POPULARKilling Time❤️🍕


POPULAR[Guide] Dream of One Shot One Kill, All of SRs Review

Greeting! It's been a long time Mooters! This is #BO4Weaponguide #BO4Gunsguide
This time, I will review the most attractive categories at a glance. Sniper-Rifle (SR) In short, a sniper's gun. Let's look at the features of SR in Black Ops 4.
1. Very high accuracy and penetration
2. Single bolt action based
3. One shot in headshots
Accuracy and penetration is important things in SR because of course it is the strongest. The SRs on Black Ops 4 are mostly based on single-bolt action. It is a way to load through a process of shooting a pair and pulling the lever and putting the next shot into the chamber.
Well ... of course, the speed is slow, and I often have to walk everything in one pair. It's a man's dream.
Headshot 1 shot 1 kill is an important part of the game, like the Rainbow Six, which is either 'unconditionally' on the system, or the damage is over 150 at the time of the headshot.
Anyway, all current SRs have one shot in headshots, especially Paladin and KOSHKA, with High Caliber, one shot in the upper body. Only the SRs are allowed to breathe when zooming in. This game is surprisingly large at the time of zooming by breathing. The SRs will then activate the breath hold function, which will hold the immobilizer for about 5 seconds if you hold down the L3 key. After this time, the breath will fade and the breath will shake more and more. It's possible. Because of this, SRs have dedicated attachments related to this bounce function.
Stabilizer 1 reduces the fluctuation caused by breathing during zooming,
Stabilizer 2 increases breathing time. 2 is unique to Paladin.
1. Paladin HB50
It is a one-shot sniper gun that is basically given at level 5. But it is a master craft gun that has been firmly in the top of the SR after the patch because of its powerful damage and proper attachments configuration, low fire level to high performance, and the enemy upper body.
The damage is highest among all the main weapons, not only among all SRs. On the other hand, the accuracy is lowered somewhat, but it does not become a big problem when aiming at shooting, but it is almost as if the aiming shot is almost right.
Therefore, it is important to increase the reload speed of these guns. As you can see from the description of attachments below, Paladin is yes. There is no such thing. The slowest, but the most heavy one shot. That's the man's rifle, Paladin.
■ Sights
Paladin actually has the most sights of all SRs. In general, ACOG is used a lot, but some people use detectors, holograms and even iron sight.
■ Attachments
'Stabilizer' is only attachments to SRs, Paladin is the only two mountable. Also, the only attachments that are unique to Paladin are automatic loaders, which are attachments that allow you to load without releasing the zoom in. When you look at the attachments composition, Paladin's style, which the crew wants, is located in a certain area and you can use it to zoom in beforehand and kill the enemy that appears. If you go into the game, you can see it easily, experienced users are slaughtering newbie with Paladin. If you go to Reddit, you could see many users complaint Paladin needs nuff with this issue. However, if you try it, it is surprising that this game has a wide range of targeting so Paladin is a relatively easy to use gun for beginners.
SRs are basically good penetrating power, especially Paladin can get FMJ II, so you can try on the month's shotgun, but Paladin is a one shot gun, so it's efficient .
Wearing gloves with only FMJ1 You can improve efficiency against users, but the correlation between armor and FMJ is still a much needed part of your research. Paladin does not have an operator mod.
2. Outlaw
It is a revolver type bolt action single shot sniper rifle. It is in the form of a revolver rather than a magazine, but reloading is done 9 times at once, like the "Tubular Magazine" of the MOZU revolver. Accuracy is the best among the SRs, so it fits well with the aiming fire, and the speed of fire will be the 'pulling speed of the lever'? This is the fastest of the bolt-action SRs. It is a sniper rifle capable of shooting at almost one shot per second as you become accustomed to the attachments described below.
■ Sights
The SRs have the fewest number of sights, but it does not matter if they have anything to do.
■ Attachments
Rapid fire, Quickdraw and Stock are attachments that illustrate OUTLAW's identity. In particular, in the case of rapid fire, it is said that the rotational speed of the chamber is described, but in reality, it can be said that the lever pulling speed is faster. That is, the interval between firing is shorter. Because of this, it is not semi-automatic, but it is possible to have a very crazy auto fire. For bolt action. In the case of a vertical knob that reduces the kickback during a firing, it is also useless to bolt action sniper guns, but it is attachments that produce synergies when combined with the OUTLAW snapshots.
The identity of OUTLAW can be seen as 'speed & lightness'. It is a sniper rifle that quickly pours a shot while moving quickly, but the bolt action is a bolt action in the end. The fact that you do not have a single upper limb when you put a High Caliber on anything is basically a fatal flaw in the bolt action rifle OUTLAW. OUTLAW is a very hard-to-grow gun. Nonetheless, the reason for raising this gun is because of the operational mode.
■ Mods : Bolt Cylinder
Let's get this out of three at a time! I mean Burst. Of course, if you get all three shots, you will be killed by your arms and legs. High Caliber If you mix the upper body and die in two feet. Note that this burst is very fast. One thing to keep in mind is that OUTLAW has 9 basic jackpots. You can only shoot 3 times with a bolt cylinder.
Because of this, when using operator mod, 'Improved magazines' attachments are mandatory, not optional. This will increase your total grenade to 15 feet.
The problem is that Operator Mods, High Caliber, and Rapid Fire do not have a seat, but if you give up your prizes and secondary weapons and choose to fly, you can kill them in one burst, so I will choose to give up Rapid Fire and take the rest.
3. SDM
It is SDM which occupies a quite unique position in Black Ops 4 because it is the only semi-automatic rifle in SR. Due to its semi-automatic nature, many people are mistaken for DMR, SDM is a "sniper rifle" belonging to SR category. Honestly, it is a personal view, but I think it is a gun that is undervalued due to stereotypes of semiautomatic = DMR, or even one-shot monkeys in the same SR category, despite having a very well-balanced stats and balance. There are actually a handful of enthusiasts who pull out monster damage from ingame to SDM. Unless you are a high-end user, the latter is much more helpful to the team if you have a newbie with Paladin and SDM. Once you have a newbie with SR, it's a negative to the team itself.
■ Sights
Not as good as Paladin, but with a wide variety of sights. Just like DMR, the dangers with NVIR are okay.
■ Attachments
Extended Mags II and Grip II stand out. SDM, which is semiautomatically fast and has a high firing rate, is a gun that melts when it shoots. Because of this, the large magazines are quite useful attachments, 1 for 4, 2 for an additional 4. Extended Mags II has a total of 18 guns.
Continuing to zoom in on the SDM, like the Auger DMR, the Grip is also very useful. With the Paladin, there is no operator mod, so there is a lot of attachments, which is not a bad choice.
Like the Paladin, it is a single bolt action SR. Compared to Paladin, it has a firing rate of 1 square and a damage of 1 square. This one box really makes a lot of difference. Decisively, I do not have the upper body one-shot. Damage based on this patch is 140.
The launch rate is a little bit faster, but is it still a bolt action rifle, so the lever pulling speed is still slightly faster than Paladin? Killing the opponent and pulling the lever slowly, and pulling the lever down like the OUTLAW, but KOSHKA is somewhere in between. Is it ambiguous? However, due to the patch upgrade, these disadvantages of KOSHKA change into merits!
■ Sights
ACOG, Iron, ELO, NVIR (Boring!)
■ Attachments
Most notable is the Quickdraw and Laser Sight. Hip fire is good Quickdraw is the key to being a bolt action anyway. Mounting up to Quickdraw II speeds up the zooming in speed. High Caliber has made KOSHKA the biggest beneficiary in this patch! When this is installed, it becomes the same as Paladin, and one-shot can be made possible.
Quickly aim and quickly reload, 1 foot - KOSHKA
Slowly aiming, slowly reloading, 1 foot - Paladin
KOSHKA would be better than Paladin, but it is not necessarily. High Caliber opens at level 11, which is really hard to raise to level 11. No matter how fast you zoom, what do you do?
Of course, it is clear that KOSHKA is Paladin's upward compatibility when compared to full mount Paladin and full mount KOSHKA in the current state.
■ Mods : Strelok
This is a very subtle attachments, but the zoom speed is faster. The visibility is widening, these words were many attachments. So I did the experiment today. This feature probably reduces the 'sway' feature.
Let's think of this sway as something that we actually aim at with a sighted gun. Put the gun on your shoulder, put your chin on the gun, put your eye on the sights, right? In the process 'shakes' of course. I shake and the gun shakes. This phenomenon is called 'sway' (or turn-sway).
This sway phenomenon? Function? Has been used as a function to prevent zooming of real-based shooters as well as zooming in on unrealistic games.
Especially the previous works of Cole were notorious for this sway. Black Ops 4 has been shrinking at the time of launch, but ...
In other words, if these attachments reduce the sway and swiftly aim at it, theoretically KOSHKA will be a very fast sniper.
If you want to see more of my gun reviews, check the hashtag and click on the link below:
1. Multiplayer recommended ICR-7
2. Mr. Powerful MOG 12
3. Hades, The King of Hip-fire
4. An assassinable balance protector!
5. Shot Flashes Anywhere! SG12


POPULARDec. 3 Update: 1.08 Notes


POPULARNovember 27th Patch Notes


POPULARChoose the right gun for your play.

There is a commonality between weapons and distances.
= Sometimes from the Multiplayer, some players try to take the SR over long distances with SMG, and then they take the LMG and they fight at close range.
I've seen a lot.Usually. It is usually based on the position of each weapon, and if you are out of position, unless you are a high-ranked opponent, you can not use the characteristics of the weapon.
In the SR, the goal is to take a long position, preoccupy a long alley, and shoot down enemies.Or it's important to get rid of the enemy of special forces.
LMG takes a mid- to long-range position similar to the SR, but then puts pressure on the entrance of the occupied territory so that the enemy can't come in, so if they're carrying a full-blooded gun, they'repeat-face. You can think of it as a simple struggle.
You can think of AR as a result of the accurate aim and control over the enemy in a mid-range exchange. When LMG checks you, you can be shot to death with a little blood cut, or you can shoot the other AR.
DMR has a similar position as LMG, but since the accuracy of DMR is very good in medium and long distances than pressure shots, it is aimed at putting accurate dilling into each other during a struggle. The enemy is something I don't care about, but I have to be good at controlling the distance with the DMR to create a situation where I can meet the enemy.
SMG is the most near-field exchange, but it is the right position for back-to-back input. At the same time as AR, it becomes the main force of battle.
The purpose of the game is to shake the opponent's side by side or back, using very fast mobility. However, if two or more players on the five-member team follow suit, there is a possibility that the front will be pierced in the fight. Generally, bypass positions recommend one person, so up to two people are appropriate.


POPULARAre we as dumb as Treyarch and Activision think we are?

Look, I'm going to admit I preordered Call of Duty games in the past and even the newest one. With some of the recent changes and upcoming features in Call of Duty I can't help but wonder if we really are as dumb as Activison and Treyarch think we are.

Two "new" maps were found within the game files and those two new maps are *insert drumroll*

Firing Range Night and Seaside Sunset!

Of the 15 multiplayer maps we have 5 of them are remakes. Considering the original Black Ops launched with 14 UNIQUE maps it makes me think Treyarch are getting lazy.

Add on the two maps I mentioned earlier (which will most likely be paid DLC) and the total number of remakes jumps to 7. I understand some maps are worth remaking, but after hearing the community complain about some of the remakes it becomes apparent that we didnt ask for this.

I want to mention the two "new" seasonal variants we can get as well. How many of you preordered a physical copy of the game at gamestop so you could get that preorder bonus? Well that extra mile you went apparently wasnt worth it as everyone can now obtain it. For those who didnt or couldnt preorder BO4 from Gamestop, I dont expect you to be too upset over it. However, remember that free variant everyone had for the Maddox, but then lost it without any explanation? Well, that was an error on Treyarch's part so they took it back and expected us to want to buy it after already having it before.

That Treyarch employee who was fired, mentioned that no one cared if the general player got bluescreens as well unless we are large streamers. I am surprised by the lack of outrage from that.

There is SO many more things that could be covered, but let me pass the question off to you.

Are we dumb for falling for this stuff every year?

Firing Range Night and Seaside Sunset were released as free maps on November 27th.


POPULARNever miss a chance to practice for COD


POPULARYo buddy!


POPULARI'd bet right side.


[Guide] How to Pack-A-Punch

The most necessary thing to survive in zombies is to upgrade your guns. As the wave continues, more zombies come from all sides, so there is a limit to existing guns. You need a stronger weapon to deal with a powerful zombie. So the 'Pack-A-Punch' altar, which can strengthen guns, is very important in zombie mode.
The four maps of zombie mode differ not only in the map features but also in the strategy. The most popular map, "IX," introduces all relevant information, including how to summon the "Pack-A-Punch" altar, how to get to the altar, and how it will cost and effect gun upgrades.
■ Ring the Gong & Kill the Champion.
The first step in activating the 'Pack-A-Punch' altar in IX is to kill the champion from sounding Gong in the four altar rooms and win the head drop. You can find a gong near the wall of 'La altar', 'Daun's altar room', 'Odin altar room', and 'Zeus altar room', approach and interact win the champion You can call it.
If you have killed the corresponding champion in each altar and collected your head, it is time to head to the altar. When you are confused whether you have collected all of them, you can check the inventory. Go to the 'Temple' on the lowest level of the map and put the four heads gathered at the altar to reveal the 'Pack-A-Punch' altar.
■ Activate Pack A Punch
The temple with 'Pack-A-Punch' on the IX map is at the bottom center of the basement and can only be accessed through the 'Flooded Crypts’ and The Pit' . Because the passage is in the form of a circular ring surrounding the shrine, you can turn right and left to get to the 'Flooded Crypts’ or 'The Pit'.
However, since there is only one route to enter the temple from the flooded basement or the body pit, there are many cases where you can’t find it if you go around with zombies. If you make a mistake, the circular path will continue to spin round and round. Therefore, if you arrive in a flooded cellar or body pit, you should look closely at the room and look for the entrance to the temple. Below is a summary of the routes from the altar of each temple to reach the temple....
Now that you have all four of the heads, it’s time to make your way down to the Flooded Crypts. To reach this area, simply head down underground through any of the four towers that are situated around the arena. Once you reach the Flooded Crypts, head inside the Temple and you should see a statue with four spikes around it. Place the heads on the spikes and then they will sink into the ground, replacing the statue with the Pack-A-Punch machine.
■ Upgrade cost
Uses 5,000 points at first use, then reduces to 1,500 points.
If you activated the "Pack-A-Punch" altar in the temple, it is time to strengthen your guns. All guns require 5,000 points on initial upgrade. Second, additional upgrades can be made to 2,500 points, in which case the gun is randomly assigned a property option.
A total of four properties are known as 'Kill-O-Watt', 'Brain Rot', 'Cryo-freeze' and 'Fire bomb'. The attribute effect of additional hardening is not always triggered in an attack, and it affects the enemy in a probabilistic manner.
Kill-O-Watt : Give zombies a paralytic effect.
Brain Rot : Zombies help allies fight when applying effects.
Cryo-freeze : Reduces movement speed by freezing zombies.
Fire Bomb : A zombie explodes in flames and damages the surrounding zombies.
■ Caution
If you don't like the option given in the gun, you can change it from the 'Pack-A-Punch' altar to 2,500 points. However, since one of the four options is randomly determined, some properties are the same as the option before the change. If the 'Pack-A-Punch' altar has been strengthened four more times with a score of 2,500 points since the initial strengthening of 5,000 points, the cost will be reduced to 1,500 points.
As the initial reinforcement of the reinforced gun will fill up to the maximum amount, it can be used strategically in zombie mode, which lacks ammunition. However, since ammunition will not be charged from the second reinforcement, it should not be used indiscriminately by believing in the "Pack-A-Punch" altar.
I hope this guide will help you clear IX. If you want to see more of this post about Zombies, please follow me. (Click my profile!) Please refer to the link below because it is a series zombie guide.

1. [Guide] Overview of Zombies
2. [Guide] Preparations are necessary to survive!
3 [Guide] How to build ‘Brazen Bull’ the shield in IX


POPULARNov. 13 Update summary

⭐Apply PS4 first (PC and Xbox One will be available one week later.)
Nuketown MP map added to the Nuketown playlist.
Nuketown Featured Playlist added.
Bowie Knife now available. Find and wield this classic weapon for 1-hit melee kills!
To celebrate the launch of Nuketown, Zombies now spawn on Nuketown Island with a new Zombies Supply Stash spawn location behind the Nuketown sign.
Black Market
Blackjack’s Shop added.
⭐Apply PS4 and XBOX first (with PC to follow tomorrow)
Gameplay Balance (Multiple Modes)
Submachine Guns
🔫 MX9
Adjusted 5-hit kill range up to 6m (MP only).
Slightly increased ADS move speed.
Adjusted 5-hit kill range up to 3m (MP only).
Slightly increased ADS move speed.
🔫 Cordite
Adjusted 5-hit kill range up to 3m (MP only).
Slightly increased ADS move speed.
🔫 Spitfire
Increased 6-hit kill range by 3m (MP only).
Slightly increased ADS move speed.
Assault Rifles
🔫Maddox RFB
Slightly increased recoil of 1st and 2nd shots.
Echo Fire Operator Mod: Removed recoil penalty when equipped.
Reduced idle sway.
Slightly increased 4-hit kill range by 1.5m (MP only).
🔫Rampart 17
Reduced idle sway.
Slightly reduced recoil of 1st and 3rd shots.
Increased 4-hit kill range by 3m (MP only).
Tactical Rifles
Slightly reduced delay between bursts.
Reduced idle sway.
Penta Burst Operator Mod: Now implements standard burst delay.
Light Machine Guns
Reduced ADS speed.
Increased sprint-out time.
Slightly increased hip-fire spread (MP only).
Stock: Slightly reduced movement benefits when equipped (MP only).
Sniper Rifles
🔫 Outlaw
Slightly increased fire rate.
Greatly reduced idle sway.
Slightly increased ADS speed.
Updated ADS rechamber animation to make it easier to stay on target.
Recoil now centers more reliably.
Increased base damage by 10, only affecting shots to kill an already-damaged target (MP only).
Added aim-assist while hip-firing.
🔫 Koshka
Recoil now centers more reliably after the first shot.
🔫 SG12
Reduced visual effect of Strobe Light Operator Mod.
Reduced range at which Strobe Light affects aim-assist by 50%.

LV.18Good Builder

Comprehensive guide to "unsolved" Easter Eggs

This weekend, a recently-fired member of the Call of Duty team got revenge for his firing by posting a ton of Easter Egg leaks. His comments have since been deleted, but I've compiled all the relevant info here. I'll also link some video clips that will show you how to do the Easter Eggs. Just a note: this is all taken verbatim from the original posts and from other people's confirmation of the info. I take no credit for finding or writing these - I'm merely compiling it all into one clean post. Enjoy.
1. IX Viking Boat Easter Egg: Reward = Extra Perk
To do this Easter Egg, you must have wraith fire grenades and complete the Viking Funeral and Iron Bull.
First, use the shield to shoot the drumming gladiators during a gladiator round. You'll know it worked when it plays a guitar rift and the drummers will turn toward the arena and put their arms in the air. Next, the player has to melee nine zombies with the upgraded shield, while the blade is on fire. I believe there are one or two more steps of either using the WW or a certain trap to kill nine zombies. It's been changed multiple times since I last tested it so it may be slightly different or require a different amount of kills. A guitar rift will sound after completing each step. The physical reward I believe is just a random powerup. The main reward is that a destroyer will appear where the drummers and will appear to rocking out playing an air guitar. All destroyers will be able to play two animations; playing the air guitar and devil horns in the air.
There are several yellow text ciphers. One is in the room with the crying builder. Another in the center of the pit behind a hand that you interact with. One is in the way up in the stands on the right side of one of the podiums. One is under the center podium in the Arena. One is in one of the starting tunnels, the player will have to go down for this one. There is one that can only be seen in the stars during the Danu Tree event, I believe it's morse code based with the stars blinking. There may be a couple more that I forget. For the center podium one, I believe you have to kill a blightfather on the podium first. It may require using a certain weapon or AAT.
There is also a minor EE to change the "Bath House" to the "Blood Bath House". It requires getting about 830 kills inside of the bloody bath in Zeus Temple. The zone name will change, nothing else happens. The kill amount is the dev's son's birthday but it was last reported as changing before the amount was reached.
The crying builder is map lore and was the one who built the traps and WW against the wishes of his superiors. He was sealed in the wall alive as punishment.
You can take less trap damage by running/sliding through every trap variant (3) without taking trap damage from those traps all within the same round. Then you have to kill one of each type of enemy with a trap, except for the gladiators and blightfathers (this includes tigers and each catalyst type). Its unknown how but it can be reset so that you take damage again.
2. Voyage of Despair: Pack-a-punch active at every location at all times
To do this Easter Egg, you must first activate the sentinel at the back of the ship, activate all 4 Pack-a-punch pedestals, and get an Elemental Kraken.
There is a fish located in one of several locations. Shoot it to make it fall and interact to collect it. After each one, another will spawn in a new location. Collect six total and go to the crate on the deck that has fish on it. Interact to receive a reward.
In the engine room, use an upgraded elemental kraken to shoot the four center-most moving pistons. They will smoke and stop moving after being shoot. Six blinking red light lead to six wheel to turn. After turning all six, go in the Turbine room and interact with the switch on the wall next to the door. This unlocks the PAP at all locations.
There is a dancing Humonculus dancing on an iceberg with a flag guard next to it. The flag pattern is a morse code cipher, this can only be seen using a sniper and looking through a certain window.
There are three sheets, each corresponds to a piano near the Grand Staircase, one is in the Dining Hall. After placing all three, quickly melee all three pianos and then the mystery box with your special weapon (doesn't have to be the same player). This allows the player to temporarily be able to switch their special weapon via the mystery box. This can be done repeatedly every round.
Stay under water for 30 seconds and there will be about a 5% chance every three seconds of a verse playing. After a verse plays, you have to wait three minutes to hear another.
3. Blood of the Dead (Note: these are new steps, but the Easter Egg hasn't been totally completed yet)
You can upgrade the Golden Spork to the Sprknife and it is the most difficult/arduous EE in BO4. To do this, obtain the Golden Spork and go to the bathtub/tub of blood in the room next to New Industries (near the first fast travel). Now get 100 melee kills with the Golden Spork near this tub. When completed, a skeleton hand will rise out. Interact with it to place the Golden Spork. Now there will be three stones of different colors spawned around the map. The player has to find these stones. One at a time, the player must place a stone at its corresponding trap (acid, blade, or fan trap) and then get 100 kills near the trap. Once all three traps are completed, a gold colored stone will spawn. The player must take the golden stone to the skeleton hand. Interact and it will change to the Sprknife. These steps may have been slightly altered since the last time I did them, the 100 kills near the tub may be before or after (or both) the stones.
The minor EE are mainly tiny pieces of artwork that can be found by using certain attacks on certain objects. Such as; Use the Flamethrower's Tornado on the desk across from the mystery box in Administration, the Katana's Dash on a bookshelf in Library. You can activate your special weapon next to or melee with the golden spork the two signs in Michigan Avenue and Times Square (I forget which attack is for which).
4. Classified: Samantha Easter Egg
After completing the Punch Card EE, go back to the military base. As Dempsey (only he can do this), throw a frag grenade (frag only) at the door of the large warehouse (opposite side of jump scare). Dempsey will say a quote. Leave the area, return, throw another frag, I believe this can be done five times for different quotes.
In the basement, go in the room with the projector. Stand in the corner across from the projector (corner next to table). Samantha will give her version of the Crooked Man Riddle.


[Guide] Shot Flashes Anywhere! SG12

Hi Moot ARMY
I'm back again. I'm posting a gun that suits you with more precise information and an apt examples. Today, I choose this shotgun that perhaps 90 percent of you guys you haven't used
In multiplayer mode, there is a weapon that contains a special part called 'Operate Mode'. In the case of general attachments, it has a simple effect of increasing the speed of fire or reducing the kickback of the weapon. However, the Operate mode adds special effects to weapons to enhance the weapon's personality. The weapon to be introduced today, 'SG12', is also a weapon with an operational mode.
Since SG12 is a semi-automatic shotgun, it can be fired quickly. Compared to the pump action shotgun MOG 12, the damage is low, but it is supplemented with a rapid-fire. Moreover, depending on the fitting settings, a single bullet can load up to 14 rounds, which can generate high firepower in close combat.
SG12 is a shotgun that is open at account level 31. The same shotgun type, MOG 12, focuses on killing enemies with one shot, while the SG 12 focuses on fast talk. So the pump action MOG 12 is very fatal once you miss it, but even if you miss it, the semi-automatic SG12 is enough to complement it.
One of the biggest features of the SG12 is the “Strobe Light” which is the operation mode. With a flashlight, you can use a flash that hinders the enemy's field of view instead of aiming fire. The flashing effect is weak compared to Ajax's 9-bang, but a flashlight that interrupts your sight suddenly during battle is enough to panic the enemy. However, since the position of the flashlight is exposed by the light of the flashlight, caution should be exercised
SG12 is rapid-fire gun, but there is a huge backlash. Therefore, it is common to use a point shot rather than a aiming shot. However, due to the characteristics of the shotgun, it is very difficult to adjust to the aiming fire even if it is a little away from the enemy because the sight line is wide open when it is aiming fire. In order to compensate for this, the necessary parts are Laser Sight I and II'
Laser Sight can improve the accuracy of aiming shots. In particular, Laser Sight II is highly efficient because it maximizes the accuracy of the intended shot and increases the amount of carbon damage. The short range of SG12 can be supplemented to some extent by using ‘Long Barrel’ that increases the effective range.
‘Gung-Ho’ is one of the specialties that goes well with SG12. ‘Gung-Ho’ enables fre your weapon and use equipment while sprinting. Also recover from sprint faster and move at full speed while reloading.. Furthermore, the effect of 'Laser Point II' does not reduce the accuracy of the point shot during the movement
If you want to maximize your mobility, you can also remove one component and add either ‘Lightweight’ or ‘Dexterity’ of Perk 2. The effective range will be reduced due to the disappearance of Long Barrel, but the map which mainly focuses on close combat shows higher efficiency.
[Operate Mode, Strobe Light]
‘Strobe Light’ is an offer mode that can be used when SG12 is at its maximum level (10). When installed, the right mouse button flashes the flashlight instead of the aiming shot, thus turning it into an effect that interferes with the enemy's field of vision. However, ‘Strobe Light’ are not available during spurt, so this combination does not recommend the perk of 'Gung-Ho'.
The visual disturbance effect of the Strobe Light is applied at the enemy point so that the upper body of the enemy using the flashlight is hardly visible, but only the lower body is lightly visible. In addition, since the afterimage of the flash remains for about one second, the use of a flashlight is likely to disperse the enemy's gaze while moving to the left or right.
There is only one perk that can be used because of the lack of slot margin due to operation mode. It is recommended that you use the "Engineer" or "Tactical Mask" of perk 1 in this slot, and you may use other prizes according to your taste.
If you want to see more of my gun reviews, check the hashtag and click on the link below:
1. Multiplayer recommended ICR-7
2. Mr. Powerful MOG 12
3. Hades, The King of Hip-fire
4. VAPR, An assassinable balance protector!


[Guide] Preparations are necessary to survive!

Preparations are necessary to survive! Good to know before you start zombie mode
👉 Zombie mode 'Map' and 'Class'
Call of Duty: Black Ops 4's zombie mode has many unfamiliarities with other modes. New words such as Elixirs, Perk, Special weapons, Talisman, and unfamiliar gameplay can be felt before starting. I have become familiar with zombie mode through tutorials, but I expect many users will not know where to exchange or install the above mentioned items.
So the tutorial will tell you what to prepare before playing the zombie mode, from illusion and creation to item mounting. Now, let's make a thorough preliminary preparation to prevent the attack of zombies and succeed in survival.
Currently there are four types of maps in Zombie mode: 'Voyage of Despair', 'IX', 'Blood of the Dead' and 'Classified'. Among these, Voyage of Despair and IX are called 'Chaos Story', and Blood of the Dead and Classified is called 'Aether Story'. Chaos story and ether story are similar in basic play style, and Elixirs and Perks items are the same. However, each map has its own strategy of attack, and the special weapons used in Chaos Story and Ether Story are different.
Aether Story 'Devil Dog / Kaminari / Doctor' and Chaos Story 'Guardian / Berserker / Tempest' and other illnesses are set examples of potions and benefits. Depending on the illness, the profession or ability is not disturbed, and you can replace it with your desired potions and benefits, weapons, and equipment. If you are unfamiliar with zombie mode, just use the settings. After some play, you can change Perk and Elixirs to your own.
👉 Elixirs and Talismans to help battle
As I've done it before overview(https://moot.us/lounges/9/boards/49/posts/351913).
Elixirs are buffs potions that can be used to play zombie mode and are divided into Classic, Common, Rare, Legend, and Epic. Four potions can be used during the game, and you can have your favorite potions before you start zombie mode. There are 15 classic potions that can be re-used after a defined cooldown time has elapsed. Potions from normal to heroes are all consumables, which can be obtained by consuming certain goods at the laboratory. It is better than the classic potion, but it needs to be careful because it disappears once it is used.
Talismans are a kind of permanent buff that is consumed at the beginning of a game and gives a beneficial effect until the end. You can use the goods at the lab and attach the amulets you want to use in the bottle and creation windows. There are four classes of talisman: General, Rare, Legend, and Epic. There are 15 general rank, 8 rare, 6 legend, and 3 heroes, and it has a powerful effect like starting a match with a light machine gun, which is a key factor in achieving high difficulty.
Perk Statue of Chaos Story
Perk vending machine of Aether Story
Think of Perk as 'passive' to get the game playing. In the case of a chaos story, the 'Aether story can be purchased to earn rewards with a vending machine, but the benefits obtained from each perk Statue can be specified in advance in ‘Create A Class’ menu.
Benefits are not permanent passive. As you play zombie mode, if you lose all of your health, you will immediately lose one of your perk, and later the resurrection will be delayed. The lost privilege can be purchased again from the Perk Statue
The weapons that can be set up through in ‘Create A Class’ menu. are divided into special weapons, equipment, and starting weapons. First, special weapons are powerful weapons that only appear in the zombie mode, and correspond to the death or ultimate period. A total of eight special weapons, four in each of the Chaos Story and the Ether Story, are available. Step by step weapon effects are as follows.
👉 Special Weapons of Aether Story
* Hellfire
Stage 1: Flamethrower - Liquid Napalm is sprayed to slow enemy and continuously burns.
Stage 2 Blast Vent : Fires compressed air to push enemies and slows down powerful zombies
Stage 3 : Infernal Tempest - Summons a Tornado of flames to instantly kill enemies on the path.
* Overkill
Stage 1:Onslaut : Ammunition penetrates things, player and nearby friendly stamina regeneration speed increases, but movement speed decreases
Stage 2 : Grenade Launcher - Fires a grenade to instantly defeat enemies within the blast radius
Stage 3 : Tactical Nuke Set to self-destruct mode, thrown to the enemy, nuclear explosion, all players acquired score
* Path of Sorrows
Stage 1 : Kaze Slash - Cut your enemies down. Increases your movement speed whild drawn.
Stage 2 :Merciless Dash - Raise to the enemy with a sword, great damage to the enemy and stunned
Stage 3 : Shadow of Death - Becomes invisible to the enemy by the power of the sword
* Ragnarok DG-5
Stage 1 : Shock Slam - Generate shock waves by inserting spikes. If a zombie touches spikes,
Stage 2 : Electrocute - A powerful electric field around the enemy to damage and slow down
Stage 3 :Power Plant - Place spikes to create powerful electromagnetic fields, slow down and damage in your area, players will automatically resurrect and do not lose any benefits
👉 Special Weapons of Chaos Story
* Chakrams of Vengeance
Stage 1: Flawless Vision - The thrown Chakram automatically bounces back towards additional targets. S
tage 2: Velocity - Movement speed increases while using Chakram.
Stage 3: Lacerating Whirlwind - Causes a lethal whirl around.
* Hammer of Valhalla
Stage 1: Thunder Strike - Wielding a hammer to blow away enemies, gain protection gloves that are played whenever an opponent attacks.
Stage 2: Storm Barrier – Summons a lightning storm that stuns nearby enemies
Stage 3: Lighting Boi - Destroy enemies by causing extensive lightning.
* Scepter of Ra
Stage 1: Ray of Life: Shoot a focused beam of energy that slows and burns goes and heals allies. It can even revive Players who are down
Stage 2: Vigor - Acquire resistance to property damage and state effects while the Scepter is activated
Stage 3: Shining Beacon - Creates a shield, slows and damages enemies within the shield, and the friend is resurrected and does not lose the benefit.
* Viper and Dragon
Stage 1: Viper Dragon - Longer sword wielding like a whip, powerful medium shot shot
Stage 2: Embers: Deals additional damage for a short time after use
Stage 3: Viper Bite: Shoot the pieces of the blade to surround the enemy, snatch the enemy
Special weapons can’t be worn between players, and four people must be equipped with different weapons, depending on the ether story and the chaos story. You can use it as a LB key(console), and if you want to use it again, you must kill the zombie and completely fill the special weapon gauge.
There are five types of equipment that can be equipped in zombie mode. Initially, you can only use a ‘Frag', but the higher the level, the more powerful equipment like 'claymore' or 'Sentry' is destroyed. You can use it as an RB key (Console) during the game, and you can select the equipment you want to take from The create a class menu.
In the create a class menu, you can also choose the starting weapon of the zombie mode. At first, only the "WELLING" revolver is given, but when the character level goes up, four secondary weapons, one assault rifles and one submachine gun are opened. You can increase your chances of survival by choosing the right weapon for yourself.
👉 Laboratory and Armory
Laboratory sells three mixtures: Carbon Combo, Argon Array and Palladium Package. Classic, rare, legendary, and epic-rated potions, except the classic potions, are available here. Rather than buying the desired potion directly, it is a way to consume a certain amount of goods and get it at random.
Talismans are also acquired at random, like potions, and you can’t buy the necessary amulets. Yet, amulets have no other acquisition path other than to consume goods at random and pick them up at the lab. However, in the carbon combo and the Argon herd consuming 30 pieces and 45 pieces of goods respectively, the talismans are stolen, while the "Palladium Package" consuming 75 pieces is guaranteed one amulet. So if you want to get a definite charm, I recommend you to buy a palladium package.
In Armory, you can attach attachments of firearms used in zombie mode. Attachment can’t be equipped from the beginning, the higher the character level, the more guns are thrown and the higher the level of the firearm, the more attachments you can get. Since the gun level is raised when the enemy is killed in the zombie mode, it is advantageous to use the preferred weapon in the early stage to quickly dismantle the attachment
I am going to try posting about zombie mode with gun guide in the future. If you want to see more of this post, please follow me. (Click my profile!) Please refer to the link below because it is a series zombie guide

1. [Guide] Overview of Zombies


POPULAR[Guide] CORDITE, Continued strong penetration

Greetings! Moot soldiers!
Winter is coming Be careful of the cold if you get sick, you can't even hold controller btw.
In FPS game like Black Ops 4, the gun capacity of the gun is a very important factor. If the magazine capacity is large, the number of reloading is reduced, and the burden is reduced even if the engagement with the enemy becomes longer. Especially, the sub machine gun (SMG) which is fast in bullet consumption due to the fast continuous shooting speed is often affected by the magazine capacity.
"CORDITE" to introduce today is a submachine gun that is bullet-consuming fast. However, CORDITE has the richest magazine among submachine guns, and its capacity is not much different from that of a light machine gun. So even if you battle with many enemies you are less burdened by the magazine capacity
■ Introduction
CORDITE "is a sub machine gun open to account level 40. The basic magazine capacity is 60 bullets so that the burden is less if the enemy's battle becomes longer, and if you use a large capacity magazine, the magazine capacity will increase to 90 shots. Secondly in the sub machine gun, the second largest magazine capacity GKS is 56 shots even if you use the magazine capacity, you can know that the magazine capacity of CORDITE is significantly larger.
The full auto shooting speed is a bit slower than SPITFIRE and SAUG 9 MM. However, if the difference is small, use of inexpensive parts can improve continuous shooting speed. One of the advantages is that you can easily destroy Torque’s Razor Wirewire, barricade and ground continuous score bonus when using AP Rounds.
■ Most balanced combination
For the most balanced use of CORDITE, I recommend a combination of " Laser Sight + Grip + Rapid fire" combination. Increasing point shooting / aiming shooting efficiency and continuous shooting speed through three parts creates a balanced weapon in terms of ability value. In the case of 90 shots magazine capacity CORDITE's basic magazine capacity is high, so the priority is low.
"Long Barrel" may be used to improve middle range shooting efficiency, but CORDITE has a shorter basic range and Long Barrel efficiency is lower. Therefore, instead of Long Barrel, I recommend to add HELLION SALVO as an auxiliary weapon, or to add a sight / benefit according to your preference.
■ Destroys enemy armors.
AP Rounds II is a part that maximizes penetrating forces of walls and objects and increases the damage of the moving means and equipment. It is a part that is mainly used for light machine gun TITAN, but CORDITE is also one of the weapons that can use the previous AP Rounds II.
By using AP Rounds II , default damage will not increase. However, you can penetrate the enemy's armor and damage it, most walls can penetrate. So when putting one wall and fighting back the enemy's wall during battle, it often goes through the wall and exterminates as it is. Combined with UAV, sensor darts and vision pulses, you can pretreat the future enemies secretly back in the wall.
Also, AP Rounds II will greatly help destroying enemy devices / continuous scorestreak as damage to equipment and equipment increases. The razor wire and barricade of the Torque that interferes with the movement can be destroyed in the magazine and breakthrough is possible without HELLION SALVO.
Due to the characteristics of the sub machine gun, it is a little difficult to destroy a droned flying drones, UAV, but attack Chopper and Sniper’s Nest that fly lower than that can safely be destroyed. Therefore it is not bad to use aiming and benefits additionally except for HELLION SALVO when using , AP Rounds.
■ Forget about reload
CORDITE's operator mode "Belt-Feed" has the effect of changing the magazine to 600 bullets belts. "Using Belt-Feed eliminates the need to reload, but adds an overheat gauge. The overheat gauge will not rest and if you shoot about 70 shots, it will fire for about 7-8 seconds at maximum. Therefore, it is necessary to adjust the overheat gauge so that the overheat gauge does not rise to the maximum even if the reload disappears.
The biggest advantage of Belt-Feed is that the reload will disappear. Even if the aiming ability is excellent, anyone in defense is in the middle of relaying the reload. However, if you use Belt - Feed, reloading and risk itself will disappear, so the burden will be greatly reduced.
It is also a great advantage that the magazine capacity increases by 600 bullets. It is difficult to compare the basic magazine capacity of CORDITE with 600 shots of the belt even if it is said that three 60 magazines are relaxed. Of course it is rare to consume both 600 legs with one life. However, just by having more bullets left constantly, battle efficiency will increase significantly.
If you want to see more of my gun reviews, check the hashtag and click on the link below:
1. Multiplayer recommended ICR-7
2. Mr. Powerful MOG 12
3. Hades, The King of Hip-fire
4. An assassinable balance protector!
5. Shot Flashes Anywhere! SG12