|
Post by rudybojangles on May 6, 2011 15:16:41 GMT -5
I already did my LMG reviews:
Time for my full reviews of all kit-specific weapons. I'd be very interested to see everyone else's reviews.
Assault:
1.) XM8P. This one was easy. The iron sights are pretty epic, the Damage per Second and Time to Kill values are the best in the game, and this is the showcase of the entire series. The XM8 family provides familiarity between multiple classes. Basically, it's a submachine gun up close, an LMG at range. It beats out everything else. The downside is a bigger recoil than any other gun, but bursting cures everything.
2.) M416. This is the XM8's little brother. Same damage with a 50 RPM lower rate of fire. This gun has very minimal recoil compared to the big brother which means it does slightly better at range. That doesn't mean it's the best at range, (that designation goes to the AEK/M16) but it is extremely versatile. Good irons, controllable firerate, and wonderful sounds (like molten iron crackling at the air) make this my current #2.
3.) AEK. Start of the second tier. Ok, this one was tough between the M16 and this. The differences between these two lie in the recoil and the burst fire system. The AEK is automatic and has extremely clear iron sights, low recoil (like the M16) and a good, 800 RPM fire rate that ties it with the M16 as the best in DPS and TTK at range. Simply, the AEK gets the nod here because you can (A) tap fire at range and spew out only 1-2 bullets and (B) hold the trigger down at close range, letting you focus on CQB and not pulling the trigger every 1/4 second or so.
4.) M16. The thing that the M16 has is much more vertical recoil. Both the AEK and M16 kick about the same amount in my experience, but the M16 kicks vertically. This IS the superior weapon between 30-80 M, and if you can control the engagement range, it will help you out with tons of kills. Unfortunately, it doesn't QUITE have the diversity that the AEK has, and it seems like you need the ACOG (not a bad thing in the Assault Kit). Deadly when range dictates.
5.) F2000. Start of the bottom tier. This gun is just fun, yet it's full of contradictions. It has the hip fire accuracy of a normal SMG, and it has sighted still inaccuracy, meaning that it should be a Close Quarter gun. However, the close DPS is definitely lacking when looking at the AUG, XM8, and M416. It does have a devilishly fast fire rate at 900 RPM, and it is the best AR when firing on the move. However, you are going to have a difficult time hitting long range targets, making this a close range gun with somewhat minimal long range ability, even compared with a lot of SMGs, due to inaccuracy when still and sighted. It basically is a shotgun, so if you like the 40MM Shotgun attachments, you can feel free to explore your other options. Still, I like the gun a lot, inexplicably. I just don't get the kills that I usually do with other ARs. One last thing, it's terrific when shooting while on the move at close-mid range.
6.) AUG. It was close between this and the F2K. Basically, this is the poor-man's M416. Unfortunately, it has more kick and lower long range damage. That really kills the weapon. The only bonus it gets over the M416 is a better accuracy when sighted and moving, big whoop when the kick is near twice as big. The sound is quite nice, I just wish that the gun that accompanied it was a bit better.
7.) AN-94. Oh how the mighty have fallen. It was at one point where this was the undisputed king of the Assault Rifles, perhaps all weapons. After a few nerfings, it has turned into somewhat of a crappier marksman's rifle, like the M14 or M1. It still kicks ass at sniper range with an ACOG on it, but basically with a limited fire rate, an awkward 2 round burst, and pretty awful DPS, not to mention nearly unusable iron sights, (why would you try anyway?) it neads to be used at 80+m to get anything out of it, unless you have the drop on the guy.
More to come!
|
|
|
Post by 418Y on May 6, 2011 17:07:39 GMT -5
Nice work Bro
|
|
|
Post by SheWolf on May 7, 2011 12:04:29 GMT -5
mad kudos to you, sire! do them engineer toys next please
|
|
dog
True Bro
woof
Posts: 10,608
|
Post by dog on May 7, 2011 14:27:16 GMT -5
Den's gun review: AEK-971 ★★★★☆ A weapon with no negative. It's average ability leads to many positives. All around good. Awesome iron sights. XM8 ★★★★☆ Slightly more power up close and slightly less speed than the AEK-971. Benefits over the AEK in close range combat, less than 20m. Suffers at a distance ever so slightly because of the recoil. F2000 ★★★☆☆ Less power and slightly more speed than the AEK-971. It has a fairly tight grouping in extended bursts but can be unpredictable at times. AUG ★★☆☆☆ A slower, weaker version of the XM8. Serves no purpose when others are available. AN94 ★★★★☆ A burst rifle with greater accuracy than most other automatic weapons in the game. The slow rate of fire is a boon to its high precision at a distance. The recent patch has knocked it from its seat of power in close combat, defeated by most others in killing potential. Its iron sights are below the point of aiming. Goes great with a 4x Scope, though. M416 ★★★☆☆ A version of the AUG with slightly greater long range damage and less recoil. Its iron sights are below the point of aiming, similarly to the AN94. M16A2 ★★★★☆ A burst fire version of the AEK-971. The burst function enforces a bit of discipline on heavy trigger fingers. Too bad it is the last Assault Class weapon to be gained. ----- 9A91 ★★★☆☆ Power type SMG. The one bullet more damage at a distance is no trade off to the ten less bullet capacity. Has a negligible accuracy advantage that only comes into play with excessive automatic fire. SCAR ★★★★☆ Power type SMG. A superior capacity with negligible less accuracy from excessive automatic fire than the 9A91. UMP ★★★★☆ Power type SMG. Superior initial accuracy on the move and the average in capacity between the 9A91 and SCAR. XM8 C ★★★☆☆ Balance type SMG. Has a much more erratic level of recoil than the AKS74u (and most other guns). The small speed advantages make it a superior choice at close range. AKS74u ★★★☆☆ Balance type SMG. Has a steadier recoil that gives it a range advantage over the XM8 Carbine. UZI ★★★★☆ Speed type SMG. Ultimately, the Speed types best the Balance types since the trade of damage for speed is better. As of the recent patch, it's damage advantage is a bigger plus over the minor difference in speed. A stronger upwards climb prevent it from being as good at long range as the PP2000. PP2000 ★★★★★ Speed type SMG. It has a minor advantage in accuracy both in spread and recoil over the Uzi and a fair advantage in capacity over the other SMGs. High accuracy, speed and capacity give it the edge over other SMGs, especially at long range. ----- PKM ★★★★☆ A powerful starting LMG, average in most other aspects. No flaw other than being belt-fed with a long reload like most of the machine guns. M249 ★★☆☆☆ Weaker than most LMGs at a distance with only a small advantage in speed. However the doubled capacity and low recoil among other LMGs are somewhat inviting for mid range combat. It will lose out by a hair against any other LMG up close or at a great distance. T88 ★★☆☆☆ The T88 is a weaker version of the PKM with double the capacity. The extra hundred rounds isn't much of a direct benefit to being fundamentally inferior in power to the PKM. M60 ★★★☆☆ An LMG with high full automatic accuracy and low recoil when sighted. It is the go-to LMG for long range shooting, however it pales in comparison to the PKM (and most other LMGs) in any other encounter. XM8 LMG ★★★★☆ An LMG with average damage and accuracy among LMGs. Advantages in firing and reloading speed. A weapon with no faults and good at any range. MG36 ★★★★☆ A version of the XM8 LMG with a built in wide open scope. The faint red dot is difficult to use in some maps. However the lack of obstruction is a good incentive to take it over the XM8 in some scenarios. MG3 ★★★☆☆ Recent patches have made it a significantly powerful weapon due to its high speed. A better trade of damage for speed than the M249, however it is not a weapon meant for ammo conservation. ----- M24 ★★★☆☆ An average bolt action rifle with a standard crosshair scope. T88 S ★★★☆☆ An average semi-automatic rifle with a chevron crosshair. SV98 ★★★★☆ An average bolt action rifle with a chevron crosshair. Also has double the capacity of the other bolt rifles. SVU ★★★★★ A silenced version of the T88. The most efficient Recon Rifle for designated marksmen. GOL ★★★☆☆ An average bolt action rifle with a thicker solid crosshair than the M24. A slightly slower rechamber time than the M24 and SV98. It has the benefit of no up-down scope sway like the other rifles (PC only). VSS ★★★★☆ Another silent rifle. Fully automatic. Statistically comparable to the current-patch G3 rifle. Extremely useful for offensive Recons who aren't trying to be "Snipers". M95 ★★☆☆☆ A slow bolt action with no benefit over the other bolt actions against infantry. However the damage against light vehicles has a bit of a utility purpose. Unless several M95 rifles are firing at a helicopter (and you should hope such a thing isn't happening), the damage isn't going to add up fast enough. ----- M9 ★★★★☆ The balance of power and capacity. A great choice for close and mid range combat. MP443 ★★★★☆ A great gain in capacity over a minor loss in power from the M9. Great for suppressing and shootouts at any range. 1911 ★★★★☆ A significant gain in power but with a significant loss in capacity. Doesn't benefit much from Magnum ammo so its options are open. REX ★★★☆☆ A redundant gain in power over the 1911 with a significant loss in reload speed. However with Magnum ammo, a single headshot up close is lethal. M93R ★☆☆☆☆ Low damage and accuracy. Even if it did land a hit, said hit is minor. ----- THOMPSON ★★★☆☆ Compared to the Engineer's SMGs, the Thompson is below average. However it has superior initial accuracy while on the move when sighted compared to most weapons. M14 ★★★☆☆ A scopeless version of a semi-automatic sniper rifle. The sights are below and slightly to the right of the point of aiming, making distance shots troublesome. M1 GARAND ★★★★☆ Slightly less in capacity and reload speed than the M14. Also suffering from sights below the point of aiming, however not to such as degree as the M14. A novelty weapon, though not actually all that bad. G3 ★★★★☆ A powerful, slow assault rifle that suffers greatly from inaccuracy with automatic fire. With a steady trigger finger and three or four round bursts, it is an efficient weapon. ----- M870 ★★★☆☆ A standard pump action shotgun. Has a small frame that won't obscure the screen. SPAS ★★☆☆☆ A standard pump action shotgun. The stock is still folded, causing a large portion of the screen to be obscured behind the weapon. NEOSTEAD ★★★★☆ A pump action shotgun with a significant reload speed advantage over the SPAS and Remngton. SAIGA ★★★☆☆ A standard semi-automatic shotgun. The single shot function makes it a more effective mid range weapon when used with Slugs over the USAS. USAS ★★★☆☆ An automatic version of the Saiga. A superior point blank buckshot weapon over the Saiga for the mere fact that is is full auto. 40mm SHOTGUN ★★★☆☆ A significant powerhouse of a buckshot shotgun. A do-or-die type of weapon due to the single round capacity and only two round reserve. The power advantage makes it a "do" in the hands of a trained twitch shooter. A dud for anyone else. Any change in opinion, Den?
|
|
|
Post by raxcoswell on May 8, 2011 12:36:20 GMT -5
i always find these things bizarre. Not only are they incredibly subjective ('good irons'), but the ratings are always odd. Like putting the M416 and the AUG so far apart in the AR rankings when they're practically the same. Wild stuff. A less binary/discrete 'good/bad' version like Den's is of some utility, but on the whole I've never really gleaned anything from these. A summing up of facts and characteristics is useful, some 'tier list' is a nonsense, imo.
|
|
|
Post by SheWolf on May 8, 2011 12:42:54 GMT -5
ah, you take those things too seriously. mainly they are fun to read and discuss about. in the end everybody will pick the weapon he or she is best with anyway, all the raw information is avaiable for everyone regardles. (for us bros at least)
|
|
|
Post by zealotguy on May 9, 2011 13:33:55 GMT -5
|
|
|
Post by raxcoswell on May 10, 2011 8:29:46 GMT -5
I feel bad for raining on everyone's parade. I guess for once it was me taking it too seriously like you said. I read zealot's reviews, and I dig how he basically just loves every gun. This is a great attitude. To make my peace with you all I'll do a little pistol review for everyone!
M9: this is what you'd expect from your starting pistol I guess. A lovely all-rounder that makes a great choice for basically any class in any situation. It looks pretty good.
Grach: yeah this one is my favourite by far. Like the M9 only its capacity is a gorgeous 17. It also looks like how a future gun would look in an 80s film and iirc makes a better noise than the M9. This is always my sidearm if I can't think of a reason for it not to be. Especially great if it's going to be seeing more extensive use (shotgunners and snipers shouldn't leave home without it!)
M1911: powerful, but that tiny capacity. I see this gun so much on the various clowns who get in my way, especially recons. Always bothered me. This is a pretty terrible choice for a recon all told. What if you get in a fight that lasts 2 or more seconds? You're ruined! It is however still a pretty solid weapon, but I think its brief spurts of high-power bullets would be better suited to the engineer or assaultsman who finds himself with an empty carbine during a firefight, and in need of a decisive clinch weapon.
REX: this gun is terrible and I hate it. By far my least favourite gun out of all the guns in the game. Basically, it is a gun that isn't really designed to be fired. Especially not in anger something alive. You get six slow, inaccurate bullets to play with. It also looks dumb.
M93r: this gun is terrible and I love it. Just so openly useless, it can't help but be charming. It looks good and is satisfying to fire. However it is of little or no practical use beyond its effective range of 15-18cm.
Tracer: dear old tracer. I see people saying to stick this on your medic kit because hey, you've already got all those other bullets. This is terrible advice. If your LMG runs out of bullets, it's going to be gone for a while. Reloading whilst an aggressor is within a week's walk is suicide. If you run dry during a firefight, you'll be down to your pistol for the forseeable future. There is little more depressing than the panicked wringing of your hands in the seconds before your death as you dramatically unholster this ugly little thing and pathetically fire a little red candle into your foe. Also, really, the medic should be the last one in the squad to see any vehicles. On the whole, I only tend to use it on maps where protracted close-range fighting is unlikely, or where it will be particularly efficacious. Heavy Metal would be an obvious choice, the opening movements of valparaiso and isla innocentes another. It's a commitment to take this in to battle as a weapon, and one I'd only make if I was sure I would get good use out of it.
|
|
|
Post by rubionubio on May 11, 2011 1:14:34 GMT -5
About the only map I where I get good use of the tracer is Harvest Day. Especially on Rush in the early stages. Taking out the enemies tanks makes it basically impossible to take out that first base!
|
|
|
Post by kirbyderby on May 11, 2011 8:16:38 GMT -5
Out of ammo? Easy solution
1: Switch to Tracer 2: Shoot bad guy with tracer 3: Pull out RPG 4: ??? 5: Profit.
|
|
TheLegendaryJ
True Bro
If your reading this you don't need glasses...
Posts: 154
|
Post by TheLegendaryJ on May 11, 2011 14:17:30 GMT -5
Dear god I haven't been on here for so long. I'll tell you the weapon I hate the most. ... Okay every weapon I used so far I was decent with. Except one. The slowest missile launcher in the game with the homing ability where you point and it goes there (I know that's a bad description but I can't remember the name.) Basically it's so slow that people can actually run away from it, helicopters are too fast for it, it can't hit anything moving sideways on your screen and you practically standing still like an idiot aiming in plain view waiting to get shot. Now for the other two launchers that I do know the names to. RPG and Carl. RPG is what you expect from a Rocket Launcher in a game, one hit killing small vehicles and two hit killing tanks. With the Explosive Damage Perk, just point, shoot, boom... oh yeah. Even though I can't stand the speed and drop rate of the rockets, I wouldn't use anything else for demolition of EVERYTHING! Carl Gustav I would never want to use on tanks, ever. It doesn't do enough damage for people to freak out about, takes at least one extra rocket to kill them, not as versatile when following a traced vehicle, and takes less health off the M-COM when trying to destroy it. But when it comes to killing off infantry, nothing is more magical. Honestly it turns the Engineer into a Recon when it comes to sniping. It has a higher blast radius, fly's faster and less drop. This is by far the best weapon in the game in my opinion. ... But not as good the Repair Tool.
|
|
|
Post by klokateer on May 12, 2011 8:29:16 GMT -5
You're thinking of the AT4 and it sounds like you need to spend a few hours with it before you judge so harshly.
It does more damage than the RPG against Vehicles and once you're accustomed to guiding the rocket, you'll never go back to tracer lock shots.
standing in the open while you guide your missile is your folly, not the weapons. Shoot from cover and guide from cover. It's very simple and effective.
lastly, it flys as fast as the CG once it speeds up. no reason to give it a negative review if you do not know all the facts of the weapon...
|
|
|
Post by kirbyderby on May 12, 2011 12:48:15 GMT -5
I love the AT4 even though I'm still learning to be effective with it. I prefer it over the RPG since I'm doo-doo terribad with tracer darts. Plus I get a nerdgasm when I take out helicopters with it.
|
|
|
Post by rudybojangles on May 13, 2011 7:42:48 GMT -5
As requested, my engineer reviews!
1.) 9A-91. Ok, hear me out. IMO, the engineer kit is the most balanced of all kits. The 9A is an identical twin of the SCAR-L (aka the scarl, thanks RussianBadger) and the UMP-45 in terms of fire rate and damage... til you get to the far damage. At 14.3, it manages to outclass a few guns that may surprise you - namely, the T88 LMG and the M60 (in terms of DPS) and the AUG and M249 (in terms of TTK). Huge ups to an engineer gun that does what LMGs do at range while being very very quiet. Two glaring drawbacks can be overcome. (1) The ironsights leave no view of the space below your aim, which can be tedious, and (2) the clip is a measly 20 rounds. However, the benefit of being able to kill someone who would otherwise have time to duck to cover is tremendous, spotting alleviates the view problem, and having a handy dandy trusty sidearm can clean up sprays. Basically, you WILL get kills with this sucker (low recoil) that you won't with any other smg, if you can tap-fire the beast.
2.) XM8-C. I really wanted to give the UMP the edge here, but having the best DPS at close is pretty extraordinary. The XM8-C shares fire-rates with it's big brothers, and similar, if not a bit more cluttered ironsights, which are certainly useable. The hipfire is acceptable and medium range kills come easy, perhaps too easy. The thing that I find lacking is the medium-long range reliability (and longer). It seems like by the time I have put 6 bullets into my target, he's moved and is still sitting there with 10% health, and I am down to 5 shots left. I will try out the ACOG on it, but the RDS nets me a similar amount of kills to the irons. Lightweight is a great perk, as is extra ammo; getting close to your target and not burning through your ammo can be difficult at points, and each perk alleviates either problem.
3.) PP-2000. Ah, gotcha! No, the UMP doesn't get the nod quite yet. The PP2k is the little brother of the... wait for it... MG3. If you have looked at the stats (as I have), you see two weapons with equal fire rates and damage. You also see bullet hoses that can really reach out at range and do some massive damage. Where the 9A has stopping-power, the PP has Applicable Stopping-Power. The recoil is so small that even when firing in 4 round bursts, the PP retains a very good amount of accuracy. To help up close, it has very good hipfire and moving fire statistics, which make up partially for poor close-quarters performance DPS-wise. Polar-opposite of the XM8, use it medium-long range to excel. The problem with that is an ACOG is very helpful, but takes away your most valuable perk - extra ammo. If you are doing a lot of long range shooting, you'll want more than 3 clips-worth of starting ammo, and you won't get it without the ACOG.
4.) UMP-45. Finally. I know many people would put this one first over all others. They would be perfectly justified as well; the UMP is quite literally the best at extreme-close range where hip-fire battles dictate who wins a fight. It has a tight spread, terrific close DPS, a better mag size than the 9A, and a light penalty to firing on the move. Where the UMP is a letdown is mid to long range with the ironsights. If we are talking worst ironsights in the game, the UMP has to be a contender. Where the M60's are fun, the M14's are passable, and the Uzi's are closed, the UMP's are just plain frustrating. This means that most players (myself included) are going to be relying on a reflex sight for their first perk. Ugh. The engineer class on average (IMO) benefits the most from having a freed-up first slot. Extra explosives can make the difference between 2 and 3 tank kills, or 0 and 1 heli kills, and lightweight can get you to the cover in flank that you wouldn't be able to get in, where you can benefit from your silenced weapon. Alas, the UMP does things right otherwise, and is great for a SPECACT choice if you are done with the MG3.
5.) Uzi. Problem ironsights and high recoil both haunt the Uzi, but look at the gun on paper; it has the highest long range AND average DPS. The irons on the gun aren't going to help a lot in the longer range kills, however, so it's almost a wasted damage. Nice to have in a pinch, but you are going to end up putting a bunch of bullets down range before you get the kill that you were looking for. Whereas the PP2K is a pushcart on rails, the Uzi is a bucking bronco - sure you get more energy out of a bronco than a pushcart, but it's applied in all of the wrong places. The hipfire is decent, borderline good, but there is really only one place that this gun has over the other SMGs - nearing the edge of the end of the damage dropoff (25-35m). Limit your engagements to there and you should be ok. Still, at that range, take the G3 or any assault rifle/a lot of LMGs.
6.) SCAR-L. It's an assault rifle that can't keep up with most of the assault rifles. Look at the recoil, hipfire, and sighted and moving inaccuracies and see why. This weapon has good to very good ironsights and a 30 round clip, but can't really hold a flame to the 9A/UMP. Still, it doesn't stop a lot of people from using this gun. However, when they realize what else is out there, (and they will) they will inevitably switch to one of the better (20 damage) SMGs. I think that if this weapon was retooled to be the 8th assault rifle, it would be more at home. Right now it's taking the position as the awkward cousin at the family reunion, like the AK-74 in BLOPS. Don't use sights on it, the beauty is that it has the best sights between it's two 20 damage brothers. It's only a glimmer of hope though.
7.) AKS-74U. It's the poor-man's XM8-C. Same damage, lower ROF, less recoil, but more unpredictable. Marginally better hipfire spread is beat out by less DPS. Basically,, it used to be better than it is, now it's pretty much outclassed. How DICE manage to make the worst guns sound the best is still beyond me, but this is the only silenced SMG that sounds like a real killing machine. That doesn't help when you are trying to be stealthy, but if you like pretending that you are a badass SPETZSNAZ (or however you spell it) in an 80's covertop, then go for it. It just fails to excel at anything (even the irons are a bit more busy than some of the others).
There you have it. I could do the Recon Kit next, but it seems like it would be a waste of good time considering the considerable differences between each weapon. Plus everyone knows that the VSS is a bit too powerful. ;D
|
|
|
Post by raxcoswell on May 13, 2011 8:38:43 GMT -5
Yeah I more or less agree with your engi ratings. Little switches here and there (I'd go XM8 top and maybe UMP piping 9A91) never thought the SCAR was bad, but at the same time, once I switched to others I haven't looked back. My main disagreement would be that I actually think the XM8c and other very quiet ones sound excellent. Tap-firing that with all the hollow little tick tick ticks is great. Engi guns on the whole are a little more homogenous than other ones - there's nothing I really hate. But then again, must be a reason we like the same ones.
|
|
novem
True Bro
Posts: 193
|
Post by novem on May 13, 2011 11:38:24 GMT -5
My list: XM8 >= AEK > M16A2 >= M416 >= AUG > AN94 > F2000 XM8C >= UMP = 9A91 >= PP2k > SCAR > AKSU > UZI
|
|
|
Post by panocek on May 17, 2011 14:41:50 GMT -5
As we started discussion about point of view... ARs: 1) XM8 - the best (for me) assault rifle. Not because of good rate of fire, not too slow, not too fast, high damage, nice all around iron sights, quickest reload, tightened spread when ADSing with 40mm shotfun but because of this helps enough to score few Smoke Skill Cannon kills at mid to long range. 2) AN-94 - old favorite of many, now pretty much forgotten. Call me wicked, but I've found iron sights to be decent, especially at long range. Red dot and ACOG aren't accurate enough for me and takes my spec of choice away - extra nades. With some recoil countering double headshot can be achieved. And it stays accurate enough with 600rpm macro/mouseraping. 3) AEK - ironsights that are genius at first shot and awful at second, mounted on weapon with flat decent damage and somewhat high rate of fire. Decent up close, at mid and long range. Just burn through magazine a bit too fast. 4) HK416/M416 - XM8 with slightly less rate of fire and recoil, more open iron sights, but misaligned - at mid range aiming for chest often yields headshots, but at long range range is annoying. No point for use when XM8 is around. 6) Steyr AUG - my real life favorite, but in game is not that great. Decent good mix up of F2000 and HK416, slightly better accuracy when moving versus 1 more bullet to kill at range. And awful iron sights and surprisingly, this weapon have a kick, horizontal mainly. I forget - M203 farts nicely when reloading, for example 40mm shotfun with super tight spread. 6) F2000 - trade 1 bullet more to kill for 50 bullets faster rate of fire from AEK and accuracy boost. Though, with marksman and working properly hit reg, its awesome hipfire and mid range rifle, as long as you are not out of ammo. 7) M16A2 - burst firing AEK, with advantage of accuracy. Though, for some reason I can't fire it quickly and accurately like other player do. Iron sights are fugly, and Skill Cannon sight looks weird. Or I look weird. Or its M16. Dunno LMGs 1) PKM - old BF2 veteran comes back. High damage, somewhat high vertical recoil, good rate of fire for a LMG. Only iron sights are BIG (actually its feed cover, but whatever). And reload time is like true LMG, "belt-fed". 2) Type 88 - Again, call me wicked. This PKM brother (at least in terms of spread accuracy and rate of fire) allows to ratatatata all day with its truly belt-fed capacity - 200 rounds. Trades power of PKM for lower recoil, so staying on that window/door/hill and shoving another sheetload of lead with very clear iron sights is easy. 3) M249 - Well, I've found amusing and effective to use Minimi not as true LMG, for increasing "ammo fired" count and attracting all wookies within 500 meters, but rather as assault rifle, with option to outgun ARs and SMGs. Of course as long they don't outgun you first at range. 4/5) XM8 and MG36 are pretty much are brothers, though one were more loved by family and get default red dot sight and sharp vertical recoil. Nice assault LMGs, with short reload (for LMGs). Rate of fire is good for assault rifle and this is way how they should be used. 6) CHUGCHUGCHUG M60. Well, times of happy chugging around are in the past, now its gun that was nerfed one belt too far. And of course they forget, that M60 starts with least ammo reserve from all LMGs, barely 1 (one) belt. And this is a concern for guy who kinda often find himself out of ammo with T88 LMG, extra ammo spec and sitting an ammo box. 7) MG3 - Very nice weapon, very nice iron sights. Firing sound gives +5 for awesomeness, but its like F2000 - works great when hit reg works. And its ammo supply (at least for me) is a joke with that rate of fire.
|
|
|
Post by Danthemanpr on May 19, 2011 10:32:56 GMT -5
M1911: powerful, but that tiny capacity.......This is a pretty terrible choice for a recon all told. What if you get in a fight that lasts 2 or more seconds? You're ruined! Land your shots consistently, and no fight will last more than 2 seconds My reviews: I like all the guns. Except the Spaz. That shit is Satan's aborted after-birth. But in all seriousness, I mostly agree with Den's ratings. Some of the guns are objectively better than others, and I think he nails it for the most part.
|
|
|
Post by klokateer on May 19, 2011 12:38:55 GMT -5
My reviews: I like all the guns. I'm the same way. I realized a while back that the differences in TTK, reload, and spread are not so significant to cause a disadvantage from one gun to the next. MOST firefights in the came take place from behind cover while people shoot at nachos anyway. What REALLY is the distinguishing factor about the guns is how you use them. Each gun has it's only style. Finding that style and using it to your advantage makes EVERY gun awesome in the right hands.
|
|
|
Post by raxcoswell on May 19, 2011 20:12:14 GMT -5
except for the REX that thing is gross
|
|
|
Post by kirbyderby on May 19, 2011 22:44:40 GMT -5
You could just run around with magnum and go for headshots...
|
|
TheLegendaryJ
True Bro
If your reading this you don't need glasses...
Posts: 154
|
Post by TheLegendaryJ on May 20, 2011 12:49:05 GMT -5
You could just run around with magnum and go for headshots... It only gets you so far, running around with magnum on the M14 decimating everything in your path will soon be blasted away by the dude that just came around the corner with a 40MM Shotty.
|
|
|
Post by klokateer on May 20, 2011 15:12:52 GMT -5
except for the REX that thing is gross when you don't use it correctly, yes. the rex is a great gun if you have steady aim and patience. magnum makes it a OHK in normal mode if you headshot your opponent. OHK pistol... lol
|
|
|
Post by Danthemanpr on May 23, 2011 13:30:19 GMT -5
I'm the same way. I realized a while back that the differences in TTK, reload, and spread are not so significant to cause a disadvantage from one gun to the next. Yeah. I still use the T88 from time because it's chunky and fun. I'm sure if you checked my stats over time you would find that I don't do as well with it. But... it works well enough, and I find it more enjoyable than the PKM. Some of the guns are just terrible (Raffica), but among the Assault rifles and LMGs there isn't as much difference as people really think. So I use what I feel like using, and don't worry too much about whether it is the "optimal" gun.
|
|
|
Post by nox on Aug 4, 2011 18:28:42 GMT -5
As requested, my engineer reviews! 1.) 9A-91. Ok, hear me out. IMO, the engineer kit is the most balanced of all kits. The 9A is an identical twin of the SCAR-L (aka the scarl, thanks RussianBadger) and the UMP-45 in terms of fire rate and damage... til you get to the far damage. At 14.3, it manages to outclass a few guns that may surprise you - namely, the T88 LMG and the M60 (in terms of DPS) and the AUG and M249 (in terms of TTK). Huge ups to an engineer gun that does what LMGs do at range while being very very quiet. Two glaring drawbacks can be overcome. (1) The ironsights leave no view of the space below your aim, which can be tedious, and (2) the clip is a measly 20 rounds. However, the benefit of being able to kill someone who would otherwise have time to duck to cover is tremendous, spotting alleviates the view problem, and having a handy dandy trusty sidearm can clean up sprays. Basically, you WILL get kills with this sucker (low recoil) that you won't with any other smg, if you can tap-fire the beast. 2.) XM8-C. I really wanted to give the UMP the edge here, but having the best DPS at close is pretty extraordinary. The XM8-C shares fire-rates with it's big brothers, and similar, if not a bit more cluttered ironsights, which are certainly useable. The hipfire is acceptable and medium range kills come easy, perhaps too easy. The thing that I find lacking is the medium-long range reliability (and longer). It seems like by the time I have put 6 bullets into my target, he's moved and is still sitting there with 10% health, and I am down to 5 shots left. I will try out the ACOG on it, but the RDS nets me a similar amount of kills to the irons. Lightweight is a great perk, as is extra ammo; getting close to your target and not burning through your ammo can be difficult at points, and each perk alleviates either problem. 3.) PP-2000. Ah, gotcha! No, the UMP doesn't get the nod quite yet. The PP2k is the little brother of the... wait for it... MG3. If you have looked at the stats (as I have), you see two weapons with equal fire rates and damage. You also see bullet hoses that can really reach out at range and do some massive damage. Where the 9A has stopping-power, the PP has Applicable Stopping-Power. The recoil is so small that even when firing in 4 round bursts, the PP retains a very good amount of accuracy. To help up close, it has very good hipfire and moving fire statistics, which make up partially for poor close-quarters performance DPS-wise. Polar-opposite of the XM8, use it medium-long range to excel. The problem with that is an ACOG is very helpful, but takes away your most valuable perk - extra ammo. If you are doing a lot of long range shooting, you'll want more than 3 clips-worth of starting ammo, and you won't get it without the ACOG. 4.) UMP-45. Finally. I know many people would put this one first over all others. They would be perfectly justified as well; the UMP is quite literally the best at extreme-close range where hip-fire battles dictate who wins a fight. It has a tight spread, terrific close DPS, a better mag size than the 9A, and a light penalty to firing on the move. Where the UMP is a letdown is mid to long range with the ironsights. If we are talking worst ironsights in the game, the UMP has to be a contender. Where the M60's are fun, the M14's are passable, and the Uzi's are closed, the UMP's are just plain frustrating. This means that most players (myself included) are going to be relying on a reflex sight for their first perk. Ugh. The engineer class on average (IMO) benefits the most from having a freed-up first slot. Extra explosives can make the difference between 2 and 3 tank kills, or 0 and 1 heli kills, and lightweight can get you to the cover in flank that you wouldn't be able to get in, where you can benefit from your silenced weapon. Alas, the UMP does things right otherwise, and is great for a SPECACT choice if you are done with the MG3. 5.) Uzi. Problem ironsights and high recoil both haunt the Uzi, but look at the gun on paper; it has the highest long range AND average DPS. The irons on the gun aren't going to help a lot in the longer range kills, however, so it's almost a wasted damage. Nice to have in a pinch, but you are going to end up putting a bunch of bullets down range before you get the kill that you were looking for. Whereas the PP2K is a pushcart on rails, the Uzi is a bucking bronco - sure you get more energy out of a bronco than a pushcart, but it's applied in all of the wrong places. The hipfire is decent, borderline good, but there is really only one place that this gun has over the other SMGs - nearing the edge of the end of the damage dropoff (25-35m). Limit your engagements to there and you should be ok. Still, at that range, take the G3 or any assault rifle/a lot of LMGs. 6.) SCAR-L. It's an assault rifle that can't keep up with most of the assault rifles. Look at the recoil, hipfire, and sighted and moving inaccuracies and see why. This weapon has good to very good ironsights and a 30 round clip, but can't really hold a flame to the 9A/UMP. Still, it doesn't stop a lot of people from using this gun. However, when they realize what else is out there, (and they will) they will inevitably switch to one of the better (20 damage) SMGs. I think that if this weapon was retooled to be the 8th assault rifle, it would be more at home. Right now it's taking the position as the awkward cousin at the family reunion, like the AK-74 in BLOPS. Don't use sights on it, the beauty is that it has the best sights between it's two 20 damage brothers. It's only a glimmer of hope though. 7.) AKS-74U. It's the poor-man's XM8-C. Same damage, lower ROF, less recoil, but more unpredictable. Marginally better hipfire spread is beat out by less DPS. Basically,, it used to be better than it is, now it's pretty much outclassed. How DICE manage to make the worst guns sound the best is still beyond me, but this is the only silenced SMG that sounds like a real killing machine. That doesn't help when you are trying to be stealthy, but if you like pretending that you are a badass SPETZSNAZ (or however you spell it) in an 80's covertop, then go for it. It just fails to excel at anything (even the irons are a bit more busy than some of the others). If i was looking for a SMG (besides the UMP) that does well when hipfired (i hipfire more than 50% of the time, so the best hipfiring gun) and does decent over long range, which SMG would be my best bet? I've been looking over the stats for each weapon and i'm leaning towards the Uzi. It seems to have good hipfire, but damn that recoil is giving me second thoughts. The PP-2000 looks good too, but that thing spits out bullets way too fast.
|
|
|
Post by rubionubio on Aug 4, 2011 19:44:06 GMT -5
I like the Uzi a lot, but only with Magnum. I just absolutely hate the gun without it, and the irons are either love or hate. For hipfiring it's my fav (not counting the UMP which is just plain good all around) but I have games where trying to longshot with the irons is just an exercise in ball-punching.
I know a lot of people swear by the PP2k for long range shots but for me it's stupid. Blows through a clip way too fast for my taste, and I hate the feeling of getting 7 or 8 hitmarkers only to see them escape your wrath and heal up. I realize the UZI is not much better, but again, I use it primarily for the hipfire without sacrificing long range totally.
I actually do really well with the XM8c as well. Obviously it's a beast up close, but for me it's great in several other important areas: the irons are bar none, the visual recoil is easy on the eyes, it's extremely quiet (seriously, it's got to be the quietest SMG), looks pretty good, is unlocked early (important if you're always making new dudes like me), and I just FEEL confident using it. If I had to pick one SMG to use without knowing the map/situation I was going into, it would be the XM8c. It's primary weakness is that it's not great at long range (numbers-wise, YMMV) but in most maps there is a good combat zone for you to patrol that doesn't expose you to long sightlines where you will be outgunned.
|
|
|
Post by saddaminsane on Aug 4, 2011 21:42:08 GMT -5
UMP all the other SMG's are akward in my hands, and i actually love the iron sights :/ With magnum at 2 headshots per kill , just hipfiring at someone's face produces the most consistent SMG for me. Tap firing at stupidly far ranges can also be quite effective despite the thick irons, and it feels more natural when aiming for the face with the circle+stick sights. Running into AR's at mid range isn't a problem either as long as they don't get the jump on me. Perhap's im using SMG's wrong, but UMP is the only SMG i can use effectively, took me a long time of dying with the other SMG's to unlock it.
|
|
|
Post by nox on Aug 5, 2011 8:53:25 GMT -5
I like the Uzi a lot, but only with Magnum. I just absolutely hate the gun without it, and the irons are either love or hate. For hipfiring it's my fav (not counting the UMP which is just plain good all around) but I have games where trying to longshot with the irons is just an exercise in ball-punching. Tried this. Its a damn beast up close. Had 2 enemies run into my bullets and before i knew it they were. I haven't really had any issues with the recoil, to be honest i don;t really see much of a difference to the UMP. Thanks for the input.
|
|
|
Post by grimnebulin on Aug 5, 2011 11:30:42 GMT -5
The UMP, UZI, PP-2000 and, oddly, F2000 have very similar handling characteristics (e.g., Spread, Spray and Recoil -- most variable on the last). Obviously, their damages and clip sizes vary wildly.
Hip firing wise, I'd recommend the UZI or UMP... sighted, the 9a-91 or XM8C.
I rarely, never use magnum on an Engineer kit (body armor, ftw) so biased in that way to favor the 9a-91 on large maps (i.e., mostly sighted fire) and the UZI on smaller maps (i.e., hip-firing more frequently).
0.02
|
|
|
Post by ][nquisitor Mateo on Aug 5, 2011 18:00:57 GMT -5
G3: Perfect gun for any situation. Fire at a perfect 300 RPM and the bullets hit exactly where you aim.
No recoil, no spray.
Best used with a 4x.
|
|