Kilo 141: solid performance, best ar if you dont want to run the M4
FR 556: it can take 3 bursts to kill at range, other wise a good gun
M4: OP. High rof and easy to control. Best ar by far.
FAL: there is no point in using this, at all. Ues the EBR-14 for single shot fun
Oden: good, slow rof can be awkward at times
M13: slightly to uncontrollable for my liking
Aug: best all around SMG
P90: second best SMG, trades viability at ranges for more ammo
MP5: decent performance, however the reload is to long for my liking.
Uzi: I've had some fun games with this, however it is the worse SMG by far.
PKM/M91: I'm combining these two as I honestly can't tell the difference. Both are a blast to use.
SA87: it's an ar with more recoil, dont bother
EBR-14: not competitive but fun, best single shot weapon in the game
MK 2: even less competitive and even more fun. Pulling off on shot kills with this is so much fun
Kar 98k: terrible. Maybe it's just me but I never got one shot kills with it.
Dragonov: it's like the EBR-14, but with high modification optics. It should be in the marksman category.
HDR/AMX: I dont see any difference, both are real good
Model 680: solid all around performance
725: broken, way to good
R9-0: fun, can kill from far away thanks to its ability to shoot off two shells quickly. Just remember to double tap the trigger even if you get the kill with one.
X16: Best handgun, dont use anything else
1911: and X16 with less bullets
.357: the time between trigger pull and the round firing is a killer
M19: trades damage for rate of fire, however it's not a very good trade.
Wanted something stupid and arcadey to shoot mans in and this is scratching the itch pretty well, but it still isn't Cod 4: MW1. That 725 shotgun is fucking stupid as all hell though. I have no idea how something that busted can slip through a AAA game's QA team. I found one and immediately went on a giant kill streak with it, cackling the whole way due to how busted it is.
TIL that if you take Overkill for Perk 1, set up your M4 the way you want, and equip the Kilo 141 with 100-round drums and the Fully Loaded perk as your “secondary” then you start with a staggering 510 rounds for your M4. Plus the 100 rounds and two grenade launcher rounds ready to go on the Fully-Loaded Kilo, without having to equip one on your “primary.”
Or for that matter, how do you like the sound of 230 rounds for your Dragunov, from a PKM’s ammo reserve? Oh, you’re in this Perk slot, too, Scavenger? Sucks to be you.
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"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
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BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
edited November 2019
I enjoy the stupid broken shit that Infinity Ward usually puts in because it gets all the "hardcore pros" all whiny and sweaty about fucking Call of Duty, and they're usually still super satisfying to play with anyway so I don't caaaaare
I enjoy the stupid broken shit that Infinity Ward usually puts in because it gets all the "hardcore pros" all whiny and sweaty about fucking Call of Duty, and they're usually still super satisfying to play with anyway so I don't caaaaare
I’m with you there. If the current game is “do this” then I’m swimming with the current. as long as I’m having fun. I enjoyed the hell out of MW2, and that game was broken in so many ways you could pick the specific genre of hatemail you wanted to receive and peruse later for your own amusement, and play accordingly.
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"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
Apparently "skill based matchmaking" is... divisive in the CoD community? That it "ruins the fun?" So weird.
I know some YouTubers are salty about it because they’re having a harder time pub stomping for views and “smashes” of that like button. In the first few days, there was some comedic gold as these guys tried to claim this is the most hated COD ever, all because of skill-based matchmaking. Over top of footage of them running around like a headless chicken through doorways and tripping more claymores in eight minutes than I’ve stepped on since launch.
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
Speaking of salty, this is from me going 24/4 on Gun Runner with a pkm and claymores (which is what I think set mr. rainbows-and-sunshine off, in more ways than one). This isn't as good as when they start throwing around accusations of cheating but it's damn close.
My one regret is that I didn't notice him blowing his top in chat until the match ended, since I was too focused on actually playing, or I would have dropped a "you need to get tactical my guy" just to see what would have happened.
The matchmaking has been pretty good for me so far. I usually end up around the middle of the scoreboard. If I end up at the bottom it's because I was playing badly, and if I get closer to the top it's when I've had a particularly good game. This is how it should be and it keeps the game compelling and fun.
Everything that’s been said about camping and claymores is true, but I can still appreciate the delicious irony in some of the more common complaints. To summarize:
Everyone is camping, but everyone is getting blown up by claymores. I guess this “everyone” person had the same plan to post up in one of the two best buildings on the map, but someone was there first. Why, oh, why, would IW let this happen?
Every shotgun someone gets killed with is a Tiger. I mean, an ‘88. I mean, a 725. Even when the killcam shows it’s an R9-0 or an underbarrel. It’s broken as hell, yes. But I predict that this confusion will lead to us hearing about how the 725 “isn’t fixed yet” long after it’s been nerfed into a lower-tier shotgun.
Every death from an AR is to the M4, which is cruelly unfair because everyone has access to it. And again, regardless of what the kill cam shows, which could actually be the late-unlock AK that absolutely wrecks people. Or the M13 that coincidentally looks an awful lot like the M4 in the kill feed. Also, the streamers like to say this over top of footage of pub stomping with a Kilo 141 that they’ve unlocked all the attachments for.
Every time somebody’s one kill away from a chopper gunner, that’s when they get killed by a claymore. Wow, those things are a problem for you every ten kills, huh? That must be rough.
Oh, and Overkill is broken, because it lets people take two different weapons that are both good at all ranges and in all situations.
Also, running around flanking with the broken MP7 or taking people out with bloody throwing knives is also camping. I saw you check those corners. You’re probably running EOD, too, and using Dead Silence. Camper!
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"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
+1
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
The thing that bugs me is that mechanical changes that teams like Infinity Ward make like this are by design, and people have their play habits so ingrained that they never seem to consider that the game is designed to be played differently
Whelp, so much for the 1911. Now that I’ve seen how much extra MP5 ammo I can get just by equipping the M19 as a sidearm, I’m looking forward to unlocking Fully Loaded for the latter. The lure of being able to get by without Scavenger, ammo boxes, or enemy weapon pickups might also get me interested in the 9mm conversion for the M4. I’m sure it’s not quite as good as the SMGs, but it has an underbarrel for planting an incendiary round in those stupid shields.
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
What's this extra ammo thing? It sounds like a glitch?
Gave up on the SA87 (I like to be contrarian) and started using the M91, immediately got 3 consecutive 6-kill streaks. New favorite weapon.
What's this extra ammo thing? It sounds like a glitch?
Gave up on the SA87 (I like to be contrarian) and started using the M91, immediately got 3 consecutive 6-kill streaks. New favorite weapon.
It's just loading up on two weapons with the same ammo type so it combines pools. Two ARs are the common example
What's this extra ammo thing? It sounds like a glitch?
Gave up on the SA87 (I like to be contrarian) and started using the M91, immediately got 3 consecutive 6-kill streaks. New favorite weapon.
It's just loading up on two weapons with the same ammo type so it combines pools. Two ARs are the common example
I know this game has the "scavenger" perk where walking over a weapon on the ground magically refills your ammo pool. And I also know when you reload a partially used magazine it doesn't trash the remaining rounds in the old one. But that still seems like it isn't working properly to me.
What's this extra ammo thing? It sounds like a glitch?
Gave up on the SA87 (I like to be contrarian) and started using the M91, immediately got 3 consecutive 6-kill streaks. New favorite weapon.
It's just loading up on two weapons with the same ammo type so it combines pools. Two ARs are the common example
I know this game has the "scavenger" perk where walking over a weapon on the ground magically refills your ammo pool. And I also know when you reload a partially used magazine it doesn't trash the remaining rounds in the old one. But that still seems like it isn't working properly to me.
Nah it's an old feature from CoD4/MW1.
Basically the game reads ammo per caliber, so you have 2 guns that share the same ammo type you share the total ammo between them. It makes sense...at times.
Say you have 2 AKs in 7.62. It makes sense you can share ammo, they run off the same mags.
Same with the Kilo 141, the M4 and M13. They all take the same mag type irl.
It begins to break down when you say, run a Dragonov and PKM. Both of those use the same ammo, but have different feeding systems.
So, like in CoD4 if you run a 9mm handgun, up can use the 2 extra mags of ammo in your 9mm smg (Uzi, MP5 and AUG).
It's not realistic, but neither is 2 half empty mags magically becoming 1 full mag.
I didnt know it worked like that in the first MW! Like I said, there are plenty of other, even more irrational fudge lines I don't think twice about, but I've been conditioned for ~30y to think each weapon is supposed to have it's own ammo pool.
Is Shoot House the size of a stamp? Yes!
Is having Shoot House be 6v6 insane? Yes!
Does Shoot House have a ton of people using the 725? Yes!
Are people running around on Shoot House like chickens with their heads cut off? Yes!
Can you camp in a corner the whole game on Shoot House without getting smashed? Nope!
Is Shoot House Numi's new favourite map for kill confirmed and TDM? Abso-fucking-lutely
The patch notes are great top to bottom. Shoot House is god damn ridiculous. The challenges still don't work right but at least they said they're working on it?
PSA on the daily challenges. Blasting the foot mobiles in an IFV or APC counts towards the 50 kills using a weapon with no attachments. I kind of think of an armored vehicle as one hell of an attachment, but I’m not complaining about the XP. Especially since this game doesn’t have the old challenges system.
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
725 nerfed before I even got around to buying the game. A great tragedy of our time.
RIP, it was never going to last, cod shotguns aren't allowed to be above dumpster tier for any great length of time it seems.
725 nerfed before I even got around to buying the game. A great tragedy of our time.
RIP, it was never going to last, cod shotguns aren't allowed to be above dumpster tier for any great length of time it seems.
The shotguns are still very strong in MW, including the fixed 725, which still smokes people out to what I’d call mid-range. People are still getting kills with it, they just ADS more and sometimes have to use both barrels when they throw a shot.
Changing the topic, anyone know where the ammo resupply box is on the side of the Tavorsk District (city) map with all the tents? It hasn’t come up a lot, but recently I joined a match in progress where the airspace was pretty thick, and I was looking to try and clear it out with some launcher reloads.
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"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
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mosssnackYeah right, man, Bishop should go!Good idea!Registered Userregular
The OHK range of it got swiped by maybe a foot. It still has more range than the spas-12 in mw2 ever had.
I rolled a few games on the new map with the standard pump shotty and it felt good.
Yea shotguns and ars are still good post nerfs, they're just not automatically better than every other weapon in all instances. I need to mess with some smgs now, but I'm real close to getting gold in this m4 so...
Hey I finally compete step one of the perk challenge mission, ie resupply with scavenger 60 times. It's an extremely easy thing to do, but when the mission deselects itself after every match and doesn't actually register 80% of the time it takes a while at it turns out.
Hey I finally compete step one of the perk challenge mission, ie resupply with scavenger 60 times. It's an extremely easy thing to do, but when the mission deselects itself after every match and doesn't actually register 80% of the time it takes a while at it turns out.
I have that bug as well and it is incredibly frustrating. It only showed up after I unlocked the officer rank progression thingy which incidentally is so much better of an unlock and challenge system than the shitty challenge ones. But I guess they had to pad out the game.
The 725 is IMO still to powerful. A way to nerf it might be by moving overkill to the second perk slot.
An oblique fix like that seems likely to cause collateral damage. Perk 1 is the right place for it to help out other weapons with a dead zone in their range, within which they are totally outclassed. And it would still be overshadowing the other shotguns. Just adjust the OHK range again, but across the shotgun class, to shorten the 725’s damage range while leaving it with longer reach than the semi-auto street sweepers, but shorter than the pump-action trench broom for balance purposes.
The only two Perks, at the moment, that I’d like to see moved to the same tree are EOD and Shrapnel. You get a choice. The added firepower or the protection. The big gun or the good package. Maybe by swapping EOD with Double Time, moving the latter down to Perk 3, so it can be equipped (without Specialist) alongside Scavenger for run & gun.
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"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
edited November 2019
The whole point of the two-shot break action is to have a shotgun archetype that pushes even further past the range-damage-ROF archetype between the auto-semi-pump triangle that shooters often have
The archetype is explicitly designed to offer a longer-range shotgun playstyle. Unless they make the 725's reload functionally fast enough to have overall an equal or faster rate of fire than the pump (eg. the balance between the KSG and the Remington in Black Ops II), pushing the damage curve behind that of the pump would make the 725 completely useless.
The whole point of the two-shot break action is to have a shotgun archetype that pushes even further past the range-damage-ROF archetype between the auto-semi-pump triangle that shooters often have
The archetype is explicitly designed to offer a longer-range shotgun playstyle. Unless they make the 725's reload functionally fast enough to have overall an equal or faster rate of fire than the pump (eg. the balance between the KSG and the Remington in Black Ops II), pushing the damage curve behind that of the pump would make the 725 completely useless.
But the 725 gets that second shot off before the pump chambers another round. Now, the pump in that situation is not useless, as people can and do put work in with the other shotguns even right now. But if the goal is balancing, then the 725 is not there yet, relative to other weapon classes or the other shotties.
As for the 680, one balancing opportunity I can see, as an alternative to giving it a damage range advantage, is letting Sleight of Hand speed up the pump slightly, along with the usual effect when topping off the magazine. Kind of makes sense, in-game, as the pump is part of the reload animation, bookending the action of loading shells. If the operator can perform that action faster as part of a reload, they could reasonably be expected to perform it faster when blasting away.
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"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
Posts
I do love me a dumb gimmick weapon.
I'm just confused as to why they felt the need to split that with the Realism list. Feels like the only real difference is the lack of FF?
It was also a direct counter to Riot Shield in titles like Black Ops 2, I'm pretty sure sticking one was a guaranteed kill
Kilo 141: solid performance, best ar if you dont want to run the M4
FR 556: it can take 3 bursts to kill at range, other wise a good gun
M4: OP. High rof and easy to control. Best ar by far.
FAL: there is no point in using this, at all. Ues the EBR-14 for single shot fun
Oden: good, slow rof can be awkward at times
M13: slightly to uncontrollable for my liking
Aug: best all around SMG
P90: second best SMG, trades viability at ranges for more ammo
MP5: decent performance, however the reload is to long for my liking.
Uzi: I've had some fun games with this, however it is the worse SMG by far.
PKM/M91: I'm combining these two as I honestly can't tell the difference. Both are a blast to use.
SA87: it's an ar with more recoil, dont bother
EBR-14: not competitive but fun, best single shot weapon in the game
MK 2: even less competitive and even more fun. Pulling off on shot kills with this is so much fun
Kar 98k: terrible. Maybe it's just me but I never got one shot kills with it.
Dragonov: it's like the EBR-14, but with high modification optics. It should be in the marksman category.
HDR/AMX: I dont see any difference, both are real good
Model 680: solid all around performance
725: broken, way to good
R9-0: fun, can kill from far away thanks to its ability to shoot off two shells quickly. Just remember to double tap the trigger even if you get the kill with one.
X16: Best handgun, dont use anything else
1911: and X16 with less bullets
.357: the time between trigger pull and the round firing is a killer
M19: trades damage for rate of fire, however it's not a very good trade.
Or for that matter, how do you like the sound of 230 rounds for your Dragunov, from a PKM’s ammo reserve? Oh, you’re in this Perk slot, too, Scavenger? Sucks to be you.
The amount of tweets pretending the gun exists in a vacuum where sniping and quickscoping doesn't exist is amazing
I’m with you there. If the current game is “do this” then I’m swimming with the current. as long as I’m having fun. I enjoyed the hell out of MW2, and that game was broken in so many ways you could pick the specific genre of hatemail you wanted to receive and peruse later for your own amusement, and play accordingly.
I know some YouTubers are salty about it because they’re having a harder time pub stomping for views and “smashes” of that like button. In the first few days, there was some comedic gold as these guys tried to claim this is the most hated COD ever, all because of skill-based matchmaking. Over top of footage of them running around like a headless chicken through doorways and tripping more claymores in eight minutes than I’ve stepped on since launch.
But I'm still having fun.
Lots of people feel it makes the lobbies to sweaty, and stops them from getting ks. They like stomping unskilled players.
Idk, I've died a lot 1 kill away from my VTOL, so surely better players can call that in more often.
My one regret is that I didn't notice him blowing his top in chat until the match ended, since I was too focused on actually playing, or I would have dropped a "you need to get tactical my guy" just to see what would have happened.
So it's the "my fun is more important than everyone else's fun" thing. Still bonkers to me.
Everyone is camping, but everyone is getting blown up by claymores. I guess this “everyone” person had the same plan to post up in one of the two best buildings on the map, but someone was there first. Why, oh, why, would IW let this happen?
Every shotgun someone gets killed with is a Tiger. I mean, an ‘88. I mean, a 725. Even when the killcam shows it’s an R9-0 or an underbarrel. It’s broken as hell, yes. But I predict that this confusion will lead to us hearing about how the 725 “isn’t fixed yet” long after it’s been nerfed into a lower-tier shotgun.
Every death from an AR is to the M4, which is cruelly unfair because everyone has access to it. And again, regardless of what the kill cam shows, which could actually be the late-unlock AK that absolutely wrecks people. Or the M13 that coincidentally looks an awful lot like the M4 in the kill feed. Also, the streamers like to say this over top of footage of pub stomping with a Kilo 141 that they’ve unlocked all the attachments for.
Every time somebody’s one kill away from a chopper gunner, that’s when they get killed by a claymore. Wow, those things are a problem for you every ten kills, huh? That must be rough.
Oh, and Overkill is broken, because it lets people take two different weapons that are both good at all ranges and in all situations.
Also, running around flanking with the broken MP7 or taking people out with bloody throwing knives is also camping. I saw you check those corners. You’re probably running EOD, too, and using Dead Silence. Camper!
Gave up on the SA87 (I like to be contrarian) and started using the M91, immediately got 3 consecutive 6-kill streaks. New favorite weapon.
It's just loading up on two weapons with the same ammo type so it combines pools. Two ARs are the common example
Anyone got this on PS4? I've been getting mopped up in pubs. PSN is jonnymac439
I know this game has the "scavenger" perk where walking over a weapon on the ground magically refills your ammo pool. And I also know when you reload a partially used magazine it doesn't trash the remaining rounds in the old one. But that still seems like it isn't working properly to me.
Nah it's an old feature from CoD4/MW1.
Basically the game reads ammo per caliber, so you have 2 guns that share the same ammo type you share the total ammo between them. It makes sense...at times.
Say you have 2 AKs in 7.62. It makes sense you can share ammo, they run off the same mags.
Same with the Kilo 141, the M4 and M13. They all take the same mag type irl.
It begins to break down when you say, run a Dragonov and PKM. Both of those use the same ammo, but have different feeding systems.
So, like in CoD4 if you run a 9mm handgun, up can use the 2 extra mags of ammo in your 9mm smg (Uzi, MP5 and AUG).
It's not realistic, but neither is 2 half empty mags magically becoming 1 full mag.
Is having Shoot House be 6v6 insane? Yes!
Does Shoot House have a ton of people using the 725? Yes!
Are people running around on Shoot House like chickens with their heads cut off? Yes!
Can you camp in a corner the whole game on Shoot House without getting smashed? Nope!
Is Shoot House Numi's new favourite map for kill confirmed and TDM? Abso-fucking-lutely
RIP, it was never going to last, cod shotguns aren't allowed to be above dumpster tier for any great length of time it seems.
The shotguns are still very strong in MW, including the fixed 725, which still smokes people out to what I’d call mid-range. People are still getting kills with it, they just ADS more and sometimes have to use both barrels when they throw a shot.
Changing the topic, anyone know where the ammo resupply box is on the side of the Tavorsk District (city) map with all the tents? It hasn’t come up a lot, but recently I joined a match in progress where the airspace was pretty thick, and I was looking to try and clear it out with some launcher reloads.
I rolled a few games on the new map with the standard pump shotty and it felt good.
bnet: moss*1454
I have that bug as well and it is incredibly frustrating. It only showed up after I unlocked the officer rank progression thingy which incidentally is so much better of an unlock and challenge system than the shitty challenge ones. But I guess they had to pad out the game.
An oblique fix like that seems likely to cause collateral damage. Perk 1 is the right place for it to help out other weapons with a dead zone in their range, within which they are totally outclassed. And it would still be overshadowing the other shotguns. Just adjust the OHK range again, but across the shotgun class, to shorten the 725’s damage range while leaving it with longer reach than the semi-auto street sweepers, but shorter than the pump-action trench broom for balance purposes.
The only two Perks, at the moment, that I’d like to see moved to the same tree are EOD and Shrapnel. You get a choice. The added firepower or the protection. The big gun or the good package. Maybe by swapping EOD with Double Time, moving the latter down to Perk 3, so it can be equipped (without Specialist) alongside Scavenger for run & gun.
The archetype is explicitly designed to offer a longer-range shotgun playstyle. Unless they make the 725's reload functionally fast enough to have overall an equal or faster rate of fire than the pump (eg. the balance between the KSG and the Remington in Black Ops II), pushing the damage curve behind that of the pump would make the 725 completely useless.
But the 725 gets that second shot off before the pump chambers another round. Now, the pump in that situation is not useless, as people can and do put work in with the other shotguns even right now. But if the goal is balancing, then the 725 is not there yet, relative to other weapon classes or the other shotties.
As for the 680, one balancing opportunity I can see, as an alternative to giving it a damage range advantage, is letting Sleight of Hand speed up the pump slightly, along with the usual effect when topping off the magazine. Kind of makes sense, in-game, as the pump is part of the reload animation, bookending the action of loading shells. If the operator can perform that action faster as part of a reload, they could reasonably be expected to perform it faster when blasting away.
sounds fun tho.
load up on semtex and grenade launchers!
I wonder if FMJ allows bullets to damage through the shield..