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Post by drfluffy on Jan 10, 2011 14:02:53 GMT -5
So I decided to give myself a challenge when I read Sirlin's article on how to play to win, and decided to explore various build in BFBC2.
My playstyle: I hate to die. For some reason, I don't even mind dying in other games, but dying in BFBC2 gets to me. I also hate sniping. - as a result, I usually prefer to be a medic support squad in a corner and act as a respawn point. I do move around after each kill. - I also play in hardcore exclusively
New kit for today: WWII hero medic
Medic, garand, M1911, light weight, body armor.
Garand allow you to two shot people up to 40-50 meters, clear ironsight with no 4X force yourself to stay within the >30 damage range of garand, Ironsight also ADS quicker than the 4X, allow fast CQB kill. - armor allow you to tank sniper round in hardcore unless it's a headshot.
Playstyle: constant movement and flanking around the periphery of a capture point.
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Post by drfluffy on Jan 12, 2011 22:37:14 GMT -5
First, I determine success of each build by my KD, as I am a conquest player
Verdict of the last build - Does not work, body armor and light weight limit your range of engagement to close range, which you are outgunned.
Build day 2
M16 + 4X, body armor + smoke nade
Verdict: may work well with medic support in a squad, does not work well solo - M16 is too loud and too weak to be used alone
Build day 3
This build need a change of play style, instead of being very campy, You need to run around and flank aggressively, then stay behind enemy line and harass relentlessly. - This style only works with silenced weapons
UMP45 + red dot (for faster ADS, I think) + mp443 + landmine + armor, the flanker.
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Post by grimnebulin on Jan 14, 2011 23:41:35 GMT -5
So I decided to give myself a challenge when I read Sirlin's article on how to play to win, and decided to explore various build in BFBC2. I approve of this notion and read Sirlin's articles because of your post (and a Google search) ... +1 drfluffy Hero Medic:Played this kit on core with magnum ammo instead of body armor which nearly equalizes the STK (core, 3/3; HC 2/3). I'd never say this was a "fast CQB kill"er nor a constant mover, however. Lightweight should get you to the objective first and the Garand's superior accuracy and punch should be used to stop incoming flag-cappers as soon as you see their heads. I used it more like... Sprint to the spot, stop, pop-pop-pop PING, now go to the next 'spot.' -- stick and move, not "constant movement." M16 + 4X, body armor + smoke nadeWhat went wrong here? It seems that, in HC, this is a 2 burst kill (w/ or w/o magnum). I lurved my M16/4x time though I favored the 40MM shotgun over 40MM smoke. Not sure how 'explorative' this kit is though?! Seems a bit, ... plain. UMP45 + red dot + mp443 + landmine + armor, the flankerNow we're talking... This might just be wonky enough to be fun. I generally dislike gun attachments (despite my 4x comment above) but the UMP's irons are terrible. Only x3 AT mines isn't so hot though -- maybe start the round with explosives upgrade (x6 AT mines), spread them out, and then switch (next respawn) to the RDS. Question: Isn't the M1911 always the better choice w/o magnum? And, one more from me... pistoleroClass: Assault Primary: [pistol, see below] Secondary: G3 Gadget: C4 Spec1: LW PACK Spec2: [assuming HC, see below] - if M9 Barretta, then MGNM AM (-1/-1 STK)
- if M1911 Colt, then BODY AR
- if MP-443 Grach, then BODY AR
- if MP-412 REX, then BODY AR
- if M93 Raffica, then MMN AR or BODY AR
Pistol as your primary is not a typo. I come back to this kit time and time again; it has honestly made me a stupid-good pistol whipper. The G3 is for when you're outclassed at range with no other option (flanking is failing). Hope some part of this was interesting. My main point was said first, "I approve..." of mixing it up. ;D
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Post by ZeroKelvin^ on Jan 15, 2011 4:38:21 GMT -5
its mandatory to have extra explosives as a engineer
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novem
True Bro
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Post by novem on Jan 15, 2011 5:24:15 GMT -5
^^ Yea thats why i dont like how they've done weapon attachments in BC2. You can have good setup for the team (extra explosives) or good for you (better scope). Im not complaining but assaults have some strong guns with very good iron sights (aek, xm8, m416), also their only role is to kill infantry and they have ammo boxes, so they can choose scope over extra ammo/lightweight, while engi role is to take care of vehicles and also shoot sometimes, which can be tough with most of the guns (good weapons have really crappy iron sights, like ump or pp2k, weapons with good irons are weak like xm8c). Its ever worse when you are good at shooting, yesterday i killed 5-6 guys in 1 round and have no ammo to shoot, of course retarded assaults didnt respond for ammo requests. It's so unfair for team oriented engineers. They should really rearrange the perk system.
The solution for weak irons is weapon handling perk, the crosshair is so small you can almost snipe with it. But you have to sacrifice stronger explosions, so AT mines or rpg is the way to go, because gustav with no dmg bonus is weak against tanks.
Ok my setup for today: Assault: aek, m9, 40mm shotgun, lightweight, magnum, armor for vehicles Engi: pp2k, m9, mines/rpg, extra explosives, weapon handling, armor for vehicles
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Post by drfluffy on Jan 15, 2011 13:18:16 GMT -5
Some finer points of game play I've discovered since I started doing this.
I now run two characters to test effect of different play style
Character 1: Mr.Tier one - Basically I run this character to maximumize K/D with emphasis on never dying. However I do not use sniper rifle because I do not quite want to get into the counter sniping game with this guy
Character 2: Mr. Grunt - he runs around and help the team to the max, complete objectives and generally very "rushy"
Key points I've learned
1. Function of body armor - in vanilla BC2, body armor allow you to tank a sniper round. This is especially important for rush based characters. The ability to take a sniper round is critical on HC, and I am willing to choose it over mag ammo.
2. Function of red dot - I used to exclusively run with 4X scope, however it seens like 4X scope has a longer zoom in time and has increased recoil felt, certain guns (F2000) perform much better with the red dot due to lack of screen obstruction
3. On optics vs. non-optics. - Some argue that they can adapt to a shitty sight, I beg to differ. At the highest level of competition, time to aim is brief and you must maximumize your aim advantage. Additionally, in an competitive environment, persumably you have good ammo support, making extra loadout specs non essential.
4. You must adapt to battle situation! - Most important. For example, for my tier 1 EBR build, EBR suffers a lot from lack of mag ammo, but if you found yourself getting sniped a lot, get armor. So you come into the game with mag ammo, and switch to armor upon your first sniper death.
Build Day 4: For team players that like to rush
F2000, red dot, armor, any pistol (I prefer grach for its extra reserve) - Note, I am playing this on a new account, so I do not have mag ammo nor armor nor decreased spread perk. It seems like this gun would work very well with decreased spread for the extra hip firm oomph. it may even be more powerful than armor since you are so mobile
Play style: run around and pick off defenders as you are moving. F2000's incredibly fast ROF allow you to react to opponents and mess up their aim
Build Day 5: designated marksman
Works for pretty much all class, I use medic
M14 EBR + 4X + mag ammo/armor + M93R
This build is very strong at range, but very weak in CQB. M93R will hopefully make up that extreme short range weakness.
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Post by rudybojangles on Jan 15, 2011 13:44:22 GMT -5
Some finer points of game play I've discovered since I started doing this. I now run two characters to test effect of different play style Character 1: Mr.Tier one - Basically I run this character to maximumize K/D with emphasis on never dying. However I do not use sniper rifle because I do not quite want to get into the counter sniping game with this guy Character 2: Mr. Grunt - he runs around and help the team to the max, complete objectives and generally very "rushy" Key points I've learned 1. Function of body armor - in vanilla BC2, body armor allow you to tank a sniper round. This is especially important for rush based characters. The ability to take a sniper round is critical on HC, and I am willing to choose it over mag ammo. 2. Function of red dot - I used to exclusively run with 4X scope, however it seens like 4X scope has a longer zoom in time and has increased recoil felt, certain guns (F2000) perform much better with the red dot due to lack of screen obstruction 3. On optics vs. non-optics. - Some argue that they can adapt to a doo-dooty sight, I beg to differ. At the highest level of competition, time to aim is brief and you must maximumize your aim advantage. Additionally, in an competitive environment, persumably you have good ammo support, making extra loadout specs non essential. 4. You must adapt to battle situation! - Most important. For example, for my tier 1 EBR build, EBR suffers a lot from lack of mag ammo, but if you found yourself getting sniped a lot, get armor. So you come into the game with mag ammo, and switch to armor upon your first sniper death. Build Day 4: For team players that like to rush F2000, red dot, armor, any pistol (I prefer grach for its extra reserve) - Note, I am playing this on a new account, so I do not have mag ammo nor armor nor decreased spread perk. It seems like this gun would work very well with decreased spread for the extra hip firm oomph. it may even be more powerful than armor since you are so mobile Play style: run around and pick off defenders as you are moving. F2000's incredibly fast ROF allow you to react to opponents and mess up their aim Build Day 5: designated marksman Works for pretty much all class, I use medic M14 EBR + 4X + mag ammo/armor + M93R This build is very strong at range, but very weak in CQB. M93R will hopefully make up that extreme short range weakness. What's your primary background in shooters? Why do you choose to play HC? I'm not trying to be an ass, I just want to be able to comment on your builds by getting your perspective.
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Post by drfluffy on Jan 15, 2011 15:04:04 GMT -5
battlefield series, from 1942, desert combat and on, also call of duty series, all of them. Before them I played quake 3 and UT.
Chose to play HC so I can avoid the annoying nacho. I can probably do better in normal because I can just twitch with my twitch background but I cant stand quake and UT in a modern setting, so no.
All my builds are only tested in HC.
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Post by drfluffy on Jan 16, 2011 17:04:51 GMT -5
Day 5: infilitrator
This is on an account that I have where I prioritize not dying over anything else. Contrary to popular thinking, you die a lot as a sniper if you want to maintain a decent KD still.
The only way to not die with a lot of kills, is to infilitrate behind enemy lines and stay on the move, disrupt enemy spawn as much as possible.
I've came to the realization that the only viable infilitator weapon in HC is a silenced one, due to the lack of tracer and muzzle flash (tracer are often used to trace origin of gunfire, been doing this myself since delta force 1)
Additionally, since you are an infilitrator and operate alone (cant be in a squad because most people will give you away), you wont get healed nor resupplied. health is not an issue (you wont be seen) but ammo is a huge issue. Sure you can get ammo box off people you slain, but those opportunities are few and inbetween - even if you have an experienced squad, the assualt cant even help you, he has no silenced weapons and cant be doing the same duty as you.
So, here is a build that emphasis stealth, disruption and ammo
Scar-L (30 + 90 ammo, maximum of all power carbines, I choose the power carbine because you want more "kills" in your ammo count))
4X attachment
mag ammo (again, more kills with your ammo)
landmine (disruption)
Side arm: M9
Choice in pistol warrant some consideration, because it will take place over your primary after you run out of ammo, it needs to be a dependable weapon from short to mid ranges.
MP443 packs 51 rounds, M9 packs 50 rounds, M1911 packs 28 rounds, and M93 packs 60 rounds.
I am excluding M93R in this discussion because it simply is not a dependable midrange pistol (more like a OH SHIT waterhose, and also, excluding the rex because it's very loud and reloads too slowly for a stressful situation such as out of ammo)
I am choosing M9 for the amount of kills packed in its magazine. M93R could also be viable if you elect to be very mobile and aggressive after you run out of ammo.
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Post by onikage on Jan 16, 2011 19:08:13 GMT -5
Try VSS, 4x, magnum, C4.
It does everything that the above setup does, but better. 25-20/600 is just too good. It is more demanding, but ultimately more effective. Managing recoil on the VSS takes a bit more finesse, and accuracy is more important for ammo management, but it outperforms the SCAR at almost any range. The ammo issue is what dissuades most people, but once you become used to the VSS you will rarely use more than a few rounds to kill someone. At range, you're doing almost double the damage per shot of the SCAR, so the lack of ammo is largely illusory. You start with enough ammo to drop at least 10 people on normal. More on HC. Unless you routinely go on streaks longer than that, it's not a real problem.
BTW, hardcore is awful and nobody should ever play it. Just FYI.
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novem
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Post by novem on Jan 16, 2011 19:12:36 GMT -5
I play most vanilla- m93r is rater shitty there. And scar isnt my fav also- big crosshair (bad with weapon handling perk) and hight recoil, irons are decent though, dmg is good. 3/5 From power smg ump or 9a91 are better.
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Post by raxcoswell on Jan 16, 2011 22:19:59 GMT -5
vaguely related i guess - i never got the whole 4x thing. I hate losing all my peripheral vision and the ability to 'acquire targets' quickly. Only guns I ever really use them on are the VSS and SVU, and in those cases, it's the exception that proves the rule, giving me more peripheral vision and speed over the default scope. I use a lot of red dots, but the trade off for going up to 4x never really seems worth it? I never find someone 'too small' to shoot with the red dot, but I hell of often find I don't know what the flip is going on when I'm scoped in with a 4x. Dudes be running them on M60s and such, that is wacky.
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Post by rubionubio on Jan 17, 2011 2:41:57 GMT -5
I don't get the people running them on LMGs, unless you're on a map where you can safely assume that the majority of contact will be at looooong ranges and you can tap-tap-tap fire. There are exceptions, like the MG3 can work great with a 4x if you're accustomed to the recoil, and the G36 is fine because I always tap-tap-tap it anyway, but holy shit the recoil on those things is so bad I can't even see wtf is going on after about three shots.
Running them on some of the SMGs and ARs however I can definitely get behind. The M16 for instance, is beast-mode with a 4x and Magnum (I'm sure this isn't news to anyone), and there are others.
Ultimately it comes down to personal preference and what you're comfortable with. I tend to play at a deliberate, slow pace (why I usually play Medic) and don't have a problem with losing my peripheral for a few seconds if it helps me support the rest of my squad while using my LMGs biggest asset, it's great damage at range... I'm also not worried about flanks because, again, I try to pick and choose my spots to provide fire support so as to present the least likely probability of encountering that random dude wandering on his own. Of course, if I were to just sit there emptying magazine after magazine then I would definitely expect to have someone come to investigate the loud CHUGCHUGCHUGCHUGCHUG.
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Post by onikage on Jan 17, 2011 11:29:24 GMT -5
Dudes be running them on M60s and such, that is wacky. Not so wacky. en.wikipedia.org/wiki/Carlos_HathcockMost famous sniper of the Vietnam war. Used an M2 machine gun with an 8x scope sometimes. Would work just as well on an M60. And of course, pre-nerf the M60 could out-snipe any rifle, so it makes a ton of sense in an IG context as well. edit: My mistake, it was actually a 10x. Even better.
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Post by rubionubio on Jan 17, 2011 12:41:38 GMT -5
Yes he used a Ma Deuce, but also made some changes to the gun so it would essentially be a bolt action (had to cycle manually after each shot). What I personally was referring to was the full-auto muzzle flash and kick. Even in short bursts it can be hard to relocate your target after losing him in the flash, especially if you're using a gun with a random recoil pattern.
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Post by drfluffy on Jan 17, 2011 14:49:04 GMT -5
vaguely related i guess - i never got the whole 4x thing. I hate losing all my peripheral vision and the ability to 'acquire targets' quickly. Only guns I ever really use them on are the VSS and SVU, and in those cases, it's the exception that proves the rule, giving me more peripheral vision and speed over the default scope. I use a lot of red dots, but the trade off for going up to 4x never really seems worth it? I never find someone 'too small' to shoot with the red dot, but I hell of often find I don't know what the flip is going on when I'm scoped in with a 4x. Dudes be running them on M60s and such, that is wacky. I think VSS carry 20+40 = 60 rounds if you use 4X with it. I routinely run out of VSS ammo so I always use +ammo on it, that SCAR build is very specialized for someone who just need that extra ammo behind enemy lines.
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Post by ZeroKelvin^ on Jan 17, 2011 15:45:40 GMT -5
"One of Hathcock's most famous accomplishments was shooting an enemy sniper through the enemy's own scope" despite the context of real war, this is a real badass
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Post by SheWolf on Jan 17, 2011 16:07:32 GMT -5
"One of Hathcock's most famous accomplishments was shooting an enemy sniper through the enemy's own scope" despite the context of real war, this is a real badass didn't they bust that on mythbusters in that other episode?
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aranshada
True Bro
But woe betide thine enemies, for thee hath created thine Bullet Hose.
Posts: 231
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Post by aranshada on Jan 17, 2011 16:08:21 GMT -5
No. They said it was possible with the scope that an NVA sniper would have been using at that time - I think it was something like a simplified PSO scope.
With all modern scopes that have half a dozen lenses, it was proven that you couldn't shoot through one.
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Post by rubionubio on Jan 17, 2011 17:03:15 GMT -5
Not only is it badass, he either saved his own life, or saved someone very near him by doing so. There's no other reason why the NVA sniper would have been "in scope" unless he was in the process of lining up a target or calculating one. It's very possible that he pulled off the feat in real life that we do only in video games: Winning in the "Dueling Snipers" mini-game. Oh, and in this same theme, have you guys seen the distance of the most recent longest-confirmed-kill winner in Afghanistan? Corporal of Horse Craig Harrison @ 2,475m. Not only was his first shot "on target" a lethal, HE KILLED TWO PEOPLE. I REPEAT, HE GOT A DOUBLE KILL IRL AT OVER A MILE AND A HALF WITH HIS FIRST SHOT ON TARGET.edit for linkage: en.wikipedia.org/wiki/Craig_Harrison_(sniper)
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Post by raxcoswell on Jan 18, 2011 7:28:04 GMT -5
Haha, well I guess there's that guy then. But yeah, it's the full-auto recoil thing that irks me. Plus I have 100 bullets for a reason; I can't shoot all over the place if I'm using a flipping pinhole camera for a sight.
I think it must just be my playstyle, though. Never really been one for posting up at the back, where the 4x would be useful. Unwisely far into the enemy's position, where I normally find myself, everyone's close and peripheral vision might save your life.
And the VSS, yeah, that's a great gun with the huge downside of carrying enough bullets to use it for about a second. I only really take it when I've got an assault to come with me (C4 assaults often work nice with a VSS recon). Otherwise I better hope every flipping guy I kill is an assault and I can get to his corpse safely.
Also, sniping at that distance - would mathmeticians be better than soldiers? Ha.
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phale
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Post by phale on Jan 18, 2011 12:12:01 GMT -5
Day 5: infilitrator So, here is a build that emphasis stealth, disruption and ammo Scar-L (30 + 90 ammo, maximum of all power carbines, I choose the power carbine because you want more "kills" in your ammo count)) 4X attachmentWhy would you want to use a 4x scope on this setup? First of all, if you're going to 'infiltrate', you don't need to increased zoom of the 4x. In fact, as mentioned above, it might be detrimental because you'll want the peripheral vision and ADS time when enemies are constantly spawning around you. Second, the SCAR-L has very, very good iron sights, probably the very best in the engineer class. So a Red Dot isn't necessary either. Well, if you're not going to use an optic for Specialization 1, what else is there? Hey, look, it's the AMMO HIP BANDOLIER. Hello double ammo. Problem solved. With the Ammo Upgrade, you can pretty much pick any weapon with good iron sights and you won't have any ammo problem. In fact, if you can get used to using the standard scope with the VSS and the Ammo Upgrade, that would work very well, especially since the Recon is pretty much designed for infiltration/stealth.
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Post by onikage on Jan 18, 2011 13:42:38 GMT -5
What I personally was referring to was the full-auto muzzle flash and kick. Even in short bursts it can be hard to relocate your target after losing him in the flash, especially if you're using a gun with a random recoil pattern. o rly?
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Post by rudybojangles on Jan 18, 2011 14:32:47 GMT -5
I think that the 4x on SMGs is so popular because the weapons have no muzzle flash. Personally, I never play with any optical reflex sights because I find 1st tier perks much better. Isn't there a penalty on the VSS if you use a red dot or a 4x of 20 less rounds of ammo?
I platinum-d the VSS by using both the stock with ammo upgrade and the 12x (where I would spray close, avoid medium, and headshot tap fire at range). Most of my kills were on the stock scope.
The VSS is a great weapon to use to see the expanding "cone of inaccuracy." Use an 8x or 12x and fire bursts of 4 with 0.3 seconds between them. You will see that it's not enough time usually to recover accuracy.
This is how I used the VSS:
Longest Targets: Fired a 2 burst, aiming so that the first bullet would hit their body. After that, take 0.2-0.4 seconds, then tap (1 bullet) fire. You will pick them off fairly consistenly (less so if they are on the move, but this gun is much better than other snipers at picking off moving targets at long range because of the forgiveness of the clip).
Long range targets: Fired a 2-3 burst (3rd bullet is usually not the most accurate), then after that 1-2 bursts. Headshots with magnum ammo drop targets in 2 bullets at any range, and with magnum ammo, body shots drop them in 4 shots (5 if you are shooting at Body Armor'd targets) Tere is nothing like getting Marksman Headshots with the VSS (my record is something like +140, but I don't try for long ones too often).
Medium Range: This is the most tricky. You can scope in and full auto, but if he's not dropped after 5 shots, you are pretty much done. This is where the enemies have the most advantage over you (with your stock scope). I fire full auto at enemies who know where I am (scoped), and if that doesn't miraculously drop them, I take cover wherever I can and throw a motion ball at my feet, waiting til they are in spray range. Pray they don't know how to use explosives. If the enemy is not looking at you, but moving to fast for the scope to keep up, pull out the pistol or ignore. If they aren't looking at you and moving, bursts of 2 drop them fast, but remember to pause more than you would with an AR or SMG, it takes awhile for the weapon to be more accurate. If they are still, aim for the head and double tap them.
Close range: Here is where you see the amazingness of the VSS. If the target is 20m away, there is a technique that I have only used on this gun. Tap fire (with less time in-between shots as if you were scoped) 2 round bursts with the target in the middle of your screen. 4th shot and above will be inaccurate at that range. Any closer, full auto for 5-6 shots. If he's not down, rest a half second and repeat, or better yet, pistol works. Extremely close range, just full-auto him. 3 hits will usually drop them (2-4 hits). You'll soon realize that this gun is the best shotgun/smg in the game, plus you get to use C4 and motion sensors.
Also, this gun has very powerful reload cancellation. Once the character hits the magazine in place from the bottom, you can cancel the reload. It's saved my life in tight situations.
The gun was my 3rd platinum. After that, I got Heavy Vehicles, and now I'm going for M9, knife, XM8P, and Uzi-Nam.
Edit:
That shows a good pace of fire, though he does speed up his shots too fast sometimes. Check out 0:51 for a good pace.
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Post by drfluffy on Jan 18, 2011 16:08:08 GMT -5
I personally always use optics. Doesn't matter how you sell it, you are blocking the most sensitive part of your vision with iron sight when you are using iron sight. You can pretend to adapt to it, but such adaptation ultimately result in detrimental performence
I do agree that VSS with stock + ammo may be a better choice, but my infilitrator build also have vehicle stealing in mind (hence engineer).
As to situational awareness, use sounds.
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novem
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Post by novem on Jan 18, 2011 18:36:57 GMT -5
Yes but by using optics you dont have one of the strongest engineer perks- double explosives.
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phale
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Post by phale on Jan 18, 2011 18:43:15 GMT -5
Have you seen the SCAR's iron sights? I don't like most of the irons in this game but the SCAR's are just beautiful. Very clear ring and post, very little obstruction, plenty of peripheral vision. In my opinion, the SCAR irons don't block my vision any more than the red dot. It feels very natural. Unlike many other sights in this game (UMP, Uzi) I don't need to adapt to the SCAR's because they're so clear and easy to use. Far from causing detrimental performance, I feel that being able to use the key Explosives Upgrade in my Spec 1 slot instead of an optic helps my game a lot more than a completely visual optic. Personal preference, though. I just don't feel that an optic, especially the 4x scope, suits your setup, especially considering the long range inaccuracy and poor damage of the SCAR. You yourself said that the build "emphasizes stealth, disruption, and ammo." The 4x doesn't seem to help with any of those, but you can be sure that the ammo upgrade will, at virtually no cost. www.gamereplays.org/badcompany2/portals.php?show=index&name=weapon_information&tab=7951170
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Post by rubionubio on Jan 19, 2011 2:06:16 GMT -5
What I personally was referring to was the full-auto muzzle flash and kick. Even in short bursts it can be hard to relocate your target after losing him in the flash, especially if you're using a gun with a random recoil pattern. o rly? Ya rly. I knew this was going to come up the instant I said what I did about 4x+LMG. Your posting a link to a video from March. You know, before the M60 was nerfed into utter poop. It does the same damage as the PKM, but fires 15% slower, has more spray, more recoil, and crappier irons (IMO). If you're going to use an example, you should use the PKM.
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Post by raxcoswell on Jan 19, 2011 9:24:35 GMT -5
Man, I still haven't got a platinum star for any gun, but I think I got my heavy vehicle platinum before I'd even got a gold star for anything else.
And yeah, the SCAR's irons are great and it's a great gun. Playing engineer without double explosives is crazy, I spend almost as much time with the rpg as I do with the smg. Equal primaries! Also 7 hours with the repair tool, hoo boy. I use a sight without a second thought as assault or medic (unless AEK - amazing irons - or mg36 - free red dot) but I don't think I've ever played an engineer with one. Doing it all wrong.
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novem
True Bro
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Post by novem on Jan 19, 2011 12:58:41 GMT -5
Scar has really good sights, but dont you think it has too much spread? In CQC theres no time to ADS and Scar has worst spread compared to other smgs, which usually means a lot of bullets just miss. It also has quite high kick when sighted. I just cant get used to it. And the best engi weapon is gustav, that thing rapes all.
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