author : WiLD Jakee
725 Part 2 : The Electric Boogaloo
Modern Warfare's infamous 725 shotgun is a powerful double barrel break action shotgun that often kills in only 1-2 shots at reasonable ranges. This, receiving much backlash from the CoD community, has seen many nerfs and will continue that pattern. Aside from it being a good gun, running it in your classes was always a bit of a challenge. You'd have to give up EOD, Scavenger, or Double Time to equip the Overkill perk, but what if that is no more?
They didn't change overkill, the 725, or anything of the sort. There's a pistol, that is genuinely a better shotgun. All it takes is a little bit of work.
The .357 Magnum is a high-damage revolver that you can use as a secondary. It isn't a great sidearm, since the fire rate is low and the .50 GS simply outclasses it. To use the .357 at its full potential, you'll have to level it up to at least level 29. This'll unlock snake shot rounds, which are shotgun rounds. The damage on this is actually pretty good, usually being a 1-2 shot kill. Along the way, you'll unlock some other good attachments for the .357 like Lightweight Trigger, Long Barrel, Slight of Hand, and a green laser. This is seriously a good thing to consider grinding for, as most times where switching to your sidearm is more useful than reloading is within close quarters. However, if you need it, the shots actually have infinite range. If you can arc it right, you could cross map somebody with this shotgun pistol.
But how do I get it?
Since the .357 sucks without the shotgun shells unlocked at level 29, you'll need any advantage you can get if you'd like to keep what's left of your sanity. I recommend playing hardcore, and using a riot shield as your primary. Perks are up to you, but I liked Double Time, Ghost, and Tracker. It's also worth using the Stim Shot tactical, for if you somehow take damage and survive the gunfight. Lethals don't matter, since you should focus on kills coming from your .357. Most importantly, as cheesy as it sounds, have fun. It's a video game, that's what they're made for. Not only will you preform worse if you're angered, but you won't have a good time during your own free time, which looks to be a waste to me. It's best to either switch to a gun which you find more enjoyable, a different gun to rank up, or just don't play MW
That'll conclude tonight's article, and I''ll say going for snakeshot .357 was well worth it.
They didn't change overkill, the 725, or anything of the sort. There's a pistol, that is genuinely a better shotgun. All it takes is a little bit of work.
The .357 Magnum is a high-damage revolver that you can use as a secondary. It isn't a great sidearm, since the fire rate is low and the .50 GS simply outclasses it. To use the .357 at its full potential, you'll have to level it up to at least level 29. This'll unlock snake shot rounds, which are shotgun rounds. The damage on this is actually pretty good, usually being a 1-2 shot kill. Along the way, you'll unlock some other good attachments for the .357 like Lightweight Trigger, Long Barrel, Slight of Hand, and a green laser. This is seriously a good thing to consider grinding for, as most times where switching to your sidearm is more useful than reloading is within close quarters. However, if you need it, the shots actually have infinite range. If you can arc it right, you could cross map somebody with this shotgun pistol.
But how do I get it?
Since the .357 sucks without the shotgun shells unlocked at level 29, you'll need any advantage you can get if you'd like to keep what's left of your sanity. I recommend playing hardcore, and using a riot shield as your primary. Perks are up to you, but I liked Double Time, Ghost, and Tracker. It's also worth using the Stim Shot tactical, for if you somehow take damage and survive the gunfight. Lethals don't matter, since you should focus on kills coming from your .357. Most importantly, as cheesy as it sounds, have fun. It's a video game, that's what they're made for. Not only will you preform worse if you're angered, but you won't have a good time during your own free time, which looks to be a waste to me. It's best to either switch to a gun which you find more enjoyable, a different gun to rank up, or just don't play MW
That'll conclude tonight's article, and I''ll say going for snakeshot .357 was well worth it.
author: WiLD Jakee
Firing Range - And how to NOT get caught in the lines of fire.
ICR or Maddox?
Okay, so maybe you don't have enough time to grind out the game and get the Swat - RFT. So, what's the next best assault rifle to use? The first that comes to mind for myself and many other is the Maddox or the ICR. We will be comparing and analyzing the stats just like in the ICR or SWAT RFT? article below. In the text below, if the text is Green, that indicates that the gun does 'better' than the other in that category. If not, it will be Red. We will be testing each gun in 14 Categories. if the gun's statistics are tied with the other, it will not count as a point for either.
ICR-7
Aim-Down-Sight Speed - 275ms Aim-Down-Sight Speed with Quickdraw - 220ms Aim-Down-Sight Speed with Quickdraw II - N/A Movement Speed - 95% Sprint-out time - 300ms Sprint-out time with Gung Ho - 200ms Aiming-Down-Sight Strafe Speed - 45% Aiming-Down-Sight Strafe Speed with Stock - N/A Magazine Capacity & Starting Ammo - 35 / 105 Extended Magazine Capacity & Starting Ammo - N/A Damage at All Ranges (Going close to far) - 37 - 29 Headshot Damage Multiplier - 1.1x Headshot Damage at All Ranges (Going close to far) - 40-31 Shots Required to Kill at All Ranges (Going High to Low) - 5 - 6 Rate of Fire - 600rpm Rate of Fire with the Rapid Fire attachment - N/A Time to Kill at Ranges (Going close to far) - 400-500ms 5/11 |
MADDOX - RFB
Aim-Down-Sight Speed - 300ms Aim-Down-Sight Speed with Quickdraw - 260ms Aim-Down-Sight Speed with Quickdraw II - 160ms Movement Speed - 95% Sprint-out time - 300ms Sprint-out time with Gung Ho - 175ms Aiming-Down-Sight Strafe Speed - 40% Aiming-Down-Sight Strafe Speed with Stock - 69% Magazine Capacity & Starting Ammo - 40/120 Extended Magazine Capacity & Starting Ammo - N/A Damage at All Ranges (Going close to far) - 32 - 27 Headshot Damage Multiplier - 1.1x Headshot Damage at All Ranges (Going close to far) - 35 - 29 Shots Required to Kill at All Ranges (Going High to Low) - 5 - 6 Rate of Fire - 722rpm Rate of Fire with the Rapid Fire attachment - N/A Time to Kill at Ranges (Going close to far) - 332-416ms 7/11 |
The Maddox is shown superior based on statistics. Usually i try to justify the other gun as much as I can, but in this case the Maddox is the obvious winner. Based off statistics, preference, and game-play. I would recommend using Quickdraw II and fast mags. To be honest, there's nothing to be said about this. The maddox is simply a melting gun while the ICR is a laser gun.
Sources Used :
TheXclusiveAce, NONAME. “Maddox RFB Stats & Best Class Setups! | Black Ops 4 Gun Guide #5.” YouTube, Xclusive Ace, 3 Nov. 2018, www.youtube.com/watch?v=Abl7M6_NE8A.
TheXclusiveAce, NONAME. “Maddox RFB Stats & Best Class Setups! | Black Ops 4 Gun Guide #5.” YouTube, Xclusive Ace, 3 Nov. 2018, www.youtube.com/watch?v=Abl7M6_NE8A.
ICR or SWAT RFT?
in the newest update of the supply stream in Black Ops 4 , 'Operation Zero' , for tier 100, you unlock an assault rifle by the name of the Swat RFT. Some people bought their way up to it, others earned, and some have just gotten the DAEMON 3XB recently, like myself. Considering most people get at least two tiers per day, most of us will all have it. So, it's a low-recoil , high-accuracy assault rifle. So is the ICR-7. The dreaded ICR-7. You know, the one gun that allows people to laser you from across the map, not requiring much skill at all. Now, if we all are working towards this glorious Swat RFT, is it any good compared to the ICR? Of course personal preference is a big factor, but today we are going to take a look at the statistics. In the text below, if the text is Green, that indicates that the gun does 'better' than the other in that category. If not, it will be Red. We will be testing each gun in 14 Categories. if the gun's statistics are tied with the other, it will not count as a point for either.
ICR-7
Aim-Down-Sight Speed - 275ms Aim-Down-Sight Speed with Quickdraw - 220ms Movement Speed - 95% Sprint-out time - 300ms Sprint-out time with Gung Ho - 200ms Aiming-Down-Sight Strafe Speed - 45% Aiming-Down-Sight Strafe Speed with Stock - N/A Magazine Capacity & Starting Ammo - 35 / 105 Extended Magazine Capacity & Starting Ammo - N/A Damage at All Ranges (Going close to far) - 37 - 29 Headshot Damage Multiplier - 1.1x Headshot Damage at All Ranges (Going close to far) - 40-31 Shots Required to Kill at All Ranges (Going High to Low) - 5 - 6 Rate of Fire - 600rpm Rate of Fire with the Rapid Fire attachment - N/A Time to Kill at Ranges (Going close to far) - 400-500ms Score : 6/10 |
SWAT-RFT
Aim-Down-Sight Speed - 300ms Aim-Down-Sight Speed with Quickdraw - 260ms Movement Speed - 95% Sprint-out time - 300ms Sprint-out time with Gung Ho - 250ms Aiming-Down-Sight Strafe Speed - 40% Aiming-Down-Sight Strafe Speed with Stock - 69% Magazine Capacity & Starting Ammo - 35 / 105 Extended Magazine Capacity & Starting Ammo - 55/165 Damage at All Ranges (Going close to far) - 36-29-27 Headshot Damage Multiplier - 1.1x Headshot Damage at All Ranges (Going close to far) - 39 - 31 - 27 Shots Required to Kill at All Ranges (Going High to Low) - 5 - 6 Rate of Fire - 625rpm Rate of Fire with the Rapid Fire attachment - N/A Time to Kill (Going close to far) - 384 - 480 Score : 4/10 |
Analysis : Yes, yes the ICR technically did better OVERALL than the SWAT RFT. The Swat RFT Kills faster, though. Now you're thinking, "Well WiLD Jakee, then why didn't you just compare the time-to-kill and call it a day?". It's because we still learn something from this. You can play faster with the ICR, because it has a faster ADS Speeds, and faster Sprint-Out Speeds. I could recall that it has higher damages at ranges with and without headshots, but honest;y, that doesn't do anything. I guess, maybe it could be a scare factor if someone was hit by either weapon , but managed to get behind safe cover and check his health? nah, let's ignore that. What we learn about the SWAT RFT is that we can use it for more damage. Because it has a larger magazine (with extended mags) than the ICR, and slower movement speeds in terms of ADS and Sprint-Out , I guess it's like the ICR's heftier, stronger big brother. The SWAT RFT would be more ideal than the ICR to a teams 'Slow AR' player than it would be to the 'Objective AR' player. Yes, I'm going to be a bit bias towards this because I AM the team's Slow AR Player.
CoD Terms Dictionary :
ADS - Aim-down-sights. Usually refers to speed, or can be used as a verb.
Slow AR - Usually a player / position (analogy : Quarterback, Football.) on a Call of Duty team, or can also be a playstyle. These players don't get as many kills as the others, but they will shut down routes by picking off enemy players in certian areas. This lets the other players focus more on only their roles. not having to worry about getting flanked, or overrun.
Objective AR - Usually a player, position, or playstyle. These typed of players obviously use ARs, and play 'on' the objective. Their focus is to complete the objective and kill as many people as they see,
AR - Assault Rifle
CoD Terms Dictionary :
ADS - Aim-down-sights. Usually refers to speed, or can be used as a verb.
Slow AR - Usually a player / position (analogy : Quarterback, Football.) on a Call of Duty team, or can also be a playstyle. These players don't get as many kills as the others, but they will shut down routes by picking off enemy players in certian areas. This lets the other players focus more on only their roles. not having to worry about getting flanked, or overrun.
Objective AR - Usually a player, position, or playstyle. These typed of players obviously use ARs, and play 'on' the objective. Their focus is to complete the objective and kill as many people as they see,
AR - Assault Rifle
Sources, cited : UNKNOWN, N. (2018). ICR-7 Stats & Best Class Setups! | Black Ops 4 Gun Guide #1. [online] YouTube. Available at: https://www.youtube.com/watch?v=AoCcsoZXEWs [Accessed 5 Jan. 2019].
TheXclusiveAce, NameUnknown. “SWAT RFT Stats & Best Class Setups! | Black Ops 4 Gun Guide #16.” YouTube, YouTube, 17 Dec. 2018, www.youtube.com/watch?v=9x6s_T_aqGs.
TheXclusiveAce, NameUnknown. “SWAT RFT Stats & Best Class Setups! | Black Ops 4 Gun Guide #16.” YouTube, YouTube, 17 Dec. 2018, www.youtube.com/watch?v=9x6s_T_aqGs.
Black ops 4 - week 1
It has been a week since Call of Duty : Black Ops 4 has released. A few of my friends have prestiged, and I have myself have made some progress towards Diamond ARs. I am above level 40, thus I have used every single AR in the game. I have gotten the Maddox RFB Gold, ICR-7 Red Tiger, Vapr-XKG Red Tiger, and making progress on the KN-57 and the Rampart 17. Though no detailed statistics have been released on callofdutywikia.com , I have used all of the ARs in the game multiple times.
ICR-7 - #2
The ICR mocks the NV4 from Call of Duty: Infinite Warfare. It is extremely accurate, but has lower damage than say the Rampart. It has an average fire rate for the Assault Rifle category. It's accuracy is so good, that it definitely makes up for the low damage. It is the 'spam gun' of this game, like the BAL that gave Advanced Warfare the nickname of 'Bal of Duty'. It is similar to the ACR, in the sense of it's competitive dominance. It's magazine size is just average, but once again, the accuracy outweighs it. I would rank it as the #2 Best AR in the game. It is very effective at medium/long range, and though you might get some kills at close range, it might not necessarily be the weapon of choice for CQB. CQB- close quarters combat
Rampart 17 - #3
The Rampart 17 is evidently the SCAR variant of this Call of Duty title (refer to the ironsights). It's sort of like the ICR- but the absolute polar opposite. It has EXTREMELY high damage, low fire rate, and a decent magazine size given the fire rate. It is a very strong, versatile AR that outputs a 4-shot-kill fairly consistently. This gun just feels like it shred. Now I won't decrease the font for the 'fine print' of this weapon, because you'd find it out soon enough ; it has some pretty heavy recoil. This means that it isn't going to compete well at longer ranges, but will definitely shred at those medium to short range gunfights. I am going to place this gun at #3, due to it's low accuracy and inversatility at longer ranged engagements
KN-57 - #5
Every Call of Duty title must have a weapon somewhat based off of the AK-47. If you've played a Call of Duty title with an AK Styled weapon before, you should know what to except. For those who don't, if you read the text above about the Rampart 17, it's basically the same thing, just with lower recoil and less damage. It is a little bit stronger damage-wise than the ICR-7. It just doesn't have the same accuracy to make up for it, therefore I personally would put it at the #5 spot.
Vapr-XKG - #4
Meh. It's just such an 'average' assault rifle for a game with such above average ARs. It's nothing special. I guess it's pretty good if you run Suppressor and Rapid Fire, but it isn't that versatile. Sure, you can pick off people at longer ranges, but it's just so average that it really isn't worth much. It's a little better than the KN-57, thus giving it the #4 Spot
Maddox RFB - #1
The #1 Assault Rifle of this game is unlocked at level 40. It reminds me of the KBAR-32 from Call of Duty: Infinite Warfare and the Pre-patch Razorback from Call of Duty: Black Ops 3. This gun resembles the fire rate of a SMG while maintaining the effectiveness of an AR. This gun is not particularly great at long-range gunfights, but it is very effective at medium-short range. Now, I've kicked a few guns under the shelf because they lack overall versatility, but the Maddox is SO GOOD at short and medium range that it outweighs the cons, heavily. It has a fair magazine size of 40, but I would reccomend using Scavenger or the specialist ; Crash. This is the gun that I used my permanent unlock token on, and I think you should too. This better than most SMGs in the game as well.
ICR-7 - #2
The ICR mocks the NV4 from Call of Duty: Infinite Warfare. It is extremely accurate, but has lower damage than say the Rampart. It has an average fire rate for the Assault Rifle category. It's accuracy is so good, that it definitely makes up for the low damage. It is the 'spam gun' of this game, like the BAL that gave Advanced Warfare the nickname of 'Bal of Duty'. It is similar to the ACR, in the sense of it's competitive dominance. It's magazine size is just average, but once again, the accuracy outweighs it. I would rank it as the #2 Best AR in the game. It is very effective at medium/long range, and though you might get some kills at close range, it might not necessarily be the weapon of choice for CQB. CQB- close quarters combat
Rampart 17 - #3
The Rampart 17 is evidently the SCAR variant of this Call of Duty title (refer to the ironsights). It's sort of like the ICR- but the absolute polar opposite. It has EXTREMELY high damage, low fire rate, and a decent magazine size given the fire rate. It is a very strong, versatile AR that outputs a 4-shot-kill fairly consistently. This gun just feels like it shred. Now I won't decrease the font for the 'fine print' of this weapon, because you'd find it out soon enough ; it has some pretty heavy recoil. This means that it isn't going to compete well at longer ranges, but will definitely shred at those medium to short range gunfights. I am going to place this gun at #3, due to it's low accuracy and inversatility at longer ranged engagements
KN-57 - #5
Every Call of Duty title must have a weapon somewhat based off of the AK-47. If you've played a Call of Duty title with an AK Styled weapon before, you should know what to except. For those who don't, if you read the text above about the Rampart 17, it's basically the same thing, just with lower recoil and less damage. It is a little bit stronger damage-wise than the ICR-7. It just doesn't have the same accuracy to make up for it, therefore I personally would put it at the #5 spot.
Vapr-XKG - #4
Meh. It's just such an 'average' assault rifle for a game with such above average ARs. It's nothing special. I guess it's pretty good if you run Suppressor and Rapid Fire, but it isn't that versatile. Sure, you can pick off people at longer ranges, but it's just so average that it really isn't worth much. It's a little better than the KN-57, thus giving it the #4 Spot
Maddox RFB - #1
The #1 Assault Rifle of this game is unlocked at level 40. It reminds me of the KBAR-32 from Call of Duty: Infinite Warfare and the Pre-patch Razorback from Call of Duty: Black Ops 3. This gun resembles the fire rate of a SMG while maintaining the effectiveness of an AR. This gun is not particularly great at long-range gunfights, but it is very effective at medium-short range. Now, I've kicked a few guns under the shelf because they lack overall versatility, but the Maddox is SO GOOD at short and medium range that it outweighs the cons, heavily. It has a fair magazine size of 40, but I would reccomend using Scavenger or the specialist ; Crash. This is the gun that I used my permanent unlock token on, and I think you should too. This better than most SMGs in the game as well.
What's better than the bar?
The BAR is *inaccurately* seen as the strongest weapon in CoD WWII. Of course, the M1903 or PTRS-41 is almost a guaranteed one-shot-kill, but due to it being a sniper makes it less effective at close range. Well, what is this better weapon? It is the M1941. Many people are driven away from this weapon because it feels- odd. It does damage like an LMG, has fire rate faster than some SMGs, and is in the Rifle category. It is really the most underrated weapon. I will see somebody use it once in a blue moon, but a very unpleasant blue moon if the user is an opponent. Anyways, lets compare the two weapons statistically. Just like how I compared the PPSh-4111 and BAR.
M1941
1. Damage: 30-29-22 2. BTK Close: 4 3. BTK Medium: 4 4. BTK Long: 5 5. Rounds in Magazine: 25 6. Rounds in Extended Magazine: 37 7. Ammo: 20 Rounds in Magazine, 75 in Reserve. 8. Maximum Ammo: 25 Rounds in Magazine, 150 in Reserve. 9. RPM: 800 10. Rapid Fire RPM: 857 11. Time to Kill at Close Range: 0.3 seconds 12. Time to Kill at Medium Range: 0.3 seconds 13. Time to Kill at Long Range: 0.375 seconds *Time to Kill is calculated without Rapid Fire.* Formula is 60/RPM x (BTK-1)=TTK. RPM: Rounds Per Minute BTK: Bullets to Kill TTK= Time to Kill 7/13 |
*Numeral Statistics about the guns come from http://callofduty.wikia.com
. I do not own that website, the pages I used, and I did not post the information there. All credit to the original author(s) |
BAR
1. Damage: 40-30-29 2. BTK Close: 3 3. BTK Medium: 4 4. BTK Long: 4 5. Rounds in Magazine: 20 6. Rounds in Extended Magazine: 30 7. Ammo: 20 in magazine, 60 in reserve. 8. Maximum Ammo: 20 in magazine, 120 in reserve. 9. RPM: 571 10. Rapid Fire RPM: 612 11. Time to Kill at Close Range: 0.210 seconds 12. Time to Kill at Medium Range: 0.315 seconds 13. Time to Kill at Long Range: 0.315 seconds *Time to Kill is calculated without Rapid Fire.* Formula is 60/RPM x (BTK-1)=TTK. RPM: Rounds Per Minute BTK: Bullets to Kill TTK= Time to Kill 6/13 |
Since the M1941 excelled in a larger percent of the categories tested, to these standards, it is a better weapon. If you would like to see a class setup on the M1941, please fill out and submit the form below.
CAVALRY Division-is it any good?
Division Overview: The new Calvary Division in CoD WWII lets you carry a shield as your primary. All grenades except the Sticky Grenade will bounce off the shield, and bullets do very little damage to it. 2 of the divisions perks aid you in using your sheild, and the other two help with objectives and score. This seems like it makes a very useful division for objective players, right? Yes, but there are some major drawbacks. The shield is automatically set as your primary, and you cannot remove it unless you are using a perk like Wanderlust or Serrated. Your secondary can be any weapon, Pistol, Launcher, Melee, Rifle, Sub-machine Gun, LMG, Shotgun, or Sniper, but you cannot use any attachments. This really kills the division for players who don't exceed in map knowledge or gun skill. The division can be useful due to one of it's perks providing the player of the ability to capture/ defuse/ detonate/ plant/ hold the objective faster. So if one of your friends doesn't mind using it, go for it. It by no means is a bad division. In fact, I consider it unbalanced due to how overpowered the shield is.
Prestige Reward: The reason I used Calvary is so that I can unlock the prestige reward weapon. This weapon is called the ZK-383. It acts similar to the Ripper, or RPR EVO, in the sense that it has two firing modes. Slow Firing, and Fast Firing. I didn't do the math, but I would compare the slow-firing to the Type-100, and the fast-firing to the Thompson. It isn't a great weapon, but it does what it needs to do. I definitely think that this is one of the weapons that you have to learn, and will only be deadly in the right hands like the Grease Gun, or WAFFE.
How to rank it up quickly: I have found two useful methods of quickly leveling up your Calvary division. For strictly core players, I would recommend going into Shipment 1944. In the Shipment playlist, Domination is probably the most played gamemode in the playlist, and since playing the objective can earn you extra XP, you will level up your division and player a lot faster. I also noticed that the shield is extremely useful on that map, and is a little overused. The second method is even more broken, and way too sweaty for pubs. This second method is going into any hardcore playlist, (preferably domination) and playing. Of course, playing the objective will greatly help, but it really isn't necessary if you have the time to play how you want. The reason that this is so useful, is that the Shield is not effected by hardcore rules. It still has the same health from core. So every time you've been shot from behind and inevitability killed in hardcore, say goodbye to that. It really is unbalanced, and I'd recommend ranking up Calvary now before they nerf it.
Prestige Reward: The reason I used Calvary is so that I can unlock the prestige reward weapon. This weapon is called the ZK-383. It acts similar to the Ripper, or RPR EVO, in the sense that it has two firing modes. Slow Firing, and Fast Firing. I didn't do the math, but I would compare the slow-firing to the Type-100, and the fast-firing to the Thompson. It isn't a great weapon, but it does what it needs to do. I definitely think that this is one of the weapons that you have to learn, and will only be deadly in the right hands like the Grease Gun, or WAFFE.
How to rank it up quickly: I have found two useful methods of quickly leveling up your Calvary division. For strictly core players, I would recommend going into Shipment 1944. In the Shipment playlist, Domination is probably the most played gamemode in the playlist, and since playing the objective can earn you extra XP, you will level up your division and player a lot faster. I also noticed that the shield is extremely useful on that map, and is a little overused. The second method is even more broken, and way too sweaty for pubs. This second method is going into any hardcore playlist, (preferably domination) and playing. Of course, playing the objective will greatly help, but it really isn't necessary if you have the time to play how you want. The reason that this is so useful, is that the Shield is not effected by hardcore rules. It still has the same health from core. So every time you've been shot from behind and inevitability killed in hardcore, say goodbye to that. It really is unbalanced, and I'd recommend ranking up Calvary now before they nerf it.
MW3 now backwards COMPATIBLE on the xbox one
MW3 is not at all like current CoD games. To be honest, it feels like a different franchise, and although it is one of the 'classic' games, if you are more familiar with, or started on the newer games, it'll be a hard learning curve. It is a game that requires you to be at 100% to excel, compared to the laid-back gameplay of the newer games. By no means am I calling MW3 a hard game, or the newer CoD games easy. They are just very different, and it is worth noting that so you don't get mislead into buying a product you didn't expect. Since MW3 has an old-gen game, there is little prevention of hackers, and its easy to hack. The most common one I've ran into is the invisible hack. People will make themselves impossible to see, they will be see-through, and their GT will not show up if you are looking at them. I mean really, they are INVISIBLE. At least the encounters I've had with them, they will knife you. And if you watch the killcam, from their perspective, it looks like their body is not invisible. It can easily mislead players who don't know about the hack. Personally, MW3 is not my favorite CoD game due to it's required play style and pace. I prefer games like Bo2, AW, and WWII. The amount of focus and 'Tryhardiness' , and the maps are very different. After all, my first CoD game was AW, and maybe that's just what I'm used to. Neither of the games are what I'd call a 'bad game'. They are just exterminate different. Anyways, if you are buying the game now, or recently started playing it like myself, I would like to share my tips. When I asked my WiLD Group chat what class I should use, most items in the class were unlocked at very late levels, obviously making them impossible to use if you do not have the proper items unlocked! I have tried to make the best classes possible before reaching level 10 so you can have a good amount of fun with the game if you want to. First, I would recommend using the SCAR-L. It is a strong, but light and versatile Assault Rifle. The attachments are all personal preference, I personally did not unlock many attachments. Secondly, I would recommend using the FMG-9 Machine Pistol as your secondary choice, because full-auto means more bullets you can shoot, and more bullets in your enemy. For perks, I would run Slight of Hand, Quickdraw, and Stalker. For Grenades, use Semtex, and Flash. Again, I am no pro at MW3 nor am I very familiar with it at all, but from what I've seen, these are the best thing you can use before level 10. Thank you for reading, and #StayWild.
The best gun you can use in every game type in call of duty wwii.
Short answer: Using the BAR in the Infantry Division with Quickdraw, Extended Mag, Advanced Rifling, and Reflex Sight is about as good as you can get. For perks, use hustle. For grenades, use Sticky and Stun. For your secondary, use Machine Pistol with Extended Mag. Read the text below to find out why I said what I did, and why it is credible, and not opinion based.
Long, explained, statistical answer: I, the author of these articles completely forgot rapid fire was only allowed in pubs. Trying to find the right class that isn't banned in ranked or GBs was difficult. It took a few weeks, but I, and many other players could safely say that the BAR is just about the best weapon you can use in competitive games. Although it is sweaty, it is definitely competitive. One of the most popular guns in CoD ww2, both in comp and pubs, is the PPSh-41. Let's compare the two.
BAR
1. Damage: 40-30-29 2. BTK Close: 3 3. BTK Medium: 4 4. BTK Long: 4 5. Rounds in Magazine: 20 6. Rounds in Extended Magazine: 30 7. Ammo: 20 in magazine, 60 in reserve. 8. Maximum Ammo: 20 in magazine, 120 in reserve. 9. RPM: 571 10. Rapid Fire RPM: 612 11. Time to Kill at Close Range: 0.210 seconds 12. Time to Kill at Medium Range: 0.315 seconds 13. Time to Kill at Long Range: 0.315 seconds *Time to Kill is calculated without Rapid Fire.* Formula is 60/RPM x (BTK-1)=TTK. RPM: Rounds Per Minute BTK: Bullets to Kill TTK= Time to Kill 13 possible categories to excel in, BAR excels in 7/13. |
*Numeral Statistics about the guns come from http://callofduty.wikia.com
. I do not own that website, the pages I used, and I did not post the information there. All credit to the original author(s) |
PPSh
1. Damage: 30-29-19 2. BTK Close: 4 3. BTK Medium: 4 4. BTK Long: 6 5. Rounds in Magazine: 35 6. Rounds in Extended Magazine : 52 7. Ammo: 35 in magazine, 105 in reserve. 8. Maximum Ammo: 35 in magazine, 210 in reserve. 9. RPM: 722 10. Rapid Fire RPM: 769 11. Time to Kill at Close Range: 0.249 12. Time to Kill at Medium Range: 0.249 13. Time to Kill at Long Range: 0.415 *Time to Kill is calculated without Rapid Fire.* Formula is 60/RPM x (BTK-1)=TTK. RPM: Rounds Per Minute BTK: Bullets to Kill TTK= Time to Kill 13 possible excelling categories. PPSh excels in 6/13 |
For the comparison chart above, items colored in green is where the according weapon excels, items colored in red show where the weapon is less useful compared to the other. Since the BAR is better than the PPSh in 7/13 categories, and 7/13 is over 50%, the BAR is the better gun to use. Now lets talk about attachments. The BAR is a good rifle on its own, but its only downfall is in ammunition. So slapping on extended mags would do the trick. Also, one of the non-statistical things that the BAR beats the PPSh in is recoil. The bar has one of the lowest amounts of recoil in the game, while the PPSh has moderate-high recoil, making it less accurate. If the PPSh already wasn't bad enough at long range compared to the BAR, you throw in the recoil pattern, and the BAR is the absolute definite player. Anyways, where I was going with that was, you don't need grip, and quite honestly, it would be a waste of an attachment. Some would argue it could help long range gunfights. Which, in that sense, yes. It definitely would. But most gunfights in CoD WWII are at Close-to-Medium range, furthermore proving grip irrelevant to the BAR. Now, an unlisted thing the PPSh excels in is ADS time. ADS time is the amount of time it takes between when you first press whatever button you use to aim on your controller, and the time that you are fully aimed in, and your bullet spread has decreased to minimal. Most SMGs have a faster ADS time because it helps them excel at close range engagements. Most rifles have a medium-slow ADS time, because they are more geared towards Medium-Long range engagements. Adding Quickdraw to the BAR will help you balance it out and make it compete better with opposing weapons. If the BAR didn't already have one of the lowest required bullets to kill, throwing on Advanced Rifling is always a good idea. It will decrease the drop-off of damage. That means that the range where it is only required to hit 3 bullets is considerably larger than before. Finally, you want to use Reflex Sight. The BAR, both in real life and CoD WWII is a large weapon. In the game, having the largest possible portion of your screen in which you can see the rest of the map (aka, not your weapon) will provide you the advantage of more places to potentially see your enemy. Using Reflex sight will help you see more in your field of view. Reticles are all a personal preference, so I cannot accurately say one will work better for you compared to another. Now, these are 4 attachments. Using 4 attachments is only possible if you are using the Infantry Division. Unfortunately, Infantry is not the best division. Armored is the best. I decided to sacrifice the great perks of using Armored for one more attachment. Personally, I would recommend making two classes with the BAR. One with Infantry giving you 4 attachments, and one with Armored, restricting you to three attachments but giving you better perks. If i had to give up one of the attachments, I would give up Advanced Rifling or Reflex Sight, simply because Quickdraw and Extended Mag are nearly a necessity. For perks, that is all a personal preference. Personally, I use Hustle, which allows you to reload quicker. For grenades, I recommend using Sticky Grenades, because of the short fuse and higher accuracy. For tacticals, I would recommend using the Stun Grenade, because it can allow you more time to kill your opponent(s) easier. Your secondary is also a personal prefrence. I prefer to use the Machine Pistol with Extended Magazine. Thank you for reading.
Valkyrie - A Frustrating Map- May 30th, 2018
Players who owned and played DLC 1 undoubtedly have an advantage when it comes to playing this map, because they are familiar with it. Now that it is open to the public, non-dlc 1 owners are at a disadvantage, because they are not as familiar with the map. This map will not appeal to many people their first time playing it, but once you learn the ins-and-outs of it, it will become more enjoyable, similar to shipment. Thankfully, I am here to give you the cutting edge on the competition to win while playing this map. I created this chart-layout-strat-map for Valkyrie. It should be fairly self-explanatory, but if you have any questions about it, tweet it at @WiLDJakee
Blitzkrieg Event - What We Know So Far. - April 29th, 2018
ITRA BURST- Allowed in Comp? If you were not lucky enough to get the ITRA BURST out of a supply drop, thankfully you can still use it. Sort of. You cannot use it in a' normal public match unless you have gotten it from a supply drop, or collection. Although, you can use it in a Custom Math, Ranked Play, and GameBattles. It will automatically unlock the base version of this weapon for free, but only in Custom Matches, Ranked Play. and GameBattles. The ITRA BURST can be a 1-burst as medium-close ranges if you hit all shots on target, and even if you have to pull 2 bursts, it still has a very good time to kill. The best burst gun to compare it to is the M16 DLC Weapon from Call of Duty: Black Ops 3. It by no means is the best rifle in the game, but it is very solid. It will excel on maps like London Docks.
TYPE 5- Hidden Gem I recently unlocked the TYPE 5 rifle with Armory Credits in Call of Duty: WWII . When you first unlock this, with no attachments, you will be disappointed. It will be a 3-shot at medium ranges, with a fire rate slightly slower than the M1 Garand. So why would we say it is a hidden gem? We say that because when you get the right attachments, it is one of the best, most unfair, unbalanced, monsters in the game. You need Rapid Fire, Advanced Rifling, Extended Mag, and an additional attachment of your choice, or no attachment at all (If not using Infantry) The vanilla TYPE 5 already has low recoil, and can be a 2-shot kill at close range, 3-shot at medium, 10 round clip with 40 in reserve, and slightly-slower-than-M1-garand-fire-rate. Using Advanced Rifling will increase the 2-shot kill range to the same range as almost all gunfights you will take part in. Using Rapid Fire will bump up your fire rate to be faster than the M1 Garand, while still having less recoil. Extended Mag just gives you more bullets per clip, which is always useful. It is also worth noting that in real life, the TYPE 5 is Japan's copy of the M1 Garand. It has a similar loading mechanism, and in the game, it does not have the *ping* sound when re-loading, unless you are using Extended Mag, making the attachment much, much more worth using. *ping*. #StayWild
*ping*
TYPE 5- Hidden Gem I recently unlocked the TYPE 5 rifle with Armory Credits in Call of Duty: WWII . When you first unlock this, with no attachments, you will be disappointed. It will be a 3-shot at medium ranges, with a fire rate slightly slower than the M1 Garand. So why would we say it is a hidden gem? We say that because when you get the right attachments, it is one of the best, most unfair, unbalanced, monsters in the game. You need Rapid Fire, Advanced Rifling, Extended Mag, and an additional attachment of your choice, or no attachment at all (If not using Infantry) The vanilla TYPE 5 already has low recoil, and can be a 2-shot kill at close range, 3-shot at medium, 10 round clip with 40 in reserve, and slightly-slower-than-M1-garand-fire-rate. Using Advanced Rifling will increase the 2-shot kill range to the same range as almost all gunfights you will take part in. Using Rapid Fire will bump up your fire rate to be faster than the M1 Garand, while still having less recoil. Extended Mag just gives you more bullets per clip, which is always useful. It is also worth noting that in real life, the TYPE 5 is Japan's copy of the M1 Garand. It has a similar loading mechanism, and in the game, it does not have the *ping* sound when re-loading, unless you are using Extended Mag, making the attachment much, much more worth using. *ping*. #StayWild
*ping*
2 Great Class Setups for Call of Duty: WWII . - April 20th, 2018.
Fortnite Battle Royale has undoubtedly taken away many players from Call of Duty at the moment, but for those who are still loyal to the game, we have 2 amazing classes to help you excel.
Recently, there was an extremely large update added to Call of Duty. It is so big, and changed the came so much, that fans are calling this update 'Call of Duty: WWII Remastered'. They changed many things such as the perks, divisions, movement speed, and as always, the gun stats. Usually once or twice per month, Call of Duty rolls out another update with gun stats to balance the game. This creates variety and forces players to think when choosing a gun to use. Everybody should know that certain guns are not as well on some maps as others, as each gun excels at their own thing. For example, it would be difficult to use the M30 Luftwaffe Drilling on a large map like Gustav Cannon, or Anthropoid. As one can infer, a type of gun that is more versatile will have a greater appeal to the majority of the fan base. It is no secret that most players love guns like the PPSh, MP-40, STG, and VSTG. Why? They are extremely versatile and consistent. None of these guns statistically excel at anything in their class. For example, the Waffe 28 has a high DPS, and a high fire rate, but does not do well at any engagements that are longer than say 15 meters. If this doesn't add enough complexity to making a class, you have to factor in playstyle. Some people are rather aggressive in this game, while others are not. Your playstyle most likely varies by map, game mode, and mood. Although aggressive players might be better with a Shotgun or SMG, and laid-back players will most likley excel with an AR or longer-range SMG, versatility still is key. Even on maps like Gustav Cannon, there are short-range fights. That is why you need an overall solid gun to use. Lets get into the classes.
Recently, there was an extremely large update added to Call of Duty. It is so big, and changed the came so much, that fans are calling this update 'Call of Duty: WWII Remastered'. They changed many things such as the perks, divisions, movement speed, and as always, the gun stats. Usually once or twice per month, Call of Duty rolls out another update with gun stats to balance the game. This creates variety and forces players to think when choosing a gun to use. Everybody should know that certain guns are not as well on some maps as others, as each gun excels at their own thing. For example, it would be difficult to use the M30 Luftwaffe Drilling on a large map like Gustav Cannon, or Anthropoid. As one can infer, a type of gun that is more versatile will have a greater appeal to the majority of the fan base. It is no secret that most players love guns like the PPSh, MP-40, STG, and VSTG. Why? They are extremely versatile and consistent. None of these guns statistically excel at anything in their class. For example, the Waffe 28 has a high DPS, and a high fire rate, but does not do well at any engagements that are longer than say 15 meters. If this doesn't add enough complexity to making a class, you have to factor in playstyle. Some people are rather aggressive in this game, while others are not. Your playstyle most likely varies by map, game mode, and mood. Although aggressive players might be better with a Shotgun or SMG, and laid-back players will most likley excel with an AR or longer-range SMG, versatility still is key. Even on maps like Gustav Cannon, there are short-range fights. That is why you need an overall solid gun to use. Lets get into the classes.
This MP-40 class will most likely be the favorite of many players, as many players are familiar and comfortable with this gun. Using the Armored Division might surprise many, but with the new update that added and changed Division Perks, Armored is currently the best division. I will not get any more into that, but let's move onto the actual gun. The MP-40 is a solid, fan favorite, versatile gun. Advanced Rifling will help you at longer- medium ranges to get faster and more efficient kills. Rapid fire puts out more shots per minute, which also means more DPS. Additional recoil is the drawback of this attachment, but with the base MP-40 having little recoil, it is tamable. If you are going to swap out an attachment, it should probably be Rapid Fire, or QuickDraw. Both QuickDraw and grip are personal preferences. Personally, the base aim-in time for the MP-40 is not good enough to skip using QuickDraw. Foregrip is also a personal preference. It all depends on how you can control recoil. Hustle is a good perk to run with the MP-40, and with Armored. It gives you some of the old Airborne perks. Not to mention, the base MP-40 reload time is very slow. Pistols and Grenades are all personal preference, but it is worth noting that running Advanced Rifling on the 1911 makes it a 2-shot at more ranges.
The Type100 is one of the least-used SMGs, and is a true hidden gem. After the new updates, this gun absolutely melts. It is extremely consistent and can get more long-range kills then say the PPSh-41, or MP-40. Again, you will see Armored and Hustle. I run that pair on most all of my classes. Anyways, the Type100 has very little recoil to begin with, and it is already deadly accurate. Rapid Fire increases the DPS, and puts a bit of controllable kick on this monster of a gun. Extended mag is a personal preference as well as QuickDraw. I would swap those out for Advanced Rifling, and maybe a different sight if you wanted. Personally, I would stay away from using sights at all, because it does not effect any of the guns' stats whatsoever. Unless the iron sights are horrendous and distracting, it is a bad idea to use a sight at all. The Type100 has one of the best looking, small iron sights i have seen. One of the worse ones is the M1941 Jawbreaker variants' iron sights, which nearly take up 30% of your view. This Type100 Class is personally my favorite class at the moment. The gun isn't as easy to use as a gun like the PPSh-41, but use it for a few games and you will notice a whole new skill you got going on. #StayWild
The Author
WiLD Jake is the author of all Call of Duty News Articles, the website manager, and a player for WiLD. He is a boy growing up in the midwest playing CoD and writing about it. He first started playing CoD in Advanced Warfare, got into multiplayer at Bo3, and into GameBattles during the Infinite Warfare season. He has been on a few teams prior to WiLD, in fact, he owned a team called 'ICE Clan' He was on : Team Carnage Gaming LLC, ArcTic Nation, and now, WiLD. Questoions to the author? His twitter is @thejkey