That's moderatly notable even for a small statistic as reload time. Second I will talk about the bullet spread, M16A4 has very little less recoil but honestly it's not much of a difference. Finally the Hip-fire cone, the Type-95 was nerfed in 12 April 2012 alongside allot of other weapons. This nerf effected the hip-fire cone to it's current compleatly unuseable form. I did like to point out this wasn't the case for the M16A4 who recieved a buff instead(different time) and has essentially the same Hip-Fire cone. It's a suprise to see it was so underused, even today it's arguably underused because the Type-95 was suggested to be compleatly broken thanks to it's shotgun like uses at short and insane uses at long ranges. This now accuratly describes the M16A4.)
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  39. MK14 (Head-shot multiplier at 1.4x. It does 75 damage at close and 49 at long range making it capable of insta killing someone if head-shots are scored or 2-shotting people at long ranges. Damage drop at 20 to 40 meters .The fire rate is a bit lacking at 550RPM. However it's important to note that this weapon just like the burst weapons has Rapid Fire increasing it to a solid 688RPM. A mag holds 20 rounds and you only have 40 reserve making Scavenger a must have ability even when it only take 1-3 bullets to kill. Reload time of 2.67 seconds being a good average except the cancel reload time cuts very little off of it. Looking at the bullet Spread this thing is the second worst in class just after the Type-95 but below the M16A4. This is so bad hip firing becomes near impossible without Steady Aim so it's generally recommended to aim down sights or switch to a fast secondary like the pre-rolled Akimbo FMG's or five-seven akimbo's.
  40. Now when comparing this weapon to others in class it falls in the burst weapon part as the effective weapon range is ideal at Short/long range and outclassed in mid range. This weapon is faster then the M16A4 in terms of fire rate and at close, it also has better mag size counting in the burst/average bullets to kill. Besides this the gun doesn't do better at long range.
  41. Now looking out side of the AR group we find that the MK14 actually does surprisingly similar to the RSASS, this weapon is a semi-auto sniper rifle that is meant to be utilized with a Silencer and has relatively little recoil. This weapon has a fire rate of 1200 RPM... yes. It does 50 damage across the map but has a noticeable difference in recoil forcing the user to crouch. This weapon would outclass it once again at long range, but worse at short range thanks to the 1Shot potential and the lack of recoil. Besides that the scope on the RSASS is powerful and the MK14 just has an Iron Sight. Speaking of the Iron Sight it's pretty iffy. It's usable but not great making Red Dot a decent option to run. Kick/2Attachments are the best proficiency's while Rapid Fire/Red Dot are the best other options. Scavenger Pro is the go to blue ability for this making the Extended Mag attachment redundant.
  42. The 49 damage at long distance is a sharp cut in utility if you ask me but still has allot of potential at long range with just 1 head-shot taken into account.
  43. Overall this weapon still has dominant Anti-Sniper utility/potential, Instant time to kill at short range if head-shot and good group killing potential that exceeds that of the M16A4.)
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  47. -Weird but overall effective to use:
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  50. M4A1 (First gun you start with and somewhat the best assault rifle until the G36C statistically. Damage of 42 at close and 20 at long. and a 1.4x head-shot multiplier. Fires at a surprising 789 RPM. Holds 30 rounds per Mag and 60 reserve. Reload time of 2.03 Seconds. The only big downside to this gun is the Effective weapon range. It's range is 15 Meters and then it already starts dropping.
  51. That's about the same as the SMG's. After those 15 meters it continues to drop for 13 meters being the longest drop of all weapons.
  52. This is still not too bad considering how strong this gun is in it's optimal range. However it doesn't hit Midrange well enough to actively overpower weapons without being unreliable at it. Silencer is because of this highly unrecommended as any SMG did overpower you at that point. The Iron sight is clear enough to not suggest the use of a Red Dot sight, in fact I did unrecommend the use of an optic. This gun is overall fairly nice just unreliable and doesn't have much of a range however it has all attachments still to grab.
  53. Instead try out the Rocket Launcher attachment, Shotgun and Heatbeat as they finally become Prime at this weapon. Kick is a must proficiency as it fixes up the medium recoil to a crispy minimum, medium is considered controllable but noticeable in the mid range so Kick allows it to work accurately even in there. The Shotgun/Rocket Launchers attachment can be found in there respective categories for there utility.)
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  56. FAD (30 damage at close and 25 at long range. Head-shot multiplier of 1.7 and Rate of Fire at 1016 RPM. Oddly enough adding the Grenade Launcher or Shotgun will make the RPM magically drop to 759 RPM. This rate of fire is exceptionally high for an AR but makes up for the low damage. It carries 40 rounds per mag and 80 as reserve.
  57. Keeping in mind the damage per range this gun has a nice advantage in longer ranges, making it much argued for being a long ranged SMG.
  58. There is a downside to this obviously. The recoil created simply because of the Rate of Fire can make long shooting hard and simply outclassed once you start bursting to hit those shots as the Type-95/M16A4, MK14 and G36C do the job better. Now taking in the overall utility the biggest issue that this gun faces is that there is no range this gun outshines, this is very similar to what most assume of the LMG's however contrary is true for those. Having no optimal range isn't necessarily bad but it's a big downside for the gun. This one actually does have this as the most insane downside as the most common gun the ACR dominates this range. You can depending on how far into the mid range overpower the ACR(If it runs Kick or not also is important) however that still isn't something to rely on. Even in that distance the G36C/Long distance AR(MK14/M16A4/Type-95) still dominates you as the bursts/Shots they can create do more damage then you.
  59. The ADS time also is unique as it's 0.25 seconds instead of the usual 0.30 seconds that all AR have.
  60. The head-shot multiplier complements the ADS time as if you can get the precision you can overpower the dominant guns more easily at any range thanks to how absurd the boost is allowing for a 2shot at close range and 3 shot at long range if double head-shots. This is still not great compared to many other guns like the MK14/Type-95/M16A4. Overall this gun doesn't find any use to shine in besides mag size and even that is overshadowed by Scavenger/Extended for all AR.)
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  63. -Worst:
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  66. Scar-L (35-20 damage. 1.5x head-shot multiplier. 759RPM. 30 Rounds per Mag.60 reserve. Reload time of 2.4seconds, cancel reload can be fairly fast. Effective range up to 24 meters and drop till 36 meters. The hip fire cone is pretty rough but still fairly average. Bullet spread can be fairly horizontal mostly to the right. Horizontal recoil isn't enjoyable however the recoil itself is very low.
  67. Kick isn't necessary however as the recoil can be unpredictable to the right it could be recommended to limit this as much as possible to fire less then necessary amount of bullets or make use of Kick. The wiki suggests this incorrect, in fact I did redirect you to synthic/Drift0r/Self Testing to confirm there is a big mistake made when taking in account the predictability of the recoil as this gun has allot of push to the right out of nowhere. It's suggested that the M4A1 has worse bullet spread what is true however it's more predictable by far. Making it a more rewarding gun if used right.
  68. It does have allot of ranged advantages over the M4A1 except it also doesn't. The ACR can do it's job better in terms of accuracy, range and mid range utility making it combined with what the M4A1 at close-mid range does simply not optimal. Even when the ACR has slower Fire rate it does better in any range thanks to the difference in damage. I did still suggest this gun to be usable early on however once you obtain the G36C/ACR there simply is no point. The fire rate while faster doesn't grant you enough as you do less damage once the damage drop starts to kick in.
  69. I did like to suggest this gun to have amazing iron sights however they are not amazing but also far from hindering and very clear on the sides. The Silencer can be a nice option on this weapon as the range while important can afford to be slightly cut down in trade of stealthy combat utility. It's a good gun but has no use.)
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  71. CM901 (49-25 damage, fire rate of 666RPM. Damage drop range is so weird. 16 meters and it already starts dropping meaning it will lose the 3shot utility at around 30 Meters and the damage end is at a whopping 38 meters. Where it will contain the 4 shot kill. This means the gun can grant 2Shotkill with 1 head-shot up to 20 meters. These are weirdly put but very normal damage profiles for most AR. The Fire rate however is very much of a downside compared to most AR as it's easily one of the slower. It holds 30 rounds per mag and 60 reserve. Reloads at 2.33 seconds or 2.7 unloaded/completely empty. It has hugh recoil but a manageable bullet spread except for a few random bullets that fly off to extremes. This is important however as the fire rate isn't forgiving.
  72. Kick and something to improve Iron sight like Hybrid/Red Dot/Thermal should be able to fix the issue as I hate how much visual recoil you have on the Iron Sight.)
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  74. AK-47 (What have they done to you my good old friend. 49-25 damage similar to CM901. 697RPM similar to ACR. 25-36 meter range for effective weapon range, drop till end point. 30 Rounds, 60 reserve. reload time of 2.5 or 3.25 seconds(Depleted). The Iron sight is bad, it's small and hindering side parts and noticeable hindrance to recoil. The gun's kick has been buffed to be smaller however this didn't improve the visual recoil issue as this gun still has pretty big and unpredictable recoil much like the CM901. While the range at short is pretty good it still takes 3 bullets to kill and is slower then that of the M4A1. This gun did like to utilize Silencer + something that takes away visual recoil like Thermal/Red Dot. However has to decide on Kick + Red Dot/Thermal or Silencer + Kick. It's very comparable and deadlier then the CM901 however the hip fire cone is bigger. Thermal also slightly decreases recoil, thanks to increasing ADS by a slight bit.)
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  76. Type-95 (3 round burst weapon. 30 bullets per mag, 60 reserve. The damage is 55 at close and 20 at long per bullet making it able to instakill people at close and 2burst people at mid-long. The fire rate is misleading as the fire rate suggested is the speed between the shots of the burst. The actual fire rate is an impressively low 477RMP making it by far the slowest in class bar the M16A4(by 25RPM difference). The 2 shot capacity does overpower all but the MK14(Head-shots/Potential RPM trigger finger) at long range in trade of being worse at mid range. The bullet spread is nice and completely vertical as a burst would suggest making it easy to control. Adding Stability will make the burst have less swag allowing for accurate head level bursts for long distances. Kick also is recommend able to decrease the size of the burst. The hip-fire is a hugh downside as it's even more inaccurate as the MK14 having a chunk wider and insanely higher recoil to the point only 1 of the burst bullets is likely to hit.
  77. The flinching recoil created by the bullets hitting a Sniper is interesting to note as it allows you to fire another burst. Potentially beating a Sniper at Long ranges if enough bullets are hit or he isn't using Focus.
  78. The Iron sight is big and somewhat of a hindrance meaning you should use the Red Dot sight. Rapid Fire is recommended to decrease your weakness to groups and increase the overall time to kill. The increased recoil from this is negatable.
  79. When comparing the M16A4 VS the Type-95 no statistics can be used to opt for the Type-95 other then the slightly higher potential in time to kill at close ranges(Before 18 meters) but after that the M16A4 out-damages/does better regardless of range.
  80. Other then that the weapon also has notably better hip-fire cone at CQC and Faster reload time by 0.7 seconds. Just the first reasoning given should have gotten your opinion set however let me emphasize on how important the hip-fire cone part is as that one actually was nerfed for the Type-95 because people were using it like a shotgun. The M16A4 had comparable fire-cone to that of the Type-95 at the time but never got the nerf. It even got a damage buff to the now existing stats.)
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  85. ----------Sub Machine guns:
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  87. -Recommended:
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  89. MP7 (35 damage at close and 20 at long range, 895 RPM up to 1119 RMP with Rapid Fire. 40 rounds mag size, 80 reserve. reload time of 3 seconds. This gun so far doesn't see like it has much. Except it has everything as well; 40 rounds is a great size, second in class just behind the monster 50 rounds for the P90. 895 RPM allows you to outspeed most guns in the game combined with the great 35 damage at close. Rapid Fire is the most important thing to note on this gun as it allows you to bench about all guns in your range besides the PP90M1 and the MP-9. It with this outspeeds any fast firing gun in the short range till even mid range till you hit the ACR/G36C.
  90. We have yet to go trough 2 more things namely the recoil and the sight. The sight is plain simple and clear to the point I did call it the best sight in the game straight forward. Now talking about the recoil or should I say we don't, as the joke is that there is no recoil. The gun has the smallest recoil in the game by far. The bullet spread doesn't decrease from standing to crouch unlike the LMG/AR making it highly important to have good bullet spread for these weapons. This makes it very very easy to hit all 5 bullets quickly on spot even in the mid range. The hip-fire spread is weird, it's actually compairable to that of the PP90M1(in both Steady aim and none steady aim situations). Making it not recommanded to use for spray-fire.
  91. Kick + Rapid Fire is one of the best combinations as Kick cancels out Rapid Fire's recoil downside. Kick without Rapid Fire is completely redundant. Don't feel afraid to put a Silencer on it however as Silencer + Rapid Fire(No Kick) allows for a slightly less accurate(Still better then the P90 actually) but oh so good short range weapon for stealth builds. The reload time is a slight pain but cancel reload can fix some of that time as well as Sleight Of Hands cutting the time in half. I would normally recommend Scavenger but there just is bare to no reason. The gun is used so much that ammo bags/the gun with the ammo can be found almost everywhere. Scavenger Pro can still be argued for as it allows you to walk trough bodies of the fallen opponents without ever needing to risk picking up a poorly combined weapon like Hammer Scope.)
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  94. PP90M1 (42 damage and 17 at long range. This is bad compared to all other SMG's at long range as those have 20 making it a 5 shot. This is a 6 shot at long range. Fire rate of 1016 RMP up to 1271RMP with Rapid Fire. This gun absolutely dominates the short range but does suffer allot in terms of mid range. It's obvious to see where the flaw lies as the effective weapon range is shorter then the MP7 and the long range damage is shallow. Combine this with more recoil but still very manageable. Don't get me wrong when comparing bullet spread of this gun to the P90 it's about the same making it still a good choice at it's best range. Hip spread is not a bad as one did expect, if both this and the MP-7 were using Steady Aim Pro you did have an identical hip fire spread to that of the MP-7, making it even more beneficial to run. Kick is recommended on this weapon to fix the recoil to an easy to use minimal. Rapid Fire is even more recommended as it allows you to beat Rapid Fire MP7. This however almost compleatly negates the recoil fix from Kick. The Mag size is 36 rounds and 72 reserve so pretty decent, while the reload time is 2.67 slightly faster then average in class. The Iron Sight is clear even with the distracting recoil and Muzzle Flash by the gun. All you need to do is focus on the tip and everything should go fine. I recommend Scavenger Pro extremely much combined with proper timing for Cancel reload, as this will creat optimal utility that has multiple advantages over the Mp7 and plenty of room for utility compaired to Shotguns in terms of range, Damage per second etc.)
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  96.  
  97. -Alternatives:
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  99. P-90 (42 damage at close range and 20 at long range. Rate of Fire of 857 RMP. This is the second slowest fire rate in class, still faster then most weapons in game however. The only downside to this gun is the big recoil pattern as it has unexplained big recoil, still more manageable then the PP90M1 but that one has a higher Fire Rate. The hip fire spread is very manageable objectively making it combined with the biggest reason to run it(Mag size) a great spray weapon. Reload time is 2.76 that's average but faster then the MP7.
  100. Making up for it's lack of fire rate even with Rapid Fire this gun is godly when hip fired as the mag size is 50 rounds, this is more then all SMG and AR have. This big mag size tells us little about what to use Scavenger Pro or Sleight Of Hands. Just go for a more offensive head first approach with the Sleight Of Hands as I love to use this weapon for this kind of playing because of the spraying utility. If you prefer staying on the edge of the map or just want to have Extended Mags from the pro version with this then Scavenger Pro for sure is the best option. I don't really understand the utility for anything other then Silencer + Rapid Fire(Spray) or Rapid Fire + Kick(Bit more precise if you want to aim down sight) as any other option doesn't gain you enough. I have seen people use Thermal as that also reduces some recoil and some actually prefer that over the somewhat hindering Iron Sight. I have to admit the Iron Sight isn't the prettiest of the bunch but it for sure isn't a hindrance when using Kick or spraying with a Silencer. Steady Aim Pro is about the only Perk you need for this for the simple reason of it allowing more accurate spraying.)
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  102. MP5 (42 damage at close range and 20 at long range. Fire rate of 895RMP being the same as the MP7. Range is slightly bigger starting at 12 meters with the drop and ending at 16 meters with consistent 20 damage. The mag size is a sight downgrade to the MP7 as it's only 30 rounds per mag and 60 reserve. It takes 2.53 seconds to reload with a not depleted mag. Recoil is reasonable and comparable to that of the P90. When comparing the MP5 to the MP7 we see the MP5 can 2-shot people with only 1 head-shot where as the MP7 did need 2 head-shots to 2-Shot someone. The reload time is slightly faster however this is a real trade off pain. The reason this is a pain is because of the mag size being notably smaller, in fact this can without proper ammo saving result into losing a 2v1 at optimal range. Something the MP7 would allow. This means either the use of Extended Mags or Scavenger. The attachment is pretty tight forcing the use of Kick to limit recoil and the use of Rapid Fire to gain optimal utility at optimal range. This only means it can not run Extended Mags without running kick. Switching Scavenger for Sleight of Hands did honestly be redundant as you did take away 1 of the 2 uses over the MP7.
  103. This creates the weapons niche at close range but completely useless at long range as the best set up did have 2-Attachment, Extended Mags + Rapid Fire with Sleight Of Hands. The head-shot calc is reasonable but not too arguable thanks to the hugh recoil difference as one simply doesn't appear to have any while the other misses an occasional shot.)
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  106. -Bad:
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  108. PM-9 (35-20 damage, fire rate of 1111RPM or 1388RPM(Rapid Fire). It holds 32 Rounds per Mag and has 64 reserve. Adding extended Mags/Scavenger is an advantage to manage large groups of opponents easier and allowing ammo perseverance more easily. Reload time at 3.03-3.97 seconds. Effective weapon range is a big issue for this weapon, it's not good.... but also not bad at the same time. Thanks to doing 20 damage at longer ranges combined with the high fire rate allows for a decent time to kill(Not top tier but still decent). At close range this weapon is optimal and thanks to the high fire rate you overpower essentially any weapon. The downside is, Shotguns and Akimbo secondaries do the job mostly better at this range (at only 8 meters the damage drop starts), shotguns have there damage drop at 6-7 meters(without the use of Range). Recoil is another issue for this weapon. Much like that of the PP90M1 and the P90 this weapon doesn't have the best accuracy past there effective weapon range. Don't think you can't fix it however as the weapon can utilize Kick and Steady Aim Pro to good advantage. Aiming down sight also fixes the accuracy very sharply. The hip-fire cone is big to the point it could be compared to most AR and in that even to the MK14. Now for Attachments I did recommend using Silencer, Thermal sight, Rapid Fire or Extended Mags. The Silencer will fix the horrible muzzle flash that will create a white cloud in front of you so you can't even see what you were shooting at + allow stealth builds/utility. Thermal sight sounds odd, but the fix of overall accuracy is a nice add on top of the Kick proficiency that will fix most of the bullet spread. Rapid Fire is a trade off as you sacrifice the accuracy for fire power to the point it challenges Akimbo FMG's/Shotguns in there rapid time to kill. And lastly Extended Mags or something I did just prefer to use if you did go for it, try Scavenger, you lose the reload increase as well as the weapon switch time but this is essentially a free attachment that aids the lack of ammunition and instantly fixes your lack of bullets in the long run as you don't have many reserves. This weapon while overall good, doesn't outshine anything thanks to the trade offs and th existence of the PP90M1 who while firing slower, has overall better accuracy/recoil allows it to utilize Rapid Fire more reasonably. On top of all this the weapon has 4 more bullets per mag, far better range that isn't outclassed/challenged and better reload time by ~half a second.)
  109.  
  110. UMP 45 (49 damage at close and 20 at long range making it the most powerful weapon in class, still a 3shotkill however. Considering this gun has the slowest fire rate at 759 RMP, this is above most AR but far(98) below even the P90 who is second slowest in class at 857RMP and massively below the MP5/7 as those both have a fire rate of 895RMP. Giving it one of the worst times to kill in class. The range of this gun is a positive however as it's slightly bigger then the P90, MP7 and MP5 who all have the same range.
  111. Reload time of 2.5 seconds being tied with MP5 for fastest in class, cancel reload is slightly behind however. This is still unnoticeable difference. The mag size is 32 rounds with 64 reserve being decent and 2 more then the MP5 but below all other SMG's. Objectively another title that just doesn't have anything going for it. The recoil is another thing to note as it's third worst or just worse then the recoil of the P90. The range advantage doesn't stick out enough when taken to bigger guns as the assault rifles can do better, specifically the M4 completely outdoes the range and fire rate. All other AR just out do the gun at longer ranges while odd guns like the FAD/MK14 can also come in and grab the utility. Overall there just is no reason to use this gun.)
  112.  
  113.  
  114.  
  115.  
  116. ----------Light Machine Guns:
  117. *All have 100 bullets. You move at 80% movement speed.
  118. *Grip overall does better then kick except MG36 has reload issues with it.
  119. *Silencer doesn't lower effective range except for the M90E4 so that's worth noting.
  120. *Thermal also reduces recoil by a bit as it increases the center speed allowing for a faster on target accuracy.
  121.  
  122. Best overall:
  123. L86_LSW (800RPM, 38 damage a cross the board and a fast reload time of 3,76 seconds compared to all LMG. It is most notable for it's tiny recoil. This weapon simply functions like an AR and people should respect it like that. The damage is consistent but just barely misses out on a 2Hit Kill with 1 head-shot. This means it will always take 3 bullets regardless to kill someone. The iron sight is not necessary though I love the Red Dot Sight on this, thermal also reduces recoil taking away Grip in most regard however you do see a notable difference between Grip/Thermal to the point you might end up bursting with the Thermal at certain ranges. Grip is a god blessing on this gun limiting the recoil to a crispy size the same as the average AR. This combined with the fire rare means it can beat most AR at the Mid range as well.
  124. I have also seen some people running around with a Silencer. This is a viable option as it prevents you from being ambushed with a very ambush prone weapon but needs to be combined with Grip.
  125. Rapid Fire + Grip is another viable option to run however I don't feel like the recoil pays off for this. I recommend you to burst the weapon with this as much as possible. This is where the Stability Perk combined with Rapid Fire also sees utility as Stability makes sure you get the first shot on target. Rapid fire or not It's recommended to Crouch or if not great at handling the recoil with Rapid fire going into crouch. This allows you to get bullets even on long distances with supreme accuracy. Bursting with anything more then 2 bullets is unrecommended for an LMG however if you change stance into crouch/Prone you can decide for yourself.
  126. This weapon is a personal and statistic best in class in terms of reload time, accuracy and RPM + Damage allowing for even faster then AR killing at mid range without much need for attachments other then Grip or Thermal.
  127. This weapon shows what an LMG can do and how it's meant to overpower AR.)
  128.  
  129. M60E4 (600RPM. 50 damage at close(<15 meters) to 35 Damage (35+ meters) at long. Strengt a low range is very much notable. At long range you essentially have a 3Shot at long range(Same for all LMG). Reload time is 9.3 seconds. There is nothing possitive to say about it because even a Juggernaut can die by a single person in that time.... TWICE. On to the department of recoil the first point I did like to make did be that it's horid. The horizontal recoil is extreemly heavy where as the centerspeed is below average. Grip decreases the recoil significantly where as the centerspeed is able to negate more of the remaining recoil.
  130. The optic of this gun is.... easly the worst in the game. It's like an iron bar with a small hole drilled in it where you are ment to look trough and then there is the horrible iron pin that covers 1/3 of that tiny drillhole. Having the heavy recoil with that... it doesn't function at all. Red dot sight/Thermal are the instant answere to it. And with just that I named you all the possitives and all the reasons to use the weapon; Strong short range and average long range strengt, below average mid range.
  131. Now what makes the weapon better then other LMG's or AR; Long range spawn camping. Don't underestimate the accuracy of LMG's in Prone.
  132. Rapid Fire is an interesting option as it increases it's rate of fire to 750, this is above the average for AR, on par with most weapons in general and taking in time to kill at short range it's vastly above average.... if you could hit. Even at short range you did have to sacrifice the Grip attachment and basically obtain a recoil runner where as the lack of an optic is simply stupid, just don't try it.)
  133.  
  134. MG36 (769RPM. 40 damage on all distances and 2Shot if adding a head-shot into the calc. Fastest reload in class at 3.54 seconds if there are some bullets in the mag as there should always be. Grip fixes essentally any issue the weapon has with recoil down to a very controlable amount. The hipfire spread is suprisingly accurat for an LMG but still not amazing in the least. If anything it did be more like that of an Assault rifle. The regular bullet spread is manageable if taking in the LMG class but needs to be polished with recoil reducing things to outclass other weapons. The Iron Sight is pretty bad but the front sight is actually really good for an LMG's fast recoil alowing you to quickly adjust mid shots. I wouldn't say you need an optic sight for this weapon but using one can be beneficial in the case of a Red Dot or a Thermal. Rapid Fire increases the Fire rate up to 961RPM so that's a big recommendation if you can control that recoil. If you have issues controlling recoil or don't want to minimize recoil in general don't worry, you don't ''need'' this. It does however greatly enhance your Time to kill. If you still want to use it I would recommand bursting 3 bullets or aiming for the head before firing once at longer distances as you can 3 shot people reguardless of distance. Overall it's a pretty reliable assault rifle worth trying out.)
  135.  
  136. Bad:
  137.  
  138. PKP Pecheneg (705 RPM, 40 damage across any range. Recoil is so weird you draw a filled in 8 shape meaning you have allot of vertical recoil that is decently accurate below and oddly off target above. Aiming at someones upper legs while free firing simply means you end up shooting half that amount in his head. Reload time is 8.06 seconds. That's simply horrible even with Sleight of Hands so try not to reload at all and mash in Scavenger. Rapid Fire is a must thanks to how low your natural fire rate is bumping it up to 881 RPM so just below that of the MP5/7/9 in the SMG like class. The bullet spread and active recoil is a pain. the Iron sight is the tiniest thing you will ever see and for once this is bad because the rest of the gun covers 1/3 of the lower screen that constantly vibrates like an air strike the moment you fire it. An optic is a must in other words. I like the Red Dot as the recoil can be controlled however try to shoot as least as possible bullets at once with this. Thermal is also very nice allowing for stable camping and controlling a location. Grip also is a must to combined with Rapid Fire. So basically it boils down to having to crouch every time you fire with Rapid Fire + Thermal as the best set overall. Red dot doesn't have the same center speed like the Thermal has making recoil a bit smaller in volume/Shape looking more like an egg then anything. Crouch reduces the recoil by 2/3 even more then just cutting it in half this is simply a massive reduction. Rapid Fire increases it but this will mostly effect the vertical outcome so the recoil will still be very manageable at mid range if crouching. if standing bursting is the only option sorry.)
  139.  
  140. MK46 (859RPM, 40-35 Damage or 3 bullets a cross the map. The fire rate is more in terms of an SMG then anything else. Reload time is as high as 8.67 seconds. This is personally the worst LMG in class overall thanks to that. The recoil is said to be decent but you will understand what I mean if you use it that bullets at this size of recoil are bound to fly straight past there heads. Iron Sight isn't the worst but also not good. I recommend Thermal anyway so this shouldn't even be run without as you simply want to play stable.
  141. This LMG should be more known for stable Turret camping. You sit somewhere in crouch with this thing on an open ally and pick of anyone that comes past. Thermal sight reduces recoil by a bit allowing you to crouch and play stable without the use of a Grip however I did still opt for this if you want to make use of Rapid Fire. Rapid Fire shouldn't be necessary however as the strategy you want to go for works ideal at open mid ranges thanks to the natural hugh rate of Fire. Thermal + Rapid Fire can be manageable but only in crouch if you want mid range and long range simply needs bursts or Prone.)
  142.  
  143.  
  144.  
  145.  
  146.  
  147. ----------Sniper Rifles:
  148.  
  149. -Main ones:
  150. MSR (Bolt Action. 98 damage, 70 if silenced. Head-shot = 1,5x. Chest = 1,5x and the Abdominals are 1,1x. Limbs are the only ones that are 1x making it unable to oneshot people at the feet. Mag size is 5 rounds, 7 if extended. 15 reserve. Reload time of 2.268 seconds.
  151. Because of being Bolt Action it fires at 65 RPM. It's insane utility and power allow for some of the deadliest quick scoping.
  152. This gun has about everything a sniper could want except it lacks on only 1 thing, fire rate at 65 RPM. The next doesn't but suffers from some other things. Speed proficiency allows you to move at 100% compared to your current 90% movement speed. Though it's hard to notice it's worth noting. Other Proficiencies like Impact/Stability/Attachments/Focus can also be worth your time as well. Kick however is completely useless as you take more time to clog the bullet then it takes time to recenter.)
  153.  
  154. Barrett .50Cal (Semi-automatic. 98 damage, 70 with silencer all ranges. Head-shot = 1,5x. Chest = 1,5x and the Abdominals are 1,1x. Limbs are the only ones that are 1x making it unable to oneshot people at the feet/Hands and also arms/Legs. 10 rounds, 15 with extended and 20 rounds reserve. Reload time of 3.917 seconds. 1 Click = 1 Shot Fired. The beauty that is Semi-Automatic fire.
  155. Fire rate at a majestic 1200 RPM but such insane recoil to hold that back. In fact the recoil hits the recoil barrier before you empty the clip (Recoil Barrier is basically the max amount the gun can aim up and you can visually see this barrier in the bullet spread). As for the bullet spread it's a exponential curve to the left until the Barrier where it moves to the left side. A mag holds 10 bullets and 20 reserve making Extended Mags/Scavenger Pro a great option. The reload time is already slow so Sleight Of Hands can be more preferable as this weapon doesn't need any attachments to work. You have a movement speed of 80%, or the same as that of an LMG.
  156. Kick is the only ability you should even consider, as there is no reason to not use it with the highest amount of recoil.
  157. Playing more Old School is also recommended for the simple reason of: recoil limiting. Crouch isn't always enough for this weapon even with Kick, so utilizing Prone massively reduces your recoil to a near not existing minimal.
  158. This isn't the only reason it's unrecommended from using ACOG or Silencer but also the fact the RSASS does that better. The RSASS does less damage so it mostly trades long to utilize the Silencer making it a guaranteed 2-Shot. The MSR is why I recommend Old-Schooling rater then the offensive in-your-face play style as you can simply shoot large groups of people in such a short spend of time where the MRS would need to wait in between shots for a little amount of time even if both were in the same advantage point. Tactical Spawns are also a must for these builds as you want to keep the advantage point. Thermal sight/Viable Scope can work, for the Thermal the main reason to utilize it would be because it reducing the overall recoil. (Based on Sway and because the vision multiplier becomes worse).)
  159.  
  160.  
  161. RSASS (Semi-Automatic, 70 damage, 50 with silencer and the most recommendable Silenced Rifle. It holds a whopping 20 rounds per Mag.
  162. It only has a Head shot multiplier but at 1,5x allowing Instakills to be scored. Fires at 1200 RPM. Reload time of 2.7 seconds.
  163. You only have 20 bullets in the Mag and 20 reserve so Scavenger is a must have. The Mag size, fire rate and utility invites something more comparable to that of the MK14. I did also recommend you to see it like that as this gun has 2 ways of being used:
  164. ACOG Scope(Or Variable Scope) and/or Silencer however I did recommend to have Kick as a proficiency on this weapon as it has some but manageable recoil if crouch and even standing up it's alright. The MK14 has stronger damage at close even with a Silencer and doesn't need a Scope to shoot anything at close range but also moves at 90% of movement speed compared to this weapons 80%. However the RSASS is easily superior at long distance thanks to more options in controlling recoil on long range and the damage output being constant 70 or 50 where as the MK14 only does 49 on long distances. The bullet spread is a weird argument as it's close and similar to the MK14 but slightly worse then that of the Dragonove but the Dragonove suffers heavily from visual recoil(Both thanks to the sight being weaker and thanks to the way Call Of Duty decreases/increases bullet spreads without changing the animation.) more then it suffers from accuracy. A small side note: This weapon has notably less sway then many other Rifles gaining it a point at long range utility.
  165. The ACOG makes it more like a faster shooting MK14 while the Variable Scope could be more potential but could also be a hindrance for some, as they need to both change stance and change the scope. The Silencer holds the obvious damage reduction to a constant 2-Shot but does have the rare Silenced aspect to remove one of the main looked for things in a Silencer.
  166. So My main recommended class did be Scavenger, Quick Draw, Stalker + Kick + ACOG Scope. The Silenced build did be Scavenger, Assassin Pro, Marksman Pro + Kick + Silencer. If you did like to add the variable Scope into the Silenced build I recommend you very very much to crouch before shooting as the recoil is a hugh hindrance otherwise. Also keep in mind what the Barret .50 Cal can do at
  167. old-grandpa-style long range Sniping to outclass this weapon. From personal experience tho I did have to say you should defiantly try out using both the Silenced set and the ACOG set and if you get there also the variable scope option, I had a better time using that weapon then with the majority of other weapons in all the list.)
  168.  
  169. -Weird but effective:
  170.  
  171. Dragonov (Semi-Automatic. 70 damage and 50 with silencer. Only 1,5x head-shot multiplier. Movement speed of 90% however. 10 rounds per mag, 20 reserve. Fire rate of 1200 RPM. Reload time is 2.75 seconds with a not completely empty Mag. This weapons mobility is one of the reasons to utilize it like a Silenced rifle much like the RSASS with the utility being the 90% movement speed rater then the mag size as that is worse then the RSASS. The recoil pattern is very comparable just barely worse then that of the RSASS and that being said there isn't much to say you shouldn't use it. If the iron sight is preferable and the ammo difference between the RSASS and this is negatable you could choice this one. I still went to put the RSASS over the Dragonov because the RSASS has better long range utility as well making it have overall more utility. )
  172.  
  173. AS50 (Semi-Automatic. 98 damage, 70 with silencer. Same damage multipliers as MRS/Barret. The fire cap is 200RPM... that is exceptionally low, in fact even the MK14 can fire 2.75x as fast without Rapid Fire and 3.44x with rapid Fire, That is a laughably large difference. Not even Speaking of comparing it to other Semi-Auto Rifles as the RSASS shoots at the never maxing 1200 RPM. But as a trade it has more recoil. It holds 5 bullets per Mag and 10 reserve. The unique part about this gun is the low zoom as it has only 2.4x zoom rater then the standard 4.8x zoom, ideal for CQC. It also has less sway then any other rifle. This can, at large distances, be noticeable. Reload time is 3.56 seconds. Moderate recoil.
  174. This makes the gun more noticeable at close ranges and somewhat at long range. It's not recommended to put a Silencer on simply because the unfortunate damage difference and limitation to only head-shots/2Shots. Something this gun can't afford to have. Variable Scope allows for nice close range combat and long range utility as the lowest zoom is the same as your standard Scope.
  175. The niche obviously is in the CQC but even then this would only shine if you ignore the MK14.)
  176.  
  177. Simply bad:
  178.  
  179. L118A (Bolt Action. Damage 98, same multipliers as MSR, 5 bullets per Mag, reload time of 3.03 seconds. Lastly it has a fire rate of
  180. 50 RPM. In any way you look at this it's worse then the MSR having the same stats in damage but longer time to reload and slower fire rate. There is however a hidden statistic of small numbers to create some sort of niche. It's suggested this weapon has a running speed of 90 compared to the normal 80 however this is shown to be an incorrect statistic with no proves of the claim to support on. This means there is no reason besides early level to use the L118A over the MSR.)
  181.  
  182.  
  183.  
  184.  
  185. ----------Shotguns:
  186. Model 1887 (Lever action ~=~ Pump Action. 30-20 damage per pellet and 8 pellets fired. Damage proficiency makes this 42-28. This means even at long range you need 6 out of 8 pellets to hit(No Damage). Close only 4 out of 8(No Damage). With damage you only need 4 bullets to hit at LONG RANGE. That's actually reasonable and for damage that's nearly insane. You fire at only 60 RPM but once again pump action like shooting. There is a downside to this oddly enough. The animation when levering is longer then the actual duration meaning you can fire just before the animation is meant to end. Keeping in mind this damage ranging makes this gun amazing for very close to ''far'' away. Even tho this is easily the best longer ranged shotgun in the game. The fire spread is second worst in class but not too horrible unlike the AA-12 who has by miles the biggest spread even with a single shot. Mag size is 7 shells, 21 reserve. Reload time of 0.65 seconds per shell or 0.325 with sleight of Hands Pro. This is 4,55 seconds for the full thing. Range of 7.5-17.5 Meters. This means you have the smallest effective weapon range.
  187. Now before we talk about all the utility of attachments I want to note there are none. This gun doesn't have attachments. It does funny enough have the attachments proficiency but has no attachments to make use of. This means it only has Proficiencies to make use of.
  188. Kick/Attachments are literally redundant. Melee is pretty pointless but not redundant thanks to the very low rate of fire. Focus has it's use but honestly shouldn't be too necessary. Damage and Range are the debate of choice. Damage means you can shoot people at close range with stronger pellets and 4/8 at long range. while Range means you will hit for a longer distance with the existing spread so 6/8 pellets needed. Everything else is set as it is. Try using Steady Aim Pro it hugely improves accuracy and you don't have to really aim down sight except if using Quick Draw + Focus/Range as this only slightly improves what the hip fire would do meaning you did be more accurate compared to steady aim pro but that's about it. I love using Steady Aim Pro + Quick Draw + Sleight Of Hands with the Range/Damage Proficiency as they are simply the best options.)
  189.  
  190. USAS-12 (Full-Auto shotgun. 25-5 per pellet however 9 pellets are fired. Damage makes this 35-7. It fires at 137 RPM. Holds 6 shells or 9 with extended Mags. whopping 30 reserve. Reload time is luckily 3.2(Not depleted) to 3.93(depleted) seconds for the full Mag at once. Range is 400-700 units or 10.5-17.7 Making this slightly bigger efficient range but having a sharper drop.
  191. Hidden thing about this just like the MP9/Skorpion is that your sprint duration gets a 75% boost. Meaning you can run for 75% longer then the average person. This combined with Extreme conditioner gives you a 3,5x sprinting duration. Because of the faster fire rate you want to make optimal use of that in overpowering while being outnumbered.
  192. Proficiencies once again include Damage and Range. Bullet/Pellet Spread is average for the shotguns so it's not to harsh like the Model 1887 has but it's more a situation of it just being more suited to put Damage on the weapon. Damage combined with your sprinting means you can get really close to people really quickly. You fire pretty slow so Kick shouldn't be able to help. I don't mind the Iron Sights and you won't be looking trough them for long so Extended Mags. Silencer is extremely unrecommended for the sole reason of the damage drop this weapon has.)
  193.  
  194. Striker (25-15 damage per pellet and 6 Pellets. With Damage Proficiency 35-21 damage. Rate of Fire at 352 RPM. The range is average. Same counts for the average bullet spread. Like allot of Shotguns Steady Aim Pro > Aiming down sight. The gun does seem to have a rater wide bullet spread but still not as bad/maby comparable to the Model 1887. It's no AA-12 spread that's for sure.
  195. Meaning the spread is manageable. The barrel can hold up to 12 shells and you have 24 reserve. You reload 1 by 1 at 0.66 seconds per shell. Adding to a total of 7.92 or 3.96(With Sleight Of Hands Pro). The sheer force comes from the fire rate combined with the damage that is done, allowing a rather fast 1shot at very close range alowing 4/6 pellets to hit or a 2shot at regular shotgun range if only hitting 3/6 pellets. This means Damage/Range are once again the best Proficiencies. Silencer is honestly the best attachment as it makes you. Grip lowers the small frame of recoil down to 0 and extended mags can be used to increase the mag size up to a lovely 18 meaning you can go on a holiday of hunting and only have to reload when you are back home. Steady Aim Pro and Sleight of hands are needed for this shotgun, one increases hipfire recoil and the other cuts down reload time. Scavanger Pro isn't really usefull for shotguns and being able to switch to your secondary (Magnum/MP9) is pretty nice. Assassin Pro + Steady Aim Pro + Sleigh Of Hands makes for the best Perks combos for this weapon even with A SILENCER on this weapon. Considering how often you need to shoot twice anyway this wouldn't be too horrible to suggest but it does blacks out the use of Range over Damage. For the sole reason of how poor damage you do at longer ranges even if you did hit all 6 pellets you did miss on the Kill. Damage however allows all this to be 5 of out 6 to Kill. try getting close to people and taking down groups while being out numbered. Other Perk combinations would involve Overkill Pro and the G36C. The only issue with that combination is that it lacks quick draw for the G36C but for the way you did be using it that shouldn't be a problem. The G36C is chosen for the fast switching time twice as fast as that of regular weapons and equal to that of pistols on top of strong damage/range while better fire rate than that of the ARC.)
  196.  
  197. Uncommon but effective:
  198. KSG 12 (Pump-Action. 28-15 damage per pellet and 9 Pellets. With Damage this becomes 39-21. this fires at 60RPM. Bullet Spread is said to be the smallest in game however I have only found the bullet spread to be much DENSER. meaning most pellets are centered however some seem to fly off still creating similar overall spread. This is still notable as being the most accurate one in class thanks to that. It holds 12 Shells up to 18 with Extended and 24 reserve. Reload time is weird:
  199. 1.5 for the first shell, 0.66s for every shell after (0.833 with Grip), 0.9 to pump after reloading. This adds up to 10.32 seconds. This did be 6,36 if Sleight Of Hands. Honestly I want to let you keep in mind that you can interrupt however there is the 0.9 seconds drop to this being fairly weird to work with but you CAN interrupt(To ofc shoot more bullets) if you want to to make up for this long reload time. Extended Mags are still recommended however as you see just don't use Grip. There is no reason to ever use Grip so why would you even try this. This gun fines it's niche in having the most accurate hip spread as just Steady Aim Pro + This allows very accurate shots of death making Range a nice option but Damage still exists. The Iron sight is like you look trough an ACR 6.8 It's not even joking they are very similar. I love this Iron Sight so once again Extended Mags/Red Dot seems the best attachments.)
  200.  
  201. Other:
  202. Keeping these guns in mind having 2 for instant 1v1 killing being precise or ring of death and the other for rapid running and killing groups from the side rater then plain up front. This remains a hard to follow lines between the 3:
  203.  
  204. SPAS-12 (Pump-action. 30 very direct and 14 less direct damage per pellet, you fire 8 pellets at once. This can with Damage Proficiency to be 42-19.6 per pellet. Fire rate of 64 RPM. Effective range of about 10.5 to the full drop on the 17.7 meters. The fire spread is average compared to all shotguns. It contains 8 shells per mag. You have 24 reserve. Reload time of 0.66 per shell (0.33 with Sleight Of Hands Pro) or 5.28 seconds. Damage and Range just like all shotguns work nice.
  205. I don't mind the Iron Sight so there is no need for Red Dot/Holo. Grip/Kick are redundant as the fire rate allows you to be completely on target do a 360 and after your cup of tea you can fire the next shot. This makes only Silencer/Extended be worth. Silencer is very unprefered as you did need all 8 to be hit on long distance what will never happen. Extended Mags is generally a nice thing so obviously you did run that or Red Dot for the simple reason of it being unnecessary with Scavenger Pro as they do not stack. It could also be because you don't want to reload as much however I did rater have a few more bullets then having to reload when people are shooting at my face. Comparing it to all other shotguns this is average and has nothing special to rely on.)
  206.  
  207. AA-12 (15-5 Damage per pellet, 8 Pellets. With Damage Proficiency this will be 21-7. Fires at 400RPM. Range of 6.4-12.5 meters range so by far the lowest range in game. Mag size of 8 bullets per mag and only 8 reserve. reload time of 2.75 seconds or 3.58 with an empty mag. The ammo amount is a sheer issue for this gun so Scavenger is a must. Steady Aim Pro actually is not recommended. The reason why is because(as it should be) This thing when aiming down sight has a tighter spread then when hip firing. Because of this Stalker/Dead Silence can be used instead but Quick Draw becomes a must as well. Range/Damage once again are the main recommended proficiencies.
  208. Unlike what you did assume Kick to work good with this is still not a good gun to use Grip on. For the sole reason of how small the actual range is. I once again recommend Red Dot sight as you shouldn't run around without Scavenger pro making Extended Mags a redundancy when the Perks gives you the same effect. I do not like this sight honestly it's too thick on the sides and the actual ring feels like a lump of iron blocking your vision. This gun does have the fastest time to stack corpses if you can get behind the enemy however you did need Assassin Pro to get that close safely, at cost of Quick Draw.)
  209.  
  210.  
  211.  
  212.  
  213.  
  214. --As with all shotguns the best secondary did be the XM25 Tactical or the MP9. The MP9 should be obvious as it has low recoil and amazing accuracy even in mid range with a silencer who doesn't give any real downside/Penalty for using it. The time to kill for the weapon is 1 bullet behind the average SMG but still manageable if you can get off the first hit, once again this is at mid range. At closer mid ish range you could try to sneak more up close or you can use this and just fire off potentially killing him in the last bits of your effective/Drop range.
  215. Now it's funny how I note a Grenade Launcher except if you know how to utilize the thing it can pay off for the sole reason of how far this thing can be a 1hit-Kill if direct impact + how effective it could be if angled at a wall right behind them and always 2Shot. It does hugely lack ammo compared to the MP9 however 4(In Mag) + 12 bullets is a very solid amount for a grenade Launcher and even for a regular weapon when 2 is enough to always kill someone.
  216. If you want to snipe use this instead. Overkill with a Sniper rifle is just bad if you don't have specialist for Quickdraw.
  217.  
  218.  
  219. --The Shotgun attachment for AR:
  220. This attachment is in game-code seen as a different gun and used as a back-up weapon or a weapon for CQC so I will review it like that.
  221. It's a Pump-action shotgun at 76 RPM, holds 4 rounds per mag and has 8 reserve bullets. It's damage per pellet is 25-5 and shoots 6 pellets allowing you to kill with only 4 pellets hit. This is the same potential damage as the Striker/USAS 12, the long distance damage is the lowest of all shotguns however doing 5 or only 30 damage per shot. The range with 12.7 meters(start damage drop) to 16.4 meters where the damage drop ends at 5 damage. The weapon won't do any damage at 16.5 meters so little below average range utility for a semi-auto but it's bad because this is a Pump-action shotgun.
  222. The reload time is only 4 seconds but thats thanks to only being able to hold only 4 shells at once rater then reloading quickly. Most single shell shotguns reload ~0.6 sec average per shell, you take 1 sec. The Bullet spread is pretty average and more compared to a pump-action then that of the Semi-auto ones. Overall this is the worst Shotgun when comparing it in the Shotgun class but still a good attachment.
  223. This weapon will become better when you see that you can actually get ammo from Scavenger pro even without the opponent having the Shotgun attachment on his gun. This means you can effectively go around and utilize it like a proper back up.
  224. Outside of this it's also in game seen like a full on weapon if utilizing the specialist killstreak allowing Range to be gained on to the shotgun by obtaining the Grand special list bonus after 7 kills. But before you can utilize this not good but not horrible attachment you first need to have a proper primary assault rifle. Good for us we have 1 amazing and 2 lesser assault rifles to utilize this attachment and those are the ACR or the most versatile weapon that doesn't need any attachments to work and the M4A1 who is more close range utility already but having the shotgun can make it even better. The Fad while it sounds odd can also make good use of it thanks to how the FAD has little of useful range and that mostly right at the very edge of mid range if you can land those head-shots, this can fix the short range utility.
  225.  
  226.  
  227.  
  228. ----------Machine Pistols:
  229. (Note: Using the machine Pistols with Akimbo will lower the fire rate of the pistol. Without this it would be allot harder to hipfire as well as pretty overpowered in terms of time to kill. Regardless of this they still hold the fastest time to kill of about any weapon at there effective range besides instakill weapons like Shotguns/Sniper Rifles.)
  230.  
  231. Recommended:
  232.  
  233. FMG9 (40-20 damage. Damage range of 8 to 14 meters. 36 bullets and 108 reserve. You will need all of them with the 1052 RPM. Big hip-fire/recoil but decent spread if aimed down sight. Please keep in mind it's the Akimbo that makes this gun so good.
  234. With Akimbo it reaches one of the fastest times to kill and with the grand of ammo you can take even the full enemy team down if ambushing them. Small side note: it has a slow switch time for the first time, meaning switching your secondaries the moment you spawn in will fix this to an average switch speed. Head-shot multiplier of 1.4x. This is your go-to secondary for ambushing/CQC.)
  235.  
  236. MP9 (SMG... I mean Machine Gun. 33-19 damage, head-shot multiplier of 2x. Fire rate of 895 RPM or the same as the MP5/MP7. Range is 20-30 meters, that's so far that you start to compete with Assault rifles like the G36C. It holds 32 bullets per mag and has 96 reserve.
  237. Reload time of 2.1(Partially empty reload) or 2.93(full reload). The recoil is objectively even better then some of the SMG's like the P90/PP90M1 who have worse recoil.
  238. This weapon is statistically more a primary then it is anything else. In fact the weapon is the best back up weapon for the simple reason of how versatile it is in it's utility. Long range + predictable recoil means it's the best ''long range secundary'', viable DPS profile for a back up weapon fast enough to switch and kill someone before they finish reloading. The fire rate is as high as that of the MP7 which outspeeds half the SMG class and all AR without the use of Rapid Fire. The range is so powerful it sees utility till half way the Mid range(20-40 and this has the damage drop end at 30) Allowing it to work optimally even in mid range. The damage might however be a slight downside as it takes 4-6 bullets to kill but it could be 2 shots at long or 3 at shot IF all shots are head-shots essentially allowing one of the greatest rewarding numbers if the user is accurate. Finally this weapon has little recoil to work against allowing the accuracy to be an easy reward even without burst firing. The Iron sight for me are amazing as they clearly show the curvation of the recoil that you could rater easily control. If this isn't enough, your sprinting bar gets increased by 1,5x in duration it did normally be. Just like the ability extreme conditioner your sprint time is increased allowing you to sprint up to 3.5 times as long if both this weapon and the Perk are used. Keep in mind it will also take 1.5x longer for the sprinting bar to fill back up. (Other weapons with this side effect are the Skorpions and the USAS 12 the primary weapon).
  239. If this all doesn't sound that staggering compared to the FMG's utility at close, keep in mind this is the only secondary that allows you to shoot that far reliably while having a 3 shot at long range. This weapon single handedly forces the use of Rapid Fire on SMG weapons(P90/MP7/MP5/UMP-45 all can't outspeed it) as they did otherwise be pointless to even utilize for the single reason of this weapon being secondary rater then a primary. As for attachments: Silencer can remove the muzzle flash (the white smoke that comes when you fire too many bullets after each other) as well as stealth utility. Overall giving you the best option as an attachment. Red Dot Sight might be a reasonable pick for those that dislike the iron sight or just want a more clear vision as to what they might be aiming at at longer distances. I don't recommend holo because it's more of a hindrance to your overall vision.
  240. Extended Mags can be a trade off for more bullets if you were to utilize this weapon more as a full on primary without needing Overkill. Try it with a very limited weapon like a shotgun to have some form of range utility to aid it when needed, especially with Slight of hands. Lastly the Akimbo's are an odd trade off as you essentially bring yourself to a utility dominated by the FMG's and having only the spread range as use over it. You also lose most of your primary weapon outclassing speed with this in trade of being able to fire 2 guns at the same time. If you did ever consider using a none-rocket launcher as back up, this should under any condition be your first thought.)
  241.  
  242.  
  243. Other:
  244.  
  245. Skorpion (x2 head-shot multiplier, 30 damage at close and 20 at long. Damage drop at 18 till 30 meters. Only 20 bullets. 30 reserve.
  246. Only 857 RPM of fire rate. While the hip fire spread is actually tighter then that of regular aim, it's still not great and needs Steady Aim Pro. But this creates only more reason to run Akimbo and at least somewhat of a reason to use it. A small note I did rater point out is that this weapon increases spring time by 75%. This can be stacked with Extreme Conditioner Pro in order to achieve 3.5x sprint time. Other weapons with this are the MP9 and the shotgun USAS 12.)
  247.  
  248. G18 (42 to 17 damage. Damage drop already from 6 to 10 meters. Only 20 bullets per mag and 60 reserve. The fire rate of 1016 is interesting if only the FMG9's didn't do this better with 1052 RPM. The hip fire spread is just as bad as that of the FMG9's even tho this weapon never actually got a nerf only to press that it never was good. Besides that the regular recoil is even worse then that of the FMG9's. It does have notably faster draw time making it more literally an auto-firing pistol. The raise time is 0.55 seconds and drop time is 0.5 seconds being second fastest just after that of the Five Sevens. Reload at 1.83 seconds and 2.1 seconds if empty.
  249. Meaning this is a good option for Quick drawing utility. Downside in here is the lack of ammo. The main reason it's so good is because fast time to kill after switching... but the Five Seven does that better in almost every way or everyway if you ignore it being semi-auto.
  250.  
  251.  
  252. ----------Handguns:
  253. *Note: fire rate is decreased on Pistols/Machine Pistols by 20% if using Akimbo.
  254.  
  255. .44 Magnum (49-17 damage, 6 bullets per ''mag'', 30 reserve. Fire rate at 759 RPM. Damage drop at 10 meters till 25 meters. Now the interesting part is that this weapon has a chest and head-shot multiplier of 1,4x meaning you can 2-Shot someone in the chest till 15 meters. At 16 it becomes a 3shot. This makes the gun insanely effective with Akimbo as you can fire 2 bullet's at once. It also has a stomach multiplier of 1,1x meaning you can 2shot someone in the chest. It's literally a 2-Shot, ''Short'' Range Sniper Rifle.
  256. Honestly speaking this is one of the better weapons to utilize regardless of attachment as you can single fire with supreme accuracy across large distances and still Outdamage them if you can fire quickly enough. Even at max range it will be able to kill someone if connecting all 6 bullets. The bullet spread is also dead on target as you only have very very little off target vertical accuracy if using a single pistol. The reload time is 3 seconds always, even if unloaded. It only has Tactical Knife/Akimbo as attachments meaning you miss out on extended Mags including Scavenger Pro's extended Mags but still very helpful attachments. If using Tactical Knife I mostly picture you utilizing it more as a ''distance'' weapon or a back up rifle accuracy weapon for Sniper Rifles while Akimbo is more for instant short term power if using Steady Aim Pro.
  257. If anything this is one of the 3 best offensive side arms(regardless of how you use it) along side the MP9 and the FMG9 akimbo's.)
  258.  
  259. Five-Seven (36 Damage at close and 17 from far. Fire Rate at 1016RPM. Damage drop from 11 to 16 meters. Mag size at a whopping 16 bullets per Mag. Meaning 32 reserve. Regular reload is 1.82 seconds and full reload is 2.5 seconds but with Akimbo this is suggested to be cut down in time thanks to the animation?(Source needed) It Also has the fastest draw/raise(switch time) time of all weapons at 0.46 seconds. Meaning it has the biggest Mag size, Ability to run Extended mags, Ability to run Akimbo, fastest draw/raise time and second-fastest reload time. If that's not enough the gun has a 1.4 head-shot multiplier allowing for a 2shotkill if both are head-shots at close range(10 meters). Akimbo means you can instantly kill someone with an off hand weapon.
  260. This gun finds it's strength mostly with slow weapons/the riot shield mostly for it's insane draw speed/overall being good.
  261. This is a rater odd option but carves a strong niche in the switch/Draw time and still being a decent gun if Akimbo to stand against the MP9/Magnum/FMG9's.)
  262.  
  263.  
  264. All other options:
  265. Desert Eagle (49 damage at close and 25 at long. Damage drop at 7 meters till 25 meters. Unique for a handgun(not pistol) the Head-shot/chest multiplier of 1.4x and a stomach multiplier of 1.1x allowing you to 2shot people even in the belly. I honestly recommend you to do so as the recoil is so high you will hit the second bullet in the head. Allot more then that of the Magnum, who also has these multipliers as it's a Pistol. Fire rate of 759RPM (same as Magnum). It holds 8 rounds per mag and 16 reserve. There is nothing good about the gun compared to the Magnum besides more bullets/faster reload and the ability to run extended mags when using Akimbo + Scavenger Pro. So that's the niche it has right there. As for reload time, it's 1.96 seconds or 2.1 unloaded. The range/minimal damage would have been a grand selling point... if only the accuracy wouldn't completely take it away. You won't/shouldn't ever be able to make full use of the minimal damage advantage. Even when Akimbo + Steady Aim Pro should be able to get off at least 1 bullet a shot, it doesn't kill far fast enough to be worth it. Would have been the worst if only the MP412 didn't exist.)
  266.  
  267. P99 (49 damage at short range, 17 at long. 1.4x head-shot multiplier but no chest/stomach multipliers. Damage drop at 11 meters till 16. Holds 12 bullets per Mag, only 24 reserve. reload time of 1.87 seconds or 2.1 if empty. Bit dirty horizontal recoil but not too big to begin with. There is no real advantage to use this gun besides it slightly faster fire rate at 1200RPM. A silencer also blocks your Iron sight meaning you can't aim down sights. I lack the sources to confirm there is a foot multiplier that allows 1Shots.)
  268.  
  269. USP .45 (40-17 damage, 1.4x head-shot multiplier. Damage drop from 9 to 20 meters. Mag size at 12 bullets 24 reserve. Rate of fire at 759 RPM. The fast reload time at 1.62 or 1.91 if completely unloaded is the only thing that succeeds doing anything better but besides this there is literally nothing special about this gun. Also just like the P99, a Silencer would hinder your iron sight by overlapping it.)
  270.  
  271.  
  272. Worst of all: MP412(49-17 damage, Damage drop at 10 to 25 meters. reload time at a whopping 4.16 seconds being the slowest of all weapons excluding the LMG's. Does have the Magnum's multipliers of Head/chest at 1.4 and 1.1 in the stomach. Hip-fire accuracy is by any shown self testing spread worse (by allot), by symthic suggested to be the exact same and by game logic supposed to be better in range then that of the Magnum. You can't even hit a bullet at any range let along do better then the Magnum at a suggested range. It also holds 6 bullets and can't run extended mags/silencer but can run tactical Knife/Akimbo. It's just too bad to use even for ecstatic value.)
  273.  
  274.  
  275.  
  276. ----------Launchers:
  277.  
  278. XM25 (Fires at 150 RPM, slightly smaller then a Grenade sized explosion radius(55-35 damage), Direct Impact is another 65 damage allowing for an insta kill. Holds 4 bullets per Mag. 12 reserve bullets. Reload time of around 2.4-3 seconds. Able to free fire and aim down the scope. You can't lock on Target.
  279. Instead this gun can set the distance at which the bullet/Grenade should explode. For example I set distance at 25 meters it will explode at 25 meters regardless of there being a wall or not. If something is in the way it will explode earlier. The center of explosion is <X amount> + 1 Meter.
  280. At the smallest distance it will act very uniquely as 3 meters will make the deadly explosive range as close as possible to you but not hurt you much like you are using a shotgun. It works precisely like a shotgun around 3-5 meter. The Blast radius can only insta kill someone with a direct impact hit, however you shoot in a straight line allowing actual Sniping to be done on any body Part. This give it the suggested/argued on title of ''sniper secondary''. If not a direct hit it will take 2-3 depending on the distance of the center of the blast. If you are not setting distance, you can free fire it making it explode the moment it hits a target. This is more suited for the combination of Recon Pro + Hardline Pro as you can clear rooms very easily as well as abuse the Assist point system. Even tho this thing can be utilized as a Sniper/Shotgun/Primary weapon most people don't utilize it as the Set distance system or the accuracy needed for the Sniping takes effort. However I can tell you it's more rewarding then any of the previously noted secondaries in the game. If you don't think this is one of the best secondaries in the game you should try and set the range to 3 meters and see for yourself. If using a shotgun give this a try over the MP9 and you will see.)
  281.  
  282.  
  283. Smaw (1 bullet, the Bazooka of the game, able to free fire aka scope fire at people. You can also shoot down flying things but it really sucks at it believe me, simply because of the low damage. Thanks to this it's just a poor weapon on people compared to the RPG and to the Stinger/Javelin for killstreaks. If you were to pick up another bullet by scavenger against someone that ran around with it you can pick up to 1 bullet and reload with 3.8 seconds.)
  284.  
  285. Stinger (2 bullets, made purely to take down killstreaks, in fact I recommend you to only fire at flying killstreaks like attack helicopter, Strafe Runs etc. Mostly because these will give you enough points for your KILL STREAK as well. If you shoot down just 1 of the choppers in a strafe run it should chain with at least 1 other chopper with this allowing you instant 2 kills. it could chain up to 3 allowing you to take down 3 and then the remaining 2 on a single life giving you the equivalent 5 KILL POINTS. Enough for the Predator Missile for the record. It reloads with 3.2 seconds that's normal really.)
  286.  
  287. Javelin (interesting one to use, now the best use is to kill the Osprey gunner/escort airdrop/Pave Low, because of the odd flying forward, then up then down system it can surpass the FLARES of the osprey gunner/escort airdrop, not only that it simply can't shoot down fast moving flying things like recon drone or AH-Overwatch even though it apparently could. You can also use it in a ballsy way and shoot at a crowded center area/Domination flag and hope for it to pick up a kill about 4 seconds after you shot it. reload time is 3 seconds using (see smaw).)
  288.  
  289. RPG (Abused by the community for some good reasons, it can take down flying stuff if combined properly with an LMG or AR. It can clear rooms from a distance like hallways or narrow bending rooms like in Arkaden/Dome. There isn't much to not besides the strong blast radius similar to a Frag grenade but bigger Instakill area in that radius.)
  290.  
  291. MGL 320 (It's plain bad, look at Grenade Launcher attachment for use and how it's outclassed/so horribly bad.)
  292.  
  293.  
  294. Grenade Launcher Attachment:
  295.  
  296. Interesting one to put however: It shoots a solid grenade that if directly impacted at short range like a shotgun can Instakill someone. The grenade itself won't explode from this if you stand too close. This thing works the same as the MGL 320 except it is meant to be hip fired instead of aimed. What I honestly can't see that as a downside but only as a positive as the aim down sight/Iron sight of the MGL is very much hindering and can't be fixed(you need to aim for it to fire). It only has 2 bullets, 1 in and 1 reserve.
  297. The only downside to it compared to the MGL is that it's only for Assault Rifles. That would be a downside if it wasn't for the vast aray of good AR's. Examples of the ones to not mind it's utility include: ACR, M16A4 and M4A1 that can all make good use of it. Sure it's an argued for an attachment but all these 2 can trade up the Extended Mags or add the attachment proficiency to run this. Most bad ranked AR like Scar-L/Type-95 can run this and gain from it. But realize you are running a lesser weapon, for an already questioned attachment. When using this your point isn't to directly hit some one. It's to cluster shot people that are Head-Glitching or over the fence shots. Might sound situational but compair it to how you trow Cooked Granades or Semtex, you essentially get these for near free.
  298.  
  299.  
  300.  
  301.  
  302. -------------------------Extra/Special:
  303. Riot Shield:
  304. -Protect against gun fire, move at 80% movement speed. Putting Shield on the back will allow faster movement and some backfire protection making running around with a shield on your back not completely wasteful.
  305. The Riot Shield has 2 Proficiency's in Melee and Speed. Focus on Speed for most use. Melee only really has use in extreemly thight allies. Maps like Terminal and Downturn have these... that pretty much sums up the only places where this has use over Speed. And for both maps Speed helps on almost all place in these maps that aren't these specific allies.
  306. I did recommend running C4/Trowing Knife simply for how fast they can be used and how quickly you can go back into the Shield mode.
  307. Weapons for this did mostly limit to the MP9/G36C(Primary)/Pistols(Specifically the Five Seven Pistol/Magnum)
  308. For these builds the best abilities to look for are Quick Draw(multiple uses), Overkill(Allows G36C) and Blast Shield Pro. The Blast Shield Pro allows you to take on enemies even when they have C4 and Flash Bangs in any 1v1 situation. C4/Rocket Launchers are usually used by Snipers(C4)/Assault(Launchers and C4). Both suffer from dealing with multiple targets and Riot Shield users. This allows you to get past there answer to you. For Bast Shield I recommend running Akimbo Pistols, in this you already have the best defenses so getting close to enemies shouldn't be hard. Specifically the Akimbo Five Seven who switches fastest in the Game and has 16(biggest in class) mag size, it also has second fastest reload in Game and decent time-to-kill overall. Quick Draw is a bit odd but easy to explain, it allows the use of the Knife, a weapon that you can trow straight at someone and insta kill him. Quick Draw can easily be abused by the MP9(Extended Mags). The MP9 is amazingly versatile and with the Extended Mags you can defend yourself longer then any other player. The Assassin Perk isn't all that useful simply because how slow you move from point A to point B. In this you also don't want to camp with this for the sole reason of how easy it is to walk around you.
  309. Keep in mind the G36C is without a doubt the best option to combine with the build simply for the extremely nice switch time(Faster then MP9) and how good the gun already is in the game if you can manage bursts/the recoil. At cost of running Overkill for it however.
  310.  
  311. Sleight Of Hands Pro should be No Brain simply for the rapid Switch time between Shield and Weapon, Reload also is notable.
  312. Stalker Pro is hugely recommended, You can walk with the shield up faster then normally and even walk while crouch faster then normal.
  313. The G36C can offensively make use of it but that's similar as Steady Aim Pro for Akimbo/Single Magnum.
  314.  
  315. Keeping all this in mind my personal favorite set up(If you use it right it's not bad trust me) for the Riot Shield is:
  316. -G36C with Kick, Extended Mags/Silencer/Red Dot These are all options for this gun to be viable based on how you want to use it.
  317. -Riot Shield: Speed
  318. -Overkill (Pro)
  319. -Sleight Of Hands Pro
  320. -Stalker Pro
  321. Tacticals: Flash Bangs/Confusion Grenades/Portable Radar
  322. Lethals: C4
  323. Killstreak depends on what you want really. Standert would be
  324. Death Streak: All that isn't Final Stand as that would defeat the purpose of the build. So Juice/Revenge, yes Revenge for once can be put to good use!
  325.  
  326. Other options, Same but these change:
  327. MP9 Extended Mags. (Quick Draw) + Knife + Flash Bangs/Portable Radar
  328. Five Seven Akimbo (Blast Shield) + C4 + Confusion Grenades/Portable Radar
  329.  
  330.  
  331.  
  332. -------------------------Tactical weapons/Lethals:
  333.  
  334. C4 (Easy and nice, allows for over wall trowing, Objective safety as they need to shoot at it from a distance etc. It beats Riot shield users for slower moving people like Snipers/LMG. You can also just clear out rooms with it but that's more for tactical.)
  335.  
  336. Semtex (Trow it to the exact objective location and you will hit people on the head. If you know how to predict opponents spawning and going out of spawn camped locations then the Semtex will allow you to keep that pressure across open maps like Dome.)
  337.  
  338. Odd but effective:
  339.  
  340. -Trowing Knife (can be somewhat situational however it can work if used with Quick Draw and a small tab on the trowing button.
  341. Recommended for the Riot Shield, Snipers and LMG users. Unlike all other lethals, this one is replenished by Scavenger Pro.)
  342.  
  343. -Frag Grenades (Can be cooked, held when you know you will die in a second anyway etc. It has allot of basic uses and unlike the Semtex it can roll to the target if your aim isn't to optimal. Downside being it could in theory be thrown back except no one does that.)
  344.  
  345. -Claymore (Put down on a close corridor area, go to a different room close to the Claymore and use it to gain a free kill and/or protection just for the moment of camping down an objective/long hallway. The ideal example: Resistance-Map, You have the 1 building on the outer, North/West edge of the map having a doorway and small twisted hallway to get behind the sniper range. Place it anywhere except in the literal entrance of the door and you should be good. Same counts for many similar locations like these on Carbon, Lockdown, Fallen and Underground.)
  346.  
  347.  
  348. Remaining: Bouncing Betty, it just simply doesn't do anything right, if you hear it go off you can prone quick enough to escape death if you are just a little past the exact point of it exploding. In fact the only use I see for it is a self exploding C4 to trow over a wall or something to check if an opponent might be there and that's literally all the use it has. Claymore does the free kill job better as it at least does it's job.
  349.  
  350.  
  351.  
  352. -------------------------Tactical equipment:
  353.  
  354. Flash Bang (Much like the next one in the list it's to clear rooms and kill irritating people while they can't attack normal wise, keep in mind that they can still react normally but they can't see shit. I Like abusing this with the Recon perk as it just works with a larger range then the Confusion grenades.)
  355.  
  356. Confusion Grenade (The enemy now can't move freely with there head and shooting seems to go slower. Keep in mind that they can still see you approach so you better take them out before they recover.)
  357.  
  358. Tactical Insertion (Snipers best friend, these allow you to spawn quickly behind a corner they have yet to get past while they push you like a wall, if you have placed it will you could even spawn right be hind them, switch to your FMG's and Multi-Kill. Also good for staying on a hard to get spot/Higher elevation spot like Terminal-map/Glitch abuse. One of the best uses is to not be spawn camped as easily yet at the risk of someone camping the flare.)
  359.  
  360. --Odd but effective:
  361.  
  362. Portable Radar (While it's somewhat argued on when UAV exists, it's range decent(Unlike Scrambler) for Maps like Dome especially when multiple people use it. Can be extremely life saving for checking rooms except against stealth builds who exist but should be moving instead of camping anyway.)
  363.  
  364. Smoke Grenade (Has very interesting boosted effects, shouldn't be cross -hair able except with rifles and Red Dot Sights. Blocks the users from seeing what's outside of the smoke. Most people try to make a invisible bridge with this grenade, I personally use it as a shield against people walking IN IT. Simply because they need to come out of it and are in the sheer disadvantage. Hardhat is the pride of examples as you block 1 out of 3 hallways or complete areas of the map to your advantage. It ALSO makes you invisible to air streaks(Chopper, AC-130 and Predator missile etc.) and ground streaks like the Turret/Assault drone if standing inside it.)
  365.  
  366. Trophy System (Objective gaming or Camping is all it serves, it blocks Predator Missiles, AC-130 missiles and any C4/Grenade. More then most expect from a grenade block at least. Believe me on this it's a trade that can work for LMG/AR builds.)
  367.  
  368. --Bad:
  369.  
  370. EMP Grenade (It has some use sure, however it also suffers from the use bing limited, you only having 1 grenade and it being like a flash bang for ground killstreaks like the assault drone and the Turret/Portable version. Both are somewhat fair to argue but too situational to run around everyday. If you want to STOP the streaks I don't know why not use a Grenade launcher or such if the build is specifically for that.)
  371.  
  372. Scrambler (Very small range, Outclassed by Counter-UAV and the EMP, Only useful if combined with many users and even then portable radar would be better in each and every of those situations.)
  373.  
  374.  
  375.  
  376.  
  377.  
  378. ---------------------------------------------------------------------------------------------------------------------------------------
  379. Streaks:
  380.  
  381. Killtreak offense:
  382. All streaks are good objectively I am just making this personal and suggesting all are somewhat arguable I just unrecommend using Strafe Run.
  383.  
  384. Killsreak support:
  385.  
  386. All except: UAV, Airdrop Trap, Remote Turret and Recon Drone are potentially worth your time. Recon drone is interesting as it can work with the recon build as noted with XM25-grenade launcher/Flash Bangs, but besides that it's pointless.
  387. Most of this build will always include UAV, don't, use any of the other instead like Counter UAV, Ballistic Vests, Advanced UAV, Stealth Airstrike, EMP/Jugg. Maby even the Sam Turret. The reason why the above ones are
  388. the things you want:
  389. -Counter UAV is the counter until EMP.
  390. -Ballistic Vests are always appreciated once holding the Center/Half of the map or Rushing.
  391. -Advanced UAV is just lovely, it's better then UAV.
  392. -Stealth Airstrike is what you use to get kills, much like normal airstrike except in a passive to get support set if you kinda suck at the game or want some kills while supporting with the Advanced UAV as well.
  393. -EMP is the ultimate stealth abuse and best way to prevent the Nuke/M.O.A.B with a potato team. It also prevents other killstreaks from going off.
  394. -Juggernaut is best on small and thin hallway maps where people use SMG's like on Bootleg.
  395.  
  396.  
  397. Weird:
  398. -SAM-Turret is just weird in the list, it passively takes down the enemies UAV much like the Counter UAV but this also stops certain other killstreaks. It's completely weak to being destroyed itself more then any other equipment in the game actually.
  399. -UAV only has use if combined with very very quick to obtain streaks like keeping all streaks as close to each other as possible is most recommended. Try keeping it at or below the Sam Turret or up to the Advanced UAV. The last one simply because of the Advanced UAV's utility in that regard. Once the streak is going it becomes a bit redundant in that regard as well so I don't know why you would use both but that's the pure truth.
  400. -Escort airdrop is the worst one of this list But it has some uses. Luring in people, randome chance of actually getting support.
  401.  
  402. If you run around with UAV, Airdrop and Escort airdrop.... I question your logic but will assume you know nothing about the game.
  403.  
  404.  
  405. Specialist:
  406.  
  407. Now there exits a basic guide line to help for this:
  408. Easy to obtain system: Hardline, Sleight of Hands/Scavanger Pro and Steady Aim. All things with Pro version.
  409. Make this an SMG build and you should be fine.
  410. I recommend using Quick Draw as the first obtained perk, Assassin as the next and Stalker as the last.
  411.  
  412. When using this the 1 and only thing you should keep in mind for is the M.O.A.B. This thing will end lives near instantly and create a weird red glowing wast land to call your own.
  413.  
  414.  
  415. ------------------Perks:
  416. If no Pro is written it's not necessary to have Pro version to make good use of it.
  417.  
  418. -----Blue:
  419. Tiering:
  420.  
  421. -Good:
  422.  
  423. Sleight Of Hands Pro (Reload your weapons 50% faster than normal. Pro= Pick up and swap weapons 50% faster than normal.)
  424.  
  425. Scavenger Pro (Replenishes your ammunition when you walk over Scavenger bags that are dropped by players when they die. Pro= Extra starting magazines.)
  426.  
  427. -Situational:
  428.  
  429. Blind Eye Pro (Enemy air support and sentries can't detect you. Pro= Faster launcher lock-on + extra bullet damage vs. enemy air support.)
  430.  
  431. -too Precise/Niche:
  432.  
  433. Recon (An enemy hit by your explosive damage is marked as a red arrow on the radar. Pro= Bullet damage will mark them as well)
  434.  
  435. Extreme Conditioner (Allows you to sprint 2x times longer. Pro= Climb obstacles faster.)
  436.  
  437.  
  438. --Explanation:
  439.  
  440. Sleight Of Hands: Just overall great for slow to reload weapons like LMG's or anything of 3.5+ seconds to reload(With at least 1 bullet in the Mag) can be worth while. Pro version just adds so much more into this ability. It allows slow or fast weapons to be swapped rapidly for example some secondaries like Five Seven are already insanely fast however the Assault Rifles are pretty slow(Excluding G36C) so if using Overkill or something that needs to patch up short range utility for say a Sniper. They want to switch quickly and get a kill in a blink of an eye. Overkill becomes one of it's best Friends.
  441.  
  442. Scavenger: You will most likely need this if you know how to stay alive for a long time(Offensive or defensive it shouldn't matter). Meaning this ability will grant you more ammo for your beloved gun to use. Even tho some weapons like the ACR used to be able to find ammo bags/Gun Clones everywhere to pick up it can still be helpful to just be able to quickly walk over his corpse and be instantly ready with new ammo in your reserve. Pro version is just a gods blessing. Extended Mags, an attachment you obtain as one of if not the last attachment for a gun can now be obtained by just having this ability from the start. This means when you did normally have extended Mags on your gun. You don't need that. Just go for the other option and add this ability and it will give you the exact same. *Extended Mags + Scavenger Pro do not stack, they literally give the exact same result.
  443.  
  444. Blind Eye: About everyone needs a set to take out score streams. Admit it or not you want to run a Stinger/Javelin set with this to take out those AC-130's, Reapers or Pave Lows. It also helps take out Sentry Guns that are placed at open areas like 1/4 of Dome is always blocked by one. Pro version only adds to this by making your bullets do more damage. This makes weapons like the G36C/ACR and LMG's able to take down air support in a blink of an eye without a launcher. AR lack ammo for a bit however an ACR can be found everywhere while the LMG's lack Sleight Of Hands so both classes need to trade off for it. Locking onto the air support quicker is only for Lock on launchers like the Stinger/Javelin/Smaw and even then I did only recommend Javelin/Stinger to be utilized based on what they take down. Ideally you did run Assassin Pro to stay hidden.
  445.  
  446. Recon: Trow Flash bangs to spamming the XM-25 can allow for quick room clearing or like a Tiny hit scan for anything in a nearby or far away area. The use of this is Assists build. Add Hardline pro where you obtain 1 Kill Point every 2 assists. This makes for roughly 3 points for randomly trowing flash bangs a few meters above dome in the air. Those 3 points can grant you an assault UAV. This might seem small however this is oh so rewarding as you can literally support people so easily and obtain so easy points.
  447.  
  448. Extreme conditioner: While speed is important running isn't. You can rush without walking constantly as you just need to stop to shoot at them at one point anyway. Keeping a rhythm going on a healthy offensive level without this ability is perfectly possible so this makes the ability a bit unnecessary for most players. This ability mostly sees use for Shotgun players as they need to make large movements quickly to be on time with SMG users and flank them. Ideally with MP9/Skorpion/USAS-12 as those have an additional boost in the spring time allowing for 3.5x the amount of sprint.
  449.  
  450.  
  451.  
  452. -----Red:
  453. Tiering:
  454.  
  455. -Good:
  456.  
  457. Quick Draw (Aim down sights faster by 50%. Pro= Trow Grenades/Flash Bangs faster.)
  458.  
  459. Assassin Pro (Makes you undetectable by UAV, Thermal Scopes, Portable Radar and Heartbeat Sensors. Pro= Immune to EMP and Counter-UAV. When targeted the red cross-hair doesn't show up.)
  460.  
  461. -Situational:
  462.  
  463. Overkill Pro (Allows you to carry two primary weapons but without attachments on the second weapon. Pro= Your second primary weapon can now be equipped with attachments.)
  464.  
  465. Hardline Pro (Reduces the amount of kills required for any killstreak by one. Pro= Two kill assists add one kill towards your next killstreak. Deathstreaks require one less death.)
  466.  
  467. -Precise:
  468.  
  469. Blast Shield Pro (Reduces explosive damage. Pro= resistant to Confusion/Flash Bangs.)
  470.  
  471.  
  472. --Explanation:
  473.  
  474. Quickdraw: Fast is simply better, this makes you win gun fights easier and allows quick scoping for Rifles/Shotguns. Pro allows you to Trow Grenades/Tacticals faster. Most notably Flash Bangs/Confusion grenades but also the Trowing Knife as that one actually gets boosted by the Quick Draw effect rater then the Pro effect. Combine with Steady Aim Pro
  475.  
  476. Assassin Pro: Not using Silencer makes you still show up. Just remain to the edges/outside lines of the map and you will be sure to grab some kills if you can keep track of where people are spawning/countering the spawning.
  477.  
  478. Overkill Pro: as odd as it may sound, this isn't overpowered only certain builds/Game modes make use of this because the MP9/FMG's are simply that good. While using Launchers can also be helpful to some, especially now you know the XM-25's secret.
  479. Most builds that want to make use of this are Riot shield + G36C, Snipers + G36C/Shotgun and Shotgun + AR/P90/LMG etc. Shotguns just don't need a red ability making them easily the most versatile. Snipers want quick draw however this can argue for a more balanced assault approach. Riot just simply needs this or it needs to run Five Seven Akimbo's/MP9 to make up for the lack of offense and Draw speed. Optimal weapons for this are G36C(Insane Draw/Down speed), RSASS and the USAS-12/KSG 12. These are good for there utility with these builds, to combine with the draw speed or simply because they don't need anything else. Combine with Sleight Of Hands.
  480.  
  481. Hardline Pro: The amount of kills thing is only useful for a M.O.A.B. in Free For All for the sole reason of you not being able to obtain it other wise as you thanks to this need 29/30 kills allowing you to end the game with a M.O.A.B. . Pro version is a whole other story. Once you get just 2 assists they count as 1 Kill to your streak. This means you can get free points if you use Recon Pro + This with just the 2 flash bangs. Or if you hate having to go in an area where you know will be people but another person keeps stealing kills. Trow this on and just make sure you shoot a grenade/Flash bang at them first and you are good to go. Recon Pro also increases the duration of how long you can get an assist thanks to how enemies did normally regen there health quicker. Recon Drone also allows you to obtain these easy points however I unrecommend this for the simple reason of how in effective laying on the ground and getting a 2 handsfull of assists is. That's 5 points sure and luckily this is a support killstreak or else I don't gain anything because you are probably going to die while laying down.
  482.  
  483. Blast Shield: Not much can be used for this however being resistant to Flash/Confusion is what you want to make use of. Being able to survive an RPG 1 meter next to you is handy but the only explosions you did simply survive regularly did be the XM-25 Direct Impact did do 65 damage but the explosion won't kill you. Grenade Launchers attach wouldn't hurt you however Direct impact should kill you.
  484. This makes mostly the Riot shield/Assault appeal for people with this class. Riot Shield makes you take an RPG to the face and any explosion except that of the Javelin locked at a crowded area. You also take C4 very very nicely. Sticky Grenades could still kill if they stick to you.
  485. Assault builds want the utility of immune to Flash/Confusion and don't mind the resistance to C4/Grenades. This allows you to lock down area's on game modes like Domination/Drop Zone where explosives are abuse to the max.
  486.  
  487.  
  488. -----Yellow:
  489. Tiering:
  490.  
  491. -Good:
  492.  
  493. Steady Aim Pro (Increases hip-fire accuracy. Pro= Allows you to aim down the sight faster after sprinting.)
  494.  
  495. Stalker (Faster movement while aiming down the sight. Pro= Delays enemy detection-triggered explosives. Example: Claymore/I.M.S.)
  496.  
  497. -Situational:
  498.  
  499. Marksman Pro (Able to red hair cross on large distances. Pro= hold your breath 2x times longer than normal when holding Breath.
  500.  
  501. -Precise:
  502.  
  503. Dead Silence pro (Makes you silent and also reduces the effect of the Recon perk. Pro= You don't take any damage from falling.)
  504.  
  505. Sitrep (Highlights enemy explosives/Tactical equipment in red for example Claymore/Portable Radar/I.M.S. . Pro= Makes enemy footsteps louder and also cancels out Dead Silence.)
  506.  
  507.  
  508. --Explanation:
  509.  
  510. Steady Aim Pro: Increasing hipfire is amazing for SMG's, Shotguns and Akimbo weapons. Additionaly it also works for AR. If that wasn't enough you can now ready your weapon faster after sprinting to combine with Quick Draw. This is mostly for SMG's however it's such a dominant combo for any weapon. This allowes for far more offensive and instant gameplay then Stalker Pro can provide. However don't think that one isn't useable over Steady Aim Pro.
  511.  
  512. Stalker: For AR/LMG/Riot Shield, Possibly even SMG's. One might question why you did opt out the above writen one for being able to strafe faster. But I can ensure you it's worth using. Having the ability to move in and out of view while aiming in a short spand of time especially with the current aggression of the game, it can be argued for on many weapons. Pro version is also helpfull, it essentially makes any placeable leathal explode notably later then they would normally. This unables you to take down an IMS before it even shot an explosion at you or evade a Bouncing Betty of someone.
  513. This one is more for the slower but more reliable pushing play styles or to actively hold down objectives.
  514.  
  515. Marksman Pro: Did be higher up if only it's utility wasn't limited to Snipers and certain AR with Red Dot Sight. The Pro version is in this regard even worse as Breath is only utilized by Snipers even tho AR also get the proficiency/ability to hold breath.
  516. This is the go to ability for Snipers however I also like using it on weapons like the M16A4 because of the cross hair thing. Tho generally Stalker is a better option for that.
  517.  
  518. Dead Silence Pro: This was meant to be as good as Steady Aim Pro and ended up being irrelevant without the pro version. Silence part refers to the walking sound. If you play console you can't anyway. Simple as that the codes sound is set so low even at max sound with headphones the sound is very low and impossible to hear with gun shots being fired by ignorant teammates. On PC there is a sound to be heard but it's also so so low that's nearly redundant. Steady Aim Pro will simply help in so much more situations that there is no point to argue.
  519. The effect of hindering Recon is only cutting the range of recon and the duration of the effect to half rater then being immune to it. Support Jug for example still spots you with his internal radar recon. Pro version has a big yet tiny use. Immune to fall damage. This means you can jump off of the Bridge in Mission or off of the Terminal area in a humble escape after being shot and survive the fall. This sounds useless except the amount of situations where you simply can't survive the fall and are basically cornered because of the drop is offen if you play offensively. Still this side effect is too situational and precise to note that it's a shame the first effect wasn't a joke.
  520.  
  521. Sitrep (Highlighting explosive crates to pick up yourself is helpful, seeing enemy Portable Radar for far away is helpful. seeing Claymore/I.M.S. Is helpful overall just a helpful but not too rewarding(Also Stalker Pro exists) thing as it did only help in closer areas or for CQC but leaves you vulnerable to a player that might come around the corner while you shoot down that Sentry Turret/I.M.S.
  522. The Pro version is a complete joke even compared to Dead Silence pro. There is a 2x sound improvement said in the coding. You can not hear a difference that is simply impossible. The sound ranging simply doesn't make it possible to hear a difference even if cracking your sound up to max, it's impossible for you to hear anything. Dead Silence as I just noted also has no use for that part so why would you use that anyway. In conclusion: Pro part is redundant thanks to the sound mechanics and regular version makes it look like a slighly better Stalker pro but without the Stalker utility.
  523.  
  524.  
  525.  
  526. -Made by Rhydonphilip.
  527. Sources: calloddutywiki, Symthic, Themodernwarfare3 site. = For Bullet Spreads, Range, Hip-Fire Spreads and Numbers like damage etc. Drift0rs video + source backtrack, Tmartn's video's + his limited source are all good sources as they actually put links in the description of there sources of information and self testing to confirm personal opinions. And finally l2awInstincts shitty recherche that only slowed my time/quality of content down as he turned out to manipulate results of bullet spreads, ranking suggestions and numbers even tho this guy has the widest MW3 explanation content up-to-date.
  528. I also did self testing to ensure the bullet spreads of Driftor/Tmartn/Symthic were accurate as they were. Recoil has been taken from both Symthic and the wiki + personal video on this as there is a general difference with the wiki and what the actual thing looks like for example recoil can be very high however if it's completely vertical it can still be infinitely better then recoil that is less high but completely horizontal.
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