Re: MW3 weapon discussion: post-buff FAD « Reply #60 on Aug 16, 2012, 4:56pm »
I've played on 3 sensitivity for absolutely ages. Back in 2009 I started on 4 and over the years I've experimented between 2 and 6, but since mid-MW2, 3 sensitivity has served me very well. I remember spending about a month bumping up from 3 to 4 to 5 a few months ago, but it didn't get me hooked. 3 sensitivity was destined for me
I've played on 3 sensitivity for absolutely ages. Back in 2009 I started on 4 and over the years I've experimented between 2 and 6, but since mid-MW2, 3 sensitivity has served me very well. I remember spending about a month bumping up from 3 to 4 to 5 a few months ago, but it didn't get me hooked. 3 sensitivity was destined for me
I use 9 when quickscoping and shotgunning. 5 everything else
Joined: May 2012 Gender: Male Posts: 179 Location: Florida
Re: MW3 weapon discussion: post-buff FAD « Reply #63 on Aug 19, 2012, 10:55am »
IMO with the post-buff FAD there is only one way to use this gun: silencer and kick. Silencer is obvious now, since its penalty free.
As for kick, i really cant believe so many would say its not "necessary". Sure, the recoil isnt horrible, but its definitely there. At midrange you wont have any problems, but the new FADs biggest advantage is its best-in-class long range TTK. If youre not using kick, youre just doing it wrong. Without kick, you WILL be missing a couple bullets at long range, thereby giving up the FADs only strength.
In which case, you may as well use another gun.
Also, Witty has it right when he said to start with scavenger pro instead of SOH. If you do this youll start with 280 rounds, and geez, if you cant get 2 kills before you need to reload a 40rd mag, somethings wrong lol.
This also helps you play to the strength of the FAD since you wont need to go on the move as much to collect scav bags.
I think akimbo Scorps are the perfect combo with my FAD, as theyre much more accurate than FMGs without steady aim and they dont need to unfold which is really nice when u start without SOH.
Id also highly recommend Marksman, to complement the FADs long range ability. Makes it IMO the best counter-sniper weapon in the game, surpassing the L86 thermal due to the quick ADS when running assassin.
my FAD class
FAD kick silencer Scopion akimbo
claymore PR
Scavenger pro Assassin pro Marksman
SOH Blind Eye Hardline
(if im running with a full party, ill sub BE for SR pro)
IMO with the post-buff FAD there is only one way to use this gun: silencer and kick. Silencer is obvious now, since its penalty free.
As for kick, i really cant believe so many would say its not "necessary". Sure, the recoil isnt horrible, but its definitely there. At midrange you wont have any problems, but the new FADs biggest advantage is its best-in-class long range TTK. If youre not using kick, youre just doing it wrong. Without kick, you WILL be missing a couple bullets at long range, thereby giving up the FADs only strength.
In which case, you may as well use another gun.
Also, Witty has it right when he said to start with scavenger pro instead of SOH. If you do this youll start with 280 rounds, and geez, if you cant get 2 kills before you need to reload a 40rd mag, somethings wrong lol.
This also helps you play to the strength of the FAD since you wont need to go on the move as much to collect scav bags.
I think akimbo Scorps are the perfect combo with my FAD, as theyre much more accurate than FMGs without steady aim and they dont need to unfold which is really nice when u start without SOH.
Id also highly recommend Marksman, to complement the FADs long range ability. Makes it IMO the best counter-sniper weapon in the game, surpassing the L86 thermal due to the quick ADS when running assassin.
my FAD class
FAD kick silencer Scopion akimbo
claymore PR
Scavenger pro Assassin pro Marksman
SOH Blind Eye Hardline
(if im running with a full party, ill sub BE for SR pro)
I have been using FAD more lately and it is growing more on me. I now can offer more experiences on the customization front.
1) If you put your focus on using it for long range sniping, then Kick (as well as Marksman) helps tremendously. It is a great way to make the weapon shine. So from this aspect, I fully agree with you.
With this setup, I like the following loadout:
FAD w/Silencer+Kick SMAW Scavenger (ammo: 40+240) Assassin Stalker (I know, I have an over-reliance on Stalker) Specialist SoH->Marksman->Hardline
2) However, after using it more I have found it not bad to use for closer range encounters. As I said above, if you can have great accuracy and can land 4 bullets, the TTK is 0.180, this is not bad at all considering it has 0.050 faster ADS time than other ARs. Of course, in practice misses are inevitable (weapon accuracy at around 25% is already exceptional), so FAD is still relatively weaker. But it is not nearly as weak as I originally thought.
As a result: EM+Silencer is a quite viable option. With 60 mag size, I am no longer too concerned about having to reload in the middle of a fire fight, and can choose to spray (ADS or from hip) if the situation became really tough.
Currently I dig the following loadout for high killstreak setup:
lol my sensitivity is 2. How people use anything higher than 3 astounds me
My sensitivity is set to 28. Get on my level. (PC. 1500DPI.)
On topic, I like how they buffed the doo-doo out of the M16...and it's still worse than the Type.
I actually prefer M16 more than Type. 1) M16 works better with Silencer; 2) Even without Silencer M16 is a more balanced weapon range-wise while Type is a bit too weak for mid range (on the long side) and beyond.
IMHO M16 vs. T95 is now a matter of players' individual taste.
« Last Edit: Aug 21, 2012, 1:37pm by wittyscorpion »
On topic, I like how they buffed the doo-doo out of the M16...and it's still worse than the Type.
I'm afraid I have to disagree. I think the Type and M16 are now on par with each other, but at different scenarios. Like Witty said, it's much more based on player-choice rather than 'this one obviously dominates'.
Re: MW3 weapon discussion: post-buff FAD « Reply #75 on Aug 21, 2012, 7:07pm »
Got nothing against bullpup, but it's just that handle. It look pretty ugly, and the ADS in animation gets terrible because of it (especially if you are prone).
Joined: Dec 2010 Gender: Female Posts: 9,980 Location: aroo
Re: MW3 weapon discussion: post-buff FAD « Reply #77 on Aug 21, 2012, 10:04pm »
Nice boxish, but sharp design. Sleek gunmetal coloring. The angled trigger handle and unique irons...It just screams "I am a top tier weapon, fear me!"
Re: MW3 weapon discussion: post-buff FAD « Reply #78 on Aug 21, 2012, 11:37pm »
You guys have talked before about the disconnect between "realism" and "fun gameplay," and I generally tend to agree. However, in real life there is a difference between the handling characteristics of bullpups and conventional rifles, and it's at least something I wish I saw a difference in.
Easy way to translate that to the game: bullpup rifles could have faster ADS times and faster raise times as a result of a shorter overall length and a center of balance closer to the shooter's shoulder. However, hipfire and mag changes would be inferior to conventional rifle counterparts.
Re: MW3 weapon discussion: post-buff FAD « Reply #80 on Aug 23, 2012, 4:50pm »
As long as it doesn't detract from game balance, go nuts. I'm just annoyed when people object to departing from reality when it makes a better game to do so. Go play arma if that's your thing.
Re: MW3 weapon discussion: post-buff FAD « Reply #83 on Aug 23, 2012, 6:03pm »
Battlefield gives bullpups a smaller hipfire reticle and faster strafing while ADS'd to represent their pull towards CQC engagements. I happen to like that quite a bit, it brings in some nice diversity and allows some guns that don't kill as fast/have more recoil a nice niche in CQC (reppin' the MTAR-21).
Re: MW3 weapon discussion: post-buff FAD « Reply #87 on Aug 23, 2012, 11:10pm »
The FAD is like my favourite AR from MW2, the M4A1. In MW2 it had a decent fire rate up close that although didn't put it on par with the TAR-21 or the SMGS made it pretty usable. At a distance though, it's fast fire rate and high accuracy made for a dominant gun, it wrecked the ACR mid range, the ACR really only beat out the M4 long range imo. And so it is in MW3, FAD is usable up close, but it really shines out at middle to long range, and though there is a better option in the long range AR role (mk 14) it is much much more usable up close and medium range. The purpose of this post being to say that the M4A1 in MW2 was an underrated gun, and was actually way better than the ACR.
Re: MW3 weapon discussion: post-buff FAD « Reply #88 on Aug 23, 2012, 11:24pm »
The M4 was a less accurate ACR [Quite a bit less accurate when you consider the ACR recentered almost every shot and the M4 had probably 50% off somewhat.
And it shot a few [literally, a few.. like 10..] rpm faster.