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POPULAR 18. A Wild Beast, Spitfire

In the past, if Saug was OP, these days Spitfire is big issue. Using Akimbo or Spitfire turns out to be a conscience. The Spitfire boasts an extremely high rate of fire that gives it the fastest time-to-kill among the submachine guns in close quarters, resulting in unmatched performance on CQB-oriented maps. However, engagements beyond point-blank can prove to be a struggle, as the weapon has heavy recoil that tends to pull the sights off-target.
 
 
Due to its crazy fast firing rate and high damage capabilities, the Spitfire is an absolute beast when it comes to close quarter combat. Although the weapon may struggle in those longer-distance encounters, there is no denying that the Spitfire is one of the best weapons close quarter weapons available.
 
The Spitfire appears in the zombie maps Voyage of Despair, IX, Blood of the Dead, and Classified, where it's available on the wall for 1400 points. When upgraded via Pack-a-Punch Machine, it becomes the Sky Scorcher with the magazine size increased to 60 rounds and its ammo reserve increased to 360. It is unlocked for customization in the armory at level 32.
 
 
 
■ Sights
Reflex
Dual Zoom
Holographic
ELO
 
■ Attachments
Extended Mags I, II
Fast Mags I, II
FMJ I, II
Laser Sight I, II
Quick Draw I, II
Stock I,II
 
The best attachments for the Spitfire are those that help you engage enemies at medium range. Use the laser sight to reduce the hipfire spread and to reduce flinching whilst firing from the hip. Use extended mags to increase the number of round per magazine letting you take on multiple enemies in a row.
 
 
■ Operator Mod : Wild Fire
Extremely increased fire rate. The hail of bullets increases weapon recoil, and slows movement speed while firing.
Buffs the fire rate of the Spitfire from 1029 to 1455 RPMs. But it has three critical drawbacks. The above mentioned increased recoil and ADS/movement penalties, and the fact that operator mods cost 4 points to use; 1 for your gun, 1 for the wildcard to equip the operator mod, and 2 for the mod itself.
 
 
 
 
■ Marcus T's Setup
Spitfire is an absolute beast in close quarters and close combat due to its insanely fast firing rate and high damage characteristics.
Extended Mags have been added, so you do not need to reload frequently, so they can last long. This is very useful when attacking multiple enemies.
 
The addition of FMJ and Stock I attachments makes it much easier for the player to deal with weapons, as well as smoother on launch due to added stabilization.
Use the stim shot to heal whilst firing from the hip and the concussion grenade to disable enemies. To help you move and keep you in the fight. Use scavenger to replenish ammunition.
 
 
I’ve used this gun for almost 6-8 hours of play time and by no means do I find it overpowerd. I had more or less the same K/D ratio with it as I did the Scar in this game, which is the Rampart assault rifle. If you play to the weapons key strengths, which is nothing more than close quarters combat, you’ll more than likely win a lot of your gun fights. If an enemy encounters you at medium to long range, you'll have to either turn tail and run or reposition yourself. This is due to the msasively increased vertical recoil. I think all the operator mods are balanced nicely, but this one seems to be balanced incredibly well due to the massive increase in recoil and the slower movement speed. The fact that it costs 4 points just to get the operator mod on your class is enough balance already – but they went beyond that, which is good to see. You’ve also gotta remember that we only have seen a few maps, which are all suited towards this weapon. If you put this sucker on a medium to long range map, you’re going to have a bad time unless you just rotate in tight quarter areas the entire time.
 
 
 
 
 
 
 
 
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General

POPULAR 16. The Best SMG, MX9 review

MX9
The MX9 is one of the go-to Submachine Guns in Call of Duty: Black Ops 4 due to its incredibly high rate of fire, as well as its damage capabilities.
While it's to be expected with Submachine Gun, the MX9 does suffer from some moderate recoil, which can be a bit of an issue for those that aren't too familiar with the weapon.
However, once mastered and used in the right hands, the MX9 is arguably the best SMG available.
 
The MX9 is a middling SMG that boasts mostly average characteristics. Its time-to-kill is about average for the submachine gun category, enabling it to edge out most assault rifles in close quarters with sufficient accuracy. Moderate damage coupled with a high rate of fire enable this weapon to win most engagements in close quarters. However, beyond close range, the MX9's recoil has a tendency to pull the sights off target, and can be difficult to control. This limits the weapon's effective range to strictly close quarters, although the weapon may win medium-range engagements in certain scenarios.
Handling is about average for the SMG category. The MX9 has no particular strengths or weaknesses in regard to reload time, raise time, or ADS time. The 35 rounds in the magazine can be expended rather quickly due to the high RPM, so spraying is not recommended unless as a last resort option. As such, the MX9 can struggle in prolonged gunfights, especially when taking on two or more enemies at a time. The iron sights are mostly fine for close-range engagements, but some users may find them cluttered, so the Reflex is recommended to improve usability.
 
The Quickdraw and Grip are strong choices, and both improve the MX9's ability to consistently win engagements. However, the AP Rounds and High Caliber fulfill more niche roles that aren't nearly as useful. In the case of the AP Rounds, submachine guns already have low base damage against vehicles and equipment, and other weapons, like assault rifles or light machine guns, are much better suited to an anti-armor role. In the case of High Caliber, the attachment is entirely dependent upon the user's ability to land headshots, and as accuracy is not the MX9's strength, the attachment is not as useful as on other, more accurate weapons.
 
 
■ Sights
Reflex
Holographic
ELO
NVIR
 
 
■ Attachments
Suppressor
Long Barrel, II
Hybrid Mags
High Caliber I, II
FMJ I, II
Laser Sight I, II
Stock I,II
 
■ Marcus T's Setup
This assault Black Ops 4 create-a-class build is all about speed: you can kill quick, move quick, and heal quick. Playing this Black Ops 4 MX9 class is all about charging through corridors and using your powerful SMG and ability to strafe quickly and accurately to outgun enemies in close-quarters.
Widely regarded as the best weapon in the game, the MX9 is the fast and powerful SMG that forms the basis of this assault class. The ELO sight provides a very open optic that’s great for tracking multiple targets. Attached to the MX9 we have a Stock for faster movement while aiming, FMJ for quickly taking down armoured targets, and Rapid Fire to down targets faster.
As I’m constrained by the Pick Ten Create-a-Class, this class will not run a secondary weapon, but that frees up a slot for a Wildcard like Primary Gunfighter which allows us to equip a third attachment to the MX9. Anot her Wildcard that is important to this Black Ops 4 class build is Perk 2 Greed, which lets us equip a second ‘green’ perk – Lightweight and Gung-Ho make combine to make this an outrageously speedy class. Finally, we have the Stim Shot equipped as our chosen gear item: it heals faster, is available more often, and can be used without lowering your gun.
 
 
 
 
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General

POPULAR 13. The Anti-Scorestreaks, Hellion Salvo Review

"Lock-on or free fire rocket launcher. Reliable anti-vehicle weapon with anti-personnel capabilities."
 
The Hellion is best used to deny enemies their scorestreaks. Bring down enemy attack choppers by locking on to them! In fact, it's more a portable surface-to-air missile than a rocket launcher.
The explosion effect is not that big, but it has a wide range of indirect explosion damage, and gives about 100 damage. In the case of a direct hit, one shot one kill.
 
 
■ Attachments
 
 
 
As you all know, there is a fast lock missile missile for the attachment state.
 
In addition to helicopters and airplanes, induction is also applied to Mantis and Sentry. In a blackout, it is also a vehicle.
For reference, Razor Wire and Barricades are unlockable , but they are also good for cracking them. The Razor Wire flew in one shot.
'Rocket Cache', which gives you 2 more rockets, 'Fast Loader', which speeds up reloading, and 'High Explosive', which increases explosion radius and damage. High Explosive increases perimeter damage to 140 when equipped.
 
 
Using a base Hellion Salvo with no attachments,
UAV, Counter UAV, Drone Squad drone, Care Package chopper – one rocket
Sentry – two rockets
Sniper’s Nest, Attack Chopper – three rockets
Mantis – four rockets
Strike Team deploy chopper, Gunship – five rockets
 
Basically, the attack/sniper helicopters that appear in multiplayer will avoid the rocket by making the rocket disarmed when the rocket approaches, and avoiding the rocket to some extent. If your opponent attack helicopter or sniper helicopter appears, you can drop it right away and it will help your team. However, what makes the Titan the better option is it’s versatility when it comes to enemies rushing you while you’re focused on shooting Scorestreaks, opposed to reorienting your sights with a sniper rifle.
 
 
 
For comparisons sake, I takes a look at Specialists weapons such as the Tempest and Annihilator. Since taking out Scorestreaks with these weapons consume a good portion of their ammo, he recommends only using these if it’s a close game and it’s your only option.
 
For example, here are the quickest options – the time being from when you have sights on the chopper until it’s destroyed.
 
Hellion Salvo (no attachments) – 11 seconds
Hellion Salvo (Fast Loader + Fast Lock) – 9 seconds
Paladin (hitting all five shots in the magazine with FMJ II) – 8 seconds
Titan (FMJ II) – 7 seconds
Annihilator – 4.5 seconds
 
 
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General

POPULAR BO4 is Missing a No-Specialist Classic Mode

I can't be the only one whom thinks that Black Ops 4 missing a classic mode in which there are no specialists is weird. I can't be. A classic mode such as the one that I'm talking about should be a standard feature.
 
Once you introduce Specialists, you introduce issues that can affect the balance of meta. Don't get me wrong, I like multiplayer with the different Specialists but I do want a a mode in which the playing field is not being partially dictated by the Specialist you choose.
 
More specifically, this is how I imagine how the character setup would work in this mode. On a side note, it's based upon how it worked in Call of Duty Modern Warfare 2, which I think is the epitome of Call of Duty games.
 
---------------LAYOUT---------------
Setup Name:
 
Primary:
Secondary:
 
Equipment:
Grenade:
 
Perk 1:
Perk 2:
Perk 3:
 
Death Streak:
-----------------------------------------------
This is my favourite Modern warfare 2 load out:
Setup Name: 3.2.1. NUKE!
 
Primary: AK-47 - Suppressed
Secondary: PP2000 - Suppressed
 
Equipment: Semtex
Grenade: Stun Grenade
 
Perk 1: Scavenger Pro
Perk 2: Cold-Blooded Pro
Perk 3: SitRep Pro
 
Death Streak: Final Stand
-----------------------------------------------
 
With a level playing field & standard kill streaks then we can focus on just simply on our own skills & weapon/perk load outs.By the way, I'm not saying that I don't like the specialist focused multilayer of BO4. BO4 definitely shakes up Call of Duty in a good way. If you want to call me old fashioned, then go right ahead. I mean I did grow up during the early days of gaming during the 90s. I do genuinely prefer more straight forward game modes when it comes to PVP (DM, TDM, & CTF).
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