Ahoy
3/5
Année : 2010
Nombre de saisons : 1
Durée moyenne d'un épisode : 21 minutes
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Épisode 1 - M4A1 - Modern Warfare 2 Multiplayer Weapon Guide
6 janvier 2010 - 4/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M4A1 is in the Assault Rifle category, and is fully automatic. It is one of the first weapons you unlock in the game, at level 4. It is available immediately once you unlock create-a-class. In real life, the M4A1 is indeed an Assault Rifle - originating from the United States. The M4 is a shorter barrelled, more lightweight version of the M16. It was introduced in 1994, based directly on the M16A2 variant, and it entered service in 1997. Compared to the M16, the shorter overall length makes it a more effective weapon for close quarters combat. While the shorter barrel does mean slightly less range and accuracy, the benefits in modern combat have proven to outweight any detriments. As with the M16 rifle, the M4 fires the intermediate NATO standard 5.56mm x 45mm cartridge. In-game, the iron sights are based on the flip-up sights used on the S-System M4 variant. The key defining characteristic of the M4 in game is a fast rate of fire with moderate bullet damage. In core mode, you will need to hit your target a few times before they go down - but due to the fast rate of fire, this normally isn't a problem. Accuracy is more than sufficient - it's possible to kill targets from a considerable distance away without too much trouble. Recoil is virtually non-existent. It's possible to stay on target even with sustained firing of the weapon. The magazine capacity is as expected for a typical assault rifle - 30 rounds total, although with the high rate of fire this can be expended quite quickly. Reloading times are mercifully short, however - so as long as you remember to reload between engagements you shouldn't find yourself running out halfway through a firefight. In use, the iron sights are quite effective - much easier than the equivalent in COD4, and suitable for close range use or shooting across the map. Using iron sights leaves your attachment slot open, so a silencer or grenade launcher can be used quite effectively. All considered the M4 is a good all-round Assault Rifle, and a great starting choice. While it may not excel in any one particular area, it's certainly possible to perform quite well with it.
Épisode 2 - PP-2000 - Modern Warfare 2 Multiplayer Weapon Guide
24 janvier 2010 - 5/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Secondary weapons are often overlooked, but the PP2000 is actually pretty good - it rivals some of the SMGs for effectiveness. You'll find the PP2000 in the Machine Pistols category. It's a fully automatic weapon. It is a Russian designed weapon, presumably (by it's designation) designed in the year 2000, patented in 2001 and introduced into service in 2003. It was designed as a modern personal defence weapon and uses a special cartridge to defeat body armour. The so-called 7N31 cartridge is based on the conventional 9-by-19 millimetre Parabellum pistol round. It uses a more powerful charge and a steel core to ensure reliable armour penetration. The iron sights are an open type, with front post and rear notch. They are more than adequate for use in game within the effective range. With the machine pistols in Modern Warfare 2 you have the option of adding either the red dot or holographic sight to the weapon. The enhanced precision gained with the red dot means you can be effective at a longer range, although the damage drop off over such distances are quite severe. The holographic sights are very similar to the red dot - the only real difference is the appearance of the reticle - the choice comes down to your personal preference. The PP2000 is particularly deadly at close range - it has a good rate of fire with high damage. However, outside close range engagements the PP2000 is weak so you will need to hit your target multiple times to score a kill - and in a straight firefight against an assault rifle you will almost always lose at range. Much like the Skorpion from COD4, the PP2000 has practically no recoil so you can fire fully auto without missing your target. One major disadvantage is the small magazine size - you get a mere 20 rounds. You will need to reload after every engagement, and if you run into a larger number of enemies at once you will probably find yourself running out of bullets sometime during the third kill. The extended magazine attachment does help - it gives you 30 rounds, although given free choice of a single attachment I would probably recommend the red dot or holographic sight, as they help most at aiming quickly at range. The iron sights are good enough for most encounters, however - so if you're trying to stay stealthy and off the minimap a silencer may be a better choice. In free-for-all the silencer is less useful, as your opponents are more likely to be spread out across the entire map, so engagements occur more frequently but usually only involve one other person at a time. Stay mobile and using an unsilenced weapon can work to your advantage, drawing players to your position - keeping you in the fight instead of searching the map for opponents. FMJ is also available as an attachment, but I found it to be less useful than it is on the assault rifles or LMGs, so I'd probably recommend you give it a miss. I would use the holographic sight for most situations; With the bling pro perk I would add in the extended magazines as well. Regardless of what attachments you choose, the PP2000 is lethal weapon up close - it's the perfect sidearm for a sniper class, and will outperform assault rifles and even SMGs in a close range firefight.
Épisode 3 - L86 LSW - Modern Warfare 2 Multiplayer Weapon Guide
20 février 2010 - 5/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time, we'll be taking a look at the first available Light Machine Gun, the L86 LSW. It is essentially a modified version of the L85, an assault rifle. The L86 has a longer and heavier barrel, a different handguard, and bipod attachement. The L86 is a light support weapon rather than an LMG, but in-game it shares some of the same traits as the rest in its category. As with all the LMGs, it is fully automatic. The L86 is a British weapon - the only such weapon in the game, in fact - and was introduced as part of the SA-80 programme in 1985. Like the assault rifle variant, the L86 fires the intermediate 5 point 5-6 by 45 mil NATO round. The iron sights are an open rear notch - front blade type. They normally would be used only as a backup, and in-game while they are OK, the other available optics are an improvement. The L86 boasts a high rate of fire, like most of the LMGs - and also has high damage per shot. In fact, it is capable of inflicting the most damage per second of all available primary weapons. However, this is only really useful if you can make those shots count - and the massive recoil makes the L86 tricky to use effectively. At close range, coupled with steady aim - it's nearly insurmountable as a 'spray n' pray' weapon. It might lack the mobility of an SMG, but close up it will destroy your opponents. Unsilenced with stopping power, even in core - 2 bullets is enough to kill - at all ranges. While it's easy to hit your target twice at close range, taking a shot at longer ranges is difficult. The first shot is always accurate - but the recoil means that the second one won't be unless you fire in short bursts. The key to using this weapon at range is to master the double tap - fire once, wait for your aim to fall back on target, and fire again. Score two hits and you've got a kill. You cannot employ usual run and gun tactics with any of the LMGs - bar the AUG, perhaps - you will be out manouvered and outflanked by more mobile opponents. The trick to using LMGs effectively - and this applies especially to objective-based game modes - is to identify choke points where the enemy will come from, and lay down fire from either a prone or crouching stance behind cover. Using an LMG in this fashion to defend a point or to otherwise lock down an area is really their key strength. Some might regard it as camping, but as long as you're guarding an objective you will be of value to your team. Ammunition capacity is, as you might expect with an LMG, good. 100 rounds in the magazine with another 100 spare. Extended mags will grant you 200 in a single magazine, but that's probably overkill - 100 should be sufficient for most, and the reload isn't as painful as the belt-fed LMGs. Of course, in order to get the extended magazines you'll need to go through the FMJ challenge - although in the case of the LMGs this isn't such a bad thing, as FMJ is a very useful attachment. Adding a silencer to the weapon reduces the damage dealt by 25% at all ranges - which means you'll need 3 hits for a kill in core at all ranges. I definitely preferred using the L86 unsilenced. As far as optics are concerned, the L86 is one of only three weapons to boast its own unique optical attachement. The ACOG attachment for the L86 is replaced by the SUSAT scope - similar in use but with a different 'obelisk' post type reticule. It offers no real benefits - in fact, the ACOG might be slightly better - but, if nothing else, it is a rarity. It does confer some advantage at range, too. The red dot sight and holographic are more familiar - and operate as you'd expect. They are both a huge improvement over the iron sights, which - while usable enough, lack a certain degree of precision. If you insist on using the L86 as a run-and-gun weapon, the red dot or holographic sight would be a good attachement choice for rapid aiming at close-mid range. If you're using the L86 for point defence or to watch a chokepoint, FMJ and/or the foregrip would be a better choice. The thermal scope is also available to use for the LMGs - and is better suited to the L86 than most automatic weapons, although unless you're used to the thermal scope you might be better off with the SUSAT. I enoyed using the SUSAT scope coupled with either sleight of hand - or bling with the foregrip. While not particularly useful, its rarity and zoom mean that it's not entirely without merit. The foregrip seems like a logical attachment choice, but bear in mind it only really makes a difference at middle ranges - at distance your second shot will miss anyway, regardless of whether you have the grip equipped. The L86 is a hard-hitting weapon, and is capable of killing quickly at all ranges. However, the recoil makes this gun tricky to bring to bear at range, and the mobility penalty of LMGs will hurt you at close range.
Épisode 4 - SPAS-12 - Modern Warfare 2 Multiplayer Weapon Guide
27 février 2010 - 5/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time around we're looking at another secondary weapon, first in the shotgun category - the SPAS-12. The SPAS-12 is a pump-action shotgun, meaning that for every round fired you have to wait until the action is cycled until you can fire again. In real-life the SPAS-12 can operate in semi-automatic mode (much like the M-ten-fourteen), firing at a rate of about 4 shots per second. Presumably, for balance purposes, the rate of fire has been limited. The SPAS-12 is an Italian weapon, designed and first produced in 1979 by Franchi. It fires the common 12-gauge shotgun cartridge, although it is limited to shells of the standard length of two and three-quarter inches. Presumably in-game the shotguns fire buckshot, likely double-aught or similar. The iron sights are a rear aperture, front post type - but they really don't matter as the limited range and shot dispersion of the shotguns mean aiming is among the least of your concerns. The SPAS-12, then, is a devastating weapon up close - as with most of the shotguns - usually resulting in a one-shot kill if even only a few of the pellets make contact. The SPAS-12's range is very good when compared to the rest of the shotguns - it can kill in ranges greater than that of the post-patch 1887's. However, at longer ranges a one-hit-kill certainly is not guaranteed - and at middle distances your shots will not connect at all. It's imperative that you use the shotgun for only close-range encounters - trying to run around in the open will mean that pretty much anyone will be able to outclass your weapon's range. Stick to the inside of buildings, twisty corridors and tight spaces and you'll be able to settle arguments very quickly with the SPAS-12. There are a number of attachments available through completing the marksman challenges for the SPAS-12 - the first of which is the red dot sight. The sights are not particularly useful - the limited effective range means that fine aiming isn't your prime concern. The red dot doesn't hinder you in any way, but I never felt that it helped much either. With the marksman 2 challenge you unlock the silencer - which reduces the effective range of the SPAS-12 to about the same as a commando lunge. If you're looking for a silent close-quarters weapon, the knife or a silent SMG is a better bet. Adding a silencer to the SPAS limits you to camping doorways in wait of unsuspecting foes. In short, if you want to use a shotgun, go loud. There's no point in limiting your already limited range with a silencer. Next attachment is the grip - which sounds useful, but really doesn't make any difference to the SPAS-12's effectiveness. It reduces the muzzle climb slightly - but the slow rate of fire means that your aim will re-zero for each shot anyway, so accuracy is unaffected. Weapon cycle time is the same too- The grip has no negative effects, but any positive effects are negligible. FMJ is the next attachment - and like most of the attachments before it, it's largely useless. Shotguns have next to no effective penetration, and FMJ doesn't change that. I'm not even sure it has any effect whatsoever. Penultimate attachment is the holographic sight - which looks pretty cool, but is about as effective as the red dot. I believe aiming down the sights reduces shot spread slightly but at close ranges an additional sight simply isn't necessary. The final attachment, at 400 kills, is the extended magazines. This is probably one of the more useful attachments, although the magazine size of the SPAS-12 is generous enough already - 8 shells is the default. If you feel the need for 16 shells in your magazine though, go right ahead - although do bear in mind it takes nearly half a minute to fully reload should you deplete your extended magazine, partial reloads notwithstanding. In short then, there are no essential attachments for the SPAS-12 at all - the bare gun with no attachments is just as effective as any other combination. Luckily this shotgun is terribly effective up-close, attachment or not. Since the rise and fall of the akimbo Model 1887s, shotguns have taken on a bit of a bad reputation - but the SPAS-12 is balanced enough not to be an issue. It's certainly not without its detriments - a slow rate of fire and limited range means the SPAS-12 won't come out top in every encounter. But it's a great close-quarters weapon, and on occasions you can get a great streak by taking the initiative and charging headlong into the enemy spawn - which is remarkably good fun, when it works. The SPAS-12 is definitely a good secondary choice, as long as you've got something effective at longer ranges as your primary weapon.
Épisode 5 - MP5K - Modern Warfare 2 Multiplayer Weapon Guide
12 mars 2010 - 5/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The MP5k is a fully automatic weapon, as with all the sub-machine guns. It's a shorter version of the more familiar MP5, as manufactured by German company Heckler and Koch. The MP5K is a shortened version of the MP5A2 variant - it was introduced in 1976. As with most of the MP5 family, it fires the familiar 9-by-19 millimetre parabellum cartridge, as per the NATO standard for handguns and submachine guns. The iron sights are the usual rotary drum rear with front hooded post, as seen on the full-size MP5. In game, the MP5k has a fast rate of fire and deals high damage up close. The fact that it's an SMG means you get the mobility benefit of a lightweight weapon too. However, the light weight of the weapon means felt recoil is significant. Coupled with a large drop off in damage at range, this means the MP5k cannot compete at longer distances. If you try and use the MP5k in a run-and-gun style as a lone wolf you will find yourself being picked off by assault rifles, snipers, and LMGs time and time again. You need to get close to your enemy for the MP5k to be effective - and it's up close where you can really be devastating with this weapon. There are a few different tactics that can work. The MP5k does high damage within optimum distance, so even with cold-blooded you can still kill quickly - the MP5k is a fine SMG to use silenced. The high mobility of the SMGs means that a rush or flanking style class can be used, too - although I found it was hard to attain higher kill streaks, you can break their into spawn from either the rear or via the flank and clear out a locked-down area. The most effective strategy I found was to use the SMGs in a support role in team games. While this may not have the glamour of being the lone wolf type, it was very effective and landed me the highest KDR in the game consistently - and often the highest number of kills, too. In essence, what you must do is stay in formation with one or more team member who is using an assault rifle - they will suppress enemies at long range and be very effective at middle range. With your MP5K you will fill the continuum of force for the assault rifle player - you will be quicker and deadlier than the assault rifle at close range, and be able to provide support during reloads. Move as a group and push through the enemy - if your assault rifle guy is any good you won't have to worry about long-range attacks (it is prudent to stay in cover where possible to avoid being sniped). Providing such support you enhance both their survivability and your own. This force multiplication will mean you both are able to get higher killstreaks - and ultimately destroy your opposition. You might think you are cannibalising kills from your assault rifle guy - but it's very common for a lone wolf guy to get flanked or killed from behind. If you're there unexpectedly, you'll have the upper hand - will score an easy kill - and better yet, you'll keep your teammate alive. Obviously, you need to find a good teammate to shadow - if they're camping or not using an assault rifle it would be best to find someone else - even if that means pushing on alone. As usual with close quarter weapons, if you find yourself without support ensure you stick to cover and to the interior of buildings where possible - if you are in the open you are a likely target for a sniper or assault rifle. The MP5K doesn't see much use currently in multiplayer, as the UMP45 seems to be the far more popular SMG choice. Where the UMP45 has better long-range capablity, the MP5K is faster-firing and deadly up close. It will trump even the L86 in time-to-kill at close range with stopping power. Rapid fire makes it even quicker. Teamwork is probably one thing that's missing in public games, which is why the MP5k has fallen out of favour. It's a support weapon at heart, and one that requires someone else to handle long range engagements. It's a versatile weapon, it's just that it doesn't fit the normal style of play for those used to assault rifles. It can be a weapon suited to an objective rush, for the stealthy player attacking the enemy's flank, or as a close quarters assault weapon. I certainly didn't like it when I first tried it but once I realised the value of using it in a support role, the MP5K (and the rest of the SMGs, in fact) became a solid choice in my arsenal. It might take some practice to get out of the habit of directly assaulting the enemy, but once you get used to avoiding long range engagements and expecting close range assailants on your teammates, you can start racking up the kills with this weapon.
Épisode 6 - AT4-HS - Modern Warfare 2 Multiplayer Weapon Guide
15 mars 2010 - 5/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The AT4 is a Swedish weapon, produced by Saab Bofors Dynamics. It first entered trials with the Swedish army in 1981, and the US adopted it as their primary anti-tank weapon a few years later, replacing the older M72 LAW. The AT4 is designed for use primarily against vehicles - tanks, hence the 'AT' or 'anti-tank' designation. As there are no such vehicles in modern warfare 2 multiplayer, there have been some liberties taken with the weapon. The real AT4 is unguided; There is no 'HS' or 'heat seeking' variant. Presumably in Modern Warfare 2 this capability was added to make it more effective against air support, which is rather difficult to hit with an unguided missile. The AT4 fires projectiles 84mm in calibre, usually a h-e-a-t or 'HEAT' warhead (high explosive, anti tank). In game, the projectile is more likely to be a HEDP or, 'high explosive dual purpose' warhead, effective against both vehicles and unarmoured targets such as personnel, thanks to a fragmentation casing. The iron sights are obtrusive but it's accurate and easy enough to place your shot, so loss of peripheral vision is seldom an issue. Compared to the rest of the launchers in Modern Warfare 2, the AT4 is the most versatile, featuring two fire modes. The first is a lock-on mode, suitable for use against enemy air support. Aim, lock, fire. The lock and fire time is faster than both the stinger and the javelin, making it more likely you can fire this weapon before being killed. However, the AT4 is less powerful than the other two guided launchers, and will not destroy harriers, or the helicopters with one hit. This is definitely a disadvantage as the AT4 is a one-shot only weapon. Only the UAV and counter UAV can be destroyed with the single rocket. Regardless, the AT4 will cause enemy air support to expend flares, making it much easier for those with Stinger missiles to shoot down support. This does require a certain degree of co-operation with your teammates, however. If you hit an attack helicopter or harrier once with the AT4, follow up with a volley of shots from your primary weapon - an LMG would be ideal. Depending on whether you have stopping power pro equipped, and your weapon's damage at range, it may take quite a few hits to finish off the air support, but the AT4 makes it a lot easier to do so. Unless you know another of your teammates is carrying a Stinger or Javelin, however, I would recommend against relying on the AT4 for taking out air support. The other guided launchers are much better, if you have them unlocked. The second fire mode is a direct-fire unguided launch, much like the AT4 operates in real life. Use of the iron sights is required so firing from the hip will be delayed for a moment as the weapon is raised. The rocket is deadly against enemies entrenched in buildings - snipers, campers, and other unfortunate souls caught in the blast radius. Thanks to the relatively straight flight path of the AT4 you can take aim at a building's window from some distance away - allowing you plenty of time to get back into cover after firing. If you can strike a hard surface such as a wall or the ground near your opponent, you can take out enemies around corners or in the open, too. Obviously targets at close range are difficult - you will more than likely end up killing yourself - a pyrrhic victory at best. Single kills are easy with the AT4, but against clusters of enemies (especially with Danger Close) you can get some quite impressive multi-kills. In game modes such as Domination, where enemy movements are more predicable and clusters on points more likely, multi-kills are relatively common. The AT4 is the most versatile launcher in the game, and the only weapon really capable of taking out air support available prior to level 30. I wouldn't recommend using it once you have the Stinger unlocked as your primary anti-air class, as the lack of damage and ammunition makes it difficult to down air support without assistance. But as an anti-camper or building clearing weapon, the AT4 is effective and deadly at medium to long ranges, and isn't bettered in this regard until level 65, when you unlock the RPG-7. Even then, the AT4 flies straight and true, meaning that if needed you can strike a building interior through a window at long range, giving the occupants a deadly surprise.
Épisode 7 - Barrett .50 Cal - Modern Warfare 2 Multiplayer Weapon Guide
21 mars 2010 - 3/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Barrett is based on the real-life M82A1 SASR (or special applications scoped rifle). It is a semi-automatic weapon. It originates from the united states, and is produced by Tennesee-based Barrett Firearms Manufacturing. It was designed in 1980 and first entered service with the Swedish military in 1989 - and subsequenty with the US in 1990. It fires the 50 calibre Browning Machine Gun cartridge, also known as 12 point 7 by 99 millimetre NATO. In game, the Barrett comes with a scope attached by default. The Barrett is a high-powered rifle that is usually capable of taking down opponents in one shot. Unsilenced with stopping power, a hit to anywhere other than the limbs will be a one hit kill. As it's a semi-automatic, it is possible to fire the rifle quickly - although the massive recoil means the effective rate of fire is relatively slow. As a last-ditch attempt to stay alive at close quarters, emptying the magazine in the general direction of the enemy can prove quite effective, but under normal circumstances you will want to keep your fire rate low. The scope is essential for taking out targets at long range, as it has a high degree of magnification, allowing you to place accurate fire beyond the range of most other weapons. While aiming, you can hold your breath to reduce scope sway and increase your chances of hitting enemies at range - this will quickly become second nature. As a general rule of thumb, you need to keep your distance from your targets when employing a sniper rifle. Stick behind cover as you'll be harder to hit at range, and you can duck down to avoid incoming fire. If you can't get into cover going prone is a good alternative. This eliminates an obvious sillhouette and makes you harder to hit. Use the scope to scan chokepoints and high-traffic areas, but avoid staying scoped in for too long as danger can come from all angles. You have a massive advantage when undetected at range as you are able to place accurate and deadly fire before the enemy can retaliate. Don't be too quick to fire - be patient and place your shot for a one hit kill where possible, and you'll avoid alerting the enemy and giving them a chance to take cover. If you do your job effectively and manage to kill a few enemies from the same spot, you can be certain that they will make a redoubled effort to kill you. You can expect a barrage of grenades and rockets to come your way - and it is likely that the enemy will try and get close to you via the rear and flanks to eliminate your range advantage. Nothing elicits ire quite like an effective sniper. At closer ranges the slower aim speed and rate of fire means you are vunerable - a good secondary weapon is a must - as are claymores to guard entry points to your location. Shotguns are a popular choice for close quarters defence, as are machine pistols for short-to-medium range. For the majority of my time with the Barrett, I was using the USP - the fast swap of the pistols meant I was able to quickly take out close-range assailants. As a sniper, you have great mobility - and it can be beneficial to relocate frequently after taking a shot. This will keep the enemies guessing your location and help your long-term survival. Be cautious when moving to a new postion - switch to your secondary in case you run into unexpected opposition, and try and stick to the edges of the map if you can. Don't be too aggressive - if you end up too close to the enemy they'll have no trouble taking you out. There's no harm in hanging back and waiting for the enemy to come to you. Sniping rewards a more patient style of play. The Barrett is a devastating weapon when used unsilenced with stopping power, usually resulting in a reliable one-hit kill. I wouldn't recommend using it in a stealthy role as more often than not you'll get a hitmarker, and the recoil makes rapid follow up shots tricky. The Barrett is a capable weapon, statistically similar to the Intervention. Once you know the good spots and chokepoints on a map, you can start doing some real damage to the enemy team. Use range to your advantage and try not to stay in the same place for too long. If successful, you will rack up the kills and sap enemy morale.
Épisode 8 - USP .45 - Modern Warfare 2 Multiplayer Weapon Guide
24 avril 2010 - 5/5
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this guide we are looking at the first available handgun, the USP .45. As with all the handguns, the USP is a semi-automatic weapon. And like the MP5K, it is a German weapon manufactured by Heckler and Koch. It was first introduced in 1993 in the 40 Smith and Wesson caliber as the USP 40. It was followed by a 9mm variant, then the USP 45 two years later in 1995. As its name implies, the USP 45 fires the .45 ACP - or Automatic Colt Pistol - cartridge, as popularised by its use in the venerable Colt 1911 pistol. The sights are a 3-dot tritium type, typical of most modern pistols, and are accurate enough for the effective range. In-game, the USP is a very nimble weapon capable of taking down enemies quickly at closer ranges. Damage up close is very high - with stopping power, two hits will do the job. However, outside of short range engagements the pistols become ineffective - at maximum range you will need to hit your target 4 times with stopping power, and 5 times without - on a moving target this is near impossible. Pistols serve best as a 'last-ditch' secondary role, useful in the middle of a firefight when you deplete your primary weapon's magazine - a fast swap to a pistol is a lot faster than reloading, and can make all the difference. Of all the attachments, none give you a definitive edge over the plain pistol, so you may as well stick the tactical knife or extended magazines on the USP. Against SMG users, shotguns and knifers the pistols can be very useful - if you're caught unawares, the USP can be brought to bear very quickly and a two-shot kill with stopping power can halt those who deign to unleash close-range hurt upon you. Pistols can be effective when used with an LMG - If you get caught in the middle of a reload, a pistol secondary might just save your life if ambushed - and at closer ranges a pistol may be more effective than the less manoueverable light machine guns. If you have a long-range primary weapon, such as a sniper rifle, the pistol can be a godsend when someone attempts to get behind you, as in a matter of moments you can go from long-range sniper role to being nimble and deadly-up-close. Anything your claymores don't stop, your pistol will. While the shotguns have more close-range punch, and the machine pistols are better at range, pistols are powerful enough, and boast rapid speed and handling that are unmatched by any other weapon class. The USP .45 can be very capable in the right hands - and for those quick on the trigger it will be a nasty surprise for those who think you're vulnerable.
Épisode 9 - FAMAS - Modern Warfare 2 Multiplayer Weapon Guide
2 mai 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The FAMAS is a burst fire weapon, meaning it will fire 3 rounds for every pull of the trigger. It is the current service rifle for the French military, and has been in service since 1978. It fires the NATO standard 5.56 by 45 mil cartridge. The iron sights are built into the top carry handle, and are a rear aperture and front shrouded post type. The FAMAS is a hard-hitting and accurate member of the assault rifle category. It is capable of placing the three rounds in each burst in a very small area, and with stopping power can kill in one burst at any range, assuming all shots hit. If you can aim accurately and quickly with the FAMAS, and get the three rounds on target, the enemy will simply not have time to react. Unfortunately, and the same is true for all of the burst weapons, if you fail to kill with the first burst you will be subject to a delay before you can fire again - giving the enemy time to return fire or to seek cover. When using the FAMAS, Taking a close range secondary weapon is a good idea. Any of the handguns, machine pistols or shotguns would make a fine pairing, and will fill the continuum of ranges at which you can compete. At long range the FAMAS shines in its accuracy, and your only real concern should be snipers - but if you can get a clean burst on target, even at long range, you should be able to eliminate them. Burst weapons rely on shot accuracy, so the optics are the best attachment choice. It's also important to ensure the first burst kills as often as possible, so anything that maximises lethality is a must. Stopping power is almost essential for the FAMAS, then - without it you'll find too many enemies need two bursts to go down, and in the gap inbetween you might find yourself taking fire. Scavenger is less useful than it is with the other assault rifles, as the burst fire modes force you to be more conservative with ammunition - sleight of hand pro is a great choice for faster aiming and reloading, although aim and reload speed are fine without - if you want two attachments on the FAMAS, bling is a workable option. Third perk is down to preference - steady aim can make the FAMAS slightly more effective at close range, but the footstep-softening effects of Ninja are hard to go without. The FAMAS is an able assault rifle suited to an aggressive, 'spearhead assault' type of play. There are few weapons that kill as quickly and efficiently as the burst fire weapons. The FAMAS is no exception. It suffers somewhat in close quarters, as the delay after your burst will leave you vulnerable, so a fast moving opponent at close range will usually have the upper hand. Nevertheless, it's a capable and competitive weapon, and in the right hands easily capable of besting others in firefights, and ultimately winning matches.
Épisode 10 - Glock 18 - Modern Warfare 2 Multiplayer Weapon Guide
8 mai 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Glock 18 is unlocked at Level 22. It is a fully automatic weapon. It is an Austrian designed weapon, developed by the request of counter-terrorist unit EKO Cobra. Based on the Glock 17, which was originally designed in 1982, the earliest Glock 18 models were designed in 1985. As with the Glock 17, it fires the Nine - by - Nineteen - millimetre Parabellum cartridge. The iron sights are a rear notch and front post type, typical for a handgun. In-game, The Glock 18 is a high-recoil weapon, meaning it is difficult to stay on target at longer ranges. It also deals relatively low damage to targets, in some cases taking up to 5 hits to kill. The high recoil, obstructive muzzle flash and low damage means that the Glock 18 is not a weapon of precision. Where the Glock 18 excels is in its rate of fire - Eleven Hundred rounds per minute - not a single other weapon fires as quickly. Coupled with a tight hipfire spread, the Glock 18 is devastating up-close, providing an overwhelming volume of fire on target. The draw speed is good, too - so the Glock 18 makes a great sidearm for a long-range weapon. Effective use of the G18 means getting close to your opponent. Sheer volume of fire will mean you will win most firefights up close. Such is the rate of fire with the Glocks that Stopping Power is almost useless - I had most luck instead with Lightweight. Avoid long-range avenues, flank where you can and open up once you're in range - the enemy will not stand a chance. Aim speed isn't an issue with akimbo, and even reload times are quick - so Sleight of Hand is a waste of a perk. Use Bling if you want to pair attachments, such as akimbo and extended mags - otherwise the most effective blue perk would be Marathon, especially when paired with Lightweight. Steady aim tightens up your hipfire reticule somewhat, so is probably the most useful yellow perk to use with the Glocks. Short of the shotguns or commando, there's not much that can compete with akimbo glocks at close range. The ferocity and rate of fire renders any attempt to counterattack futile. As long as you don't attempt to pick off enemies at a distance, and bear in mind you may be vulnerable at middle ranges, the Glock 18 is a worthy sidearm and complement to a more able long-range weapon. It lacks finesse, and is somewhat of a 'spray and pray' weapon, but there's no doubting the damage it can do once you pull the triggers.
Épisode 11 - RPD - Modern Warfare 2 Multiplayer Weapon Guide
9 mai 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The RPD is available as soon as you have access to create-a-class. It is a fully automatic weapon. It is of Russian design, and was developed towards the end of World War 2, entering limited service in 1944. It fires the 7-point-six-two by 39-millimetre Soviet M43 intermediate cartridge, the very same that the AK-47 uses. The open-type iron sights resemble that of the AK-47, too - in fact, the RPD is a passable substitute for the AK until you reach level 70. The RPD has characteristics typical for an LMG - it has a large magazine and deals considerable damage. You can lay down substantial suppressive fire with this weapon, denying the enemy movement through chokepoints and effectively defending an area. LMGs don't suffer from damage drop-off at range like most other weapons - with stopping power, 2 hits will kill at any distance. The RPD's rate of fire is relatively slow, but the devastating damage means this isn't an issue, except perhaps at closer ranges. One hundred rounds in the magazine is enough for almost 10 seconds of sustained fire, although I would recommend firing only in bursts. The reload speed is very, very slow. 10 seconds, during which you are very vulnerable. Movement and aim speed are slow, too - the RPD is a very deliberate weapon. As the RPD is a slow weapon, Sleight of Hand Pro is a great perk to use as your aim speed will increase - allowing you to compete more evenly at close range - and the reload speed is decreased to a more acceptable level. Bling can also be used if you can't decide between attachments - Grip and FMJ is a particularly deadly combination, but bear in mind your aim and reload speed will be a lot slower than your typical opponent's. Stopping power is a must if you want 2-hit kills, but that's not to say the RPD is ineffective without - if you prefer another red perk you can probably still do some damage regardless. You could use Lightweight if you wanted to counteract the sluggish movement speed of the weapon, but if you want portable firepower an assault rifle or SMG might be more to your taste. Finally, for your yellow perk you have a free choice - I was using Ninja as it's my usual, but if you are staying still your footsteps are not an issue. Steady Aim would help in close quarters, firing from the hip to repel flankers and surprise attacks, increasing effectiveness without the need to raise the weapon to aim. Alternatively, SitRep coupled with FMJ is useful to detonate claymores through walls. SitRep Pro, once unlocked, will also give you a better idea of where enemies are coming from. The RPD is a force to be reckoned with in defensive objective games, such as Domination. If you stay in cover, anticipate your enemy's movement, and stay ready and aimed in, there is very little that will be able to break your defence. It's best not to camp one spot for the entire game, though - stay observant and wise to the enemy's movement through the level. If you can anticipate the path of their offensive push, and are ready in a firing position, you can repel an entire group of attacking enemies before they have time to react. With FMJ equipped, not even cover will save them. The LMGs are not a common sight, but they're the perfect match for game modes such as Domination, and the slower, more tactical style of counter-offensive play is rewarding. There are few weapons that have the power or magazine capacity to kill large groups of enemies quickly and effectively, but that is precisely where the RPD excels.
Épisode 12 - AA-12 - Modern Warfare 2 Multiplayer Weapon Guide
14 mai 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The AA-12 is unlocked at level 18. It is fully automatic, the only such shotgun in the game. The AA-12, or the 'Auto Assault 12', was originally developed in 1972 by Maxwell Atchisson in the United States. The version in game is a modern revision to Atchisson's original design, as produced in 2005 by Military Police Systems, Incorporated. The AA-12, like all the other shotguns, fires the common 12-gauge cartridge. Based on the number of pellets per shot fired, it's likely to be Double-Aught Buckshot. The iron sights are somewhat bulky, but given the limited range of the AA-12 you are unlikely to have any problems aiming. As is typical for the shotguns, the AA-12 is deadly up close, capable of killing in one-shot at point blank ranges. As the AA-12 is fully automatic, the range and damage inflicted is somewhat less than the slower-firing SPAS-12, but two or three shots is normally enough to kill anyone within effective range. The reduced range means you will have to get closer to your enemy to kill them, but there's little that can stop you once you're in range. The automatic fire means the first shot isn't as critical as it is with the SPAS, as if you hold down the trigger you can unleash a further 7 shots in just a couple of seconds. The AA-12 has a relatively small magazine, however - just 8 rounds - so if you waste all of them you will be vulnerable until you reload. The AA-12 works best in situations where you can get close to an enemy before they have a chance to fire upon you. Stopping Power isn't essential with this weapon, as if you're in range holding down the trigger will unleash a deadly hail of buckshot. The key is getting as close as possible - so for your red perk slot Lightweight is by far the best choice. Couple the AA-12 with an SMG for maximum mobility. If you plan on using the AA-12 quite often in a game, you might consider using Scavenger Pro to bolster your ammunition supply - without it you'll get a mere 16 shells - with Scavenger you'll get a more wholesome 32. Scavenger is also good for refilling your supply of grenades - I found Stun Grenades were essential for slowing down enemies so I could get close to them and unleash the AA-12. I found the underused Sit-Rep to be a great third perk to use, particularly in Free-for-All where Claymores seem to be very popular. In situations where you see the red silhouette, you can throw a stun grenade to disable the claymore for a short while - then enter the building and clear out the campers with ease. Throw a frag instead if you want to destroy the claymore, and eventually you'll unlock Sit-Rep pro, allowing you to hear enemies' footsteps more clearly. At close range, the only things capable of beating the AA-12 are other shotgun users and Commando. If you adopt an aggressive 'shotgun rush' tactic with Lightweight, you will often take even the most well-prepared camper by surprise. Be sure to use your stun grenades - particularly in open areas where you are vulnerable. Hit them with a stun while you're in cover, then quickly avoid their fire and flank them. While they're stunned they won't be able to turn quickly enough to avoid you. The AA-12 might lack the power or range of some of the shotguns, but the sheer amount of lead that can be fired on target makes this an awesome weapon. Once you learn the art of getting close to your enemies, and using stuns and cover to turn situations around to your favour, you will be very effective in close quarters. With extended mags and an aggressive style of play, the enemy team won't stand a chance.
Épisode 13 - UMP45 - Modern Warfare 2 Multiplayer Weapon Guide
31 mai 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The UMP-45 is the second available SMG, and is unlocked from the start. It is a fully automatic weapon. As with the USP 45, and the MP5K, the UMP is a German weapon, manufactured by Heckler and Koch. It was designed in 1999, as a larger calibre counterpart to the MP5. It also uses modern polymers to save weight over the older HK designs. It fires the .45 ACP cartridge, at a cyclic rate lower than most submachine guns to counteract the increased recoil of the .45 calibre bullet. Iron sights are a rear notch and front hooded post type. In-game, the UMP is a powerful weapon that combines some of the best aspects from the Assault Rifle and SMG categories. Even at long range, the UMP will deal very high damage - enough for a 3 hit kill with or without stopping power. It's not as controllable at long range as some of the assault rifles, but with burst firing can still be very effective. Up-close the slower rate of fire means other SMGs will beat it, but with stopping power the UMP becomes a 2-hit kill within effective range, which can be very deadly against unsuspecting groups of enemies. For your blue perks, you're best using sleight of hand or scavenger, unless you need bling for the 'silenced-scope' approach. SMGs are quick to aim even without sleight of hand pro, but it will give you a slight advantage in a straight firefight - although you will need a good secondary to fall back on when you're out of ammo. Scavenger eliminates this issue, and scavenger pro will ensure you have plenty of ammunition for the UMP. This frees up your secondary slot for a launcher, such as the thumper or stinger. For your red perk I'd recommend stopping power if you're unsilenced - and plan to get close to the enemy - or cold-blooded if you're silenced. Stopping power isn't as effective as it is with some other guns, but you'll definitely notice the difference close up. With a silencer it's not so important, as you will be able to take more enemies by surprise. Cold blooded is a great perk when silenced as you'll be undetectable on the radar, but you can elect to use another red perk if you have a particular strategy. The best yellow perk is probably Nin-ja, whether you're silenced or not. Nin-ja Pro further adds to your stealth both through quieter footsteps and the ability to remain unseen on heartbeat sensors. Steady aim might also work if you prefer to hip-fire, or if you're using akimbo. The UMP is probably the most versatile SMG, capable of competing up close and at longer range. It is let down by a slower rate of fire, and by some recoil at longer ranges, but this is more than made up for by the very high damage it deals at all ranges. The silencer is the logical attachement for the UMP, and is also one of the few configurations that doesn't need stopping power to be effective in core. Unsilenced the additional close-up power means stopping power is effective, as long as you can get close to your opponents. A 30 round magazine with a 2-hit kill means you can tear through the entire team without reloading - get close and take them by surprise, they won't stand a chance. Deadly as a silenced weapon and as a close-quarters assault weapon, the UMP is as popular in Modern Warfare as it is effective.
Épisode 14 - Thumper - Modern Warfare 2 Multiplayer Weapon Guide
1 juin 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Thumper is a single-shot weapon, requiring a reload after every shot. It's unlocked once you reach level 14. The M79 grenade launcher was designed in the United States with the intention of giving the typical infantryman more fire-power in a compact package. The M79 is known by a variety of familiar names, such as the 'Thump-Gun', the 'Bloop Tube' or 'Blooper', and in-game: the 'Thumper'. While it was eventually superseded by the under-slung M203, when it was introduced in 1961 it was the best option available, despite being only single-shot. It fires the 40 by 46 millimetre grenade - the same as the M203 - and in real life can fire a variety of different types of grenade. In-game, only High Explosive rounds with an impact fuze are used. The iron sights are an adjustable ladder-style leaf-type, as the heavy and slow grenade projectile will drop substantially over its 350 meter range. In-game, the Thumper is essentially an M203 which resides in your secondary weapon slot rather than your primary attachment slot. The only real difference is that you must aim with the iron sights when firing the Thumper, as with the RPG. If you attempt to fire from the hip there will be a delay as the weapon is raised. The Thumper is useful when you want the explosive power of the M203 but are not using an assault rifle. Of course, it can be used in a grenadier class where you use both the M203 and the Thumper, giving you 4 grenades in total. The arc of the projectiles limits the range of the Thumper but does mean you can land grenades around corners and through windows without line-of-sight. The blast radius means you don't have to get a direct hit on enemies either, so blindly firing into occupied buildings can be very effective. It can be employed against more open areas too. Often to great effect around well-trafficked corners and known choke-points. In any game mode with a predictable enemy movement, such as Domination, the Thumper is a useful tool. There is a minimum arming distance for the Thumper, meaning that grenades have to travel a certain distance before they will detonate. If they strike an enemy or hard surface before arming, they will either ricochet off in another direction - or will kill the enemy on impact. While not an ideal close-quarter weapon, direct impacts are useful if you're caught up close with your Thumper. A direct hit anywhere is a reliable kill, but be warned: if the enemy has Painkiller active, a direct impact will not finish them off - and you'll be vulnerable to a counter-attack. You can use the ricochet off hard surfaces to perform 'bank shots' around corners or to reach impossible angles, but these tend to rely more on luck than skill. But, as far as perks are concerned, Scavenger is a grenadier's best friend. Obviously One Man Army can't be used as you lose your secondary, so Scavenger is the best way to keep yourself supplied with grenades. This does mean you need to stay on the move - if you camp in one spot you'll quickly run out. Danger Close is the best red perk to ensure the effectiveness of your grenades - but you need to make sure you're using a primary weapon that remains effective without Stopping Power. With Danger Close Pro your killstreaks get a buff, so choose explosive streaks to maximise their effectiveness. The Predator missile, precision airstrike, harriers, stealth bomber and both the AC130 and Chopper Gunner are all more effective with Danger Close Pro. On larger games such as Ground War with open maps a Danger Close airstrike can be deadly. Sit Rep is a good third perk for explosive classes as the indicated position of claymores usually means there will be an enemy within. A well aimed shot through a window could well be their demise. The Thumper is as effective as the familiar M203, but comes with the added flexibility of occupying a secondary slot. Whether used instead of or as a supplement to the under-slung launcher, the Thumper is devastating when used on predictable paths and choke-points, and becomes even more formidable when paired with Danger Close. If you're using a versatile primary weapon that's effective at long range as well as up close, the Thumper will be a good companion, adding in explosive ordinance to your arsenal.
Épisode 15 - Intervention - Modern Warfare 2 Multiplayer Weapon Guide
12 juin 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Intervention is a bolt-action sniper rifle - the only such one in the game - meaning the action must be manually cycled between each shot. It's available alongside the Barrett .50 Cal as soon as you unlock create-a-class. The Intervention M200 rifle is just a single element of CheyTac's long range rifle system. It originates from the United States and is based on the earlier 'EDM Arms Windrunner' rifle. The Intervention entered production in 2001. It fires the specially designed .408 CheyTac round, suitable for multiple roles, including anti-personnel, ant-materiel, and counter sniper roles. It lacks the raw kinetic energy of the .50 caliber BMG round, but has a superior muzzle velocity and more balanced aerodynamics, meaning it can reach out accurately to greater distances than most other cartridges. As with the Barrett .50 Cal, you need to be both accurate and patient, adopting a defensive role, anticipating an offensive push and setting up a firing zone over a chokepoint to be your most effective. While the Barrett has a higher effective rate of fire and larger magazine, the Intervention has identical damage and has a unpredictable but otherwise significantly reduced viewkick. Most of the time you won't lose sight of your target between shots. In addition, the reload time of the Intervention is quicker than that of the Barrett, useful should you decide not to use Sleight of Hand. The Intervention has higher idle sway when scoped in than the Barrett, meaning that holding your breath is more essential for accurate fire. The slow rate of fire means you have to plan your shots, which can be beneficial for your accuracy - it's tempting with a semi-automatic weapon to just spray and pray, but the Intervention quickly teaches you to aim before you fire. The fast aim speed you get with Sleight of Hand Pro is hard to pass up, however - it's definitely my preferred first perk. You could adopt Marathon to get to sniping positions more quickly, in somewhat of a 'Scout Sniper' role. You will need to take a more deliberate approach to your shots, setting up with overwatch on chokepoints and anticipating enemy movements. If camping is more your thing, Scavenger could be an alternative - giving you a near limitless supply of Claymores, as long as hapless foes keep running into them. For your second perk, Stopping Power is the only really sensible option. You want to ensure a one-hit kill where possible. If you want a stealthier approach the lower-recoil, high fire rate sniper rifles will fare better with Cold Blooded. For your yellow perk Steady Aim Pro will both allow you to hold your breath for longer and give you a better chance at hitting a close range attacker by firing from the hip. If you plan on moving around a lot and being a little more aggressive, Ninja might be a good way of masking your movement instead. As is usual with the sniper rifles, when on the move you will want to switch to your secondary to give you a fighting chance in close quarters - a machine pistol or handgun would be an ideal pairing. The Intervention is a popular weapon, most likely due to the legacy of the similarly bolt-action M40A3 in COD4. The slow cyclic rate of fire means you have to be accurate, but well-placed shots usually result in one-hit kills. The high emphasis on accuracy and shot placement means it is a weapon that rewards skill, although I don't regard so-called 'quickscoping' to be to the strengths of this weapon - I'd recommend you keep your distance from your opponents where possible. The Intervention rewards accuracy and patience like no other weapon; The slow cyclic rate of fire means it's difficult to get to grips with, but once you're used to it, it can be devastating.
Épisode 16 - .44 Magnum - Modern Warfare 2 Multiplayer Weapon Guide
13 juin 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The .44 Magnum is modelled on the real-life Colt Anaconda. It's unlocked at level 26. The Anaconda is a double-action revolver of US design, and was introduced in 1990. It was available with a 4, 6, and an 8 inch barrel. The version in-game is the 6-inch variant. The Anaconda is a large-framed revolver firing a high-calibre cartridge, the .44 Magnum, from which this weapon takes its name in-game. The .44 Magnum is a hard-hitting round, and this is reflected in Modern Warfare 2 as the magnum deals the highest overall damage of all handguns. In practical terms, this means it will kill in 2 rounds up close, or 3 at a distance - with or without stopping power. Stopping power has a slight effect at middle ranges, but the Magnum is the handgun that benefits the least from it. The awesome power of the 44 magnum is tempered by the limitations of its 6-round cylinder. No matter how good your aim, two slain opponents without a reload is good going. Ideally you'll stick to single engagements with the Magnum. The Magnum is a surprisingly controllable weapon, and can be fired at a fast rate quite effectively. There is a substantial amount of visual recoil, but at close to medium range it isn't a factor - meaning that if you have a clear shot on a target 3 quick successive rounds should effectively put them down. Reload time isn't too bad with the Magnum - the use of a speedloader makes it relatively quick. Sleight of Hand does help at times if your aim is off and you need another 6 rounds, but ideally any firefight should be over before you have to reload. As a handgun, the Magnum has exceptional draw speed, so when used as a backup it can be brought to bear very quickly, perfect if you're caught unawares. As mentioned, Stopping Power isn't necessary with the Magnum, so it makes a great sidearm if you're using an alternative red perk for your primary weapon. A cold-blooded sniper class (such as with the WA2000 or M21 EBR) would be well paired with the Magnum, as you'll have a fast-switching and hard-hitting close quarters weapon, still capable of killing in two shots. The only real detriment is that the Magnum cannot be silenced - but as a last-ditch weapon it's better to reveal your position than it is to find yourself helpless at close range. Alternatively, the Magnum could work in a rush class with Lightweight, serving as a backup weapon should you be caught needing a reload with your primary. Your Yellow perk with the Magnum really depends on your particular strategy - although if you're using akimbo magnums Steady Aim will aid at the edge of your effective range. The USP 45 and M9 both rely on stopping power for two-hit kills; The Magnum does not, so if you're not using Stopping Power the Magnum is a very effective side arm. The Magnum performs better at long range when compared to the other power pistol, the Desert Eagle - the Magnum is a 3-hit kill maximum, even without stopping power, but the Desert Eagle is a 4-hit kill at maximum range. The Magnum is a powerful sidearm, and as nimble as any other handgun. If you can make your shots count, it can be devastatingly effective at close to middle ranges.
Épisode 17 - SCAR-H - Modern Warfare 2 Multiplayer Weapon Guide
18 juin 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The SCAR-H is a fully automatic weapon, unlocked at level 8. The SCAR, or 'Special Forces Combat Assault Rifle' was developed by Belgian Fabrique Nationale de Herstale for the US Special Operations Command. Intended as a potential replacement for the M16 derived rifles currently in service, the SCAR first entered testing in 2007. The SCAR-H is not technically an assault rifle at all - as it fires a full-sized rifle cartridge it is more accurately described as a Battle Rifle. The SCAR-L is the assault rifle variant, firing the NATO 5.56 millimetre intermediate cartridge. The SCAR-H, however, fires the more powerful 7.62 by 51 millimetre NATO rifle round. The SCAR-H is one of three high powered assault rifles that do 40 damage at close range and 30 long range, the other two being the TAR-21 and the AK-47. The only assault rifle that does more damage than these three is the F-A-L. The SCAR-H, then, is a powerful weapon - and it's coupled with high accuracy, minimal recoil and good iron sights. The only real downside is the small magazines - just 20 rounds - and the limited supply, just 3 magazines unless you use Scavenger. The underslung grenade launcher and shotgun are available for the SCAR - suitable for a grenadier class or as a close-quarter backup with the Shotgun. The underslung weapons can be a useful counter to the lack of primary ammunition, although unfortuately the shotgun isn't particularly effective in Core. The iron sights are easy to use on the SCAR, but optics can be a good choice as they will improve your overall sight picture by allowing a clearer view on - and around - your target. Scavenger Pro is one thing that is essential with the SCAR, unless you have a secondary weapon you're happy to fall back on - even so, you'll burn through ammunition very quickly so the more you've got the better. Using Scavenger instead of Sleight of Hand does mean you'll spend more time reloading - the standard 20-round magazine is quickly expended. If you're after kills, Stopping Power is always your best option - and the SCAR is no exception. However, the high power of the SCAR means you'll still kill relatively quickly without, so if you want to take a stealthy approach Cold Blooded with a silencer can be a very viable option. If you're after easier killstreaks, Hardline could be an option too, but without stopping power you will suffer in a straight firefight. Ninja Pro is probably the best option as far your third perk is concerned, as silent footsteps both hide your acoustic signature and assist in hearing your enemy's. If you use a headset, and plan on moving about near your enemies, there's little other sensible choice. Steady Aim will assist with the SCAR at close range, allowing you to more reliably kill your enemy in close quarters without raising it to aim. It's not a perfect close quarter weapon in those circumstances but it might give you the edge against an SMG or shotgun user. If in doubt, Scavenger, Stopping Power and Ninja are usually the most effective combination with the SCAR-H, and I had no trouble competing with an aggressive playstyle with this setup. If you can aim, spot enemies at a distance, and maintain an awareness of anyone attempting to flank you, there's not much else outside of the assault rifle category that can compete with the SCAR. It's a very effective weapon in the right hands - and is deadly in an aggressive assault role, capable of competing effectively at nearly all ranges. Until you run out of ammunition, at least, the SCAR-H is a force to be reckoned with.
Épisode 18 - M93 Raffica - Modern Warfare 2 Multiplayer Weapon Guide
25 juin 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M93 is unlocked at level 38, and is one of the three burst-fire weapons in Modern Warfare 2. The word 'raffica' means 'burst', in the sense of gunfire, in Italian. Unlike the M16A4 and FAMAS, it's a secondary weapon - but it still packs quite a punch. It's an Italian weapon, produced by longstanding arms manufacturer Beretta. The M93 was based on the semi-automatic Model 92 - well known as the current US service pistol, the M9. It was designed in the 70s, taking the basic M92 design and modifying it to be suitable for selective fire, adding a foregrip, stock and muzzle brake. It fires the same 9-by-19 millimetre parabellum round, delivering 3 rounds at a cyclic rate of about eleven-hundred RPM. The M93 handles like a pistol - drawing and aiming almost as quickly as the handguns. In any case, it's a great backup weapon as it's nimble and quick to fire. The burst fire ability means it's capable of dealing out lethal firepower very quickly - as with all the burst weapons, time to kill is remarkably quick if your first burst connects. Of course, if you miss you're at a disadvantage - so, as with the FAMAS and M16, first-shot accuracy is vital. Up close, hitting your target is easy - but the long-range damage of the raffica is unusually high for a secondary weapon. Aiming at long range can be tricky, but with 30 damage at maximum range, 3 hits with stopping power will kill. As far as your perks are concerned, your blue perk is up to you - you're best off picking an appropriate perk for your primary weapon here. Up close the M93 will be a one-burst kill without stopping power, so an alternative red perk can work if your primary remains effective without stopping power. If you're using the silenced M93 you might find that the reduced range means fewer one-burst kills, so I'd go with Stopping Power when silenced as then it will be a one-burst kill at all ranges. Steady Aim is probably the best third perk if you're running akimbo, otherwise I'd go with whatever suits your primary. Interestingly, you can use the Raffica in last stand - so that's a very viable option if you're prepared to give up steady aim or ninja. The M93 is regarded as one of the more effective sidearms, and this view is not without merit - 3 successive rounds are enough to put most targets down, and the low recoil and burst rate of fire means time to kill is usually very rapid. It does require a certain degree of precision to use effectively - but once mastered the Raffica is the perfect sidearm to nearly any other weapon.
Épisode 19 - MG4 - Modern Warfare 2 Multiplayer Weapon Guide
1 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Like all the LMGs, it's a fully automatic weapon. It's unlocked at level 16. It's a German weapon, manufactured by Heckler and Koch, designed during the late 1990s and was adopted by the Bundeswehr in 2005. It fires the intermediate 5.56 millimetre NATO cartridge, just like the M16 and its variants, although as a belt-fed weapon the MG4 is designed for support roles and more sustained fire. In game, the MG4 is one of the lower powered LMGs, dealing 30 damage per shot at all ranges - the same as the M240. It does, however, boast very low recoil - the MG4 is capable of putting rounds on a target even when firing full auto. Unfortunately, the MG4 is marred by a couple of faults in-game - the silencer available doesn't function correctly, and worse still the iron sights are misaligned - the actual point of impact is somewhere near the bottom of the central front post, rather than the tip. Because of this, the optical attachments are a very sensible choice with the MG4. You can compensate without, but even knowing the approxmiate offset, it's difficult to land shots accurately at long range. To be most effective with the MG4, you need to fire from a stationary position, ideally from behind cover or while prone. Good awareness of where the enemy is spawning and their likely movement should help you set up a firing position ahead of them, where you should have no trouble in taking them out. In a more aggressive role you can push towards the enemy, and if you can flank them or take them by surprise you may be able to take out an entire group. Hold your ground and if you're in a good position you may even be able to repel their counterattack, as they attempt to score a revenge kill. Don't linger too long in one position, however, as the more people you kill the more who will be out for revenge - you can expect a barrage of grenades and explosives to come your way if the enemy suspect you're still in a position. The MG4 is probably one of the few instances where I'd recommend Bling for your blue perk. The combination of the optics with the grip or FMJ is too good to pass up. If you opt for just an optical attachment, Sleight of Hand is a good choice to speed up the reload, as otherwise you'll have to endure one of the slowest reloads in the game. If the iron sights were aligned, I'd recommend Sleight of Hand with FMJ or the grip, but as it stands you will end up missing your target all too often. The MG4 doesn't have as high damage as some of the other LMGs, so I'd recommend Stopping Power for your red perk. The MG4 has flat damage - it will be a 3 hit kill at any range with stopping power, and 4 hits without. For your Yellow perk I'd go for Sit Rep, especially if you're using FMJ - stealth is not the MG4's strongest suit and ideally you'll keep your distance from the enemy where possible so Ninja isn't as useful. The red outline of claymores will indicate enemy positions, and - if you're lucky - you can shoot the claymore through the wall and potentially score a free kill. The MG4 is an underused and underated weapon, derided for having low damage and inaccurate iron sights. However, the optical attachments remedy the sighting issue, and if you use the MG4 primarily at long range you'll find it kills as quickly as the SCAR-H or AK-47 would. There's no other LMG more precise at long range than the MG4, and this lack of recoil means the MG4 really is the equivalent of the ACR in the LMG category. The flat damage means close range encounters might leave you outclassed, but if you play to the MG4's strengths by adopting good firing positions and predicting enemy movements, you'll do very well. It's not without its flaws, but they are easily avoided or countered. With the right setup, the MG4 is more than capable of eliminating entire groups of enemies and ultimately winning matches.
Épisode 20 - Striker - Modern Warfare 2 Multiplayer Weapon Guide
4 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Striker is a semi-automatic weapon, unlocked at level 34. Essentially a shotgun revolver with a clockwork-driven cylinder, the Striker was originally designed in what was Rhodesia and found its initial commercial success upon its introduction in South Africa. The original design, known as the Armsel Striker, was drafted in the early 1980s. An improved iteration known as the Protecta was developed later - and there were some foreign clones and licensed copies manufactured, such as the Sentinel Arms Striker-12 and the Cobray Streetsweeper. The Striker fires standard 12-gauge shotgun cartridges. In-game, the Striker has good range but poor damage when compared to the other shotguns. It fires only 6 pellets per shot, unlike the 8 fired by most other shotguns (Ranger and Masterkey excluded) The low damage is made up for by a generous cylinder size - 12 rounds - and a healthy rate of fire, capable of up to about 300 rpm if you can pull the trigger fast enough. The range is only bettered by the SPAS-12, single 1887 and the Masterkey attachment, and although low the damage is more consistent than most shotguns. The Striker will kill in one shot at point blank range, but for the majority of its effective range you'll need to get more than one shot on target. With a quick trigger finger this usually isn't too much of an issue. If you're effectively using the Striker as your primary weapon, the most effective blue perk would be Marathon, as the closer you are to the enemy the more effective the Striker will be. If you're using it as a secondary for anticipated close quarter engagements, I'd recommend Sleight of Hand to speed up the otherwise lethargic reload. Cartridges are inserted individually, and the process is lengthy if you've depleted the cylinder entirely. I'd recommend refilling the cylinder whenever you are in a relatively safe position - even if you've only expended a few shots. If you get caught short during a reload you'll need to cancel before you can fire - the quickest way to do this is to tap the weapon switch twice quickly, or to sprint momentarily. For your red perk, I found Stopping Power to grant more reliable kills - while Lightweight helps you get closer to the enemy the Striker will be much less effective. In my experience, 40% increase in damage trumps 7% faster movement speed. Steady Aim is a good third tier perk to tighten up your hipfire crosshairs, but you have to be more careful in your shot placement. Ninja is a good perk if you wish to take a stealthier approach and sneak up behind people undetected. I was playing a lot of Free-for-All with the Striker and an increasingly popular tactic is to play defensively and rely on claymores. Because of this, Sit Rep is a useful third perk as you'll be given an indication of where players are located, and be given prior warning of claymores. Sit Rep Pro also increases enemy footstep volume, but it will take some time and effort to unlock. The primary strength of the Striker is the fine ability to control the rate of fire to suit the engagement exactly - rather than spraying indiscriminately with the AA-12, you're able to target multiple enemies with precision shots. This makes it deadly in serial engagements against groups of enemies - great in maps like Vacant or Skidrow where tight corridors are common. It's not the most powerful shotgun, nor does it have the longest reach - but the Striker is a balanced weapon, with the quick semi-automatic fire putting it in a similar category to the M1014. The M1014 is more powerful, but the Striker has a much larger magazine, meaning larger groups of enemies can be taken out without reloading. It's also unusual in that the silencer doesn't decrease it's effectiveness too much - it's probably the most effective silenced shotgun available. The Striker is a well-rounded shotgun that can provide an able close-quarter backup to a long-range primary. With good shot placement and timing, the Striker can tear through unsuspecting groups of enemies without giving them a chance to fight back.
Épisode 21 - Vector - Modern Warfare 2 Multiplayer Weapon Guide
10 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Vector is a fully automatic weapon, unlocked at level 12. It is a modern weapon designed around a unique recoil-absorbing action. It was developed by American company Transformational Defense Industries, or TDI. It was designed in 2006 and entered production in 2009. The action of the Vector, known as the Kriss Super V, directs the recoil away from the shooter, allowing its powerful .45 ACP round to be fired at a high cyclic rate without loss of accuracy. In-game, The Vector has the fastest fire rate of all primary weapons. It's also the most controllable SMG, with the least recoil, and can be fired accurately out to middle ranges. However, the Vector has one critical flaw: it deals the lowest damage per shot of all weapons. Without stopping power, even up close, it's a four-hit kill. At long range you'll need 5 hits. Even with stopping power you'll need 3 hits up close. The fast rate of fire makes up for this somewhat, but when using the Vector you need to ensure you can comfortably hit your target with 4 or 5 shots. If you attempt to compete in a straight firefight against an assault rifle, it's likely you will lose at any range. The fast rate of fire means that Scavenger is a sensible choice for the Vector, as otherwise you'll burn through ammunition all too quickly. Marathon is by far the best choice if you plan on flanking or rushing the enemy, and when coupled with the high mobility of SMGs will allow you to cover long distances more quickly. If you're using a silenced weapon Cold Blooded is a good red perk to use. The mobility of SMGs means you can get closer to the enemy quicker, and the silencer will allow you to surprise groups of enemies attacked from behind. After you've made your kill, go into hiding and they simply won't be able to find you, even with a UAV in the sky. If you're unsilenced and taking the aggressive route, Stopping Power or Lightweight would be better choices. The fast rate of fire means Stopping Power isn't critical, although it will make the difference in some circumstances. When unsilenced the best tactic is to avoid the main confrontation and flank the enemy - Marathon and Lightweight help here. Get behind a large group and you should be able to take them by surprise. When flanking Ninja is a good third perk to use, as otherwise your footsteps might alert the enemy to your presence. Otherwise, I found steady aim to be a very useful perk to bolster the Vector's effectiveness in close quarters - the tight hipfire spread of SMGs and fast rate of fire make it effective when firing from the hip with steady aim. Add extended mags and Scavenger and you've got a great combination for spraying enemies from the hip. Mobility is key when using the SMGs - it's the only advantage you've got over assault rifles at middle to long range. Avoid long sightlines and stick to close quarters and you should stack the odds in your favour. Sprinting is great to get to places quickly, but don't rush in if an impending engagement is likely - an often overlooked benefit of using SMGs is the fact that you can walk at full speed while aiming down the sights. This means in close quarters you will be immediately ready to fire, and aiming also grants the additional benefit of quieting your footsteps without the need for Ninja Pro. Stealth, speed and surprise are the order of the day, and you should rely on them whenever possible. The Vector is not a competitive weapon; In direct firefights it is almost always outclassed - the low damage means it's simply not as effective as it could be in Core. Its outstanding accuracy and lack of recoil makes it the most controllable SMG in-game, however - it loses out at close range but can reach out much further than any other SMG with fully automatic fire. The fast rate of fire means Stopping Power is less effective than with other weapons, so Lightweight and Cold Blooded become very viable options. It's a challenging weapon to be effective with, probably more suited to HardCore, but the Vector handles very well and gives you the accuracy of an assault rifle with the speed an mobility of an SMG.
Épisode 22 - Stinger - Modern Warfare 2 Multiplayer Weapon Guide
11 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Stinger is a single-shot weapon, unlocked once you reach Level 30. Designated the FIM-92, it was designed in the United States by Raytheon Missile systems with the intent to replace the ageing FIM-43 Redeye. It entered service with the US military in 1981. The Stinger relies on infrared homing to guide itself to the target once fired. It locks on to an aircraft's hot exhaust ports until it's close to the target, at which point it diverts towards the main airframe. The Stinger is a 70mm diameter missile, 1.5m long, and weighs 10kg. It's effective payload is 3kg of high explosive with an impact fuze, meaning that the Stinger must strike the target to kill. In-game, the Stinger is only capable of firing when locked on - it can not be used against targets other than air support. Usage is very simple - aim, lock and fire. Hold the target in the sight for a couple of seconds and the high-pitched long beep means the Stinger is ready to fire. You get two missiles with the Stinger, and can restock with Scavenger, allowing you to take out all but the most resilient support. It's possible that an errant missile may strike the ground, and can get you kills, but it's a very rare occurrence. UAVs and Counter UAVs are the easiest air support to shoot down - as long as you can spot them. They move silently and are a relatively small target, but once spotted a single missile will down them, denying the enemy any radar advantage. Harriers are among the most common prey of Stinger missiles - they are loud, stationary targets that lack any countermeasures against the Stinger. They're also dangerous when left in the sky - harriers will often turn a seven killstreak into an altogether more dangerous eleven, so shooting them down promptly should be your prime concern. Attack Helicopters also lack countermeasures and can be downed with one missile, but they are mobile and you may not always have a sightline to the target. They're regarded as less of a threat as harriers but they persist for longer so it's wise to take them out when you are able. Above a seven killstreak we start to see effective countermeasures against anti-air missiles, with flares being the countermeasure of choice. Pavelows have one set of flares at their disposal, effectively diverting one missile launch but leaving them vulnerable for another. If you're using the cold-blooded perk you'll be able to take it out on your own with no problem, as you get 2 missiles with the Stinger. Fire once to force the Pavelow to expend flares, and fire again to destroy it. Note that if both an enemy Harrier and Pavelow are in the sky at once, you can effectively kill two birds with one stone by firing at the Harrier when the two killstreaks are close. The blast radius of the Stinger will destroy both with one missile, effectively bypassing the higher killstreak's countermeasures. Chopper Gunners boast impressive firepower and can devastate teams, so taking one down on your own can be tricky, even while cold blooded. An observant gunner will see the missile launch and will likely spray the area with 20 millimetre cannon fire, so getting a second missile off can be risky. It's best if you're some distance from your teammates as the gunner's attention will be focussed on their red boxes. Chopper Gunners have one countermeasure, like the PaveLow, so one Stinger operator can quickly bring it down. AC130s are a different story. They boast two countermeasures and so require 3 missiles to down effectively. This means coordination between two or three teammates is the most effective way to quickly down them, but as the AC130 last for only 40 seconds if you can't rely on your team it might be best to seek overhead cover instead. On occasion, you might find your missiles miss your intended target, even those without countermeasures or when they have been expended. In these cases, you will have to fire again - but don't fire from the same location, as you'll likely miss again. Relocate to another position, some distance away, and fire again. Your second missile should find its target. Shooting down air support is one of the most effective ways of denying the enemy kills, particularly if you can't rely on your teammates to stay out of the open. Shooting down harriers might seem like a chore, but Harriers left unchecked bloom into Pavelows and Chopper Gunners, which in turn can lead to Tactical Nukes. If you can nip a killstreak in the bud before the higher, more dangerous support takes to the sky you can effectively deny the enemy a substantial amount of kills. The Stinger is the most important weapon in Modern Warfare 2. It's capable of denying the enemy 20 or more kills with just one missile launch. If your team is diligent in shooting down enemy air support, you'll find victory comes around all the more often.
Épisode 23 - WA2000 - Modern Warfare 2 Multiplayer Weapon Guide
17 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The WA2000 is a semi-automatic weapon, unlocked at level 36. It's of an unusual bullpup design, and was produced by German company Walther. Production started in 1982 but not many were made; Only 176 were ever produced, largely due to the rifle's high price and niche role. Production stopped in 1988. It fires the .300 Winchester Magnum round, a powerful and consistent round at all ranges. The bullpup design means the WA2000 has a 25.6 inch barrel in a weapon 35.6 inches long - its compact size perfect for quick deployment and urban operations. In-game, the WA2000 deals moderate damage, somewhat less than the Barrett and Intervention but greater than the M21 EBR. The damage multipliers for this weapon mean that a hit on the upper chest, neck or head will be a one hit kill when unsilenced. What's interesting about the WA2000 is that Stopping Power will not change the one hit kill profile - it will remain just as effective without, with the exception of shooting through cover or at an already injured enemy. The recoil is mild, but sufficient enough to prevent rapid fire at longer range - again, this puts the WA2000 somewhere between the high powered rifles and the lower-powered M21 EBR. Overall, I'd recommend you use the WA2000 unsilenced with Cold Blooded - you'll be invisible to air support and UAVs, and with Cold Blooded Pro you'll often go undetected by enemies when you're prone. Freedom from Stopping Power does open up some opportunity to experiment - you could use Lightweight to get to sniping positions more quickly, or Danger Close Pro coupled with some explosive killstreaks and claymores. Hardline coupled with the UAV And Counter-UAV would give you and your team the radar advantage. UAV is a great killstreak to use while sniping as it will give you an idea of where the enemy team is headed - allowing you to set up a firing position ahead. The Counter-UAV also effectively compensates for a lack of a silencer, as they won't have the red dot revealing your location when you fire. Sleight of Hand is probably the best blue perk, speeding your reload and aim time - you could also use Marathon to get to positions more quickly, but the faster aim speed will often save you at middle range. As you won't be moving near enemies too often, Ninja Pro isn't necessary - and I found SitRep pro to be useful. It amplifies the footsteps of enemies nearby, giving you ample time to switch to your secondary. Steady aim is also a good third perk, allowing you to hold your breath for longer and giving you a slightly better chance to hit if forced to hipfire on a close-range target. I'd recommend a pistol for your secondary slot - I was using the M9, but the Magnum would be a better choice without stopping power. The WA2000 is very slow to switch weapons with, so anything other than the pistols might leave you vulnerable. Claymores are great with a sniper class for protecting your rear and flank, such as when you're in a building. While they might not always kill your enemy they will alert you when someone is close. I was using smoke grenades instead of stun or flash grenades mainly for cover and misdirection - if discovered I could pop smoke and make a hasty retreat without fear of being shot in the back. They would also be particularly effective when coupled with the Thermal sight. The WA2000 is best when used at long range, from a covered or prone position. You don't want to fire multiple shots if you can avoid it; Accuracy and patience are key. With Cold Blooded you get all the time in the world to line up your shot. Aim high, for the head if you can reliably hit it, and you'll get a one hit kill. Pick your shots and only fire if you aren't going to miss. Patience is key. Moving position after a couple of kills will help extend your life expectancy; Switch to your sidearm and cautiously move to a new firing spot. Use smoke if you're moving through the open or if you suspect someone is headed for you - it will buy you some time. Long sightlines are your ally; If you can pick off your enemies from a distance, you're less likely to be killed by their teammates nearby. If you get spotted or encounter an enemy up close, it's a good idea to double tap when firing to ensure a kill. The mild recoil of the WA2000 means it's fairly easy to hit a target twice at close to middle range this way. The WA2000 is one of only a few weapons that doesn't benefit much from stopping power, and that really opens up a great variety of potential tactics not seen with more common loadouts. It's not a forgiving weapon to use, and requires pinpoint accuracy to master. A true marksman's rifle, the WA2000 rewards accuracy, patience and shot placement. It suits a slower-paced, more defensive style of play when used with cold blooded, and a careful shooter in a good position will be undetectable by the enemy - until it's too late.
Épisode 24 - M9 - Modern Warfare 2 Multiplayer Weapon Guide
25 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Like all the hand guns, it's a semi automatic weapon. It's unlocked at level 46. M9 is the US army designation for the Italian-made Beretta 92F. It was designed in 1975 and was adopted as the M9 by the US army in 1985, officially entering service in 1990. The M9 replaced the M1911A1 as their primary sidearm. It fires the NATO standard pistol cartridge, the 9 by 19 millimetre Parabellum round. In-game, the M9 is a fast-switching sidearm with a short effective range. Up close it can be deadly, but it loses effectiveness at distance. Compared to the USP .45, the M9 has a larger magazine and lower recoil, but is effective out to a shorter range. I prefer the iron sights on the M9, but in practical terms there's not a massive difference between them. While the USP has the edge in range the M9 makes up for it through controllability and capacity. The M9 suits either Stopping Power or Lightweight for your red perk; Stopping Power will give you two-hit kills up close, while Lightweight Pro is useful for the improved manoeuvrability and faster recovery from sprinting. As a sidearm you're better off designing your class around your primary weapon; As a general rule of thumb I would use the M9 with stopping power, and the Magnum with a different red perk - both configurations giving 2-hit kills up close. Your blue perk should depend on your primary weapon, but in most cases I prefer sleight of hand for an aggressive role, as it will give you the edge in aim and reload speed. Marathon is always a great perk for a rush or flanking class, although generally speaking attempting to rush with a pistol is suicide - you'd be much better off using an SMG. Your third perk is again better decided by your primary weapon and style of play. When using the Last Stand perk, the M9 is the default pistol if you don't have a pistol secondary. This does mean if you use M9 akimbo, for instance, you'll get two pistols whilst you're in last stand - which can be to your advantage. The M9 is a very similar weapon to the USP .45, with a very similar damage profile and effective use. It handles a little better than the USP .45, with better iron sights and lower recoil. It's my preferred handgun with Stopping Power, and an able backup. Its only detriment is that it cannot be effectively silenced like the USP can. The fast draw time will save you time and time again when you're caught needing a reload or when using a weapon only effective at long-range. The handguns are somewhat underrated but in the right hands they are the perfect complement to nearly any other primary weapon.
Épisode 25 - TAR-21 - Modern Warfare 2 Multiplayer Weapon Guide
31 juillet 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The TAR-21, also known as the Tavor Assault Rifle for the 21st Century, is a fully-automatic weapon, unlocked at level 20. The Tavor is an Israeli weapon, used and issued as standard in certain brigades in the IDF. Designed in the 1990s, it first saw service in Israel in 2002. It fires the NATO standard 5-point-5-6 by 45 millimetre round, and uses standard STANAG magazines. The TAR-21 is a bullpup weapon, the shortened length useful for urban operations and clearing buildings, without sacrificing barrel length or muzzle velocity. Rifle power in a carbine package. In-game, It's one of three high-damage, 'automatic fire' assault rifles - the SCAR-H and AK-47 share this classification. The TAR-21 has the fastest rate of fire of all three but also the greatest amount of recoil - this, coupled with the high damage, means the TAR-21 is one of the best assault rifles to use in close quarters. Paired with stopping power there's not much that will beat it up close. At longer distances you will need to burst fire to counteract the recoil, but with practice the Tavor can be deadly at a distance as well as up close. For your blue perk, I'd recommend Scavenger - the Tavor's fast rate of fire means having a few extra magazines will come in useful. I do like Sleight of Hand Pro for the faster aim and reload speed - but you will run out of ammunition more quickly, and end up with just your secondary to fall back on. If you do use sleight of hand, I'd recommend a machine pistol such as the PP2000, M93 Raffica, or TMP to serve as a backup until you can pick up an enemy weapon. When using Scavenger, a quick-swapping secondary such as the Raffica or a handgun can be useful when you are caught in the middle of a reload - or alternatively you could carry a Stinger to quickly counter enemy air support when needed. The TAR-21 is a high-powered assault rifle, and Stopping Power will make it even more deadly, dealing two-hit kills out to middle range. This is great for an aggressive class, but you could alter your playstyle to suit an alternative red perk. A silencer coupled with Cold Blooded will still yield 3-hit kills up close, and if you remain concealed should have no trouble killing foes before they have a chance to retaliate. For your third perk, Ninja Pro is essential for any mobile class as otherwise the enemy will have no trouble hearing your footsteps. Alternatively, steady aim would assist in close quarters - reducing the need to aim and allowing you to get the two shots needed on target more quickly. As far as killstreaks are concerned, the AI-controlled ones are best for an assault class - if you're pushing into the enemy's spawn you don't necessarily want to take yourself out of the fight to use the chopper gunner - you'll be left vulnerable on the ground for the duration. The Harriers and Pavelow will get you plenty of kills, and you'll remain part of the fight and in control, able to get more kills with your TAR-21. Start off with the predator missile and you'll find getting from a 5 kill streak to a 9 is easy, especially if the opposing team aren't shooting down air support. The TAR-21 is a force to be reckoned with at short ranges, and doesn't fare too badly at a distance, either. It's great when silenced as it's still just as deadly in close quarters. It does have some recoil but it's easily managed, so you'll never feel at too much of a disadvantage at range. The low recoil weapons, such as the SCAR-H and ACR, are slightly better at longer range, but the middle-range advantage makes up for it. The iron sights are amongst the clearest and easiest to use in game, so the optics aren't necessary. The Tavor is probably one of my favourite assault rifles. It has a great rate of fire coupled with high power and will decimate opponents within effective range before they even have time to retaliate.
Épisode 26 - TMP - Modern Warfare 2 Multiplayer Weapon Guide
6 août 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The TMP, or Tactical Machine Pistol, is a fully automatic weapon, unlocked at level 58. The TMP was designed by Austrian company, Steyr, in the early 90s. It fires the NATO standard pistol cartridge, the 9-by-19 millimetre parabellum round. The TMP is no longer produced - in 2001 the design was sold to Swiss company Br:uger and Thomet, who since developed the TMP into their MP9 design. The TMP is renowned for its controllability, allowing for accurate automatic fire, unusual for a typical machine pistol. In-game, The TMP reflects its real-life stability, as it has practically no recoil. Although damage is low it has a fast rate of fire, at 900 rounds per minute. Unfortunately the fast rate of fire exacerbates the TMP's primary weakness; The magazine capacity of 15 means you will burn through ammunition very quickly. Accuracy is of the utmost importance - even with stopping power, at long range you'll need 4 hits to kill. With a clear shot this is relatively easy, but with a moving target or one behind cover you may struggle to kill your opponent before your expend your entire magazine. The TMP is extremely controllable when fired full auto, even at long range - so if engaging a stationary target don't be afraid to pin the trigger once you've lined up your shot. The near zero recoil means that the TMP is essentially analogous to the ACR as far as handling is concerned. The low ammo count and fast rate of fire means Scavenger is essential for the TMP if you plan on getting more than a few kills with it; You'll run dry very quickly otherwise. I tend to use the TMP as more of a temporary fallback when I'm out of primary ammunition; The 45 rounds you get without scavenger is more than ample to secure at least three kills, and by that point it should be possible to pick up an enemy weapon. There's no shortage of effective weaponry lying about - UMP45s and ACRs are very common drops and serve as a good replacement for the TMP once you're in need of a new weapon. For that reason, I'd suggest you run with Sleight of Hand or Marathon instead of Scavenger with the TMP, particularly if you're playing a mobile class. Enemy weapons are plentiful enough and the TMP coupled with your primary will normally give you enough ammunition for a longer streak if your accuracy is any good. Stopping Power is, as ever, the best choice for any aggressive role utilising the TMP. The fast rate of fire means time to kill isn't affected much, but under duress it can be difficult to get all your shots on target so the assistance of Stopping Power can make the difference. Ninja was my usual third perk of choice, being the most effective all-round tier three perk for aggressive tactics. Even if you don't have a headset you can be sure some of your opponents do, so without Ninja you'll find your footsteps give you away time and time again. The TMP is remarkably controllable, and might be the best secondary for long range engagements. It's the perfect complement to any assault rifle or SMG when you're not using Scavenger, giving you an able backup when you've expended your primary ammunition. It's not a weapon you can run riot with, but you can be confident of securing a kill or two - which is often all you need. A versatile secondary, the TMP will compete up close as well as at middle range. If you're out of primary ammunition, the TMP will reliably carry you over until you can find another weapon.
Épisode 27 - AUG HBAR - Modern Warfare 2 Multiplayer Weapon Guide
20 août 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The AUG is a fully automatic weapon, unlocked at level 32. The Armee Universal Gewehr, or 'universal army rifle' was one of the first successful Bullpup assault rifles, with the weapon action and magazine behind the trigger - closer to the shooter's shoulder than in a traditional design. It's an Austrian weapon, manufactured by Steyr. The first AUG variants were designed in 1977, with the HBAR following some time after. The AUG assault rifle entered service with the Austrian military in 1979. It fires the NATO standard 5-point-5-six by 45 millimetre intermediate cartridge, typical for an assault rifle or light machine gun. The HBAR variant of the AUG is essentially the same as the standard variant, with a longer and heavier barrel designed for sustained automatic fire without loss of accuracy. 42 round magazines are used instead of the more standard 30. The AUG is normally seen with its integrated Swarovski telescopic sight, but this is not present in Modern Warfare 2's multiplayer. Instead, the backup iron sights are used. The AUG HBAR combines some of the best features of both the LMG and Assault Rifle categories; You have the high power of the LMGs, particularly at range, with the reload and handling of an Assault Rifle. Recoil is present but relatively mild, and can be handled at longer ranges by burst firing. It is classified as an LMG in game - so your mobility and aim speed will suffer when compared to an assault rifle. Compared to the other LMGs the magazine capacity is less generous too - at just 42 rounds it's about the same as a typical Assault Rifle with extended mags. Nevertheless, with the right loadout the AUG is a formidable weapon, with sufficient firepower to tear through an entire team. The AUG suits an aggressive style of play, but suffers from the poor mobility and aim speed of the LMG class. It works well against groups of enemies, especially when you can take them by surprise. It might take a while to get into position, but if you can flank the enemy you'll be able to do some serious damage. When moving with the AUG it's best to take things slowly as you approach; Be ready for an engagement if neccesary, and be ready and aim down the sights when approaching chokepoints and likely encounters. After you fire it's best to keep moving, unless you anticipate more enemies moving to your revealed position. If you are expecting an attack, make sure you are firing from a covered position - it will tilt the odds in your favour. Don't be afraid to fall back if you feel like you're getting overwhelmed - if you need a reload it's better to do it out of the open. Once the coast is clear, continue moving forward, slowly closing the vise, ideally driving the enemy into a spawnlock or pushing them against your teammates in a pincer-like movement. With patience and good awareness you can push through entire teams. The element of surprise should be part of your strategy, but once broken you can still force the enemy into your sights on your own terms by pushing forward with good use of cover. Sleight of Hand Pro is a must, bringing the aim speed in line with an SMG without the perk, and allowing you to cope better in situations where you are caught in an unexpected engagement. Scavenger isn't usually needed as you get more ammunition than you would with a typical assualt rifle, 126 rounds total by default. Even without scavenger, you don't have to worry about running out too often. Packing a decent close-quarter secondary can round out the AUG's abilities and make the ammunition supply even less of an issue. My usual preferred equipment are stuns and semtex; Stuns are faster-throwing than flash grenades, which is very useful for an assault class - and Semtex makes for a useful tool to flush enemies out of buildings and around corners. Grenades can also be used in a defensive manner as well as an aggressive way - if you need to retreat to reload or take cover, throwing a semtex toward the enemy will deter them from pushing towards you for a moment, giving you precious seconds to fall back and recover. The AUG is a high-powered weapon, dealing two hit kills at all ranges when paired with stopping power. It's as controllable as most assault rifles and effectively comes with Extended Magazines for free. It does come with a mobility penalty, but for the patient player with a good awareness of enemy location, the AUG can be used to aggressively contain the enemy while slowly driving them back. The quick time to kill and healthy magazine size mean that once you're in position, you can tear through groups of enemies, hold a spawnlock, and rack up some impressive killstreaks while doing so.
Épisode 28 - Ranger - Modern Warfare 2 Multiplayer Weapon Guide
23 août 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Ranger is a sawn-off, double barrelled shotgun, unlocked at level 42. The weapon featured in-game is an American shotgun of unknown provenance - 'Ranger' was the brand name for a line of hunting shotguns sold by Sears and Roebuck company, dating to the early 20th century. A variety of different manufacturers made shotguns under this brand name, so it's difficult to pin an exact model. The ranger uses standard 12-gauge shotgun cartridges, likely double ought-buck. The weapon has been extensively modified, with a sawn-off barrel and much of the stock has been removed. This will increase shot dispersion, reduce muzzle velocity and aid in concealment. There are no sights on the ranger, but this isn't so much of an issue as precision isn't one of the ranger's characteristics. The Ranger boasts the highest damage of all the shotguns in game - at point-blank range, each of the six pellets will deal 75 damage. This means that even without stopping power a single shot from the Ranger is capable of dealing 450 damage - enough to kill somebody four and a half times over. This massive damage is somewhat tempered by the very short range of the weapon - in fact the Ranger has the shortest effective range of all the shotguns. Still, if you can get close enough with the Ranger you will definitely have the upper hand - with the ability to kill even Painkiller users in just one shot up-close, this is the perfect weapon for those who like to get up close and personal. There are not many attachments available for the Ranger, and the first unlock is arguably the best; Akimbo gives you two Rangers, increasing your firepower with no real downside. Range, hipfire spread and damage remain the same as the single ranger - except now you get 4 barrels to unload instead of just two. It essentially boils down to extended mags in its effect. The other attachment, FMJ, increases penetration but pales in usefulness when compared to akimbo. If you're using a primary weapon with Bling then by all means pair FMJ with Akimbo, but otherwise there's little reason to stray from the double rangers. Stun grenades are a great choice as they extend the effective range of the Ranger by allowing you to get closer while the enemy is stunned; If you manage to stun someone facing away from you they won't be able to turn around before you can get close and kill them. Semtex can be used in a similar way, extending your effective range and often buying you enough time to reload or switch to your primary weapon. The Ranger works best when used as a situational weapon - clearing interiors, or any sort of anticipated close range encounter. The ability to net one-hit kills up close will often be very useful when moving through corridors and stairwells. One thing to beware while using the Ranger is your limited ammunition supply. Even with akimbo rangers you'll only have 4 shots before you need a reload, and it's all too easy to expend your entire supply prematurely. Fire control is absolutely essential. It's best not to unleash both barrels at once, instead only firing additional shots when necessary. If you expend everything you've got you'll be left vulnerable while you reload - during which more often than not you'll end up knifed or gunned down. It takes some practice to perfect, and even then in situations where you are taken by surprise the temptation to unload as quickly as possible remains - but learning to reserve your shots for when they're really needed is critical, especially against multiple enemies. One trick with the Akimbo rangers is to fire both barrels on a single ranger before the other, allowing you then to reload one while you still have another ready and fully loaded at your disposal. Even in one-on-one situations you need to beware - Last Stand users will often manage supine revenge if you expend all your ammunition in downing them. The awesome power of the Ranger is hard to ignore, and the reliable one-hit kills up close makes for a dependable weapon for close range encounters. If you can get behind the enemy, and remain undetected - you can punish the unaware and eliminate entire groups. It's not a particularly versatile weapon, and it becomes completely ineffective at ranges comfortable for other shotguns - but if you've got a mobile class setup or have a need for an unstoppable weapon in tight situations, the Rangers might very well be for you.
Épisode 29 - P90 - Modern Warfare 2 Multiplayer Weapon Guide
30 août 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The P90 is a fully automatic weapon, unlocked at level 24. A bullpup weapon designed for a personal defence role, the P90 is manufactured by FN Herstal, based in Belgium. Design started in 1986 and production began in 1990. The P90 is used by a variety of counter-terrorist units and special forces all over the world. The P90 fires a specially-designed cartridge, the 5.7-by-28 millimetre. It's a small calibre with a steel penetrator. The smaller, faster projectile means it's more effective against body armour - and has substantially less recoil than a typical pistol calibre. In game, the P90 is a medium-damage weapon with a reasonably high rate of fire. It will kill in three shots up close with Stopping Power, or just two if one of those shots is a headshot. It also boasts the highest magazine count of all SMGs, with 50 rounds at your disposal - and an almost unending 75 with extended magazines. It does have a little recoil so hitting your target at range can be tricky until you learn to counteract it - but the large magazine means you can put consistent fire on a target while adjusting your aim. You also get a healthy supply of ammunition in reserve - 150 rounds total, almost twice as much as you would get with another SMG or assault rifle. This frees up your blue perk, should you with to use something else. Sleight of hand Pro is useful for the increase in aim speed, and although you don't need to reload often with the 75 rounds you get with extended mags, it's nice to have that benefit. Scavenger will also keep you supplied with ammunition and equipment - in any case it will come down to your preferred style of play - but extended mags serves as a passable alternative to Marathon for any rush setup. For your red perk, Stopping Power is - predictably - the most effective choice for any aggressive class. The faster rate of fire means you can adopt different tactics, but you'll fare less well in a straight firefight. Lightweight Pro increases your mobility and improves the speed at which you'll be ready-to-fire when coming out of a sprint, so it's a good choice for those who seek to rush the enemy and try and catch them unprepared. Another tactic would be to take the stealthy approach with Cold Blooded and a silencer, although this does require a patient style of play. In any case, I found in Free-for-all the two-shot kill with a headshot you get with Stopping Power was effective, giving very quick kills indeed. The large magazine capacity, high rate of fire and tight hipfire spread of the P90 means that you don't always have to aim with the P90 - in fact in very close encounters it's best not to. Steady Aim can improve this ability, although you will make a lot more noise when moving. I'd recommend steady aim with extended mags in a gametype like Ground War, but for Free for All or even normal Team Deathmatch Ninja Pro is probably the strongest choice. The P90 is more versatile than you might think as far as range is concerned. The fast rate of fire and moderate damage make it pretty handy up close, and when you're more familiar with the iron sights and the way the recoil behaves you can reach out to a fairly considerable distance. It's not the perfect long range weapon - while you can make up for this shortcoming with the available volume of fire, if you've been spotted you won't fare so well against an asssault rifle at such ranges. The trick with SMGs is to know your limit; And if you're outclassed at range you'll want to turn tail and get into cover, instead of giving away a free kill needlessly. It's not cowardice to turn away from a fight you can't win, it's common sense. If you're undetected, you're better off burst firing at range to ensure your shots connect - but if you're spotted it's best to pin the trigger, strafe to avoid incoming fire and get into the nearest cover. The P90 is an often overlooked weapon in the shadow of the UMP, but when mastered it's an able tool, great for close quarters and capable of sustained fire without reloading. The large magazine size and healthy reserve supply render Scavenger less effective, and the sprint bonus with extended mags means Marathon isn't necessary. In fact, Extended Mags on the P90 with Sleight of Hand Pro is almost like having three perks in one - you've got the improved sprint, generous ammo supply, and fast aim and reload. It's an attractive package, and one that works pretty well if you can handle an unsilenced SMG.
Épisode 30 - Javelin - Modern Warfare 2 Multiplayer Weapon Guide
6 septembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Javelin is a one-shot weapon, unlocked at level 50. The FGM-148 Javelin is a United States-made man-portable anti tank missile, replacing the older M47 Dragon. It was designed in response to the need for a man-portable anti-tank missile, with an advanced internal guidance system and sufficient destructive power to tackle modern armour. Design started in 1985, following subsequent prototypes, production and training, the first Javelins were deployed with US units in 1996. The missile itself utilises two shaped charges in its warhead; The precursor charge is smaller, and is designed to trigger the reactive armour found on many modern vehicles; The second larger charge penetrates the remaining conventional armour and disables the vehicle. In game, The Javelin is capable of locking onto either air or ground targets, which sets it aside from the other launchers. It's one of only two launchers that can destroy air support with just one undiverted missile - so it's much better than the AT-4 at taking out harriers and helicopters. However, it's not as effective as the Stinger - for a number of reasons. First of all, you only get one missile - so in the case of the higher killstreaks with countermeasures, you won't be able to take it down on your own. Secondly, the lock time of the Javelin is slower than the Stinger - if you're not cold blooded you'll often find you won't be able to launch before you're taken out. Thirdly, the non-direct attack path of the Javelin means it will take much longer to strike the aircraft - again, if you're not cold blooded you'll run a huge risk of being targeted in the meantime. Lastly, and most perplexingly, is the Javelin's proclivity to miss its intended target: Harriers, in particular, will often evade the Javelin on its way down - allowing the missile to strike the ground instead of the air support. While you can occasionally get a lucky kill this way, you can equally fall foul of your own missile - so be aware of errant Javelins once fired. The unique ground attack mode is what sets it aside from the other launchers; With it, you can place a missile accurately across the map, with a blast radius only a little smaller than a Predator missile, and with the Danger Close perk it's almost at lethal - if a little imprecise. You need direct line of sight to fire, but the missile follows what's known as a 'top-attack' trajectory, ascending rapidly to altitude, and then descending down directly on top of the target. The missile's flight time is relatively long - it will strike the target several seconds after it is launched. To lock on with the Javelin, aim through the viewfinder and position the centre of the white rectangle over the target. For air targets, your aim isn't critical - but for ground targets you need to be careful as to where the Javelin locks on. Once the lock position is confirmed, the launch unit will emit a series of beeps, with a longer low tone indicating the unit is ready to fire. The intersecting lines will show the ground position where the missile will strike. It's wise to be aware of your surroundings before you fire - any overhead obstruction will result in a premature missile strike - and the resultant detonation will most likely kill you. Certain maps lend themselves to the Javelin more than others - those maps with wide, open areas are great for easier targeting, such as wasteland or Afghan, as well as maps with high-traffic chokepoints, such as Salvage or Quarry. Unfortunately most players are aware now of the distinctive Javelin launch sound - and will seek cover or otherwise avoid likely impact points. The exception to this is often at the start of matches - with fixed spawn locations and predictable first movements, first blood is relatively easy with the Javelin. In game modes with fixed objective points, such as Domination or Demolition, the Javelin works well as an area-denial tool - target the point or bomb site and you'll often score a kill or two. Even if you don't get the kill, you're denying the enemy the opportunity to capture or plant. In the opening of a Domination game, one great tactic is to launch at the middle point, Bravo, while your teammates move to capture it. The enemy will be driven back, and the resultant smoke from the explosion will act as a reasonably effective obscurant, aiding in your teammate's capture of the point. For obvious reasons I'd advise against such tactics in Hardcore game modes. I suppose one additional point of note was the prevalence of what was known as the 'Javelin Glitch', prior to its patch. A particular sequence of weapon switches would lead to the user launching a live missile upon their death - taking out all those unfortuate enough to be within the not-inconsiderable blast radius. Thankfully, the days of such suicidal shenanigans have passed.
Épisode 31 - M21 EBR - Modern Warfare 2 Multiplayer Weapon Guide
13 septembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M21 EBR is a semi-automatic weapon, unlocked at level 56. There's actually no such weapon as the M21 EBR in real life - the weapon featured in game is more usually known as the Mark 14 Model Zero Enhanced Battle Rifle, or the M14 EBR. M21 refers to another sniper weapon system based upon the M14 rifle - and was in fact featured in COD 4. Presumably Infinity Ward used the M21 designation to emphasise this weapon's place in the sniper rifle category. In any case, the EBR is an improved variant of the venerable US-designed M14 battle rifle, originally designed in 1957. The EBR variant was first seen in 2001. Like most western battle rifles (such as the G3 and FAL) it fires the NATO standard 7.62 by 51 millimetre rifle cartridge. In real life the M14 EBR is more of a designated marksman's rifle than a sniper weapon, normally used as part of a squad to provide accurate fire beyond the typical assault rifle's capable range. This is reflected somewhat in-game, as the M21 EBR deals the lowest effective damage of all of the sniper rifles; Although the base damage is the same, the multipliers mean that this weapon has the smallest one-hit-kill profile. Unsilenced, with stopping power, a hit to the head, neck or upper chest will kill. Otherwise, the one hit kill zone is reduced - or when silenced without stopping power, eliminated entirely. However, the EBR also has the lowest recoil, meaning that you can more easily follow up with additional shots if required. This, coupled with the lower damage, means that most people familiar with the M21 EBR will instinctively fire two shots quickly - if both connect you'll be guaranteed a kill, otherwise depending on your loadout you might get lucky and kill with just one shot. Magazine capacity is generous for a sniper rifle - it's tied with the Barrett in this regard. The 10 round capacity is more useful with the EBR though, as you can deliver those rounds accurately on a mid-ranged target faster than with the other rifles, courtesy of the lower recoil. This means the EBR is somewhat of a hybrid, occupying a space between the sniper and assault rifle categories. The ability to quickly fire this weapon with moderate accuracy lends itself to its middle range capability; Rather than aiming for one-shot kills you should expect to kill in two - a double tap on a target will always kill if both connect. Unfortunately, the potential rate of fire of the EBR means you will burn through ammunition very quickly - so for your blue perk scavenger can be a viable choice. Cold Blooded is an effective choice for use with the silenced EBR - you'll be able to more easily evade the enemy and get into position overlooking their rear or flank - in team games you can often eliminate groups of enemies this way before you're discovered. Lightweight and Sleight of Hand with the ACOG scope is a lot of fun, allowing you to use the M21 EBR in a very aggressive way. This pairing of perks minimises the time it takes to get from sprinting to aiming down the sights, so it's great for situations requiring a quick reaction time. The M21 EBR doesn't fare so well at long range - the recoil makes hitting a target twice in the far distance rather difficult, often giving your target time to get away. Like the other sniper rifles, you won't fare too well up close, either - even with the ACOG the EBR is slower to aim than most other weapons, and the sniper rifles have a massive hipfire spread. Like the other semi-automatic rifles, you can quickly spray in the direction of the enemy and often you'll score a kill - but this isn't a reliable close quarter defence and even if you survive you'll find yourself low on ammunition. It's best if you can keep your opponent to middle distance engagements - at these ranges you'll find the EBR is a formidable weapon. It's not a weapon of precision in the way that the other sniper rifles are - but more of a hybrid between the snipers and semi-automatic assault rifles, such as the FAL. It's a challenging weapon to use at times, and you'll end up in siutations where you would have fared better with a different, more well-rounded weapon. However, the M21 EBR boasts power beyond any mere assault rifle with its potential for one hit kills, and suits more aggressive playstyles than the other options in the sniper rifle category. Whether you prefer to pick off enemies silently from a hidden position, or to rush with an ACOG attached, the M21 EBR is flexible enough to adapt - and in the right hands is a force to be reckoned with.
Épisode 32 - Desert Eagle - Modern Warfare 2 Multiplayer Weapon Guide
17 septembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Desert Eagle is a US-designed, Israeli-manufactured weapon, originally designed by Magnum Research and now primarily manufactured by Israeli Military Industries. First production dates to 1982, and since then has become the go-to high-power handgun for films, television and video games. This is in part due to its large size and menacing appearance - but also due to the high-powered cartridge it fires, the 50 calibre Action Express round. The Desert Eagle is loud, expensive, it kicks like a mule and is completely impractical - but there's no denying it's popularity. In game, the Desert Eagle is a high-power, high recoil handgun - dealing two-hit kills up close without stopping power. It has slightly less power than the Magnum at range - but it does have one more round in the magazine. The defining characteristic of the Desert Eagle has to be its recoil - as far as secondary weapons go, nothing comes close to the recoil of this weapon. This means hitting your target multiple times is very difficult, particularly if you don't wait for the recoil to settle between shots - and to make matters worse the iron sights of the Desert Eagle are misaligned - so hitting even the first shot is troublesome. For this reason the Magnum is a much more common sight - and with good reason. The Desert Eagle is much less effective overall. If you insist on using a single Desert Eagle, or if you haven't unlocked akimbo yet - the key to managing the recoil of this pistol is to moderate your fire rate depending on your range from the target. At point blank range you can fire as fast as your trigger finger will allow - but at middle range you will need to wait until the recoil settles before firing again. With practice and restraint, you can ensure your shots connect, and with Stopping Power the two-hit kill range is quite generous. You don't get much ammunition with the Desert Eagle, so Scavenger can be a good choice for your first perk - however if you're using the weapon as a backup then your supply isn't critical, so you can use an alternative perk to better suit your primary weapon. Although the Desert Eagle is a powerful weapon, capable of two-hit kills without stopping power - I'd still recommend it, as this will increase your two-hit kill range - and with this weapon you need all the help you can get. It's also worth noting that a headshot with the Desert Eagle with Stopping Power will do 98 damage total - just 2 damage short of a one-hit kill, so if you've injured an enemy a single shot with the Desert Eagle can quickly despatch them. Sometimes, even a grenade impact will do the job. In fact, the fast draw time of the handguns and the high damage make the Desert Eagle a particularly suitable 'finishing weapon' - where the difficulty in hitting the target twice isn't such an issue. Should you expend your primary weapon's ammunition in the middle of a firefight, a quick switch and a single accurate shot could end the fight in your favour. For your third perk Steady Aim is a sensible choice if you're using the akimbo desert eagles, tightening up your hipfire spread and allowing you to get more shots on a mid-ranged target. Still, the closer you can get the better your chances - if you're using a stealthier class loadout you might be better with Ninja Pro, as usual. The Desert Eagle is by far the least controllable handgun in game, and as far as reliable close-quarter kills are concerned you'd be a lot better off with another choice. Akimbo makes up for some of the shortcomings, and is a deadly configuration in its own right - but there's no compelling reason to use the single Desert Eagle over the Magnum. It does have a reputation for its poor performance, though - and as such it can be used as a humiliation weapon when the situation permits. Outplaying and ultimately killing someone with what might be the worst weapon in-game can be quite satisfying. It's not the perfect sidearm - not by a long chalk - but once tamed the Desert Eagle can become an able backup, capable of quickly finishing injured enemies and is otherwise quick on the draw and deadly at close range.
Épisode 33 - FAL - Modern Warfare 2 Multiplayer Weapon Guide
21 septembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The FN FAL is a semi-automatic weapon, unlocked at level 28. The 'fusil automatique léger' or 'light automatic rifle' was designed in the wake of World War Two, by Belgian Based FN Herstal. The first prototype was completed in 1947, and the FAL first entered production in 1953, where it saw widespread adoption in the armed forces of NATO member countries. The FAL was originally intended to fire an intermediate cartridge - although this met with opposition from the US, who doubted the smaller calibre's lethality. Eventually the 7.62 by 51 millimetre cartridge was adopted as the NATO standard and this would be the cartridge the FAL would fire upon its production. This technically makes the FAL a battle rifle rather than an assault rifle - and thanks to its widespread adoption and usage, is regarded as a paradigm post-war battle rifle, often described as 'the right arm of the free world'. In-game, the FAL is a high-damage, mid-recoil weapon - and is the only available semi-automatic weapon in the assault rifle category. It deals the most damage per shot of all the assault rifles - the only real downside is that you have to pull the trigger for each shot. On the plus side, this does make it easier to regulate your fire rate, so once you're familiar with the weapon you can adjust the rate of fire to suit the recoil and range of the engagement - at longer ranges you'll want to allow the sights to settle before firing again. With practice, you'll be able to fire effectively on a target from close range out to quite some distance - although as a semi-auto weapon with a larger hipfire spread the FAL doesn't fare so well in close quarters. For your blue perk, I preferred Sleight of Hand for an aggressive role with the FAL - if you prefer to take a more conservative approach then Bling can be used to pair the Holographic and Silencer for silent two-hit kills across the map - a potent combination for counter-sniper usage. If you're using the Holographic, Stopping Power is very useful as otherwise you'll have to hit your targets three times at long range, but otherwise I found Lightweight Pro to be a solid choice for the FAL without the holographic. The increase in mobility means that you can often get to places where the enemy won't expect you - and even without stopping power you'll be able to kill in two shots up close. Paired with Sleight of Hand it's a very nimble setup. You can also make good use of the flexibility in red perk to try a lesser-used configuration - cold blooded is viable for a stealth class, and hardline and danger close both have their benefits too. For your third perk, Ninja Pro is definitely the best choice for an aggressive setup, otherwise you might prefer something like Commando to improve your close-range ability - rounding out the FAL's ability at middle to long range. The FAL is a high-damage weapon, and can be effectively used without Stopping Power in some configurations. It's surprisingly effective in an aggressive role when paired with Lightweight and Sleight of Hand, and can be used to bullrush enemies and quickly despatch them. The unique benefit of the holographic sight, and the potential for two hit kills at all ranges, make this weapon worth using at long range too. I'd recommend a decent close-range secondary - a shotgun or machine pistol would serve you well. Other than that, the FAL will be more than effective out from middle range. It's a powerhouse with the holographic sight attached, and a versatile weapon, suiting a diverse range of loadouts, without. It's not a weapon for everybody, but if your trigger finger's up to the task the FAL might just be the weapon for you.
Épisode 34 - M240 - Modern Warfare 2 Multiplayer Weapon Guide
29 septembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M240 is a fully automatic weapon, unlocked at level 52. M240 is the US military designation for the Belgian-made FN M-A-G, or mitrai-lleuse d- app-ui gener-al - referring to this weapon's role as a 'general purpose machine gun'. It was adopted by the US Army in 1977, used as a coaxial tank-mounted weapon. Since then its role has been expanded to infantry usage. It fires the NATO standard rifle cartridge, the 7.62 by 51 millimetre. In-game, the M240 is a relatively low-damage, mid-recoil light machine gun with a very high rate of fire. It handles a little like the F2000, but benefits from the LMG's large magazine and lack of damage-drop off at range. The recoil is relatively mild, but is still sufficient to require burst firing at medium to long range to remain accurate - it's wise to readjust your aim between bursts too, as the muzzle flash will otherwise obscure your target. The iron sights are fairly good, somewhat similar to the M16's, and although they obscure some of the target the front post is a clear indicator of where the bullets will hit - useful for aiming at long range and one advantage over the MG4's misaligned sights. Sleight of Hand is a must for the LMGs - otherwise you'll find the aim and reload speed is too slow to be competitive. You get a generous amount of ammunition, even without scavenger, so it isn't too much of a sacrifice. The fast rate of fire means that stopping power makes a relatively small difference in the time to kill - but this assumes all your shots connect. I'd strongly recommend Stopping Power for the 3-hit kills it provides, otherwise you'll find your enemies will have ample time to get into cover before you're able to get effective shots on target. Your third perk is a little more open - I'm a fan of sit rep pro with the LMGs, as it gives you a good idea of where people are holed up with claymores - and the louder enemy footsteps alert you to foes close by. The rate of fire of the M240 actually make it fairly effective from the hip - particularly if you're stood still - so it can spray down enemies in close-quarter defence, without the need to switch to another weapon. Steady aim would also be a solid choice for such usage, giving you a much fairer chance against shotgunners and commando users. Packing a close-range secondary can be useful though, and I quite liked to carry a shotgun for moving through tighter corridors and interiors - granting more reliable kills up-close for when you're on the move. The M240 fills a number of unusual niche roles - it's weak at middle range compared to the assault rifles, but works as an effective suppression weapon at range against groups of enemies - the lack of range drop-off means the M240 remains effective where other weapons lose power. It's best to fire from cover, otherwise you'll be an easy target - and fire in bursts to ensure your shot placement is accurate. The rate of fire also means the weapon isn't too bad up close, either - although it lacks the damage of some of the assault rifles or SMGs up-close, the sheer volume of fire available means you can often spray down someone expecting an easier target. As with all the LMGs, the M240 suits defensive roles better than a more aggressive style - you can do a lot of damage from a stationary, covered position. It behaves in a similar way to the MG4 - with the added bonus of aligned sights and a faster rate of fire. The higher recoil does mean you need to regulate your fire rate to be effective at range, however. It's not a weapon for every engagement, but the M240 is a very useful weapon for locking down points and closing off chokepoints. As with all the LMGs, you've got the benefit of a very large magazine - and the M240 is the fastest way to deliver it.
Épisode 35 - M1014 - Modern Warfare 2 Multiplayer Weapon Guide
4 octobre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M1014 is a semi-automatic shotgun, unlocked at level 54. M1014 is the US Army designation for the Italian-made Benelli M4 Super 90. The Benelli M4 was produced from 1999, and entered service with the US military as the M1014 the same year. The M4 uses an internal tube-magazine with a gas-operated action - and is chambered for conventional 12 gauge shotgun cartridges. In game, the M1014 is a mid-damage, mid capacity weapon with a good rate of fire and decent one hit kill potential. Unlike many of the shotguns, the M1014 doesn't have any major drawbacks - it's a good all-round weapon, as far as shotguns go. Damage is more than sufficient, and will often kill in one - but even in the cases where it doesn't you can quickly follow up with up to another three shots if needed. Reloading is frequent, and cartridges are inserted individually, but it's relatively quick and if you keep in the habit of topping up after firing you'll seldom find yourself running dry. It's a balanced, reliable weapon - and while it lacks some of the aggressive punch of the SPAS-12 it's an able close-quarter weapon nonetheless. The M1014 is pretty effective without any attachments - but some do have benefits. The shotguns are all close-quarter weapons - so you should either limit your usage of them to areas of the map suited to close quarter combat, or use cover and movement to minimise your time spent in the open. You'll want to steer clear of long sightlines, and avoid approaching enemies directly - as it's likely their weapons will outmatch yours unless you're very close. For your blue perk, it's really a choice between sleight of hand and marathon. Sleight of hand pro is essentially useless - but the faster reload can be useful. I'd recommend sleight of hand if you're using the M1014 as a backup. If you're using it as more of a primary weapon, however - Marathon is probably the better choice. Unlimited sprint will get you closer to the enemy, where you'll be able to do more damage - and the faster mantle of marathon pro is more useful than you'd think. For your red perk, I found lightweight to be the best choice. Stopping Power does grant more reliable one hit kills but lightweight makes you far more maneouverable - and the pro benefit means you'll be able to get your first shot off quicker when sprinting towards an enemy. Your third perk is probably best filled with Ninja Pro - while you'll be vulnerable to claymores and won't have the benefit of steady aim, when playing against others using headsets you'll be able to ensure you have the element of surprise on your side. I'd recommend you use stun or flash grenades to deal with claymores when entering doorways, and also any enemies who might be in the vicinity. I'm also a fan of C4 when dealing with stubbornly emplaced enemies - it can't be lobbed as far as semtex, but the ability to quickly throw and then detonate will often catch out even the most quick-witted of opponent. The M1014 is a very reliable weapon, with few flaws as far as a shotgun is concerned. The range is sufficient, the damage is good enough and the rate of fire is useful for when one shot doesn't do the trick. The M1014 is probably the best all-round shotgun when used properly. It handles well and has very consistent performance. It's definitely a situational weapon - as with all the shotguns, it's completely ineffective unless you can get close to your target - but when used in the right circumstances - it's hard to fault.
Épisode 36 - Mini Uzi - Modern Warfare 2 Multiplayer Weapon Guide
8 octobre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Mini-Uzi is a fully automatic weapon, unlocked at level 44. It's an Israeli version, and is a scaled-down version of the larger Uzi submachine gun - named for its creator, Major Uziel Gal of the IDF. The Uzi was officially adopted by Israel in 1951, and entered service in 1954. It has long served as an effective personal defense weapon for tank crews and special forces. The Compact Mini-Uzi variant was first seen in 1980, with a higher rate of fire in a more concealable package. It fires the 9-by-19 millimetre parabellum cartridge, typical for a submachine gun. The Mini Uzi is a mid-damage SMG with a high rate of fire. It compares most closely to the P90, boasting a higher rate of fire but with a smaller magazine capacity. The rate of fire is second only to the Vector, but the Mini-Uzi deals more damage up close - which can make a difference when you factor in the potential for headshots. A Mini-Uzi with stopping power will kill in two shots where one is a headshot; The Vector is a 3 hit kill minimum. One downside is the relatively slow reload time; It takes a little over two seconds to complete, and can't be effectively reload cancelled. Still, you get 32 rounds so if you're accurate it's not such an issue - and the Mini-Uzi has one of the fastest switch times in the SMG category, so you can quickly fall back to a sidearm if you run into trouble. I was playing a lot of free-for-all with the Uzi and my preferred tactic was to maximise my loadout's speed and agility. Sleight of Hand was a must to improve the reload speed - in free for all you don't get long between engagements if you're using an unsilenced weapon, so the reduction in reload time is a must. The pro benefit is useful too - although Sleight of Hand Pro benefits SMGs the least, it does cut aim time to just 100 milliseconds from 200 - and for a kit designed for speed, every millisecond counts. For my red perk, Lightweight was the obvious choice - although stopping power would enhance the weapon's killing potential in a straight firefight, it was never my intention to give my opponent sufficient time to get any shots off, so the increased mobility lightweight grants was probably the greater benefit. The Pro perk also speeds up your transition from sprinting to a ready-to-fire stance - and the Mini Uzi has the fastest raise time of all the SMGs, so when paired with lightweight and sleight of hand you can go from full sprint to aiming down the sights in about a third of a second. If your shots are accurate, your foe simply won't be quick enough to react unless he's using a similarly nimble loadout. As with all weapons that require you to get close to be effective, Ninja Pro should always be your go-to perk for your third slot. Sound is a very important part of this game - and if your footsteps are loud you'll find your attempts to retain the element of surprise will be futile as you'll find yourself in the sights of enemies anticipating your arrival. Be sure to pack a fast-switching primary with the Mini Uzi as otherwise you might be left vulnerable should you be caught in the middle of a reload. The pistols are the fastest choice - and the Magnum has good damage for a kit without stopping power, so would be a good choice. The faster switching machine pistols - the M93 Raffica and Glock 18s - could also be used to similar effect. The Mini-Uzi is a very nimble weapon, great for aggressive tactics and has a good balance between rate of fire and recoil. Paired with Sleight of Hand and Lightweight, it's both fast and furious - and will allow you to despatch enemies up close before they have a chance to raise their weapon in defence.
Épisode 37 - RPG-7 - Modern Warfare 2 Multiplayer Weapon Guide
15 octobre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The RPG-7 is a single shot weapon, supplied with two rockets, and is unlocked at level 65. The 'Ruchnoy Protivo-tankovyy Granato-myot', or RPG -7, which translates as 'hand-held anti-tank grenade launcher' is a widely produced shoulder-launched anti-tank rocket-propelled grenade. It was first produced in the former Soviet Union, now Russia, and first saw service in 1961. The launcher is a simple device; Essentially a 40 millimetre tube with a firing mechanism. The ammunition is the more essential part of the weapon, with a 85mm high explosive shaped charge warhead with an impact fuze designed to penetrate armoured targets. There exists a number of ammunition types available for the RPG-7 - and the variant depicted in game is a conventional High Explosive Anti Tank round, although it has characteristics that better match the anti-personnel fragmentation grenade. In-game, the RPG-7 handles most like the AT-4, although it lacks a lock-on ability. The sights must be raised to fire, and upon firing the rocket will fly directly towards your target - as opposed to the M203 or Thumper, which take a parabolic trajectory. The iron sights are bulky and obtrusive, but fine aiming isn't too important with the RPG - the rockets are prone to veering off course, so the long-range accuracy of the weapon leaves much to be desired. You can employ the RPG-7 as an anti-air weapon, and is most effective against slower-moving, low flying killstreaks such as the harrier or pavelow. As the RPG is unguided you don't have to worry about flares. The Stinger would be a better choice thanks to the lock-on and one-hit kill, but if the RPGs are all you have available it's much better than nothing. One missile won't destroy most killstreaks - but the two rockets you're supplied with will. Two rockets means you get double the firepower of the AT-4 - which is particularly useful when employing the RPG-7 in an anti-personnel role. The blast radius is substantial, and quite deadly - all you have to do is ensure the rocket strikes a hard surface near the target - such as a wall, or the floor. If you manage to strike near a group of enemies you'll almost be guaranteed a multi-kill. To maxmimise the effectiveness of the RPG, your choice of Blue perk will probably come down to either Sleight of Hand or Scavenger. As you have to aim down the sights to fire, sleight of hand will make it easier to get a shot off quickly - which can be useful. Scavenger is the better choice for less aggressive usage - if you're using the RPG as more of a situational weapon, clearing bunkers or other high-traffic interiors, a decent supply of rockets will ensure you always have the RPG ready should circumstances demand it. For your red perk, Danger Close will maximise the RPG's effectiveness - and will work well if you're using a primary with the M203 grenade launcher. This combination will give you the two RPG rockets, two 40 millimetre grenades and your choice of frag, semtex, claymores or C4 - all with the 40 percent damage boost Danger Close gives you. You do lose the benefit of Stopping Power, so be sure to use a primary that remains effective without - the M4A1 or FAL would probably be my choice without stopping power. For your third perk, stealth needn't be a concern with an explosive-oriented class, so something like Sit Rep can be useful, as the revealed position of claymores serves as a fairly good indicator of where the enemy may be holed up. Explosives are probably the quickest legitimate way to unlock Sit Rep Pro, too - although it will still take a while to complete the challenge, claymores are easily destroyed with a nearby RPG impact. The direct-flight path of the RPG-7 complements the underslung M203's ballistic arc, allowing you more options as far as getting effective fire onto a target is concerned. The erratic behaviour of the RPG means you will be most effective at close to middle range - although of course care must be taken when using explosives up close, as a misjudged shot can make for an unfortunate suicide. Watch out for teammates standing in front of you - you won't hurt them, but a close range detonation can certainly hurt you. The RPG is probably the best offensive launcher, with a large lethal blast radius and two rockets as opposed to the AT4's one. It's deadly against larger groups of enemies in team games, particularly in objective modes where you're likely to find larger groups in smaller areas, such as Ground War Domination. The RPG excels at clearing interiors, points and bomb sites - and suits an in-your-face, aggressive style of play. You won't make many friends, but you will score quite a few kills.
Épisode 38 - M16A4 - Modern Warfare 2 Multiplayer Weapon Guide
22 octobre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M16A4 is an assault rifle, which fires a 3-round burst. It is unlocked at level 40. The M16 rifle family was developed by American company ArmaLite, stemming from Eugene Stoner's design for a new generation battle rifle - the AR-10 in 7.62 calibre. By 1957, the US Army's needs had shifted and they were now looking for a weapon in the lighter 5.56 by 45 millimetre intermediate calibre - and thus the ArmaLite AR-15 was born - a smaller, lighter variant of the earlier AR-10. The first military variant of the AR-15, eventually known as the M16A1, first saw service in Vietnam, 1963 - and despite some faltering first steps with regard to maintenance and reliability, the M16 rifle remains in service today, albeit through a number of revisions and improvements. The most recent version, the M16A4, dates to 1996 - and is standard front-line issue for the US Marine Corps and some US Army Units. In-game, the M16A4 is a relatively high damage weapon which fires a three-round burst. The burst weapons tend have the advantage if the first burst kills, but lose this advantage if multiple bursts are required, due to the firing delay in-between each. Compared to the FAMAS, the M16A4 suffers at long range due to a quicker damage drop-off and higher recoil - but has better handling characteristics, including a faster reload and switch time. The fast reload of the M16A4 means that Sleight of Hand, while still beneficial, isn't critical to this weapon. Sleight of Hand suits aggressive tactics, firing from a mobile position - something that the burst weapons tend not so suit so well. Scavenger, then, can be a great alternative - particularly when paired with Claymores, as you'll be able to hold down a location with two entrances and have sufficient ammunition with Scavenger Pro to last for a quite a while. Bling is also a viable route with the M16 - the holographic paired with either FMJ or the silencer can be quite effective in the right hands. You do run the risk of running out of ammunition, but the burst fire weapons are reasonably economical so three magazines worth should see you until you're able to pick up another weapon. For your red perk, Stopping Power should always be your first consideration for the burst weapons - without it a one-burst kill at long range is impossible, and when equipped will grant one-burst kills at close range even if only two of three shots connect. You can run an alternative but you'll find that all-too-often you require two bursts to put someone down, putting you at a disadvantage over someone using an automatic weapon. If you can anticipate such a close-range encounter though, it may be best to rely on a close-range secondary - and the shotguns are ideal for this purpose. It comes down to your own personal preference: you could choose the power and range of the SPAS-12, or the volume of fire possible with the AA-12 and extended mags. For me, the best balance and handling in a shotgun secondary was found in the M1014; Reliable one-hit kills at most ranges, and quick follow-up shots should you miss. Using cover effectively is vital to success with the M16; If you're caught in the open you'll struggle to get an accurate burst on target. Firing from cover makes you a more difficult target to hit, which can give you crucial time to line up a burst and secure a kill. That's not to say you have to stay in one spot for the entirety of a game; While this can be an effective tactic in some game modes, moving position will allow you to retain a certain degree of surprise. Avoid tight corridors, and stick to areas where you can take cover if necessary - ideally you want to force engagements at middle distance, where you'll be less vulnerable to weapons suited for close quarters. The M16A4 handles well and when fired accurately will down enemies more quickly than most other assault rifles. It doesn't handle well at close range, but if you position yourself well and defend entrances with claymores, you can often fend off even the most stubborn assailants. With a shotgun secondary, a good position, and the prior warning that the claymores will provide - your defences will prove tough to break. The M16A4 a weapon that requires first-shot accuracy to be effective, so if you're careful enough to control the engagement and fire from cover, your foe won't stand a chance against a well-placed burst.
Épisode 39 - Model 1887 - Modern Warfare 2 Multiplayer Weapon Guide
27 octobre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Model 1887 is a lever-action shotgun, and is unlocked at level 67. It was designed by famed American arms designer John Browning between 1885 and '87 - hence the designation. Browning would later be responsible for a variety of seminal US weapons, including the M1911 pistol. The lever action was chosen as a follow-on from Winchester's successful lever-action rifle, the Model 1873. While a reliable enough method of cycling the weapon, the lever-action was supplanted by the pump-action shotgun, notably the Model 1897 'Trench Gun'. Pump-action shotguns remain a popular choice to this day. The first 1887 shotguns were chambered for black powder 12 gauge cartridges, with a 10 gauge variant following soon after. Although the practical era of lever-action weapons was relatively short, they hold a certain notoriety as the weapons of the wild west - and the 1887's presence in Modern Warfare 2 is likely a homage to the motorcycle chase sequence in Terminator 2, in which the Model 1887 was wielded one handed and flip-cocked for maximum cinematic impact. In game, the Model 1887 deals moderate damage over a good range, when compared to other shotguns. The rate of fire is very slow - nearly one and a half seconds between each shot, so as with the SPAS-12, it's important to get a one-shot kill where possible. The 1887 is also the only weapon in Modern Warfare 2 to have its effectiveness patched in the name of weapon balance. There are but two attachments for the Model 1887; and only one of those has any major effect. Akimbo is the first unlocked, and gives you two shotguns at the cost of a greater hipfire spread and reduced range. Before the weapon was patched, the akimbo 1887s had identical range to the single shotgun; And the combination of high power with an improved rate of fire proved a little overpowering. Post-patch, the akimbo model 1887s are a shadow of their former selves, but akimbo remains the most effective combination, as the ability to fire two shots in quick succession makes up for the otherwise lethargic cycle time. FMJ is the second attachment, and increases effective penetration of the weapon. As with all the shotguns, this is largely useless due to the slow fire rate and short effective range. There was a brief time when the balance patch could be subverted through the use of Bling and a combination of FMJ and Akimbo; However this was short-lived, and the akimbo 1887s were since permanently left defanged. The single shotgun still has decent damage and range, but when compared to the other shotguns it's not a strong choice. The range, damage and fire rate of the 1887 are all worse than that of the SPAS-12 - so given that the SPAS-12 is available earlier, there's no real reason to use the 1887 at all. Akimbo does grant some advantage, through the ability to moderate fire rate, and to get two shots on a target simultaneously when needed, but they still don't fare as well as the other available choices. To conclude: Use akimbo with the 1887 - otherwise use the SPAS-12 instead, as it's better than the single 1887 in every single way. Pre-patch the Model 1887 was probably one of the most popular secondary choices, simply due to their devastating effectiveness. Since the patch they're now arguably underpowered, as they don't compare favourable to the other weapons in the shotgun category. Regardless, if you can get close they're still deadly - and the slow fire rate isn't an issue when you can get one-hit kills with the weapon. Akimbo gives you a second chance to kill, albeit at the expense of range - but if you can get close enough you'll be glad you packed two. It's not a competitive shotgun, but the history of the weapon and cocking of the lever action certainly makes it a bad-ass one.
Épisode 40 - ACR - Modern Warfare 2 Multiplayer Weapon Guide
31 octobre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The ACR is a fully automatic weapon, unlocked at level 48. It started life as a design for a lightweight modular rifle platform by American company, Magpul. Design on what was then-called the Magpul Masada Adaptive Combat Weapon System started in 2006, and since 2008 the design has been licensed by Bushmaster as the Adaptive Combat Rifle, or ACR. It is designed around the 5.56 by 45 millimetre cartridge, although as a modular platform can be fitted to fire alternatives, such as the larger-calibre 6.8mm Remington 'Special Purpose Cartridge'. Although the ACR is yet to be fielded by any military force, its development does show promise as one of the potential replacements for the venerable AR-15 derived platforms currently in service today. In game, the ACR is a low-damage, low recoil weapon when compared to the other assault rifles. The M4A1 and F2000 share the same damage with the ACR, but the ACR has the slowest fire rate with the lowest recoil of the three. This means the ACR is very effective at long range - despite dealing minimal damage, you can reliably hit a target with automatic fire at a considerable distance. A sniper's bane, and pretty deadly at most other ranges too - the ACR retains near pinpoint accuracy however far away your target lies. For your blue perk, Scavenger is a sensible choice to allow you to be more liberal with your trigger finger - this is especially useful if you're using FMJ. The ACR is relatively weak up close, particularly if you're taken by surprise - so you should take care to avoid areas best suited to close quarter combat. You can bolster the close-range ability slightly through the use of Sleight of Hand Pro - the faster aim speed might give you the edge - but given that you can easily run out of ammunition with the ACR I'd consider Scavenger to be the better overall perk. For your red perk, Stopping Power is the logical choice - while the accuracy of the ACR means it's easy enough to hit a target multiple times, the low damage at range can be an issue in a long-range firefight. You could run Hardline, or Cold Blooded - and in most firefights you might come out OK - but there's nothing that quite compares to Stopping Power as far as general usefulness is concerned - and in equally matched firefights you'll be at a disadvantage without it. For your third perk, as usual for an aggressive and mobile loadout such as with the ACR, Ninja Pro will conceal your position and allow you to move near enemies undetected. Steady Aim is also a solid choice, permitting more effective hipfire which may assist up close. Your secondary may be the more reliable choice, however - and my preferred pairing with the ACR was a pistol, for the fast draw speed. With Scavenger and a relatively versatile primary you won't need to fall back on a secondary in most situations - so the fast switching pistols become the most useful secondary category. All the available handguns will kill more quickly than the ACR at close range, so they can really help fill the void should you become overwhelmed at close range. My preferred pistol with Stopping Power is the M9 - the USP .45 is very similar, but I prefer the M9's sights and improved magazine capacity. Should you be caught in the middle of a reload, a quick switch and a double tap might just make you glad that you decided to pack a pistol. The ACR is a very competitive member of the assault rifle category, largely due to its ability to accurately place automatic fire further out than any other weapon. The damage is low, but if you land four or five shots in succession you'll kill at any range in about a third of a second. The only real downside to the ACR is the close-range performance; The shotguns, high-damage assault rifles and SMGs will all fare better. Still, you can engineer the engagements you face to avoid situations where you might be vulnerable. Steer clear of high-traffic interiors and instead seek longer sightlines. Be wary of snipers with the same idea - although if you can spot a sniper before he spots you there's a good chance you'll be able to pick them off, or at least prevent them from getting an accurate shot before you get to cover. With precision unseen ouside of the sniper category, the ACR is a hard weapon to go wrong with. As long as your aim is accurate and your awareness of the enemy's position is keen, you'll find the ACR is a very effective weapon.
Épisode 41 - F2000 - Modern Warfare 2 Multiplayer Weapon Guide
5 novembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The F2000 is a fully automatic weapon, unlocked at level 60. It was designed by FN Herstal in Belgium, and can be thought of as a bigger brother of the similarly-styled P90. It was first produced in 2001, and fires the NATO standard 5.56 by 45 millimetre intermediate cartridge. The bullpup layout and compact size make the F2000 a good choice for a Special Forces role, and has so far seen employment in several such units across the globe. In-game, the F2000 is a low-damage assault rifle, on par with the M4A1 and ACR in terms of damage. It boasts the highest fire rate of any of the assault rifles, firing a fearsome 925 rounds per minute. However, its most defining characteristic is the high recoil of the weapon, making staying on target a challenge. Couple the high recoil with the muzzle flash introduced with the high fire rate, and the reason for the F2000's status as the least popular assault rifle is clear; It's a very difficult weapon to use. For your blue perk, I'd recommend Sleight of Hand Pro for both the faster aim and reload. You will burn through your ammunition quickly, but the reload is pretty slow so it pays to be more nimble, particularly as you'll need to get closer to your enemy to be effective. Be sure to pick a decent secondary weapon to serve as a backup - most of the machine pistols will fare better at long range than the F2000. I was using the Glock 18s, as the single machine pistol handles in a similar way to the F2000, with a reasonably quick draw time. You could use akimbo for double the firepower. If you have extended mags available for the F2000, I'd probably favour Scavenger over Sleight of Hand to permit more liberal use of the weapon from the hip. For your red perk, you do have a little room to experiment - I'd recommend you start with Stopping Power, but the fast rate of fire of the F2000 means that once you're used to the weapon you'll find stopping power doesn't make a definitive difference in most firefights. Lightweight is my alternative perk of choice - as you need to get close with the F2000, the increased mobility might just make the difference. It also helps you to get to cover more quickly if you're outmatched at range. For your third perk, as much of a pain as it was to sacrifice silent footsteps I have to recommend Steady Aim - the F2000 is very effective from the hip, and Steady Aim helps maxmise your ability out to a fairly decent range. It would also be the perfect complement to the akimbo glock 18s. You can't afford to be too subtle when using the F2000 - it really is a spray and pray weapon. If you have the upper hand on a target at some distance, it's wise to fire single shots or bursts to make sure your shots count - but should you find yourself taking fire from a distant foe you'll be at a massive disadvantage. As with the SMGs, you generally want to try and force engagements at close range - as this is where the F2000 shines. It's not a weapon for those who favour accurate, well-placed shots - and it's far from a competitive weapon, as for all its close range ability it remains outmatched by most SMGs and shotguns at those distanced. Still, if you like a challenge the F2000 will certainly give you that - and for all its flaws it's arguably the most effective assault rifle for use in close quarters.
Épisode 42 - AK-47 - Modern Warfare 2 Multiplayer Weapon Guide
7 novembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The 'Avtomat Kalashnikova', or 'Kalashnikov Automatic Rifle, Model 1947' is a fully automatic weapon, unlocked at level 70. It dates to post World War Two Soviet Russia, where the introduction of the first true assault rifle, the Sturmgewehr of Nazi Germany, had proven to be a deadly balance of firepower and manageability. Upon the STG's introduction to the battlefield in late 1943, the Soviets were quick to emulate captured examples; Design on the AK-47 began in 1944, with eponymous design lead Mikhail Kalashnikov's team eventually besting other proposed designs in trials and testing. The AK-47 brought with it a new intermediate cartridge heavily influenced by the Sturmgewehr's 'Kurz' intermediate round. The Model 43 7.62 by 39 millimetre cartridge was to be the platform the AK-47 was designed for, and was essentially a smaller version of the Soviet rifle cartridge, the 7.62 by 54 millimetre rimmed, as used in the Mosin Nagant. The tapered walls of the M43 cartridge also lent the AK one of its most distinguishing features - the pronounced curve on the magazine. It's no coincidence that both the Soviet intermediate and rifle cartridges are of the same calibre - it's a testament to industrial efficiency, as the same tools and gauges could be used to produce barrels and parts, for both classes of weapon. It's this utilitarian approach that has led to one of the most enduring and ubiquitous weapons ever made; Its durability, low cost and ease of use have secured its place in history over countless wars over the last six decades; And it will persist for many more conflicts yet to come. In-game, the AK-47 is a high damage assault rifle, in the same class as the SCAR-H and TAR-21. The SCAR-H has the greatest accuracy, and the TAR-21 has the greater rate of fire - the AK lies somewhere in-between. It's ideal for mid-ranged engagements, and suits fully automatic fire at such ranges. One curious thing about the AK is that it behaves differently without attachments; The addition of any attachment whatsoever - apart from the ACOG scope - will add a small amount of idle sway. Without attachment, the iron sights are completely steady - but add anything, even the silencer or FMJ, and there will be a small amount of idle movement to the sights. However, it's not a major factor, and some attachments will offer benefit enough to elect them. The AK has its very own custom attachment, replacing the standard M203 grenade launcher. The GP-25 is very similar to the M203, although it has a slightly faster swap time with a slower reload. Interestingly the real life GP-25 uses caseless 40 millimetre grenades, so the ejection of the spent cartridge in-game is inaccurate. In the Free for All games I was playing, I was running Sleight of Hand Pro - but free for all tends to be a faster paced, shorter streaked style when played aggressively so the faster reload and aim speed made a larger difference. If you play a little more conservatively, anticipate engagements at choke points, and play team games then Scavenger would be a much better choice, particularly if you're using FMJ. With Scavenger you can spray an entire magazine through a wall without too much fear of running out later. For your red perk, Stopping Power maximises the AK's killing potential, and is probably the best choice for most playstyles. It will turn the AK into a 2-shot kill weapon at close range, or even at near middle ranges when unsilenced. It won't kill as quickly as the TAR-21 or F2000, but it's not far off and a lot more controllable. The AK is a very versatile weapon that handles in a very consistent way. It excels at mid-range engagements, and although not the statistically superior weapon up close or at long range, is easy enough to control at almost any distance. It's great for fully automatic fire, and although it's nowhere near as precise as the ACR, it does make up for this with its healthy damage to grant quick kills in most circumstances. When you absolutely, positively, have to kill every single player in the lobby; accept no substitute.
Épisode 43 - MP5K - Black Ops Multiplayer Weapon Guide
23 novembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first available submachine gun - the MP5K. It's a fully automatic weapon, and is available for use in multiplayer right from the start, as it's part of one of the default classes. The MP5K, or 'Maschinenpistole fünf kurz' originated in West Germany, and is manufactured by Oberndorf-based 'Heckler und Koch'. The original MP5 design dates to 1966, and was originally known as the HK54. The shortened MP5K variant was first produced a decade later, in 1976. The version of the weapon in game is presumably an early prototype. The MP5K is a direct derivation of the MP5A2 variant, with the 'Kurz' designation, meaning 'short'. Designed for use in counter-terror and security roles, the MP5K has a shortened barrel, a lighter bolt (resulting in a faster rate of fire) and a foregrip in lieu of a stock. Standard magazine capacity in multiplayer is a healthy 30 rounds, and extended magazines will take that to 45 instead. The version in-game lacks the iconic curved MP5 magazine, instead using a straight box magazine as used in the earlier models - the curved magazine was adopted later to allow more reliable feeding of hollow point rounds. Like the MP5A2, the MP5K fires the NATO standard pistol cartridge: The 9 by 19 millimetre Parabellum. In game, the MP5K is a high-damage weapon, albeit only at close range. It will kill in 3 shots to the body within its effective range, whereas most other SMGs will kill in 4. Long range performance falls a little short - like most of the SMGs, you will need to hit your opponent 5 times to ensure a kill. While the MP5K has the edge in damage over most SMGs, it doesn't compare as far as fire rate is concerned. At 750 rounds per minute, the MP5K is one of the slowest-firing SMGs - although this can work in your favour by conservation of ammunition. The recoil is moderate, although quite unpredictable - taking on targets at long range can be quite challenging, and at extreme ranges will require aimed single shots - giving the target ample time to evade your fire. Fully automatic fire will tend upwards and slightly to the right. Aim speed is fast with the SMGs - indeed they're the fastest primary weapon class, boasting better mobility and handling than any other. The reload of the MP5K however, is quite lethargic - 2.9 seconds during which time you'll be very vulnerable. Paired with Lightweight and an SMG, you'll have the swiftest loadout possible - meaning that if you take the direct route you'll arrive at the objective first every single time. Whether it's going for a quick plant in Sabotage or Demolition, or securing the middle point in Domination - those fleet of foot will often swing objective games in their own team's favour, while the slower team struggles to keep pace. While such game modes are the SMG's home turf, such a loadout isn't completely useless in Team Deathmatch either - while you have to be a little more considered in your movement, a mobile class can wreak havoc if they land in the right place at the right time. Winning gunfights comes down to many factors, and the ability to strike at close range from the flank or rear with a mobile SMG class will tilt the odds in your favour almost every time. You'll need to stay out of the open, and learn the back routes on each map - with such knowledge and a modicum of luck you might just be able to eliminate a group of enemies in one fell swoop. Overall, the MP5K excels in close quarter battle; Within effective range the high damage will quickly quash those who stand against you, and the hipfire spread of SMGs means you don't always have to aim to be effective. Couple the good close-range performance with high mobility and full walk speed while aiming down the sights, and you've got a great weapon for capturing objectives and clearing out defenders. You won't fare so well outside of close range engagements, however - even at middle range you'll find yourself outmatched by assault rifles, and you'll struggle to kill anything at all at longer range. The MP5K rewards those who know how to get close to an unsuspecting enemy - knowing the maps, enemy movements and how best to strike from the rear or sides will help you win almost every time.
Épisode 44 - M16 - Black Ops Multiplayer Weapon Guide
4 décembre 2010
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first available assault rifle - the M16. It fires a three-round burst, and is available for use in multiplayer right from the start, as part of one of the default classes. The M16 was first developed by American company Armalite, under the guidance of now-famed small arms designer Eugene Stoner. Known as the AR-15 when it was developed, the weapon wasn't known as the M16 until after Colt licensed the design for military production. The first rifles saw service in Vietnam in November 1963, with the experimental XM16E1 models issued to troops in the field by the end of the year. First impressions were not good; A few reliability issues with both rifle and cartridge led to the M16 becoming universally disliked among soldiers; It wasn't until the standardisation of the M16A1 model in 1969 that the issues were largely resolved. The version of the M16 depicted in Black Ops has the outward appearance of the A1 variant; However, these original rifles were semi or fully automatic only - the burst fire trigger group wasn't seen in standard issue rifles until the M16A2. Standard Magazine capacity is 30 rounds; Extended magazines have 50% more, at 45. As with most modern western assault rifles, the M16 fires the NATO intermediate 5.56 by 45 millimetre cartridge. In-game, the damage dealt is relatively high; On par with the other high-damage automatic rifles, needing just three shots to kill to the body within effective range. This means that the M16 is capable of killing in one burst, although all shots have to connect unless two strike the head. Outside effective range, a two burst kill seems more likely - hitting the head three times with a single burst is practically impossible at such range. The M16 is capable of putting about 450 rounds per minute downrange at full tilt - much slower than any of the automatic rifles, although the burst fire mode does help to ensure greater accuracy than indiscriminate automatic fire. The recoil has a strong upward pull, often sending a portion of your burst above you target's head, although the recovery means the next burst will usually finish the job if you remain on target. Other handling characteristics are favourable; As with most of the assault rifles you can aim down sights in a quarter of a second, and the reload is on the swifter end in its class at 2 seconds. The M16 is great in situations where you have the time to aim your shots over long distances. For that reason, it suits a defensive playstyle over a more mobile one - getting caught in the open with the M16 is suicide against an opponent with an automatic assault rifle. Firing from cover should be your priority; You'll be less visible and harder to hit, so accurate fire will be much easier. Locking down a building with windows overlooking an objective or chokepoint will help you to force engagements on your own terms; A motion sensor to watch your back and the ability to fall back to cover upon incident fire means you will be a tough target to kill - and the ability to stay alive makes the higher killstreaks easier to attain. The M16 has the longest effective range of all assault rifles, which means unsilenced, more often than not, you'll be doing maximum damage - a couple of well-aimed bursts is often all it takes even at longer range. It's only up close where the M16 struggles - fast moving targets close to your position will prove troublesome to hit, as you can't spray and hope for the best as you can with an automatic. Still, with the right loadout and by playing to the weapons strengths - aimed bursts from cover over a middle to long distance - you'll find the M16 is tough to beat. There are few weapons more accurate and more lethal at range than the M16. It's an excellent counter-sniper weapon and one that suits a defensive assault rifle role very well.
Épisode 45 - Olympia - Black Ops Multiplayer Weapon Guide
12 décembre 2010
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the first weapon in the shotgun category - the Olympia. The Olympia is a double-barreled shotgun, and is part of one of the default classes, so you'll be able to use it right from the start. The Olympia was marketed as the Rottweil Olympia '72. Rottweil is a German brand, owned by Dynamit Nobel - but the weapon itself was produced under license by Italian arms manufacturer, Fratelli Gamba Armi. It was made in 1972, with the 'Olympia' moniker likely applying to the Olympic games which took place in Munich that year. The Olympia has two barrels, in an over-and-under configuration - and a bead sight on the bore axis near the muzzle. A thoroughbred sporting shotgun, the Olympia is designed for skeet shooting - and although not intended for use in combat, takes on the role with aplomb in Black Ops. There's no magazine to speak of, but two barrels mean two chambered rounds - reloading is done via a break-barrel and the two spent cartridges are automatically extracted. The weapon fires 12 gauge shotgun cartridges, most likely double-aught buck in-game. The Olympia is a high-damage shotgun, on par with the Stakeout - and the fact that it's double-barreled means you can get the two shots off relatively quickly compared to the pump-action. One hit kills are common, and two will finish off most within your effective range. Be warned that outside of this range your pellets will have no effect - so using a shotgun from middle range out is an entirely fruitless pursuit. Spread is relatively high compared to the other shotguns, and recoil tends upwards - although given the spread and low capacity, recoil isn't a major factor at all as far as accuracy is concerned. Your mobility and aim speed are quick with the shotguns - just 200 milliseconds to aim down the sight, the same as an SMG. The reload is painfully slow, however - taking between 3 and 4 seconds to complete. With just two rounds chambered before you need to reload, you've really got to make every shot count with this weapon. You do, however, need to remain mobile when using the shotguns - you can't expect to camp in a high-traffic corner for an entire game without the enemy getting wise to your tactic. Every move you do make should be carefully considered - Spy Planes are essential for watching enemy movements, and positioning yourself accordingly. The pace of the game you play should vary as suits the situation - move quickly through open areas, slowly sweep through interiors, and don't be afraid to come to a complete halt if you're expecting an offensive push through a doorway or other chokepoint. Corners can be a very effective tool. Use them to control the range of engagement - the angles you expose should be those best suited to your weapon. Lure aggressive enemies around them to give them a buckshot surprise, and duck back around the corner to reload and prepare for the next wave. Charging in is usually suicide unless you're certain of an enemy's position - an SMG is a lot more forgiving up close than a shotgun. The shotguns work best as a direct counter to both aggressive and defensive opponents. In counter-offensive usage, you need to anticipate enemy movements and position yourself to strike unseen from behind or the side. When playing against enemies adopting a more defensive tack, covertly moving behind them and clearing out defenders under a counter spy plane or jammer can work very well. The Olympia boasts overwhelming firepower up close - the high damage and two quick shots you can unleash make it tough to beat within its effective range. The Stakeout has the superior capacity and tighter spread, but the Olympia will kill a single opponent quicker in most cases. The major downside is the lack of versatility - unlike the SMGs, the shotguns are totally impotent outside of their effective range, which forces you to adopt very particular tactics. The Olympia's paltry two round capacity can also hamper your effectiveness, but Sleight of Hand, your sidearm, grenades, and the knife can all help fill the gap. If you do your job right, the enemy will never see you coming - nor will they have any idea where you'll strike from next.
Épisode 46 - HK21 - Black Ops Multiplayer Weapon Guide
19 décembre 2010
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the first weapon in the LMG category, the HK21. It's a fully automatic weapon, and is available as part of a default class from level 2. The HK21 originates from West Germany, manufactured by Heckler und Koch. It's based on the G3 battle rifle, and is ostensibly a general purpose machine gun variant of that weapon. It was introduced two years after the G3, in 1961, intended as a complement to H&Ks earlier offering. Similar in design and maintenance, the HK 21 had a few modifications that made it more suitable for sustained fire. A heavier barrel with quick-change capability, long range adjustable iron sights and detachable bipod comprise the key differences. The HK21 also boasts unique versatility as far as ammunition feeding is concerned; it's capable of accepting both magazines - including standard G3 20-round and larger drum magazines - as well as belt-fed ammunition more typical for a machine gun. Magazine capacity in-game is 30 rounds by default, or 60 rounds with the drum magazine. The HK 21 fires the NATO standard 7.62 by 51 millimetre rifle cartridge, just like the G3 - and most other western battle rifles. Damage dealt is high, and consistent at all ranges - unlike assault rifles or SMGs. The HK21 will be a 3-hit kill at any distance - and there's the potential for a two-hit kill if both are headshots. Rate of fire is moderate for the LMG category - on par with the RPK, the HK21 fires faster than the M60 but slower than the Stoner 63. Recoil is omnidirectional, with an upward bias. When fired in bursts it's very manageable. The only real downsides to the HK21 are its handling characteristics - your movement speed will be much slower, your aim time will be slow at 350 milliseconds, and the reload isn't quick either, taking nearly 4 seconds to complete. It's tempting to try and counter the sluggish nature of the LMGs, perhaps using Lightweight, Sleight of Hand or Marathon to improve their handling and mobility characteristics. In all honesty though, running around with the LMGs as though it were an assault rifle is not to the weapon's strength. It's far better to embrace the slow nature of the weapon, and take an altogether more careful approach to conflicts. There are two effective ways in which you can employ the HK21 - the first is in a purely defensive role. When locking down an objective from a covered position you'll be glad for the larger magazine, penetration ability and consistent damage. A well-placed LMG user can defend a point against multiple enemies, and make them rethink their tactics. Secondly, you can use the LMGs as a complement to an offensive push with your teammates - for instance, at the start of a Domination game follow behind the runners intent on taking Bravo before the enemy, and take up a defensive position behind the point while your teammates capture. Your fire support will tilt your team's odds of securing the point before the enemy is able to - and once captured you'll be in a good position to provide a rock-solid defence. If you find yourself moving about too much, you're probably playing the loadout incorrectly - you'll benefit most from a stationary firing position. Sprinting near enemies with such a slow weapon is as good as suicide. Unyielding firepower is the LMG's core tenet, and with the HK21 it's very possible to provide sustained fire in the defence of flags, points or other objectives. No damage drop-off means they work well along lengthy sightlines, and can be a strong counter to snipers at long range - you'll be able to kill them before they can escape to cover, assuming you don't let them get an aimed shot off. The reload might seem slow at 4 seconds, but if you're in good cover you'll seldom die as a result - and after a short delay you'll have another 60 rounds to dole out upon the enemy. If you don't play to the weapon's strength you'll struggle, though - the HK21 is as unwieldy and cumbersome as any of the LMGs, and if you're caught in the open you'll struggle to compete against an assault rifle or SMG. You need to slow your game down, and adopt more patient tactics. Securing predictable chokepoints near objectives is where these weapons shine. You won't be the quickest on the draw, but you'll have unparalleled stamina - and the power to annihilate entire teams.
Épisode 47 - Dragunov - Black Ops Multiplayer Weapon Guide
31 décembre 2010
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time we're covering the first of the sniper rifles - The Dragunov. It's a semi-automatic rifle, and is unlocked as part of one of the default classes at level 2. The 'Snayperskaya Vintovka Dragunova', or SVD, originates from the Soviet Union. The weapon was introduced in 1963, and has since been manufactured by Izh-evsk Mechanical Works, or 'IZHMASH'. Designed for a designated marksman role, the SVD has seen extensive use by Warsaw Pact nations, normally in a supporting role as part of a squad. Boasting the reliability and ruggedness of the more familiar AK variants, and the accuracy demanded of a marksman's rifle, the Dragunov remains in production today. Magazine capacity is a healthy 10 rounds, making it the highest capacity rifle in its class. The Dragunov fires the venerable Russian service rifle cartridge, as first used in the Mosin Nagant - the 7.62 by 54 millimetre rimmed cartridge. In-game, the Dragunov is capable of dealing one hit kills to the upper chest, neck and head. When silenced, only the head and neck will yield a one hit kill. Rate of fire is capped to 235 rounds per minute, despite being a semi automatic weapon - this is fast enough for most circumstances but prevents rapid fire as a close range defence. Recoil is relatively strong, pulling upward and slightly to the right with a slow recovery. Aim speed is correspondingly sluggish, taking 400 milliseconds to scope in - and cannot be sped up through the use of Sleight of Hand Pro. Along with the decent capacity, reload times are reasonably quick - just 3 seconds to complete, which for a sniper rifle is more than manageable. The Dragunov comes with its very own scope by default - the PSO telescopic sight, or 'Pritsel Snaipersky Optichesky', which has a unique chevron reticle and rangefinder. As far as optics go, it's not a bad scope for the weapon - the default zoom level is adequate for most situations. Situational awareness is key to effectively choosing a firing location; some spots are obvious - such as windows and towers, but in practice you can fire effectively from any cover with good sightlines. In fact, it's the less obvious positions from which you'll be able to deal the most damage - although don't expect to stay in one spot for the entire game. Aiming ahead of time is great if you can anticipate an offensive push by the enemy, but don't allow yourself to become blinkered as danger can come from all angles - not just from the narrow view of the scope. The superior capacity of the Dragunov means you can be quite liberal with your use of the trigger, but try not to panic when firing - waiting an additional moment to ensure your aim is good will end the fight quicker than blindly spraying and hoping for the best. Like all the Sniper Rifles, the Dragunov is deadly if employed correctly - no other weapon class has the ability to kill in one well-placed shot at any range. By killing in one shot you effectively deny the enemy a chance to fight back, and with good positioning and frequent relocation you won't suffer their revenge either. This weapon is tough to use - the level of precision required and the slow aim speed is at odds with the hectic pace of most games - and good positions are hard to come by within the smaller maps. Sniping can be a frustrating affair at times - without the support of a strong team and with inconsistent spawns, performing well is a challenge - but all the more rewarding when it pays off. If your aim is true and your position good, your enemy won't realise they were in your sights - until it's too late.
Épisode 48 - ASP - Black Ops Multiplayer Weapon Guide
9 janvier 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first handgun - the ASP. It's a semi automatic pistol, and is available as part of one of the default classes at level 1. It's an American weapon, designed by New York gunsmith Paris Theodore in the early 1970s. It was commercially introduced in 1975, although in no great quantity - only 450 were ever made. Based on the Smith and Wesson Model 39, the ASP was designed from the ground up as a concealable pistol for covert operations. With an extensively modified frame, the ASP takes on a unique appearance - with no unneccesary protrusions and smoothed curves for a fast, snag-free draw. One such innovation was the complete removal of the front sight post - and the addition of a rear 'guttersnipe' sight instead. Although not quite as precise as conventional pistol sights the tapered channel allows for faster target aquisition, and in any case is more than adequate for covert use. The entire weapon was given a teflon coating, and the grips were also replaced with clear Lexan, allowing the operator to know precisely how much ammunition was left in the magazine. The magazine capacity isn't great, largely due to the weapon's compact size - just seven rounds. The ASP fires the NATO standard 9 by 19 millimetre Parabellum cartridge, just like the Smith and Wesson 39 it was based on. Damage is good, at least up close - 3 hits to kill within effective range puts it on par with the more powerful SMGs. Of course, the range of the pistols is limited so at any sort of distance you'll find you'll need 5 hits to kill - and given that there's only 7 rounds in the magazine that can be tricky. The ASP has the highest firecap of all of the pistols - with a potential fire rate of 937.5 rounds per minute, 50 percent higher than any other. Recoil is not a factor unless you have a very quick trigger finger - but in general within effective pistol range you won't have issues hitting your target. Aim speed for pistols is faster than any other weapon class - just 150 milliseconds, and in the case of the ASP, the reload is equally swift at 1.25 seconds - faster than any other weapon. The secondary weapons work best as a complement to a primary rather than weapons in their own right. They're particularly effective in situation where you find yourself in close quarters with a less-than-ideal primary weapon. Even the versatile assault rifles can benefit if you find yourself out of ammunition - switching to your pistol is always faster than reloading. Otherwise, low-capacity weapons or those ill-suited to close combat benefit the most from a pistol secondary. If you're confident in your primary's ability up close, then a launcher or special could be a better choice. Having a secondary can also help should you run out of primary ammunition - it's not ideal but it's better than nothing. With its fast reload Sleight of Hand isn't a necessity, but with it the ASP is lightning quick. If you favour Dual Wielding then Steady Aim is the only logical choice instead. The ASP is the fastest secondary on the draw, so in situations where you'll be close to the enemy and potentially vulnerable, it's very useful. Its only real downside is its small capacity - if your first seven shots don't secure the kill, then your speed advantage is lost. Still, the reloads are very rapid, so you can keep up sustained fire with only a brief pause - but most gunfights will be over long before you can deplete two magazines. It's a niche weapon - perfect for finishing those in last stand or where your primary weapon is out of ammunition. Where milliseconds count the ASP will save your life --- time and time again.
Épisode 49 - M72 LAW - Black Ops Multiplayer Weapon Guide
9 janvier 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first weapon in the launcher category - the M72 LAW. It's a single shot weapon unlocked as part of one of the default classes from level 2. An American weapon, the M72 was originally developed by the Hesse Eastern Company and later manufactured by Nammo Raufoss under license. The patent for the weapon was filed in 1963 and was adopted by the US Army as their primary anti-tank weapon the same year. The LAW was designed as a replacement for the earlier Bazooka series of anti-armour weapons, and could tackle correspondingly more modern armoured threats. Designed to be as lightweight as possible without sacrificing penetration power, the M72 used a disposable telescoping tube which came with the rocket pre-loaded for ease of use and rapid deployment, similar to the AT4, which replaced the M72 in recent years. This means that the M72 can't be reloaded, and so with each you only get a single launch. The rocket fired is a 66 millimetre High Explosive, Anti-Tank round, with folding fins that deploy after launch for increased in-flight stability. In-game, the lethal radius is 3.8 metres - although be advised that Flak Jacket will render the missile near useless, requiring a direct impact to kill an uninjured foe. Performance is more consistent against Air Support, with just one rocket impact required to down any target. The Launchers are slow weapons to handle - when equipped you'll move at 80 percent of maximum speed. Aim speed is also slower than any other weapon class, at half a second - although given that you only get one shot it's wise to take the aiming process slowly. Reload - or rather, the discard and draw of a new launcher - is slow too, taking 3 seconds, meaning that the launchers certainly aren't suited to faster-paced enagements. Although deviant from the real-life weapon, the LAW is capable of locking onto an aerial target in Black Ops - to do so just hold your aim on target until the sequence of beeps indicates a lock has been attained, then launch as normal. Spy Planes, Counter Spy Planes and the airdrop Chinooks are all vulnerable to a single rocket, whereas the attack helicopter, chopper gunner and gunship normally require at least two launched rockets. The only thing protecting the attack helicopters are their flare countermeasures, granting them one chance to divert a missile before they're left vulnerable. Given that the M72 doesn't have to be locked onto a target, it is possible to bypass the flares by launching an unguided rocket - although your chances of missing the target are high. The M72 is surprisingly effective against emplaced equipment - turrets can be easily taken out safely with an aimed rocket. Any claymores, jammers - or even RC-XDs if you're quick enough - can be taken out with the blast too. It can be difficult to employ the launchers -directly- against the enemy, given that there's an effective counter to the M72 in Flak Jacket. Generally speaking, you want to place the rocket accurately so that the impact is as close to your opponent as possible. The best way to ensure this is to aim at the feet of your foe - otherwise there's a risk the rocket will sail harmlessly past them and detonate some distance behind. Given the relatively small lethal radius the risk of rocket-induced suicide is minimal, so the LAW can be used up close to some effect. There is still the element of risk - so be wary of potential obstacles between you and your target - including teammates. No other weapon does quite as much as the LAW is able; From quickly downing air support to taking out clusters of enemies in a single shot, no secondary is as versatile. Of course, it's not without its downsides - if you plan on using the M72 in a serious anti-aircraft role you need scavenger for the additional rocket, otherwise you'll be relying on teammates all too often. The Strela-3 is a better choice for this purpose, as it doesn't need Scavenger to take on the higher killstreaks. The M72 is unlocked first though, and is a more than sufficient stopgap to fill in until you unlock the later launchers. In an infantry role Flak Jacket renders it all but useless, and compared to the RPG-7's maximum 3 rockets or the China Lake's 4 grenades, the ammunition supply is scant. There exist better weapons for both anti-air and anti-personnel roles. But if you're in need of a versatile support weapon, capable of both, it might just be time ... to lay down the LAW.
Épisode 50 - Skorpion - Black Ops Multiplayer Weapon Guide
16 janvier 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second SMG - the Skorpion. It's a fully automatic weapon, and is unlocked at level 7. It's a Czechoslovak weapon, manufactured by Česká Zbrojovka (cheska zbroy-of-ka) in what is now the Czech Republic. It was first prototyped in 1959, and was formally adopted into service in 1961. The 'Samo-pal vzorr(a) šedesát jedna (shedestat yidna)', or 'submachine gun model 61' is a compact weapon designed for tank crews and special forces, normally known by its less-formal name, the 'Skorpion'. It can be fired either from the shoulder with the folding wire stock, or like a pistol with just one hand. Chambered for a smaller calibre, it's controllable even with fully automatic fire and can be easily suppressed for covert use. Magazine capacity is a little short, as might be expected for a compact weapon - 20 rounds by default, although extended mags takes this to a more healthy 30. The Skorpion fires the anemic .32 ACP round - not exactly the most powerful cartridge but certainly gets the job done at close range. In-game damage reflects the typical effective distance of this calibre, with the Skorpion having the shortest range of all the SMGs. However, within this effective radius the Skorpion is very effective - capable of two hit kills to the body up close, something no other SMG can do. The damage drops very quickly, though - almost immediately dropping to a five-hit kill outside of close range engagements. The fire rate is on the slower side for its class - 750 rounds per minute, although this at least makes the short magazine last a little longer. Aside from the massive damage at point-blank range, the Skorpion has another key benefit - it boasts the lowest recoil in the SMG category. This means that if you start on target, you'll stay on target - allowing you to tackle enemies at surprising distances, even if you do need quite a few shots to kill. Aim time is fast, as you'd expect for an SMG - 200 milliseconds puts it on par with the rest of its class. The reloads are frequent but aren't too painful - it's not the fastest but it's manageable, at just a little over two seconds. The Skorpion makes for a great 'Marksman SMG' class, with the ability to deal death at all ranges. The massive damage up-close means you don't need to worry about moving near the enemy, and as such can work very well in tandem with your tactical grenades to clear out defending enemies. There's not much else that will kill as quickly up close. The low recoil means you aren't limited to close range, either - if you dislodge an enemy from a good vantage point you can use it to your advantage to strike the defender's teammates from where they least expect. The element of surprise is useful at middle range, as otherwise you'll find the low damage of the Skorpion will be your downfall in the face of more powerful weapons. In such cases, all you can do is use the SMG's superior maneouverabililty and strafe while staying on target - quite often you'll evade your enemies bullets and live to secure the kill. The Skorpion's unique damage profile make it unusual in that it's probably the best SMG both at close range, and at long distance. The only place it loses out is in the middle - outside your very short effective range you'll need to hit your opponent 5 times where with another SMG you'd only need three or four hits to kill. The limited capacity is also a major weakness - running out of ammunition part way through a firefight can be detrimental to your health. Still, for accurate players the Skorpion is a force to be reckoned with, and there are few SMGs as versatile. With unparalleled damage and accuracy, you'll find the Skorpion - has quite the sting.
Épisode 51 - Enfield - Black Ops Multiplayer Weapon Guide
23 janvier 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the second assault rifle, the Enfield. It's the first fully automatic weapon in its category, and is unlocked at level 6. Hailing from the United Kingdom, the weapon is manufactured by the Royal Small Arms Factory, situated in the London borough of Enfield - hence the weapon's name in-game. The more formal designation would be the XL64 - Experimental Land Service Designation, from the year 1964. A bullpup weapon, with the magazine and action behind the trigger, the weapon was designed to fire an experimental round based on the then-nascent NATO 5.56 millimetre cartridge. Although the XL64 'Individual Weapon' saw little use outside testing, it did lay the foundation for the later British service rifles. This weapon was the predecessor of what was to be the SA80 series of weapons, which replaced the L1A1 SLR - the British made FAL. Magazine mapacity is 30 rounds, typical for most assault rifles in-game. The cartridge fired is known as the 4.85 millimetre SAA, and uses a smaller diameter bullet in the 5.56 case for lower recoil and improved penetration. Damage is low, but remains relatively consistent at range - you can rely on a 3 or 4 hit kill in almost all situations. The low damage is coupled with a slow rate of fire - 750 rounds per minute, making the Enfield's damage output lower than most. This does make the Enfield more controllable when fired full auto, though, as a slower fire rate gives the weapon more time to settle. There is some recoil, which can be an issue at long range - sustained fire can lead you to shoot above and to the right of your target. One unique trait of the Enfield is its superior aim speed - at 200 milliseconds, this weapon handles like an SMG when aiming. Reload isn't so bad, either - a little over 2 seconds is fairly average, but the low rate of fire will help make your magazines last longer. Our second perk choice, Steady Aim, is a very strong choice for a close-range class - improving both your hipfire ability, and recovery from sprinting with the Pro version. Given that the Enfield has the same aim time as an SMG, Sleight of Hand Pro is less necessary, as we've the best of both worlds; Fast aim with good hipfire. Clearing rooms is easy, given that you'll be immune to claymores and swift to deal death up close. The only remaining issue is ensuring we can get close to the enemy. Our third perk, Marathon, grants infinite sprint distance with the Pro variant and as such is great for classes reliant on getting up close and personal. Marathon will keep you in the fight at all times, and will allow you to better manouever around your enemy to strike from where they least expect. The Enfield's favourable handing characteristics coupled with Steady Aim make it a perfect candidate for a faster-paced game. Take the enemy by surprise, hipfire up close and aim when necessary - essentially employ the weapon as an SMG, but with slightly more balanced long-range characteristics. Playing aggressively can be a risky manoeuver - you leave youself open to a well-prepared enemy. But the fast aim time, coupled with Steady Aim, will tilt the odds in your favour up close. By throwing some caution to the wind, and pushing hard against the enemy - you might just find ... who dares wins.
Épisode 52 - Stakeout - Black Ops Multiplayer Weapon Guide
30 janvier 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the second shotgun, the Stakeout. It's unlocked at level 8, and is a pump-action weapon. The Stakeout is an American firearm, produced by the Ithaca Gun Company of New York. The Stakeout is a variant of the Ithaca Model 37, named for the year it was first produced. Also known as the 'featherweight', the Model 37 is Ithaca's best-selling and most well-known product, with a simple enduring design and rugged pump-action. The Stakeout is the pistol-grip variant of the Model 37, of a more compact size due to its shorter barrel and the lack of a stock. The weapon has a tube magazine, with a capacity of 4 shells. It fires standard 12 gauge cartridges, likely double-aught buck in game. The Stakeout is a high damage shotgun, with each pellet on par with the Olympia. Damage falls off a little sooner than with the Olympia, but the pellets have a slightly longer reach. Due to the pump action your rate of fire is limited - just 92 rounds per minute, or 109 per minute with the grip attachment. It also has the narrowest spread of all the shotguns in game - and, counter to what you may expect, aiming down the sights will narrow the spread further. Thus, the high damage paired with the narrow spread means you're far more likely to see a one hit kill towards the end of your effective range - just as well, given the slow rate of fire. Aim time is as quick as an SMG, and like the other shotguns - 200 milliseconds. Reload times are a little different in that cartridges are inserted individually. The first shell takes a second, with subsequent ones inserted every point 6 seconds. If you keep the weapon topped up, reloads are seldom an issue. Like most of the shotguns, the attachments are few and far between - with just one available there's little in the way of choice. The grip is definitely something you'll want though, as it offers two benefits with no detriments whatsoever. The first is admittedly not much help - the reduction in recoil the grip grants helps your aim settle faster, but given the time between shots this isn't any help. The second benefit is a faster fire rate - bumping your output to 109 rounds per minute, excluding reloads. In cases where your first shot doesn't kill, this can save your life - so the Grip is a necessity given that there's no benefit to going without. Enemies unaware of your presence make easier prey - and a high mobility class with the ability to choose your own spawn point will allow you to show up in unexpected places. One thing to beware when using Marathon and Lightweight is claymores - you are better off avoiding predictable defensive spots, and instead concentrate on catching enemies on the move in high traffic areas. The Stakeout is not suited to room clearing, the automatic weapons fare much better, as there's less penalty for missing your target with the first shot. The Stakeout has the most consistent one-shot performance of all the shotguns, coupled with the longest reach within the category. If you're careful to line up your shot to hit centre mass on your target, you'll be surprised at how far away you can secure a kill. This reliable one hit kill can work wonders when facing groups of two or more enemies, as in the time it takes to cycle the action you can adjust your aim to the next target, potentially killing three targets in a little over a second. This does demand a certain degree of accuracy, though - a misplaced shot will give the enemy time enough to defeat your assault, and ocassional inconsistency can foil your one hit kill potential as well. If your first shot fails to kill then the slow cycle time will be your downfall - an opponent aware of your presence will have no trouble killing you in the time it takes to rechamber. This weapon demands the highest degree of precision within the shotgun category, but as long as your shots are accurate and your position advantageous, with the Stakeout, your enemy will be almost certain .. to meet their maker.
Épisode 53 - RPK - Black Ops Multiplayer Weapon Guide
7 février 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second Light Machine Gun, the RPK. It's fully automatic, as you'd expect - and is unlocked at level 6. The RPK, or 'rooch-noy pul-eh-myot kalashnikova' is a weapon that originates from the former Soviet Union, and is a derivation of Kalashnikov's AK-47 design. The version represented in game is actually the RPK-74, based on the AK-74 rifle, which were both introduced in 1974. Essentially a longer barrelled version of the infantry rifle with an attached bipod, the RPK supplanted the earlier RPD as the Red Army's primary LMG. As both the AK and RPK-74 share a large number of manufactured parts, supply and maintenance of the weapons is more easily managed, and production more efficient. Magazine capacity is 40 rounds, or 80 with extended magazines - giving you an extra 33 percent when compared to the similar HK21. The RPK-74 fires the 5.45 by 39 millimetre M74 round - a smaller, high velocity round designed to yaw in flesh and cause devastating cavitation. Damage in-game is comparable to the other LMGs, consistent at all ranges and high by most other weapon's standards. Like the HK21 and Stoner 63, the RPK will kill in 3 hits at any range - or two hits if both are headshots. Rate of fire is on par with the HK21, too - 750 rounds per minute place it squarely in the middle of the category as far as fire rates are concerned. One major downside to the RPK is its heavy recoil - when fired automatically the RPK will exhibit a severe upwards pull, making staying on target nearly impossible. Outside of close range, the only way to effectively employ the RPK is to fire in short bursts, waiting for the recoil to settle before firing again. This mitigates the effect of the recoil, and has the added benefit of prolonging your ability to provide supporting fire. Aim time is typically slow for an LMG - 350 milliseconds, and despite being magazine-fed has a painfully slow 4 second reload. The RPK is a hard weapon to handle but offers significant and sustainable support fire, with potential capacity second only to the M60 and with a faster rate of fire. Treating it as a burst fire takes advantage of the weapon's high damage over longer sightlines, and steady aim allows you to reposition frequently while maintaining a good close range defence through hipfire. Adopt a support gunner role, with a Strela-3, Hardline and team-oriented killstreaks, and you'll be the model team player, tilting a game's odds in your favour. You pay for the abundance of firepower of the RPK through very slow handling, and a level of recoil above most other automatic weapons. It may not be a weapon of precision, but when you need to form a rock-solid defense upon a strategic point, the sustainable might of the RPK will help retain every inch of soil, repel invaders ...and onward, to victory!
Épisode 54 - WA2000 - Black Ops Multiplayer Weapon Guide
13 février 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second sniper rifle, the WA 2000. It's a semi automatic weapon, unlocked at level 10. The Walther WA 2000 originates from West Germany, and was designed in the late 1970s, with the final design entering production in 1982. Made with urban interdiction in mind, the Walther is rapidly deployable and deadly accurate. As expensive as it is finely crafted, only 176 were ever made - its high unit cost of around ten thousand dollars at the time of its introduction discouraged sales to its intended market of counter-terror and police units. Magazine capacity is relatively short, at six rounds - extended magazines doubles that to twelve. The WA 2000 was made in three calibres - the primary being the .300 Winchester Magnum round. Its one-hit kill area is identical to the Dragunov's - a shot to the head, neck or upper chest will result in a kill. When silenced, you'll kill in one shot to just the head or neck. Rate of fire is semi-automatic, and is capped at 235 rounds per minute. Recoil is very manageable - although high compared to other weapon classes, as far as the sniper rifles are concerned the WA2000 is by far the most controllable. Aim speed is the same as the other sniper rifles - 400 milliseconds to bring up the scope. Reload time is a little slower than the Dragunov, but manageable enough at 3.2 seconds. One interesting point about the WA2000 is that the default scope zoom level is a little lower than usual for the class - about 70% when compared to the others. This means you can use the regular scope at a slightly closer range than might be possible with another sniper rifle. Warlord allows us to combine two attachments, and as most of the second tier perks have only marginal benefit for the sniper rifles we can leverage the combination of some of the more useful attachments. The ACOG coupled with extended mags is ideal for close range sniping - we get the benefit of the low magnification and slightly faster sight time of the ACOG, coupled with the larger magazine which helps when facing two or more opponents. Warlord Pro also gives us two lethal and three tactical grenades - which when paired with Scavenger equates to a near-endless supply. As long as you stay mobile and pick up the scavenger packs strewn across the map, you can keep on throwing grenades, blinding enemies and scoring kills with your frags. To round out our class, and to eliminate the risk of self-induced flashbangs, Tactical Mask Pro allows you to use your supply of tactical grenades without fear of an embarrassing death. Flashbangs are slow to throw but have a devastating effect on those without Tactical Mask Pro - thankfully quite the rare perk. Those afflicted by your flash grenades will be easy targets for your sniper rifle. With a healthy supply and self-immunity, throw flashbangs ahead into chokepoints or interiors before moving, and you won't be taken by surprise while you're at your most vulnerable. With Tactical Mask Pro you'll also get a yellow indication of the flashed enemy's position, giving you a better idea of how to approach the situation. The WA 2000 is by far the best-handling sniper rifle in Black Ops, and is the most usable at close to middle range. Its low recoil makes for easy follow-up shots, and with the potential for a one-hit kill at any range it's quite the lethal weapon if your aim is true. Of course, it's far less forgiving than an assault rifle or SMG, so careful positioning, patience, and frequent use of your tactical grenades are strongly recommended. Should you be taken by surprise, you'll be at a severe disadvantage - and heavily reliant on your secondary. Sniping in Black Ops is tricky at the best of times, and you generally only have the clear advantage in gunfights at extreme range - but despite this, it is sometimes possible to employ them outside this role. The WA 2000 is by far the best sniper rifle for close-range work - whether silenced or with ACOG, with good situational awareness and preparation, your interdiction will be as valuable --- as the rifle you wield.
Épisode 55 - Ballistic Knife - Black Ops Multiplayer Weapon Guide
18 février 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the first special weapon, the ballistic knife. It's a single shot weapon, unlocked at level 15. Originating from the Soviet Union, it was first seen in the hands of Spetznaz forces operating in Afghanistan around the late 1970s. A largely impractical weapon, intended to extend a fighter's reach and capability in close combat, although its exact usage is unknown Although deadly when launched, the weapon is only truly effective within a very short range - a role in which a full-tang fixed blade may have been better suited. The weapon rose to some prominence in the United States, though - its reputation as the Soviet elite's close quarter weapon of choice made them quite the collectible, and in the early 1980s were a popular novelty. As collectable as they were deadly, it's little surprise that the spring-loaded blades were banned outright in 1986. In-game, The Ballistic Knife has a supply of just two blades - one ready to fire with another to spare. The blades have a cutting edge 5 inches long, and the entire assembly with handle measures about ten inches in length. The blades are spring loaded and are fired by pulling the safety pin and pressing the button on the handle, releasing a simple latch and decompressing the spring. This launches the blade at quite some velocity - typically some 60 feet per second, more than enough to embed deeply in flesh should it come into contact with the enemy. In-game, The Ballistic Knife will kill in just one hit, at any range, anywhere to the body. Unfortunately landing a hit is quite tricky, given that the blades follow a parabolic trajectory - this means at a distance you'll need to aim above your target to hit. The travel time of the blade also makes aiming difficult, particularly on a moving target - in many cases you'll need to aim ahead of the enemy, anticipating their movement. One tip as far as accurate aiming is concerned is to decrease your sensitivity - as you can't aim down sights with this weapon, a lower sensitivity will grant better precision when lining up a shot. Reload is relatively quick, at just 1.5 seconds - although given that you only get one shot on target, missing might just spell your doom if the target is aware of your presence. Sleight of Hand is a good perk choice if you find the reload time problematic, doubling the speed with which you can rechamber a new blade. One thing to beware with the Ballistic Knife is that firing the blade will make you appear on the enemies radar - while it might not appear to make much noise when firing, it's not considered a weapon of stealth by the game. This can be dangerous if facing a group of enemies, or should your first shot miss - if you have the advantage of surprise it's often best to use your knife attack instead of firing your blade and revealing your position. One secondary benefit of the Ballistic Knife is that it improves the speed with which you can recover from your knife slash or lunge - by about 20% - making it useful for silently despatching small groups of enemies. It's worth ensuring that you're using the default button layout if you plan on knifing frequently - I normally play on tactical, but the default layout will allow you to knife without changing position on the control pad. Pair the weapon with Steady Aim Pro and you'll have the additional benefit of that perk, nearly doubling your melee speed, and allowing you to cut through unwitting enemies in quick sequence. The combination of a quick melee attack, with the option to launch a blade at enemies out of reach is a good combination for those adept at getting close to the enemy, and Marathon is essential should you plan on making extensive use of this weapon. Lightweight would be a good partner for the added mobility, but for sustained use of the projectile blades I found Scavenger to be altogether more useful, allowing resupply of the blades without having to track down those fired to their terminal position. Few weapons are capable of killing in one shot at any distance, and a well-aimed ballistic knife can spell a quick - and surprising - demise for your enemy. The faster melee is also useful, especially when facing more than one opponent, or in those cases when your knife meets nothing but air on your first attempt. The limited supply of blades and difficulty in landing shots at any sort of distance limit the Ballistic Knife's practical application - in most cases a pistol is a far more sensible secondary choice. But for those who enjoy a challenge, the ballistic knife is a welcome departure from sensibility. It's not the easiest weapon to use - but it ranks highly amongst the most satisfying. With a good eye and a healthy dose of luck, this spring-loaded surprise ... will cut your enemies down.
Épisode 56 - Makarov - Black Ops Multiplayer Weapon Guide
20 février 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Makarov. It's a semi automatic pistol, unlocked at level 4. Originating from the Soviet Union, the pistol is named for its designer, Nikolay Makarov. It was introduced as the standard sidearm for the Soviet military in 1951, replacing the earlier Tokarev in service. The PM, or Pistolet Makarova is a compact blowback-operated weapon, loosely based on the earlier German Walther PP design. A simple, reliable weapon - with few moving parts - the Makarov has seen extensive deployment in both military and police roles over much of Eastern Europe. Magazine capacity is 8 rounds - second only to the CZ-75 in-game, and generous enough for most usage. The cartridge fired is the 9 by 18 millimetre Makarov round - analogous to the NATO 9 millimetre round, but in terms of ballistics more comparable to the less-powerful .380 ACP. Damage in-game is identical to all other pistols, except for the Python - typically requiring 3 hits to kill at close range, and 5 at a distance. Rate of fire is capped to 625 rounds per minute - the same as most pistols, with the exception of the ASP. Recoil is again, identical to all other pistols except for the Python - and is not a factor as long as you're close to your target. Aim time is as fast as the other pistols, at just 150 milliseconds - and the reload is fairly average for its class, at a little over 1.6 seconds. The pistols share much in the way of their statistics, so there's not much to choose between them - it's the available attachments and subtler statistics that define each handgun. The Upgraded Iron Sights are one of your attachment choices, but their effect is purely cosmetic - three white dots applied to the front and rear sights giving slightly clearer target indication. They aren't much use - unlike a red dot sight which provides a better view on target, the dots do nothing for your sight picture, so I wouldn't advise using them over another, more useful attachment. Extended mags are generally a very worthwhile attachment - and on the Makarov you'll get 12 rounds at your disposal instead of 8. However, If you value capacity in a pistol, then I'd advise you steer clear of the Makarov - instead go with the M1911, as it will give you 14 rounds with precisely the same handling characteristics - and even that is supplanted once you unlock the CZ-75. The Makarov is best used with the other attachments available - with the suppressor you'll have the highest capacity pistol while suppressed, at least until you unlock the CZ-75 - so for those who favour stealth, the Makarov is the best choice initially. You do lose a significant portion of your effective range, so against an enemy with full health you'll find a 4 or 5 hit kill is much more likely - but as a silent backup to finish off an already-wounded enemy it's ideal. Dual wield gives you two Makarovs, for a total of 16 shots between them. The Makarov is probably one of the better choices for Dual Wield - while they don't have the capacity of the CZ-75, or the power of the Pythons - they do have a very rapid switch time. They'll switch as quickly as the dual ASPs - but with a slightly larger capacity, they're a better choice if you're looking for a fast-swapping dual-wield backup. If you value capacity, the M1911 with extended mags is the best choice before the CZ-75. If you favour speed, then elect the ASP. Finally, if you favour power - then the Python is the handgun for you. The Makarov, then, fills the gaps - it's the best pistol, immediately available, to use with the suppressor. It's also the quickest drawing pistol to use with Dual Wield - so if you're looking for a close-range backup that's fast on target the Makarovs are probably the best choice. Its capacity advantage with certain attachments is usurped by the almighty CZ-75 once its unlocked, but before the final pistol is available the Makarov has a couple of advantages over the others. Otherwise, it's a relatively unremarkable weapon - but as with all the pistols can be a potential lifesaver when you find your primary weapon unready or inadequate for a close-range engagement. Either suppressed or with a pistol in either hand, the Makarov is an able backup - compact, quick on the draw ... and ready to tilt the odds in your favour.
Épisode 57 - MAC11 - Black Ops Multiplayer Weapon Guide
27 février 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the third SMG - the MAC-11. It's a fully automatic weapon, unlocked at level 11. An American Weapon, the MAC-11 was designed by Gordon Ingram. It was first produced in 1972, as a sub-compact variant of the earlier MAC-10. The Military Armament Corporation Model 11, or MAC-11, is a compact blowback-operated weapon. With a fire rate of around twelve hundred rounds per minute, the weapon is difficult to shoot accurately unless fired in short bursts. Designed to be used with a suppressor, the MAC-11 has a threaded barrel for quick conversion to a covert role. Its bigger brother, the Model 10, fired a more powerful cartridge, and saw some use by US forces in the Vietnam War - but the smaller Model 11 was generally regarded as lacking in stopping power, and found fewer practical applications. Magazine capacity in-game is a mere 20 rounds, or 30 with extended mags. The cartridge fired is the compact but low powered .380 Automatic Colt Pistol round - ideal for concealable weapons but otherwise anaemic when compared to the ballistically superior 9mm parabellum or 45 ACP cartridge. In game damage reflects this lack of stopping power - even at close range the MAC-11 requires 4 hits to kill to the body. The damage drop with range is less pronounced than with the higher damage SMGs, at least - granting more consistent performance near the edge of your effective range. The recoil is light too, tied with the Spectre for perhaps the best handling characteristics in the SMG category, outside the Skorpion. The weapon will tend slightly upwards and to the right - but at close to middle range it's relatively easy to remain on target. Aim time is on par with the other SMGs, at 200 milliseconds, and the reload time is favourable too - at just 2 seconds it's one of the fastest SMGs to reload. The key to successfully using the short magazine SMGs is to ensure that you don't overextend yourself and encounter multiple enemies at once. This means you have to take care to avoid exposing yourself across multiple sightlines, limiting your engagements to close or middle range avenues where possible. In most cases it's best to have the enemy come to you, anticipating their movement and lying in wait in cover. Using the MAC-11 unsilenced can work to your advantage in this way - killing one enemy will draw another to your location, and with careful positioning it's possible to kill several foes in sequence. The MAC-11 boasts great handling, so you don't always have to limit yourself to close range engagements - as long as you don't leave yourself exposed to the longer sightlines you should be able to win most gunfights. The faster reload and switch times also come in handy - with sleight of hand you can often get away with reloading partway through an engagement, as long as you're not out in the open. Unfortunately, with the short magazine and fast rate of fire you will find yourself needing to reload all too often - and inevitably this will spell your demise from time to time. The low damage dealt per shot can also hamper your effectiveness up close - 4 shots on target can be tricky against someone with a more powerful weapon. The fast rate of fire makes up for this somewhat, but accuracy is vital and too many missed shots will mean your magazine may deplete before the conflict is resolved. Still, the MAC-11 handles very well - and rewards those with superior accuracy. While it might not compare to more powerful weapons up close, it boasts surprising reach, making it one of the more versatile SMGs. The MAC-11 might not look like much, with its cheaply-welded stamped metal construction - but when employed correctly, you'll find ... that looks can be deceiving.
Épisode 58 - M14 - Black Ops Multiplayer Weapon Guide
6 mars 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the third weapon in the assault rifle category - the M14. It's a semi-automatic weapon in-game, and is unlocked at level 9. Originating from the United States, the M14 was adopted by the US army in 1957, and was standard issue from 1959 until it was replaced by the M16 in 1970. Essentially a derivation of the M1 Garand, with the introduction of a removable magazine, replacing the earlier en-bloc clip used in the Garand, and with the addition of the capability of fully-automatic fire. This technically makes the M14 a Battle rifle, rather than an assault rifle, as it fires a full-sized cartridge with selective-fire. After a series of prototypes made post World-War 2, the M14 trumped the FN FAL in the US Army's testing and saw its first action in the Vietnam War. Although unwieldy and not ideal for jungle combat, it performed adequately until superceded by the lightweight, more modern design of the M16. The M14 remains in use today, however - although not ideal for general infantry use it's found a niche in the Designated Marksman Role, and as part of the M21 and later M24 Sniper Weapons Systems. Magazine capacity is 20 rounds, identical to the other semi-automatic rifle - the FAL. Extended mags will give you 30 rounds per magazine. The cartridge fired is the NATO standard rifle cartridge - the 7.62 by 51 millimetre. This calibre's roots lie in the earlier, larger 30-aught-6 rifle cartridge, as fired by the earlier M1903 Springfield rifle. Essentially a shortened variant, the new cartridge was to be known commercially as the .308 Winchester before being adopted as the NATO standard in 1954. Damage in-game is the highest of all weapons in the assault rifle category - only the sniper rifles deal more damage per shot. At just two hits to the body at close range - and 3 at a distance, the M14 shares the same damage profile as the FAL - but boasts a greater multiplier to the head and neck, for a greater chance at a two-shot kill. This means that, even at long range, a single headshot with another to the body is sufficient to kill - where with the FAL you'd need two headshots. Firecap is standard for the single-shot weapons, at 625 rounds per minute. Generally speaking, this cap isn't much of a hindrance - as shooting at that rate would compound the very high level of recoil. Although high, the recoil can be tamed by moderating your fire rate depending on your distance from your target - waiting for the recoil to settle to an acceptable level before firing again. Aim time is standard for the assault rifles, and reload is among the slowest but manageable nonetheless, at 2.4 seconds. One of the key aspects to using the assault rifles is to ensure you're firing from a good position - whether on the offence or in a defensive role you need to ensure that you're using available cover to maximum effect. The more of your player model you expose to the enemy, the easier it is for your foe to hit you - and landing accurate shots with a weapon like the M14 under fire is very tricky indeed. When choosing a firing location, you should try and find a position that provides as much coverage as possible - ideally cover should extend to just underneath your point of aim. In Call Of Duty your point of aim is centred on your head, so if your sights are just above cover, all your opponent will see is the very top of your character model - little more than a pair of eyes and a helmet. Any available cover can be used to your advantage - even corners can be used to some effect, as you can control the angle of exposure and take complete cover when at risk of incoming fire - useful when reloading. The M14 is the most powerful weapon in the assault rifle category - outclassing even the FAL thanks to its superior multipliers. It also boasts a superior hipfire spread when compared to the FAL, something which will occasionally come in useful should you be taken by surprise. Its main downside is its heavy recoil, forcing you to limit your rate of fire to preserve accuracy. Compared to the automatic weapons, it's likely you'll fare less well in close quarters - although you'll only need two hits to kill, the weapon with the faster rate of fire often comes out on top. Good use of cover or getting on target first can help, but something like an SMG or the FAMAS will be tough to beat. Still, if employed correctly and carefully you can engineer situations in your favour - with a claymore to watch your back and the use of long sightlines and cover you can keep your enemy at arm's reach. As a counter to its damage, the M14 has the most severe recoil in the assault rifle category, but it can be tamed with careful shooting - and it's hard to argue against a two-shot kill.
Épisode 59 - SPAS-12 - Black Ops Multiplayer Weapon Guide
13 mars 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the third Shotgun - the SPAS-12. It's a semi-automatic weapon, and is unlocked at level 24. The Franchi Special Purpose Automatic Shotgun, or the SPAS-12, hails from Italian arms manufacturer, Luigi Franchi. First produced in 1979, the weapon is unusual in that it can be used in both a semi-automatic and pump-action mode. This means the SPAS-12 can fire cartridges that otherwise might lack the power to cycle a semi-automatic weapon - such as less-than-lethal rounds or tear gas. In spite of this versatility, the dual-mode operation adds weight and complexity to the weapon - adding to its expense and limiting its suitability to niche roles. It was the 'lack of sporting purpose' that led to the weapon being banned from import in the United States, making the SPAS-12 a rare weapon known for its distinctive appearance and prolific presence in cinema. The tube magazine holds 8 rounds, making the SPAS-12 the shotgun with the highest capacity in Black Ops. The cartridge fired is your standard 2 and 3-quarter inch 12-gauge cartridge, as usual for a weapon in this class. Damage in-game is low compared to the Olympia and Stakeout - although the SPAS-12 is entirely capable of killing in one shot, you'll notice it will take 2 or 3 shots to kill towards the end of your effective range. Thankfully the low damage is balanced somewhat with a good rate of fire and healthy magazine - as a semi-auto weapon you can usually rely on getting the shots you need on target in relatively short order. 312 rounds per minute is less than most semi-automatic weapons, but with the close-range power of the SPAS-12, it's more than adequate. Aim time is quick at 200 milliseconds, but the iron sights are very obstructive on the SPAS-12 - so it's fortunate that hipfiring is almost always the way to go, especially if you're using Steady Aim. Reload is done shell-by-shell, and is a little slower than the Stakeout - especially if you have to replenish the entire 8-round magazine. Still, reloading can be cancelled partway should you run into trouble, and if done with care should seldom result in your death. While silenced shotguns aren't new to the Call of Duty series - the suppressed SPAS-12 is notable in that the Suppressor does not impact your effective range in any way. Given that you'll be spending a lot of time in close proximity to your enemy, the suppressor is invaluable in keeping you alive - there's really no excuse not to use it. For that reason, my attachment recommendation for the SPAS-12 is simple: Use the suppressor. For your equipment, in the absence of Marathon, Tactical Insertions are very, very useful. As a ghost with a shotgun, spawning in an unexpected place will often work to your advantage. With the ability to cancel the insertion spawn should it be compromised, the risks of spawning so close to the enemy can be mitigated - and in my experience most enemies will be entirely unaware that the blinking light will soon spell their doom. Careful movement is a core skill for any stealth class - rather than rushing blindly into combat, instead you must bide your time, watch the radar and get a sense for your enemy's position. There's more to stealth than prowling in the shadows, however - and you'll need to perform a fair bit of manoeuvring to get into an ideal position. Striking from the flank or rear is absolutely the best approach with any suppressed weapon, so in some cases you'll need to take the long way round to ensure a better chance at a successful strike. You'll want to avoid central, open areas - most of them will leave you exposed across multiple angles, and at ranges where you won't be competitive - instead move as much as possible through less-trafficked areas of the map, and covered locations and interiors. The SPAS-12 is a potent stealth weapon, unique in that it's the only shotgun with the suppressor attachment available - and unusual in that it doesn't hamper the weapon's performance. This combination of a close range one-hit kill and the suppressor makes it a devastating weapon when employed against inattentive foes - allowing you to strike a group from the flank or rear and destroy them all before the last realises their demise. As with all the shotguns though, your limited range is your downfall - and if you're caught outside it you won't stand much of a chance. Even at close range it's important to maintain the element of surprise, as the SPAS-12's lower damage might mean you'll need multiple shots on target to secure the kill. Faster follow-up shots mean the weapon is more forgiving of poor aim - and more suited to dislodging defenders and clearing rooms. If played to its strengths there's no doubting its effectiveness in close quarters - and when paired with the suppressor the SPAS-12 is silent - but deadly.
Épisode 60 - M60 - Black Ops Multiplayer Weapon Guide
19 mars 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the third LMG - the M60. It's a fully automatic weapon, unlocked at level 21. Originating from the United States, the M60 has served with every branch of the US military since its introduction in 1957. The M60's roots can be traced in part to the German machine guns of World War 2, such as the MG42 and FG42, and the earlier American Browning Automatic Rifle and M1919A6 Machine Gun. The M60 saw its first major usage in the Vietnam War after its adoption, where it was employed as both a squad automatic weapon and as a medium machine gun, mounted on Patrol Boats, APCs and Helicopters. Informally known as 'the pig', presumably for its hefty weight and insatiable appetite for lead - the M60 remains in use today, although has been supplanted somewhat by the M240. As a general purpose machine gun, the M60 fires the full-size 7.62 by 51 millimetre NATO cartridge, from a distintegrating belt of linked ammunition. Belt length is 100 rounds in-game, or a whopping 200 when paired with the Extended Mags attachment. The M60 deals the most damage per shot of all the light machine guns, although it suffers from a damage drop off to a long-range damage level on par with the others in its class. At close range you'll kill in just two shots anywhere to the body - making this a deadly weapon of defence. You pay for this high damage with a lethargic rate of fire - the slowest of any automatic weapon in the game, tied only with the Full-Auto CZ75. 535 rounds per minute does at least do much to conserve your ammunition under continuous fire, allowing sustained defense without the need to burst fire. Despite the low fire rate, recoil is still substantial - you'll see substantial horizontal and upward spread when employed full-auto. This can be mitigated by firing in bursts, but the HK21 would probably be the superior choice for long-range engagements. As usual for an LMG, the time it takes to aim down the sights is slow, at 350 milliseconds. Reload is almost comically slow, at almost 10 seconds - thankfully you don't need to do it often, but it's wise to find a safe spot to perform the procedure when needed. The M60 is best used from cover against groups of enemies on the move, so anticipating spawn points and the enemy's likely movement from there is a skill essential for positioning yourself correctly. Use of spy planes and blackbirds will give you an insight of there the enemy is spawing - take note of where new dots on the radar appear, then position yourself along your enemy's likely path. When spawning, enemies will likely head directly towards the objective - in the case of team deathmatch this will be the location they suspect your team is in, and their route will tend to be via the centre of the map. With a little map knowledge and anticipation of the spawns, you'll be able to work out the most likely route - and assuming you can get to a decent firing position in time, you'll be able to lie in wait. The M60 is the weapon that best fulfills the traditional LMG role, with its capacity far, far ahead of any of its peers. Its high close-range damage means that you aren't necessarily at a disadvantage when nearer your enemy either, as just two bullets to kill will cut them down mercilessly. Unfortunately, the sluggish rate of fire means your shots need to be on target to be effective - and given the heavy recoil it can be difficult to ensure your shots connect. The slow aim time and movement speed also limit the M60's utility - requiring a degree of forethought and planning to use effectively, unlike the more reactive SMGs or assault rifles. Still, the M60 has unparalleled capacity and damage, and there's no weapon quite as devastating in a defensive role. When positioned correctly, the pig - might just save your bacon.
Épisode 61 - Homefront Multiplayer Guide - Assault Rifles
25 mars 2011
An overview of the general use of the assault rifles in Homefront multiplayer. Covers basic tactics, shooting, cover and movement - as well as loadouts, abilities, purchase slots and vehicle use. With an assault rifle, you'll be the bread and butter of any team: capable of being effective in both offensive and defensive roles, there are few weapons as versatile. With relatively low recoil, a moderate rate of fire and good damage at range they're the most balanced of all the weapons, not demanding a specific style of play but allowing for a certain degree of adaptability. The assault rifles comprise the lion's share of your total arsenal, and the two starting rifles are good all-round choices - the M4 boasts low recoil, while the ACR has the edge in damage. This makes the M4 a superior weapon for long-range maps, and the ACR excellent at assaulting interior points, while still maintaining the ranged ability of the assault rifles. The later unlocks are less versatile - the SCAR-L is a 3-round burst weapon that boasts considerable power, but demands precision in your shots - and the M16, a semi-automatic high damage weapon that suits a similarly accurate, long-range style of engagement. The two later unlocks are the T3AK rifle, with high damage and recoil with a slower fire rate - and the XM10, a high fire rate weapon blurring the boundaries between the assault rifles and SMGs. When spawning, your insertion onto the battlefield gives you a valuable insight to your enemy's position - your viewpoint will zoom down from the sky, with the red names indicating enemy threats. This is a useful guard against enemies close to your spawn location - take careful note of any enemy close to where you spawn, and use your knowledge of their position to your advantage before they can do too much damage. One thing to note is that you can spawn into the gunner seat of a teammate's vehicle if a slot is open. This is usually a good choice, as a vehicle without a gunner isn't operating at its potential - and being able to spawn in the thick of it is a great way to keep in the fight. Of course, it's entirely possible to spawn into a vehicle about to meet its doom - so there is an element of risk involved - but the benefits outweigh this risk. The large maps of Homefront means that combat can occur across a wide spectrum of ranges, and the distance from your target dictates the way that you should be firing your weapon - aim time and recoil are both factors here. At long ranges, the recoil of your weapon will mean automatic fire is ineffective - tapping the trigger will permit the recoil to reset and allow you to get another accurate shot. At middle range, when your target is clearly visible, fully automatic fire is the most effective. As long as you aim for centre mass, the majority of your shots should find their target - putting them down more rapidly. At very close ranges, such as when you encounter an enemy unexpectedly or when you find yourself inside a building - hip firing is probably your best option. You'll waste some ammunition, but the time saved by not aiming down your sight may very well save your life - and a target at close range is much harder to hit with precise fire, so hipfire will grant you some leeway. Generally, when shooting you will want to be in cover - the smaller the target you present to the enemy the better you'll fare in a gunfight. The absence of destructible terrain or bullet penetration makes cover a critical factor in winning gunfights - with something solid to hide behind you'll be impossible to kill, so if you're taking hits it's wise to step back into safety. Ideally, when shooting you'll expose as little as possible, by adjusting your stance and position so that your point of aim is only barely above the cover - this will give you the maximum protection possible. Should there be no good cover available, you can still present a smaller target by going prone - as well as providing a more stable firing stance, you'll be much harder to hit. Movement in this game means exposing yourself to risks across multiple sightlines, so should be done only when necessary or when tackling an objective. Once you've fired from a spot, it is wise to not linger for so long - every unsilenced shot fired will attract the enemy towards that location, so moving from cover to cover periodically is beneficial. When attacking objectives there are times when you'll have to cover open spaces - often an unavoidable risk. Move from cover to cover when you're able and otherwise keep sprinting when exposed - a moving target is more difficult for a sniper to hit. When assaulting a location, it's good to move with your team - doing so will allow you to hit a control point from multiple angles simultaneously, making life much harder for any enemy defenders.
Épisode 62 - L96A1 - Black Ops Multiplayer Weapon Guide
27 mars 2011
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time, we're covering the third sniper rifle - the L96A1. It the only bolt-action rifle in the game, and is unlocked at level 27. One of the two British weapons in-game, the L96A1 is the land force's designation for the Accuracy International Precision Marksman, or PM. Adopted in 1982, the L96A1 entered service with the British Armed Forces in 1985. The Precision Marksman went up against a few other potential rifles in trials, including the Parker Hale M85, PSG-1 and Remington 700. The PM eventually came out top, and became the sniper rifle employed by the British force, and was later adopted in a variety of roles by other nations. The original PM design was improved in the Arctic Warfare version of the rifle, named for its ability to operate in a wide variety of climates. Available in large number of different calibres and configurations, such as the Police variant, or AWP - with its shorter barrel and black furniture - and the Magnum or AWM, designed for more powerful cartridges, the Arctic Warfare range is an adaptable family of rifles suited to a large range of roles. Although the AW series of rifles are chambered for a variety of calibres, the L96A1 configuration fires the NATO standard 7.62 by 51 millimetre round. Magazine capacity in-game is on the smaller end, at 5 rounds. Extended mags will take this capacity up to 10. The L96A1 is the most powerful of all the sniper rifles - boasting the largest one-hit kill area, and dealing more effective damage per shot than any other non-explosive weapon in the game. A shot anywhere to the head, neck, chest, stomach - or even the upper arms - will result in a one-shot kill. This means that only a shot to the lower arms or legs will require a follow up shot. Silenced, the damage profile is identical to the other rifles - you'll need a head or neck shot to kill. As a bolt action, you will need to chamber a new round manually with every shot - this limits your rate of fire to a maximum of 60 rounds per minute - or one per second. If you interrupt the weapon cycling, by sprinting or changing weapons, be warned that you will still need to cycle the weapon before you'll be able to fire. Recoil is very heavy - when firing, the upward kick will cause you to lose sight of your target momentarily. Given that the bolt-action cycling slows your rate of fire, the recoil doesn't harm second shot accuracy, but can hurt in cases where you need to aim two shots in sequence. Aim speed is the same as all the snipers - at 400 milliseconds, it's important to stay out of close-range gunfights else you'll be bested by more nimble weapons. Reload is fairly slow, but seldom an issue if you're in a good position and remain mindful of your remaining count - 3.3 seconds is manageable enough. By default, the L96 comes with a scope attached - with moderate zoom and crosshair reticle, it's good enough for a wide variety of situations - but there are some alternatives. When employing the sniper rifles, there's no getting around the fact that they're long range weapons - the slow aim time and high level of precision required means that you'll be at a disadvantage in the open. That's not to say you'll be unable to kill targets at a closer range - with a carefully placed shot you're deadly at any distance - but care should be taken to avoid any direct confrontation. If you do find yourself on your own, you may be best falling back to a traditional sniper role - preserving longer sightlines through good positioning, and protecting your rear with a claymore. Playing as a lone sniper does demand patience, else you'll wind up exposing yourself to a gunfight outside your comfort zone and wind up getting killed. Whichever tactic you prefer, your accuracy is crucial - and ensuring that your first shot is the kill will prove essential, as the crack of a missed shot will serve as quite the motivation for your opponent to target you with urgency. If you're in a poor position, or too close to your opponent, you won't get a second chance. The L96A1 is the most powerful sniper weapon in the game, with the highest potential for a one-shot kill. This means you have to worry less about hitting a target twice, as with most aimed shot's you'll see consistent performance. Despite this tolerance, it remains important to be accurate - the slow bolt-action is punishing to those who miss their mark. The sniper rifles don't really lend themselves to spray and pray tactics - so the slow fire rate encourages good habits, and will force you to be accurate to find success. It's not an easy weapon to use, but there are few weapons as satisfying when things go your way. With careful positioning, a clear shot and keen aim - you'll be hidden death, allied to the shadows, one shot, one kill.
Épisode 63 - Minecraft Survival Guide - Episode 1: Wooden Sword
1 avril 2011
An overview of the first unlocked edged weapon in Minecraft, the Wooden Sword.
Épisode 64 - M1911 - Black Ops Multiplayer Weapon Guide
3 avril 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering our third handgun - the M1911. It's a semi-automatic weapon, unlocked along with Create-A-Class at level 4. An American design, the M1911 entered service with the US Army in 1911, hence its designation. Designed by John Browning, the 1911 was a composite of various elements from his earlier handgun designs, and would later become the standard in self-loading pistols. It excelled in early tests, and saw its first service in the first world war - leading to some minor improvements to its design in the A1 variant from 1924. From there, the pistol went on as the standard sidearm throughout World War 2, the Korean War and the Vietnam War - and performed admirably, despite showing its age when compared to some modern pistols. It remained the US Army's service pistol of choice until 1985, at which point the Beretta M9 took its place - somewhat controversially. Despite its 100 years of production, the M1911 remains the pistol of choice for many today - including the Marine Corps Special Operations Command, LAPD SWAT teams, and certain departments of the FBI. The M1911 fires the powerful 45 ACP round, with its slow but heavy projectile boasting good man-stopping ability when compared to lighter rounds. Magazine capacity is a little short, at 7 rounds - but extended mags will double this to a much healthier 14. Damage is standard for the pistols, on par with all others apart from the Python - The M1911 needs 3 shots to the body to kill at close range, and 5 at a distance. The firecap is standard, too - the fastest you'll be able to fire is 625 rounds per minute. Recoil is exceedingly average, again identical to all other pistols other than the Python. Given a moderate rate of fire and close proximity to your target, it's not an issue. Aim time is very quick, on par for the pistol class - and the reload is nearly identical to the Makarov, at 1.63 seconds. The M1911 can be regarded as a 'default pistol' in some regards - it will replace any non-suitable secondary weapon while a player is in last stand, and is the starting weapon of choice in both Zombies and One in the Chamber. It's a great early pistol, boasting the highest capacity with extended magazines of all the non-classified pistols. It handles as well as you'd expect, too - with the normal quicker switch time from your primary weapon, it's an able backup and rapidly deployable when needed. Of course, it pales in the shadow of the almighty CZ-75, with its capacity 4 shy of the maximum for a pistol. Without extended mags it compares even less favourably to the other pistols - the ASP is faster, the Makarov is better suppressed and with Dual Wield, and the Python boasts more power. Still, you'll be glad for it when you need it - and it will perform just as well as any other in most circumstances when paired with extended mags. Well matured with age, and Hardened by war, the M1911 design is an enduring pistol ... that packs quite a punch.
Épisode 65 - RPG - Black Ops Multiplayer Weapon Guide
7 avril 2011
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second available launcher - the RPG. It's a single-shot weapon, unlocked at level 12. Originating from the Soviet Union, the 'Rooch-noy Protivo-tankovy Granato-meeot Séem', or RPG-7 - is a shoulder-launched anti-tank weapon. First introduced in 1961, it replaced the earlier RPG-2 as the Soviet Army's anti-tank launcher of choice. An inexpensive and rugged weapon, essentially consisting of little more than a tube and simple firing mechanism, the RPG-7 is capable of launching a wide range of ammunition. Anti-tank rounds are the most common, but high explosive, fragmentation, and thermobaric rounds can also be used, meaning that the RPG-7 is a versatile weapon, suited to a wide number of targets. The rockets themselves consist of the warhead at the front, and the rocket motor, which rests in the launch tube. When fired, the booster ignites with quite some force, leaving a sizeable backblast behind the operator. In-flight, the main motor ignites some ten metres past launch, and can propel the rocket to a distance of over a kilometre. Upon colliding with the target, the contact fuze is triggered and the shaped charge detonates, sending a deadly cone of molten metal, capable of penetrating through thick layers of armour. The RPG is a single shot weapon, having no magazine to speak of - and the 40 millimetre launch tube accepts a variety of ammunition, with the most common being the PG-7V 85mm High Explosive, Anti Tank round. In-game, you'll be equipped with 2 such rockets - or 3 should you equip Scavenger Pro. Damage is identical to the RPG's closest comparison, the M72 LAW - you'll see a lethal radius of around 3.8 metres with unprotected opponents. Against a Flak Jacket user at full health, you will need a direct impact to kill. Although unguided the RPG can be employed against air support - a successful hit should down your target in one shot. However, given the lack of lock-on and unpredictable trajectory of the rocket, the RPG isn't the most effective tool for air defence. When equipped, you'll move at a snails pace - 80% of maximum mobility, making the weapon more suitable for a defensive role. As with all the launchers, most of the weapon's handling characteristics are sluggish - half a second to aim, and 3.2 seconds to ready a new rocket after firing. Unlike the thrown explosives or grenade launcher, both of which follow an arc - the rockets you fire will travel along a roughly straight trajectory, meaning that striking a surface near your opponent can be more difficult. Your firing position is very important to maximise the chances of a good hit - maps with a high degree of verticality are useful. If you can get an eagle eye's view on a domination point or bomb site, you can fire rockets from above, more precisely control the detonation location, and effectively defend an objective against larger groups. This is where explosives shine - in any game mode where the enemies movements are centred on an objective, you'll be able to better predict where your foe will appear - and stand a much better chance at scoring multiple kills with a single rocket. This applies even in Team Deathmatch - there exist a number of high traffic areas and chokepoints on most maps, where enemies tend to bunch up. This leaves them very vulnerable to explosives, assuming they've neglected to use Flak Jacket. As far as air support is concerned, the RPG is in theory as potent as the other launchers - but the lack of lock-on means its practical applications are limited. If you have them equipped, and find yourself without Ghost Pro - then by all means try and down a helicopter. Just don't expect it to be easy to land a successful shot. The RPG is probably the best defensive launcher for use against enemy players - principally due to its healthier ammunition supply than the LAW, and superior handling and damage to the China Lake. Against unprotected enemies bunched up at chokepoints, it's devastating. In the open it's less effective - if you have a height advantage it can work well against single opponents, but all it takes is Flak Jacket and the effects of your missile will be thwarted. This makes the weapon unreliable at best - and paired with the RPG's inherent lack of accuracy at range, every shot will be a dice roll. Still, if the first rocket doesn't kill them, you've always a couple more - not even a Flak Jacket user can sponge two rockets in quick succession. Explosives might be unreliable but there's nothing better for crowd control - it's much harder to down a larger group of enemies with your primary weapon than it is with the application of a little heavy ordnance. Should your opponents neglect Flak Jacket as their first perk, and have a proclivity for standing close to one another - the RPG will ensure ... they go out with a bang
Épisode 66 - AK74U - Black Ops Multiplayer Weapon Guide
10 avril 2011
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode we're covering the fourth SMG, the AK74U. It's a fully automatic weapon, unlocked at level 17. Originating from the Soviet Union, the AK-74U is a shortened version of the AK-74 rifle. The AK-74 was named for the year of its introduction - 1974 - but the shortened version wasn't introduced until 1979. Technically the in-game name is incorrect - the proper designation would be the AKS-74U - the S stands for Skladnoy, meaning folding - referring to the folding stock of the weapon. The Avtomat Kalashnikova Ukorochennyĭ (oo-kar-a-chon-ye), or Kalashnikov's shortened automatic rifle, was developed to serve as a compact weapon for tank crews, airmen, and paratroopers. Although compact in size it fires the same cartridge as the full-sized rifle, albeit from a much shorter barrel. This means the muzzle velocity is lower than it might be on a larger weapon, and paired with the smaller sight radius inhibits potential accuracy at longer range. Still, it boasts better penetration than one might otherwise see in a compact, lightweight weapon - and its small size allows the weapon to be carried concealed or in confined spaces. The cartridge fired is the Soviet 5.45 by 39 millimetre round - normally a steel-cored armour piercing variant, granting increased effectiveness against body armour. Magazine capacity is good, at 30 rounds - and extended mags will give you an even better 45. The AK-74U is a high-damage SMG, tied with the MP5K - and will kill in three body shots at close range, or two to the head. Long range damage drops off to the usual 5-bullet kill for SMGs - and the 74U has the same limited range as its peers, losing its damage advantage from middle distance out. Rate of fire is relatively slow, again tied with the MP5K at 750 rounds per minute. A slower rate of fire does ameliorate the recoil somewhat, giving the AK-74U only moderate recoil to counter its high damage. Although less manageable than some of the low damage SMGs, the AK-74U bests the MP5K as far as handling at middle range is concerned. Other handling characteristics are also favourable, and as with most SMGs the aim time is quick, at 200 milliseconds. Reload is swift too, especially considering the generous magazine size - 2.1 seconds is nearly a whole second faster than the MP5K. The AK74U has one last attachment at its disposal - and it's quite an unusual one for the SMG class. The in-game model is a little different - unlike the standard M203 or Russian GP-25, the 74U instead uses the BS-1 Tishina, a smaller 30 millimetre suppressed grenade launcher. Aggressive players move fast and hit hard - but there's a balance to be had, and while bullrushing the enemy may work against some players you should take care to avoid getting yourself killed. With a little situational awareness and dose of caution, you can still attain the higher killstreaks while playing aggressively - doing so is just a matter of mitigating risks. Avoid open areas of maps - these will expose you to longer sightlines and might mean you'll end up in an asymmetrical gunfight at which you'll stand a poor chance of winning. Instead, stick to the interior routes through levels - here you're much more likely to encounter enemies within your effective range, and be able to unleash the full potential of the 74U. Beware the well-prepared enemy - a foe entrenched in an interior position might very well be expecting company, so learning the common defensive spots is crucial. With the SMGs, you have superior hipfire over other weapons - so don't be afraid to pin the trigger before aiming should you encounter the unexpected. By the time you guide your shots onto target they may very well already have succumbed to your fire. The AK7U's enduring popularity reflects the devastating nature of the weapon, and it's a forgiving choice when compared to some of the other SMGs. It boasts a good balance between damage and handling; although recoil is present the clear iron sights make it easy to compensate, so even without the grip the 74U excels at middle range. However, it loses effectiveness quickly at longer ranges - and most assault rifles will easily best the 74U by the time you're dealing minimum damage. Landing 5 shots against an opponent who only needs to hit you three times will prove difficult. Still, if you can enter conflicts from a position of advantage on an unwitting opponent the recoil shouldn't prove too much to handle, and the 74U can serve as an adequate hybrid between assault rifle and SMG. Its main asset is its versatility for aggressive use - no other weapon has quite the blend of damage, handling and mobility. A favourite of many, it's a common sight on the battlefield - and is deadly in the right hands.
Épisode 67 - FAMAS - Black Ops Multiplayer Weapon Guide
17 juillet 2011
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode we're covering the fourth assault rifle, the FAMAS. It's a fully automatic weapon, unlocked at level 17. The FAMAS, or Fusil d'Assault de la Manufature d'Armes de Saint-Etienne, is a French weapon currently employed as the service rifle of the french military. The FAMAS project began in 1967, and the first protoype was produced in 1971. Affectionately known as 'le Clairon' by the french soldiers who use it, literally meaning 'the bugle' - presumably for its appearance and report. The FAMAS has been employed by the French Armed Forces since 1979, and first saw service in the Chadian-Libyan conflict in 1983. Since then, the rifle has been revised to the G2 specification in 1994, closer meeting NATO requirements - and is an integral part of the modern french military's 'Felin' combat system. Interestingly, the model depicted in Black Ops, with the absent top carry handle and top rail mount, is this more recent F1 Felin variant - and its appearance is anachronistic, as it dates to the late 1990s with the introduction of the Felin program. Presumably, the weapon is supposed to be an earlier prototype, dating to the earliest days of the FAMAS project. The cartridge fired is the NATO standard 5.56 by 45mm round, as with most modern western assault rifles, and is the first French service rifle to fire a standard cartridge. In-game, magazine capacity is 30 rounds, and can be taken to 45 with extended mags. Technically the FAMAS is a low-damage assault rifle, on par with the AUG and Enfield in this respect - but in practical terms kills in the same number of shots as the higher-damage automatics, such as the commando and galil. While the FAMAS lacks the potential 2 headshot kill of those rifles, it will still kill in 3 rounds otherwise - and in addition, has a key advantage which makes it even more lethal. Rate of Fire is very high indeed, at 937.5 rounds per minute - meaning that up close you'll kill much quicker than the higher damage weapons. The ability to get so many rounds onto target so quickly is what makes the FAMAS so very well known to those familiar with Black Ops. With the faster fire rate comes reasonably high recoil, however - under fully automatic the FAMAS is quick to drift off target. Recoil is fairly predictable, and recovers faster than most other assault rifles, so with careful trigger control can be tamed. It's worth noting that the FAMAS was recently patched to decrease its effectiveness, adding slightly to the weapon's recoil, decreasing hipfire performance - and slowing the aim time of the weapon. Although the FAMAS used to take 250 milliseconds to aim down the sights, as with most other assault rifles, since the patch it will now take 300 milliseconds to aim instead. Reload is painless enough in most cases, fairly average for the assault rifle category at 2.5 seconds. Burst firing is essential, as otherwise your shots will be inaccurate - you need to fire just a few rounds at a time, as only these will stand a chance at hitting your mark. At a very long range, bursts of just two or three rounds will be most effective. Generally speaking, unless your target is at close range you'll do well to avoid automatic fire altogether - otherwise you'll simply miss your mark and be left with naught more than an empty magazine. The FAMAS is a fearsome weapon, long recognised as perhaps the best overall weapon in Black Ops. Despite receiving somewhat of a nerf in a recent patch, it remains a very competitive weapon, with an awesome rate of fire and a 3-hit kill out to a substantial range. Even with its recoil, the fire rate is such that a short accurate burst might still find a man sized target at a distance, and with tight trigger control the FAMAS is as deadly at long range as it is up close. This need for trigger control, and the moderately heavy recoil, is the FAMAS's key downfall. As recoil is random you can experience quite inconsistent results at a distance with the weapon, and under sustained automatic fire you'll find the weapon will drift off target quickly. In addition to the recoil, the high rate of fire also mandates frequent reloads - against multiple opponents you may find your immediate supply depleted before you've finished slaying. Post-patch, the FAMAS has been stymied further, with a slower aim time than any other assault rifle, and marginally worse hipfire performance. However, despite the attempts to reign in the goliath that was the FAMAS pre-patch, it remains amongst the most effective weapons in-game - and while the FAMAS now compares more closely to the other top-tier weapons, such as the Galil, G11 and AUG - it remains a very popular choice. If you're able to tame the devastating rate of fire - there's no doubt about it, this unmusical bugle - will sound your enemy's destruction.
Épisode 68 - Behind The Lines - FN FAL
27 août 2011
Known as the 'right arm of the free world', it's one of the most widely used rifles in history - and the west's post-war answer to the soviet AK-47. The FAL - or, to give its full name, the 'Fusil Automatique Léger', which translates to 'Light Automatic Rifle' - is a battle rifle, characterised by its selective fire ability and chambering for a full-powered rifle cartridge. Battle Rifles can trace their heritage to the bolt-action rifles wielded in both world wars, such as the Mosin Nagant, Lee-Enfield and M1903 rifles, all of which saw ample use at the start of the 20th century. It was World War 2 that marked a turning point in firearms history, where the power and long-range accuracy of the bolt action was supplanted by the more versatile automatic rifles. With the power of a full-sized cartridge, and the automatic capability of a sub-machine gun, by the middle of the 20th century the battle rifle was king. By modern standards, the FAL is a hefty weapon - modern assault rifles fire smaller cartridges and make extensive use of polymers to reduce weight - while the FAL is a full-size rifle of an entirely steel construction. With a barrel 21 inches long, the overall weapon length is 43 inches - a little over a metre - and some 20% longer than a typical modern assault rifle. The FAL's length is accompanied with commensurate mass - weighing in at 4.3 kilograms unloaded, 50% heavier than the modern M4 carbine. Despite its bulk compared to today's weapons, compared to its bolt-action predecessors, the FAL offered greater firepower with few downsides for the evolving face of infantry combat. The weapon was developed by Belgium-based Fabrique Nationale d'Herstal, or FN. FN were known for their work with American arms designer, John Browning - a man responsible for many key firearm designs of the early 20th century. It was his successor as Head Designer at FN - Dieudonné Saive - who would later finish his Hi-Power handgun design, and go on to design the FN Model 1949. The FN-49 was an able semi-automatic rifle, similar to the Soviet SVT-40 or later SKS - but would be one overshadowed by his later work. Some aspects of its design would live on, however - as Saive went on to design the FAL. It was the automatic weapons fielded by the Nazis that prompted such a shift in infantry weapons - the Sturmgewehr 44 paved the way for the development of post-war rifles, and can be considered the first modern assault rifle. The FN FAL was, in fact, originally intended to fire the Sturmgewehr's 7.92x33mm Kurz ammunition - and in 1947 the first prototype was finished, firing that very same cartridge. The Kurz round is an intermediate one, and as such the early FALs were true assault rifles, and not battle rifles. The British took notice of FN's new rifle, and encouraged FN to build a prototype in the .280 British calibre, an experimental round designed in response to the German's Kurz cartridge. It performed well - but met with opposition from the US, who insisted that anything sub-30-cal was ballistically insufficient, and instead proposed a new .30 Light Rifle cartridge. With the dawn of NATO, and standardisation across member states looming, the choice of calibre was a politically charged one - and one which would shape the next half-century of small arms design. A deal was struck between UK prime minister Churchill and US President Truman - the UK would agree to standardise on the US 30-cal round, if the US would adopt the FAL as their service rifle of choice. Not everything transpired quite to plan - while the US .30 cal round would eventually become the standard NATO rifle round, the US would go their own way and instead adopt the M14 rifle. Despite this, the FN FAL chambered in the US .30 Light Rifle calibre would be adopted by most other NATO members. The final design was introduced in 1951, and production started in 1953. The cartridge would be standardised as the 7.62 by 51 millimetre NATO round, and today remains the rifle cartridge of choice for modern western military forces. The FAL's typical magazine size is 20 rounds, although variants between 5 and 30 rounds exist. When fired full-auto, the FAL will put between 650 and 700 rounds per minute down-range - although with its powerful cartridge the heavy recoil will tend to make the rifle drift off target quickly. With a muzzle velocity of around 840 metres-per-second, and a projectile weight of 150 grains - the FAL by no means lacks power, imparting nearly twice as much kinetic energy as most intermediate cartridges.
Épisode 69 - Time To Kill - Damage
3 décembre 2011
First episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode one focuses on damage - a critical part of the game, and the factors that can influence the effectiveness of your weapons. At its core, Damage is a simple concept - you have a weapon, and a successful hit with said weapon will deliver damage to your opponent - and should you deal damage sufficient you'll be awarded a kill. The weapon damage mechanics in call of duty do have some trickier points, however - as there are multiple factors that can affect your weapon's performance - and either enhance your lethality, or blunt your weapon's power. For most weapons, the distance from your target is the major factor in determining how much damage you're able to deal with each shot. Generally, the closer you are to your foe the more damage your weapon will deal. Most weapons have two damage figures - a maximum and minimum amount that it is capable of inflicting. These two numbers are paired with two distances, defining the weapon's effective range. From a point blank range to the first distance figure, your weapon will deal its maximum damage. Between the near and far range figures, damage will scale linearly from your weapon's maximum to its minimum. And from this point outwards, you'll deal minimum damage out to any distance. A weapon's category is usually a fairly good indicator of its effective range - while every weapon has its own unique range, each category tends to have similar traits. Shotguns have the shortest range, followed by pistols and SMGs. These weapons deal most damage up close, but lose effectiveness rapidly at a distance. Once shotguns reach their maximum range, they'll deal no damage at all to an opponent further away. LMGs and assault rifles have moderate effective range, hence normally performing best at a middle distance. Note that some weapons don't have any damage drop-off whatsoever - sniper rifles, for instance, will deal the same damage at any distance - giving them a distinct advantage in their intended long-ranged role. Prior to Modern Warfare 3, the LMG category had similar attributes for the most part, retaining their high damage at even the longest of ranges. Now, while still potent at range - they do lose some punch at a distance. Other than range, shooting through surfaces is another factor that can affect the damage you inflict on your opponent. Bullets have the ability to pierce thin walls, glass, fences and other materials - but in doing so will lose some of their effectiveness. 3 factors influence how much damage is lost: the material of the surface you are shooting, the incident angle of your shot, and the type of weapon you're using - along with any proficiency, perk or attachment that might affect penetration. Multipliers will directly change the amount of damage you inflict - as the name suggests, they increase damage in a straightforward mathematical way. The most common multiplier you'll see is 1.4x - this is the normal value for headshots, and the damage multiplier for stopping power for those games that had it. The SMGs, and the SCAR-L boast a slightly elevated headshot multiplier, at 1.5x - the FAD higher still, at 1.7x - and the Skorpion and MP9 are the highest of all, dealing double damage when you strike an opponent in the head. Shotguns are another interesting exception, with no damage added whatsoever for headshots - making aiming for centre mass the most sensible option. Sniper rifles have the most complex multipliers, with different sections of the body each having their own multiplier, permitting different one-hit-kill areas per rifle. Multipliers don't always increase damage inflicted - the armour granted by donning a juggernaut suit will apply a 0.1x multiplier to incoming damage, effectively giving you the equivalent of 1000 health instead of 100. Aerial killstreaks are similarly armoured against bullet damage, with the explosive launchers proving much more effective against them. The reasoning behind the most common multiplier, 1.4x, is fairly simple - for the typical range of shots-to-kill in Call of Duty, a 40% increase in damage equates to precisely one fewer shot to kill. 20 damage for a 5 shot kill becomes 28 damage, for a 4 shot kill. 25 damage for a 4 shot kill becomes 35 for a 3 shot kill. This means, that in the vast majority of circumstances, you require one fewer headshot to kill than you would need shots to the body. Most of the available arsenal in Modern Warfare 3 comprise what are known as 'hitscan' weapons - whether assault rifle, SMG, LMG, shotgun or sniper rifle. Essentially, anything that fires a bullet.
Épisode 70 - Time To Kill - Optics
22 décembre 2011
Second episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode two focuses on optical attachments - and the effect they'll have on your precision. It was Call of Duty 4 that first introduced weapon attachments to the series, and with it 2 optical options: the Red Dot Sight and ACOG Scope. Modern Warfare 2 expanded this to incorporate both an Eotech holographic sight, and a infra-red thermal scope, that highlights enemies in white. Now, in Modern Warfare 3 there are more options than ever - with the introduction of versatile hybrid scopes for both the assault rifles and SMGs. Of course, these attachments are optional - and most weapons can perform just as well without the addition of an optical attachment. Most come with iron sights, a cruder, more mechanical way of indicating your point of aim - but sufficient nonetheless. Iron sights are innate to the weapon, and usually quite distinctive - they contribute much to a weapon's character, from the occlusive sights of the G36 - to the wide open if slightly-unusual sights seen on the FAD. Aiming down your sight with most weapons will zoom in your view slightly - some more so than others, and naturally the optical attachments will affect this too. When aiming with iron sights, typically your view will zoom to about 1.2x magnification, providing a marginal benefit to your accuracy. This 1.2x magnification applies to SMGs, LMGs, Shotguns and Machine Pistols. Assault Rifles are an exception - they benefit from a slightly elevated zoom level, at about 1.35x magnification. This gives them the edge in precision when used without an optic, but enhanced magnification does come at the cost of reduced peripheral vision when aiming. Pistols are another exception, as they gain no magnification whatsoever when aiming - making long-range precision tricky, and limiting the pistols to close-range engagements only. Unlike most other weapons, sniper rifles don't come equipped with iron sights - instead, by default, they come equipped with a high-magnification scope. Default magnification is a hefty 4.8x, granting better precision over the longer sightlines the snipers excel at, at the cost of blacking out your peripheral vision. The AS-50 is an exception, with a lower-powered scope providing 2.4x magnification instead - less effective at range, but allowing for greater situation awareness and more effective use up close. The Launcher category has an assortment of oddballs - the SMAW and RPG being the least unusual, with the standard 1.2x iron sights magnification. The M320 GLM has no magnification whatsoever, much like a handgun might. The XM25's unique rangefinding scope has a magnification of 1.7x And the Javelin and Stinger have the highest degree of magnification, at 2.8x - with both of these taking the longest time to aim. The Red Dot Sight is an optical attachment available for most weapons - the assault rifles, SMGs, shotguns, LMGs and machine pistols all have access to this optic. Unlike previous instalments of Call of Duty, where the red dot sight was functionally equivalent to the weapon's iron sights, in Modern Warfare 3 this optic will affect your weapon's magnification. Any weapon equipped with the red dot will have 1.35x magnification - this is the same as the default for the iron sights on the assault rifles, but for all other weapons, this will increase magnification - and thus give you a better view on target. It also used to be the case that the holographic sight was functionally identical to the red dot sight - this is no longer the case, with the difference extending beyond the cosmetic. The Holographic will now increase your weapon's magnification to 1.5x - providing a zoom advantage even to the assault rifles, and is balanced by the holographic's occlusive frame - and the loss in peripheral vision associated with the higher magnification. Use this sight on the weapons suited to longer-range engagements, for an advantage in precision while retaining much of your close-range ability. Should you choose to embrace a long-range role, there are a few long-ranged options which will increase magnification even further. The ACOG scope offers 2.4x magnification, doubling the size of targets when compared to the default iron sight zoom level. Unfortunately, this better view on target comes with a couple of downsides, in an effort to preserve balance amongst the attachments. Unlike the two close-range attachments, where aim speed depends on weapon class, the ACOG is slower to aim - taking up to 400 millseconds to scope in fully. In addition, recoil recovery speed is reduced - meaning that automatic fire will quickly become less accurate.
Épisode 71 - Time To Kill - Hipfire
12 janvier 2012
Third episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode 3 is all about hipfiring your weapon - an inaccurate but immediate and important part of close-range gunfights. Generally speaking, aiming with your weapon is the most sensible option - bringing up your sights will allow for precision shooting, and accurate shots will kill your opponent more quickly. With most weapons though, you don't have to aim in order to fire - and doing so will fire the weapon from the hip - inaccurate, but sometimes critically effective. Your hipfire accuracy is not constant; there are a couple of factors that will decrease its effectiveness. Non-aimed accuracy is determined by two figures; a maximum and minimum radius in which your shots will land. These radii describe a circle on-screen that marks where your shot will land - you can get an idea how large this circle is at any time by the placement of 4 marks, forming your hipfire reticle. Moving will cause your hipfire reticle to bloom to this maximum amount - it's best to remain perfectly still if for some reason you want to take on a longer-ranged target with hipfire. In addition, firing the weapon will also cause your accuracy to decrease with each successive shot - for this reason firing in bursts, allowing your reticle bloom to recover, will result in better accuracy overall. Jumping will add further penalty to your accuracy. Your hipfire spread is also affected by your stance; Firing while crouched is more accurate than when standing, and hipfiring while in a prone position is more accurate still. Steady Aim is an ideal perk for those who wish to maximise their effectiveness while firing from the hip. First introduced in COD4, it's seen a return in every game since - and its function remains largely unchanged since its original form. The perk acts as a straightforward multiplier to the size of your hipfire reticle, decreasing the radius of your hipfire spread to 65% of its default size, in all circumstances. In practical terms, this effectively halves the potential impact area of an unaimed shot - making hipfire roughly twice as accurate as without the perk. Some weapons are particularly well suited to hipfire - and each weapon will share traits with the others in its category, although there are some exceptions. Assault rifles are the most versatile weapon category, with attributes suited to a wide variety of engagements - and while their hipfire performance isn't the best, they can still be effective in up-close gunfights. Most assault rifles have the same spread, starting at a radius of 3.5 degrees and diverging to 7. The MK14 is an exception, with worse performance limiting its hard-hitting power when hipfired - with spread ranging from 5 to 9 degrees while standing. The Type 95 was originally the same as the assault rifle default, but in a balancing patch was given slightly worse hipfire performance, and now sits midway between the assault rifle default, and the MK14. While the automatic assault rifles can be very effective from the hip up-close, the SMGs generally fare much better. Default spread ranges from 3 to 5 degrees when standing, with the narrower maxima ensuring effectiveness even when fired full-auto - and paired with the SMG's typically high rate of fire, these weapons can be devastating when employed this way. Similarly effective from the hip are the shotguns - although these behave a little differently, with no reticle bloom when moving or shooting. Spread is fixed at 5 degrees for most shotguns - with two exceptions. The Model 1887 has marginally worse spread, at 6 degrees - and the whirling dervish of buckshot that is the AA-12 has 8 degrees of spread. As a general rule of thumb, you'll always want to fire from the hip with a shotgun, as aiming does not confer any increase to accuracy. LMGs offer relatively poor performance from the hip, although with their larger magazines, they can be effective when fired in short bursts from a defensive prone position. Initial spread when stationary is fairly good, at 4 degrees - but when on the move or under sustained fire, your accuracy will quickly deteriorate, with up to 10 degrees of spread. The Sniper Rifles are even less effective, being weapons of precision - although the semi-automatic weapons, such as the Barrett .50 Cal and RSASS can be used to some effect. Spread while standing ranges between 10 and 15 degrees for all the weapons in the sniper category, and so getting a kill without aiming requires a heavy dose of luck.
Épisode 72 - Time To Kill - Mobility
18 février 2012
Fourth episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode four focuses on mobility - an essential part of traversing the battlefield, and part of establishing a positional advantage. Positioning is key in Modern Warfare 3 - whether aggressively rushing or playing with a more conservative approach, your location will do much to determine your success. In this episode, we're covering mobility. Your base movement speed is determined by the weapon you carry - heavier weapons will slow you down, whereas others will let you move unhindered. SMGs and Shotguns are the fastest weapons available - when using these you'll move at maximum speed, prior to any modifiers. Assault Rifles and some of the Sniper Rifles - the L118A, the MSR and Dragunov, grant intermediate mobility - at 0.9x movement speed, a 10 percent penalty when compared to the fastest weapons. The LMGs, Riot Shield, and remainder of the sniper rifle category - the Barrett, RSASS and AS50 - are the slowest weapons available, each decreasing your movement speed to 0.8x the maximum, a 20 percent penalty overall. Secondary weapons adopt the movement speed of your primary, so switching to a pistol while using an LMG will not grant a boost to your mobility, like it did in Black Ops. However, picking up two secondary weapons will grant you maximum mobility. If you're using the Overkill perk, your base movement speed will be that of the slowest weapon you carry - so an SMG paired with a Shotgun will retain 100% mobility, while carrying an LMG with a Riot Shield will not reduce your base movement speed below 80%. Your stance also affects your movement speed - standing up is the fastest means of getting about, with no penalty to your movement. Crouching will slow you down to 65% of your base movement speed, and going prone will reduce your speed further - to a mere 15% of your base speed, a snail's pace. Moving laterally will also slow you down, at least slightly - while moving forwards you'll travel at full speed, but when strafing or reversing you'll move at 97.5 percent of your maximum speed. Aiming down your sights also imposes a movement penalty - the degree of which depends on your weapon class. SMGs, Machine Pistols, and Handguns will allow you to move at 0.8x base speed while aiming - this will stack with other penalties, so for example moving while aiming and crouching with an SMG will result in mobility a little over half your base movement speed. Assault Rifles, LMGs, Shotguns, Snipers and Launchers will move more slowly whilst aimed - with a 0.4x multiplier. Should you employ Stalker in your third perk slot, however - the penalty for aiming is completely removed, allowing travel at your normal rate while aiming down your sights - particularly useful with these slower weapons. The LMGs, Sniper Rifles and Riot Shield all have a 'Speed' proficiency available, which will affect your movement speed with that weapon. The proficiency acts as a straightforward 1.1x multiplier - so the LMGs, Riot Shield and slow Sniper Rifles will move at 88% of maximum speed, and the Fast Sniper rifles will move at 99% speed - almost as fast as an SMG or shotgun. The speed bonus only applies to the weapon in question though, so you lose the 1.1x multiplier should you switch to your secondary, or replace your primary with another weapon. When using the specialist strike package you will gain the speed proficiency when you reach 8 kills (or 7 with hardline). This applies even to weapons that normally wouldn't have the option of increased movement speed - but does not apply to a weapon that already has the speed proficiency active. Finally, the Juiced deathstreak will apply a temporary multiplier to your movement speed, granting 1.25x your base speed for 10 seconds. Another major component of your mobility is sprinting - sprinting sacrifices your ability to fire your weapon for increased movement speed, allowing aggressive players to reach critical objectives first and to surprise slower opponents. Sprinting will increase your movement speed by 50 percent - allowing you to cover more distance in a shorter timespan. However, your ability to sprint is limited by your stamina. Your sprint endurance is around 4 seconds by default, permitting faster movement for that length of time only. After expending this sprint endurance, you can walk normally - but won't be able to sprint again for a couple of seconds, and won't regain full endurance until some time after that. You can increase your sprint duration with the use of Extreme Conditioning in your first perk slot - this will double your available sprint time to around 8 seconds, allowing for positional advantages and earlier intervention at objectives.
Épisode 73 - Weapons of Modern Warfare - Remington MSR
5 mars 2012
In this episode, we're taking a look at the Remington MSR. It's a sniper rifle, making a debut appearance in Modern Warfare 3 - and is one of two bolt-action rifles. It is an American rifle, manufacturered by Remington Arms - and is a design intended for the US SOCOM Precision Sniper Rifle role. Intended to replace all current bolt-action sniper rifles used by US special forces, the role was first established in 2009 - setting an accuracy requirement of 1 arc minute at ranges up to 1500 metres, and a maximum weight of 18 pounds loaded. The Modular Sniper Rifle, or MSR - is Remington's offering for this role, and was submitted for its first trials in 2010. Available in a variety of calibres - .338 Lapua, .338 Norma, .300 Win Mag, and the NATO 7.62x51mm round - the MSR has a quick-change barrel and removable bolt heads to facilitate rapid transition between. The rifle is fed from detachable box magazines, available in 5, 7 or 10 round capacities. With a folding stock and lightweight contruction, the MSR exceeds the requirements for its intended spec - at just 13 pounds, or 5.9 kilograms loaded with a 5-round mag and 22-inch barrel. Other barrel lengths are available, ranging between 20 and 27 inches in every calibre - and with a full complement of Picatinny rails, the MSR lives up to the modular part of its name. Accessories available include a quick-detach suppressor, and an optional folding bipod. The SOCOM trials have yet to come to a conclusion, and so the fate of the MSR remains to be seen - however its presence in Modern Warfare 3 means the rifle won't be too quickly forgotten. With a lightweight, modular design - this bolt-action rifle will disassemble your foe - no matter their configuration.
Épisode 74 - Weapons of Modern Warfare - FAD
26 mars 2012
In this episode, we're taking a look at the FAD. The Fusil Automatico Doble, or Dual Automatic Rifle - makes its debut in Modern Warfare 3, where it's the final unlock in the assault rifle category. It's the first Peruvian weapon ever featured in the series, hailing from state industrial firm SIMA Peru. It was designed by Salomon Braga Lozo, with the intent of producing a modern bullpup military rifle capable of firing a variety of munitions, with conventional rifle and underslung launcher. It entered pre-production in 2008, with a limited quantity produced for testing. The rifle component is chambered for standard 5.56 by 45 millimetre NATO rounds, and the underslung grenade launcher fires 40 millimetre grenades, such as those used in the M203. Rate of fire is far slower than its in-game counterpart, with a cyclic rate of only 550 rounds per minute. The rifle is fed from STANAG-compliant 30 round magazines, interchangeable with most other western military rifles chambered in the NATO intermediate cartridge. Magazines are seated at an usual angle - 12 degrees offset from the vertical - in an effort to improve the ergonomics during the reload process. The rifle's weight is comparable to other bullpup rifles, with the intended design weighing in at 3.6 kilogrammes when unloaded. Barrel length is 20 inches, the same as a full-size M16 rifle - but the FAD is only a little longer than the M4 Carbine, thanks to the bullpup configuration. The weapon exists only in prototype form for the time being, with only 170 produced as of 2008 - and thus far the rifle has not been adopted by any armed forces. Perhaps Peruvian forces will one day wield this unusual-looking rifle, replacing the non-native rifles in service today. Until then, however - this outlandish bullpup's time may be short lived - a FAD both by name, and by nature.
Épisode 75 - Ultimate Weapon - BFG 9000
1 avril 2012
http://xboxahoy.com/ultimate-weapon-the-bfg-9000-from-doom ULTIMATE WEAPON - featuring the MOST AWESOME weapons from gaming's MIGHTY ARSENAL. Episode 1 is about the grand-daddy of awesome weapons - the excessively powerful BFG 9000, from Doom. The BFG, or Big Fucking Gun 9000 - is the most powerful weapon in the game, eclipsing even the rocket launcher and plasma rifle in terms of sheer power. Doom in 1993 was the weapon's first appearance - and appropriately enough for such an awesome weapon, you won't be able to find it legitimately until the third level of the third episode in-game - and even then, it's hidden in a secret area. The BFG fires massive green-white balls of plasma, slow-moving but dealing massive damage upon impact. It also deals considerable splash damage - a well-placed shot can obliterate an entire group of enemies. This phenomenal power does take some time to bring to bear, however - as the BFG needs nearly a second to charge before firing. It'll chew through your ammunition supply too, with each shot using 40 energy cells - so reserving use for only the most dangerous situations is perhaps wise. The weapon returned unchanged in Doom 2, identical in performance - but with a whole host of new demonic denizens to turn into a thin red paste. Both Quake 2 and Quake 3 Arena featured a new version of the BFG - The BFG 10K, with streamlined design and explosive plasma projectiles. The original weapon returned in Doom 3, released in 2007 - with a new design, and charging mechanic - but the devastatingly familiar green plasma ball remained. With unparalleled power, and the capability to gib an entire room of grunts - there's no doubting the BFG's status... as an Ultimate Weapon.
Épisode 76 - Time To Kill - Reloads
8 avril 2012
Fifth episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. No matter how large your magazine - sooner or later, you're gonna run dry. In this episode, we're covering reloads. Reloading is an unfortunate but necessary interruption in your firepower - it's a nod to realism, where guns don't have an unending pool of lead to spew - but also to weapon balance, where magazine size and reload time can be a differentiating factor between weapons. Every gun has slightly different characteristics, but can be broadly categorised into two types : magazine reloads, and per-round ones. Most weapons fall into the former category, having detachable magazines that are switched out during the reload process. These weapons replenish their entire supply in one action, so no matter how many rounds you've expended, you'll have a full supply upon reloading, total supply permitting. Per-round or per-shell reloads work a little differently - these weapons generally have internal magazines that are replenished one round at a time. These weapons can take considerably longer to reload if you need to fully replenish your supply, but do have the advantage in that they can be 'topped-up' at any time, and normally fairly rapidly. In Modern Warfare 3, only the shotguns have this trait - specifically the KSG-12, the SPAS-12, Striker and Model 1887. In previous games some of the sniper rifles exhibited similar behaviour - notably the M40A3 from COD4. For the most part, the main distinguising feature of each weapon's reload is the time it takes - with some weapons reloading in an instant, and others taking a painfully long time. It's the USP .45 that takes first place in the reload time stakes - at a sprightly 1.625 seconds. In fact, most of the secondary handguns and machine pistols are relatively quick to reload, with most semi-auto pistols reloading in under 2 seconds, and the automatic machine pistols within 3. The revolvers are an exception - the MP412, for instance, takes over 4 seconds to reload. Next up, it's the assault rifles that are the next nimblest to resupply, with the fastest being the ACR, at 1.9 seconds. The M16 and M4 are similarly quick, at just a little over 2 seconds - and most other assault rifles fall under the 3 second mark, with the exception of the FAD, which is the slowest in its category - at 3.2 seconds. Following the assault rifles is the submachine guns - although these weapons generally have larger magazines, replenishing them can take a few seconds. The quickest in its class is the UMP45 - at 2.5 seconds and a reasonably slow rate of fire, its reload characteristics are the most favourable in the SMG class. The slowest is the PP90M1 - although blessed with a large magazine, it chews through its supply quickly, and takes a little over 3 seconds to reload, which with a short-range weapon could leave you vulnerable. Sniper rifles and shotguns are in the middle, neither particularly quick to reload - but far from the slowest. The MSR is the fastest sniper rifle, reloading in just 2.268 seconds - and given that snipers are generally far from the action, such a pause is seldom an inconvenience. The slowest sniper rifle is the Barrett .50 cal - although this weapon has a very generous magazine, it'll take nearly a full 4 seconds to refill. Magazine-fed shotguns tend to be fairly slow to reload, with the AA-12 taking 2.75 seconds - and the USAS-12 is slower still at 3.2 seconds. The others are all reloaded per-shell, with each shot taking about two-thirds of a second to insert - and the process is interruptable - so if kept topped up these weapons will generally pose little problem when reloading. The LMGs, on the other hand, boast the largest magazine capacity of any weapon class - but suffer from correspondingly slow reload times, by means of balance. Some are better than others - the LMGs fall into two broad categories: magazine fed, and belt-fed. The magazine fed weapons - the MG36, and L86 - are slow by most standards, at around 3.75 seconds: but given their massive capacity, reloads can be planned in advance to avoid most trouble. The belt fed weapons - the PKP Pecheneg, Mk46 and M60E4 - are a little more troublesome - as their reloads are a lengthy process indeed, taking between 8 and 10 seconds to complete. It's the M60E4 that takes the dubious accolade of being the slowest weapon in-game to reload - at 9.3 seconds, you'll need to find a good hiding place in order to perform this lengthy procedure.
Épisode 77 - Weapons of Modern Warfare - PP90M1
15 avril 2012
In this episode, we're taking a look at the PP90M1. The PP90M1, or 'Pistolet-pulemet (pis-toh-lyit pol-yeh-myot), 1990, Modernised, Mark 1' is a submachine gun featured in Modern Warfare 3. It's a Russian weapon, designed and manufactured by the KBP Instrument Design Bureau - responsible for a wide variety of other armaments, since being established in Tula (too-la), in 1927. Its designation descends from that of an earlier SMG design - the PP-90, and PP-90M - which were both Russian clones of an American folding SMG, the Ares FMG. However, the PP90M1 is, in fact, an entirely separate weapon from these earlier models, they only share the same designation. The PP90M1 bears a close resemblance to the PP-19 Bizon (bee-zon), which employs a similar configuration - and the PP90M1 can be considered 'a more modern rival' to the Bizon. The weapon was developed in the latter part of the 20th century, and made its first public appearance in 2001. Perhaps its most distinguishing feature is its helical magazine - unlike conventional box magazines, the magazine resembles a large tube underneath the weapon, parallel to the barrel - with 64 rounds packed into a tight spiral. The weapon is capable of utilising 32-round box magazines as well, with the use of an adapter that also serves as a handguard. The weapon is chambered for 9 by 19 millitre Luger Parabellum ammunition, specifically the Russian armour-piercing 7N21 and 7N31 rounds - but will function with any 9mm Luger ammunition. Cocking the weapon is done via an unusual procedure - rather than a charging handle, there's a button at the front of the weapon above the barrel that must be pressed to ready the bolt. Rate of fire is between 500 and 600 rounds per minute, considerably slower than its in-game counterpart. The weapon is of a lightweight design, a mere 1.7 kilogrammes when unloaded - but a fully-loaded 64 round helical magazine will add considerable weight. At just 424 millimetres with the stock folded, it's a compact weapon, ideal for use by vehicle crews - where a full-size rifle would be rather unwieldy. The weapon has made little impact commercially, nor has it been employed in a major way by any miltary force - so the PP90M1 is unlikely to see full-scale production. Helical magazines are a compact means of stowing large amounts of ammunition, but they're often heavy, and the magazine feeds less reliably than a straightfoward box magazine. It's this unusual magazine that gives the PP90M1 much of its character, however - and its devastating performance in Modern Warfare 3 has established quite a reputation. Although less successful in real life, the PP90M1 remains a particularly unusual Russian weapon... an SMG with a twist.
Épisode 78 - Time To Kill - Underslung
22 avril 2012
http://xboxahoy.com/time-to-kill-underslung Sixth episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Sometimes, the best addition to your weapon - is another weapon. In this episode, we're covering the underslung attachments. For much of Call of Duty's history, the underslung grenade launcher has been a... popular attachment choice - much to the chagrin of some. This explosive option was first introduced in COD4, and quickly cemented its place as a popular attachment choice. Modern Warfare 2 also introduced an underbarrel shotgun, to serve as a close-range backup for close quarters combat, enhancing the versatility of some of the assault rifles. Black Ops saw a similar complement, with the addition of a flamethrower for roasting close-range enemies for those fond of fire. In Modern Warfare 3, only the grenade launcher and shotgun make an appearance. Their return is marked with a significant decrease in overall effectiveness - especially in the case of the grenade launcher - but each can still fulfil a supplementary role within your loadout. The underslung grenade launcher extends your reach with a little explosive ordnance - and although the days of deadly Danger Close-level damage have passed, employing a weapon with a blast radius can still be useful in certain cases. There are a number of different variants of the attachment - the specific variant depends on the weapon to which you attach it. The 'classic' grenade launcher is the M203 - this was the default underslung launcher of choice in both Modern Warfare 1 and 2, and makes a return in MW3. However, it is no longer the default launcher - and only makes an appearance on the 2 American assault rifles: the M16A4 and M4A1. The new default is the M320 - a more modern launcher designed by Heckler and Koch, intended to replace the M203. The M320 also makes an appearance as a standalone secondary weapon, in the M320 GLM. It behaves in exactly the same way as the attachment, but lacks the overbarrel assault rifle - and requires that you aim down the sights before you fire. The AK-47 also has its own unique launcher, labelled the GP-25 - but is modelled after the later GP-30. This Russian launcher fires caseless 40mm rounds, and is designed to affix to the Kalashnikov series of weapons. Note that all variants of the grenade launcher behave in an identical way in-game: damage and the projectile behaviour are unaltered by your weapon choice. The only difference is a visual and timing one - the appearance of the launcher, and duration of the switch time and reload animations. Getting a kill outright with the launcher demands a high degree of accuracy in your grenade placement - with a 1.4 metre lethal radius on an uninjured opponent, it's important to land your shot close. In previous Modern Warfare games the grenade launcher's lethal radius was around 3 metres - so in MW3 the grenade launcher's lethal area is approximately one fifth of its predecessors. Enemies protected by the blast shield perk will prove even more troublesome - with only a direct impact proving lethal. The grenade you fire does take some time to arm, so within a range of 5 metres or so a direct impact is your only option anyway, even against an enemy without blast shield. Should you strike an opponent at close range, you will likely kill them - with such an impact dealing 135 damage, sufficient to kill all but a Juggernaut or an uninjured opponent with a ballistic vest equipped. When employing the grenade launcher, it's wise to use the environment to your advantage - unexploded cars, barrels and enemy equipment can be set off as a chain reaction of explosives, enhancing lethality and reducing the odds of an enemy surviving within your blast radius. Things change when dealing with injured opponents, however - as the grenade launcher will despatch sufficiently weak opponents at a range of up to about 7 and a half metres. This makes the attachment uniquely useful for finishing off opponents that you've wounded, but subsequently escape to cover - with a well-placed grenade you can hit opponents round corners, or within buildings, potentially securing the kill. Even wounding an opponent with a grenade can be useful - softening up entrenched defenders guarding an objective will tilt any consequent gunfight in your favour. In addition, the presence of a hitmarker will confirm any doubts you may have had over an enemy presence. This technique is doubly effective when paired with Recon in your first perk slot, as any enemy caught in your blast radius will be marked on your minimap in addition to sustaining explosive injury. Pair your assault rifle with the impact proficiency, and with their exact position marked you can finish off your helpless target with the sixth sense that Recon provides. The only major limitation to this strategy is your limited supply of grenades - with the grenade launcher you will receive only 2 40mm rounds.
Épisode 79 - Weapons of Modern Warfare - Type 95
28 avril 2012
In this episode, we're taking a look at the Type 95. The Type 95, or QBZ-95 - which expands and translates as Light weapon, Rifle, Automatic, 1995 - is an assault rifle featured in Modern Warfare 3. It hails from the People's Republic of China, where it's manufactured by the China North Industries Corporation - better known as Norinco. The Type 95 was designed to replace the earlier Soviet-licensed design employed by the People's Liberation Army - the Type 56, and the later Chinese-designed Type 81. The Type 95 design was finalised in 1995, as its designation indicates - but the rifle didn't enter service until two years later. It was first revealed internationally during the transfer of Hong Kong's sovereignty from the UK to China in 1997. The Type 95 is chambered for a Chinese cartridge - the 5.8x42mm DBP87 round. Claimed to be superior to the NATO 5.56 round, the 5.8mm calibre does impart a little more kinetic energy - but otherwise behaves in a similar fashion. In any case, there exists a later variant - the QBZ-97 - chambered for the 5.56mm NATO cartridge. The Type 95 employs a bullpup arrangement, with the magazine behind the trigger, close to the shooter's shoulder. The magazines are of a 30-round box type, although there exists a compatible 75-round drum magazine, as used in the Light Support variant of the weapon - the QBB-95. The rifle is select-fire, capable of firing semi automatically, with a three-round burst, or full automatic - with a rate of fire of around 500 rounds per minute. The rifle weighs in at 3.4kg unloaded, comparable to the M16 platform - and otherwise fairly average for a typical modern military rifle. Overall length is shorter than most, however - thanks to the bullpup configuration. At 745 millimetres with a 463 millimetre barrel, the weapon is some 25% shorter than a conventional rifle of the same barrel length. There exist a number of variants of the QBZ-95 design - including a Carbine and Light Support Weapon, in addition to the QBZ-97 variants chambered in the NATO calibre. It's currently in use by the Chinese armed forces and para-military police, and is also employed by Cambodian and Sri Lankan special forces, and the Myanmar miltary. Although for the most part sufficient for the task, the bullpup rifle is reported to have some ergonomic issues - and so there exists a new - conventional, non-bullpup - rifle design intended to ultimately replace the QBZ-95 in service: The Type 03, or QBZ-03. It's likely the Type 95 still has some use ahead of it, however - and while it may be slowly phased out in real life, its in-game depiction will likely remain popular. With its high damage and deadly three-round burst, this furious fire-breathing Chinese dragon - will incinerate your foe.
Épisode 80 - Galil - Black Ops Multiplayer Weapon Guide
29 avril 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the fifth assault rifle, the Galil. It's a fully automatic weapon, unlocked at level 20. The Galil is an Israeli weapon, taking its name from its designer - Yisrael Galil. The weapon was introduced into service with the IDF in 1972, winning in testing against rival designs such as the M16A1, Stoner 63 and AK-47. Its design is based on the earlier Finish Rk 62 rifle, which in turn is derived from the Soviet AK-47 design. The version seen in Black Ops is the ARM variant - or 'Assault Rifle and Machine gun', intended to fill a squad support role. The larger wooden hand guard and carry handle are the characteristic features of this variant. When adopted by the IDF in 1972, the Galil replaced the FN FAL as Israel's service rifle of choice - the FAL not proving particularly reliable in the harsh middle-eastern environment. The Galil would have 29 years of service as Israel's prime service rifle, before being supplanted by the newer TAR-21 in 2001. It did have considerable impact during its era, however - with no fewer than 28 countries adopting the rifle in some capacity. The design lives on in the licensed South African service rifle, the R4 - which entered service in 1982, and remains the rifle used by the South African Defence Force. The Galil is chambered for the NATO standard 5.56mm round, although some later Galil variants also fired the larger 7.62mm calibre. Magazine capacity is a cut above most of the other rifles, at 35 rounds instead of 30 - only the G11 bests it with 48 rounds, and the G11 lacks the extended magazine attachment. With Extended Mags, you'll get an unequaled 50 rounds at your Galil's disposal. Damage is moderately good, being one of the higher damage automatic rifles, on par with the Commando and AK-47. Capable of killing in just 2 headshots, this higher damage will mean the Galil kills in 3 rounds consistently out to a substantial distance. Rate of fire is moderately slow, however - at just 750 rounds per minute. This will lessen its close range effectiveness when compared to weapons such as the FAMAS, but will give you the ability to lay down more sustained, controlled fire. Recoil is fairly low, but if you're not careful it can pull you away from your target - with a fairly predictable pull upwards and to the right. With good fire control, firing in bursts to keep recoil in check, the Galil can be effective at a considerable range. Aim time is standard for the assault rifles, at 250 milliseconds - but reloads are a little on the slow side, at 2.8 seconds. Certainly not a major inconvenience, but it pays to stick close to cover so you don't get caught reloading in the open. The Galil is a weapon that's best employed in a manner similar to a mobile LMG - you're able to lay down impressive fire while still retaining the mobility and aim speed of an assault rifle. In a temporary defensive emplacement, the weapon is very effective - the moderately high damage will despatch enemies before they can target and dislodge you, and quite often you'll even find you'll have the advantage over groups of two or three unexpectant enemies. The Galil is king in sustained mid-range gunfights, with both substantial damage and unequalled capacity at its disposal. No other assault rifle can match its capacity, and with controllable automatic fire the Galil rivals the LMGs in its capability to lay down suppressive fire. However, the lower rate of fire can sometimes result in close-range foes getting the jump on you, with the SMGs and some of the assault rifles boasting a better time to kill. This need to keep enemies at arm's reach means it's generally best to avoid direct close-quarter gunfights with the Galil, as such exchanges will all too often lead to you losing against superior firepower. Still, if played to its strengths the Galil is no doubt a top-tier weapon, and one that can tilt the tide of battle in your team's favour. Whether defending the holy land or a key objective in Black Ops, no other rifle - has quite the capacity.
Épisode 81 - Time To Kill - Recoil
6 mai 2012
http://xboxahoy.com/time-to-kill-recoil Seventh episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Some weapons kick like a mule, and others stay rock steady. In this episode, we're covering recoil. Outside of damage, recoil is one of the key differentiating factors in weapon balance - guns with higher damage, magazine capacity, or rapid handling characteristics are more likely to have a greater degree of kick, in an effort to preserve performance parity across the weapon selection. Recoil manifests itself as a disturbance in your aim when firing your weapon - every shot fired will temporarily alter your point of aim, which may mean successive shots will land away from your intended mark. The amount of recoil a weapon has dictates the overall accuracy of automatic fire - some weapons are able to put an entire magazine in a single target, whereas others might struggle to hit the broad side of a barn at any sort of distance. The recoil mechanics in Call of Duty are relatively complex, with quite a few different statistics governing the amount of weapon kick - and while you can simplify a weapon's performance to a simple statement such as 'low recoil', or 'high recoil' - to truly get an idea of a weapon's characteristics you need to break down the recoil into its component parts. First of all, your shots will always land at precisely the indicated point of your sights - there's no random spread while aiming, nor does any recoil affect alter this. What recoil will do is move the location of your sights when firing - and thus alter the position of any successive shot fired. There are two key elements to this movement - one called ViewKick, and another factor called GunKick. The former has usually been the principal element of recoil's kick in Call of Duty - it's only in MW3 where GunKick has become more of a factor. ViewKick affects your aim by simply moving your viewport - it's a temporary modifier to the direction in which your character is looking. This movement of the camera moves your aim along with it, and the rapid movement of the screen serves to present a feel of the gun recoiling while firing. The ViewKick statistic comprises 4 values - Minimum Pitch, Maximum Pitch, Minimum Yaw and Maximum Yaw. Essentially, these 4 figures describe an area within which your view will jump to when firing your weapon. Pitch refers to the vertical element of recoil, and Yaw to the horizontal. For every shot fired, a random point between each of the minimum and maximum Pitch and Yaw figures will be selected, and this vector will be applied to your current view on screen. For the most part, the effect is subtle - but ViewKick is cumulative, so successive shots may draw you further and further off target. The ViewKick figures determine the direction of recoil - when the maximum and minimum figures share the same absolute value, the view has an equal chance of kicking left or right, in the case of Yaw - or up and down, in the case of Pitch. However, when one figure is greater than its counterpart, the weapon will tend to kick in one direction over another - most weapons tend to have an upward bias, and some will always kick in one direction - such as the Barrett .50 Cal, which will consistently kick up and to the right. GunKick, the other main component of recoil, behaves in a similar way - but instead of moving your view, GunKick will move your weapon relative to the screen instead. This means your point of aim, normally fixed to the centre of the screen, may shift off your target. Note that the hitmarker indicator will not follow your weapon - they will remain dead centre - it's your sights that will dictate the point of impact, which with GunKick applied may be some distance away from the centre of the screen. The GunKick mechanic has 4 separate figures, much like ViewKick - as before, a maximum and minimum pitch and yaw figure will determine both the magnitude and potential direction of the effect. GunKick affects certain weapons more than others - LMGs, for instance, tend to have a high degree of GunKick. Weapons such as the L86 have a considerable degree of movement in the sights while firing. The statistic is present across other categories, too - some of the SMGs, such as the PP90M1 and PM-9 also have a noticeable degree of GunKick. One interesting point of note is that it is possible to entirely remove GunKick's effect from a weapon - with the addition of the Thermal Scope. As the Thermal Scope removes the weapon model while aiming, GunKick cannot be applied - so the difference in recoil on those weapons with high GunKick is noticeable. The L86 benefits greatly, having only moderate ViewKick and zero GunKick when paired with the Thermal scope.
Épisode 82 - Weapons of Modern Warfare - KSG 12
13 mai 2012
In this episode, we're taking a look at the KSG-12. The Kel-Tec KSG is a pump-action shotgun that makes its debut appearance in Call of Duty Modern Warfare 3. It's an American shotgun, manufactured in Florida by Kel-Tec CNC Industries Incorporated. The weapon is intended to fulfil a variety of roles - with two separate magazine tubes giving it enhanced flexibility and capacity for police and security work, and the compact bullpup configuration rendering it ideal for home defense. It superficially resembles the South African Neostead 2000 shotgun, sharing the twin tube mags and bullpup layout. The KSG is a very modern shotgun, having only just entered production recently after being announced in 2011. As such, they've only recently hit the commercial market - and as a result have yet to see any large-scale adoption. The KSG is a 12-gauge shotgun - firing either 3-inch or 2 and three-quarter inch shotgun shells. It has two separate tube magazines, with a manual selector allowing two different types of ammunition to be stored. Capacity is very generous, given that most conventional shotguns only have a single magazine - the KSG holds up to 14 shells total in its twin tubes. Switching between each of the tubes must be performed manually, however - and the KSG's action is similarly manual, with the weapon cycling with a simple pump action. Overall weight is slightly higher than average for a conventional shotgun, given the twin magazines and large shell count - the KSG weighs in at 3.13kg unloaded, and closer to 4kg when fully populated. Overall length is relatively compact, especially considering the KSG sports an 18 and a half inch barrel - the weapon is about 26 inches nose-to-tail - some 40% shorter than a conventional design. It's hard to say how successful the KSG design might be at this stage - it's early days, although initial demand seems healthy enough. No doubt there's a place for a high-capacity shotgun with a short overall length, so this futuristic twin-tube 12 gauge may yet find a market: Kel-Tec by name, and high-tech by nature.
Épisode 83 - Uzi - Black Ops Multiplayer Weapon Guide
20 mai 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the fifth SMG, the Uzi. It's a fully automatic weapon, unlocked at level 23. Like the Galil, it's an Israeli weapon, manufactured by Israel Military Industries, or IMI. The weapon is as old as the State of Israel itself - with the design dating to 1948. The Uzi takes its name from its designer - Major Uziel Gal of the IDF. Largely thanks to the Uzi's simple construction and low production cost, in 1951, the weapon was adopted by the Israeli Defense Force. It found its way into the hands of IDF Special Forces by 1954, where its compact size and automatic firepower made it ideal for clearing bunkers and entrenched positions. The weapon would go on to see a half-decade of reliable service, and a number of variants: such as chamberings for .45 ACP, .41 Action Express - and the scaled-down Mini-Uzi and Micro Uzi models - with their diminutive size enhancing concealability and with an increased cyclic rate of fire when compared to the parent SMG. The Uzi remained in service with the IDF until late 2003, when its role was ultimately replaced by the Micro Tavor, or MTAR-21. The Uzi fires the 9-by-19 millimetre Parabellum cartridge - fairly typical for an SMG of its era. Magazines are of a standard box type, manufactured in capacities between 20 and 50 rounds - in Black Ops default magazines are of a 32-round capacity. The Uzi is a low damage SMG, typically needing 4 shots to kill at a close range, and 5 at a distance. Mercifully, rate of fire is high - at 937.5 rounds per minute, on par with most of the low-damage SMGs. Perhaps the most notable feature of the Uzi is its heavy recoil - it suffers from the highest degree of kick in the SMG category by quite some margin. Paired with its rather obtrusive iron sights, the Uzi has a reputation of being tough to handle that serves to make it an unpopular choice. Aim time is quick, however - like the other SMGs, aiming down your sights will take 200 milliseconds. Reloads are fairly average in duration, taking 2.4 seconds to complete - although the favourable magazine size means reloading is less frequent overall than with some of the weapons in the Uzi's class. The Uzi, then, is a weapon with a whole host of negative traits - but, some of the attachments on offer can help remedy its performance issues. The iron sights on the Uzi are arguably the most obstructive of any weapon, and as such will hamper your efforts to quickly acquire a target, and can make the sizable recoil difficult to control. With 48 rounds between reloads, the Uzi has some of the best sustained fire capability in the SMG category. High capacity and a high rate of fire means that this firepower is effective from the hip, and you'll have the capacity to tackle multiple enemies at once. Getting close to your enemy is essential, but it's important to avoid head-on firefights with larger groups of enemies - 2 or 3 alert foes with a FAMAS in-hand will prove tough to beat in a straightforward firefight. Flanking your opponent becomes essential to make good use of the Uzi, then - break away from your team-mates and take the long route to strike unseen instead. The Uzi is a weapon that's tough to master - but one that leads its class in capacity. Paired with a generous fire rate and effective hipfire performance, 48 rounds will go a long way in a close-range firefight, reducing the odds that you'll be left high and dry, with a need to reload. The spectacular level of recoil puts many off however, doubly so when paired with perhaps the worst iron sights in-game. Those extra few rounds seem like a scant benefit when compared to these downsides, when there are alternatives that handle much better with equivalent damage output. However, in practical terms these downsides are exaggerated - whilst fearsome at first, the Uzi's recoil isn't a factor within your effective range, and can be tamed to a degree with careful use of the trigger. This weapon can be challenging to use - but become acquainted with its quirks, and performing well - will be Uzi.
Épisode 84 - Weapons of Modern Warfare - PM-9
27 mai 2012
In this episode, we're taking a look at the PM-9. The Minebea PM-9 Submachine Gun, also known as the M9, is a new weapon to the Call of Duty series, making its debut appearance in Modern Warfare 3. It's a Japanese weapon, currently the machine pistol of choice for the Japan Self Defense Forces. The weapon is manufactured by the Nippon Miniature Bearing Company - otherwise known by the contracted moniker: Minebea. It replaced the aging US M3 'grease gun' SMG that dates to World War 2, and is intended to fill a typical role for such a diminutive weapon - its compact size is ideal for tank and vehicle crews, and paratroopers. The PM-9's design is based entirely on that of the familiar and well-tested Israeli Uzi design - although much of the exterior and ergonomics have been altered, with integral foregrip lending to the weapon's distinctive silhouette. The Uzi design dates to 1948 - although the PM-9 itself only entered production in 1990. The Minebea entered service in 1999 with non-frontline forces, for those roles where the JSDF's assault rifle - the Howa Type 89 - is unnecessary or otherwise too unwieldy. The PM-9 fires the 9x19mm Parabellum cartridge - just like the Uzi. Magazines are of a standard box type, typically with a 25 round capacity, and are inserted into the grip - again, identical to the Uzi's operation. The fire selector at the top of the grip allows for both single shots and full-auto operation, and will fire at 1100 rounds per minute during the latter - somewhere in the middle of the Micro-Uzi and Mini-Uzi's fire rates. The weapon is relatively lightweight, at just 2.8kg unloaded - and is correspondingly compact, with an overall length of just 399 millimetres, a little under 16 inches. Barrel length mirrors that in the Micro-Uzi design, at 120 millimetres - perhaps limiting the weapon's effectiveness at a longer range, but generally sufficient for the weapon's intended role. Despite its relatively recent adoption, the PM-9 is likely to be replaced in the near future - with its roots in the rugged yet dated Uzi design, a more modern personal defense weapon may yet take its place. The Heckler & Koch MP5 is a strong contender to replace the weapon, being a similarly established design - and one that suits a wider variety of uses, albeit with a substantially higher cost per unit. Nevertheless, the Minebea is an interesting weapon, and serves as a suitable Uzi analogue in Modern Warfare 3, with unparalleled rate of fire being its key trait. A simple weapon: lightweight, and ideally suited to close quarter combat - this straightforward Uzi clone - shoots from the hip.
Épisode 85 - AUG - Black Ops Multiplayer Weapon Guide
3 juin 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the AUG. It's a fully automatic weapon, unlocked at level 26. The AUG - or Armee-Universal-Gewehr - translating as 'Universal Army Rifle' - is of Austrian origin, developed and manufactured by Steyr Mannlicher. The design dates to 1977, and was intended as a replacement for the earlier FN FAL design, then in service with the Austrian military as the Sturmgewehr 58. The AUG entered service in 1979 with the Austrian Bundesheer, and since then has been adopted by many others: The Australian Defense Force, Irish Army, Polish GROM special forces, to name but a few. The weapon is of a bullpup configuration, with the magazine behind the trigger for a longer barrel with any given overall length. The weapon is best known for its futuristic appearance, with all-polymer olive green furniture and rakishly angled handguard and integrated scope. Functionally, the weapon is similar to any other NATO assault rifle - perhaps most closely resembling the FAMAS, a similarly bullpup weapon that was introduced at around the same time. The AUG fires the NATO standard intermediate cartridge, the 5.56×45mm. Magazines are of a translucent polymer construction, and are manufactured in both 30 and 42-round capacities. The weapon is depicted in-game with 30-round magazines by default. The AUG is a low damage assault rifle, on par with the FAMAS and Enfield, requiring up to 4 shots to kill. Its low damage is made up for with a tremendous rate of fire - 937.5 rounds per minute, equal to that of the FAMAS. The AUG's performance is very similar to its French peer, then - but there are some differences in handling. Recoil performance is one key differentiating factor: while the FAMAS tends upwards and to the right, the AUG has much less predictable, omni-directional kick, with a slightly slower rate of recovery. This means you can generally expect less consistent performance, and although automatic fire will tend to remain on target - the AUG is less effective than the FAMAS when fired in short bursts. Aim time is standard for the assault rifles, at 250 milliseconds - which post-FAMAS-patch means the AUG gains an aim speed advantage. Reloads are a little slower, however - at 2.6 seconds. Aggressive use of the assault rifles relies on positioning, and intelligent use of cover and sightlines. With a loadout designed for speed you can change positions often, keep the enemy guessing - and extend your reach to wherever the fight may be. With an eye on the radar you should be able to anticipate enemy spawns and movements - get into position ahead of them and they'll stumble straight into your sights. With lightweight and marathon, you'll be long gone before they can come back for revenge. The AUG is a weapon on par with the almighty FAMAS; it shares many of its traits, and handles in a similar way. It's little surprise that the AUG offers similarly top-tier performance, then - with consistent damage and a fearsome rate of fire, if you're on target there are not many other weapons that can compete in a firefight. The AUG's moderately high recoil does lessen its effectiveness at a longer distance, however - to reach over the greatest sightlines you will need to burst fire, which can give the advantage to sniper rifles, or some of the other assault rifles. Still, given that you can easily avoid unfavourable odds at such distances, the AUG will prove to be deadly at the close-to middle ranges where most gunfights occur. This weapon is universally effective, versatile and relatively easy to handle. Should you seek victory: elect this weapon: and AUGment your performance.
Épisode 86 - Weapons of Modern Warfare - AS50
10 juin 2012
In this episode, we're taking a look at the AS50. The AS50 is a British rifle, manufactured by Portsmouth-based Accuracy International. The weapon is intended to fill a long-range, anti-materiel role - firing a powerful round with a very high degree of accuracy. The AS50's roots lie in the British sniper rifles of the 20th century, such as the L42A1: A conversion of the Lee-Enfield rifle to a NATO calibre. The L42A1 was the sniper rifle of choice of the British Army from 1970 until 1982, at which point it was used alongside the Accuracy International Precision Marksman - designated as the L96A1. By the early 90s, this rifle was refined, and eventually evolved into the Arctic Warfare series of rifles - with the improved design given the L118A designation. In the year 2000, the bolt-action AW50 was introduced - expanding the Arctic Warfare family to fill an anti-materiel role. The AS50 was introduced in 2007, with a semi-automatic fire mode and improved muzzle brake to permit much faster follow-up shots than its bolt-action predecessors. In this sense, the AS50 is similar to the Barrett M82 - as both fill a high-caliber role with a semi-automatic action. Like the Barrett, the AS50 is chambered for the .50 Browning Machine Gun cartridge - a devastating round with impressive long-range ballistic characteristics. Magazines are of a 5-round detachable box type, and the semi-automatic operation of the AS50 means these 5 rounds are available in quick succession, if needs be. The sizeable muzzle brake reigns in the massive recoil of the .50 caliber round, making this rifle ideal for situations that require multiple shots in a short space of time. It's by no means a lightweight weapon, its role reliant on planning and positioning rather than manoeverability - at 14.1kg unloaded, this is a sizeable weapon. Its 1.4m length contains a free-floated barrel nearly 70 centimetres long - this length being needed to ensure accuracy in the powerful .50 BMG cartridge. The AS50 was developed at the behest of US SOCOM, and it currently undergoing testing with the Navy Seals. It is a specialist rifle for specialised roles however, and so is unlikely to see widespread use. Its depiction is unusual in MW3, in that the AS50 is fitted with a low-magnification scope - contrary to the real rifle's long-range role. Nevertheless, it boasts substantial stopping power, mirroring the terrifying ballistics of the round that it fires. With such power and pinpoint shot placement, Accuracy International's fifty-cal offering - is globally precise.
Épisode 87 - PM63 - Black Ops Multiplayer Weapon Guide
17 juin 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the PM-63. It's a fully automatic weapon, unlocked at level 29. The PM-63 RAK: 'Ręczny Automat Komandosów' - translating as 'hand-held automatic commando firearm' - is a weapon that originates from Poland. Its development started in the late 1950s, with the design finalised in 1963 by the state-operated Łucznik Arms Factory. Production of the RAK began in 1964, and approximately 70,000 were produced over the next decade. The weapon was originally developed at the Warsaw University of Technology as a compact weapon for use by drivers and gun crews. It entered service with the People's Army of Poland in 1965, and would also see limited use in East Germany, Vietnam, and a number of Arab countries. In 1971, The PM-70 was produced in the NATO 9mm Parabellum cartridge - but didn't progress beyond its prototype stage. Similarly unsuccessful was the PM-73, chambered in .380 ACP. The original PM-63 design is chambered for the Russian 9mm cartridge, the 9-by-18 millimetre Makarov, as used in its namesake pistol. In real-life, magazines were either 15 or 25 rounds in capacity, but in-game they are 20 rounds by default. The PM-63 is a low damage SMG, requiring at least 4 body shots to kill, and up to 5 at a distance. This lack of lethality is made up for by a higher rate of fire - at 937.5 rounds per minute, like most of the low-damage SMGs. The PM-63's handling traits are generally pretty good - the weapon handles in a rapid, consistent fashion that suits a typical aggressive playstyle. Its recoil is moderate, but quite controllable if you burst fire at distant targets - this helps to eke out more firepower from the short magazine, ensuring fewer shots are wasted. Aim time is as quick as any other SMG, at a sprightly 200 milliseconds. Reloads are similarly quick, being the second fastest in the SMG category, behind the Mac-11, at 2.05 seconds. Tactical use of the SMGs can benefit from such use of these area-denial tactics - with a little caution, you can get close to the enemy, but hold them at an arm's reach. Siphon off kills one at a time, and change your position often to give yourself space to reload and resupply. Paired with the close-range effectiveness of rapid fire, you can stack the deck heavily in your favour. The PM-63 is a weapon that offers nimble handling with a devastating rate of fire. It's also very consistent in its performance - and while recoil isn't as mild as some of the other SMGs, over short to middle distances it remains very controllable - and with very consistent damage. Its only major downside is its limited capacity - you can't spray recklessly, or engage groups of enemies: you have to make every single shot count. Still, most gunfights tend to be one-on-one - and twenty rounds is normally sufficient for such a task. Much of your success with the PM-63 will come through ensuring you don't overextend yourself: avoid groups of enemies, and instead lure single opponents towards you. With careful use, you can polish off the enemy team - and RAK up your killstreaks.
Épisode 88 - Weapons of Modern Warfare - PKP Pecheneg
24 juin 2012
In this episode, we're taking a look at the PKP Pecheneg. The Pecheneg is one of the available light machine guns in Modern Warfare 3, and is a new weapon to the series. It's Russian in origin, hailing from TsNII Toch Mash: a Russian design bureau responsible for many small arms designs of the Russian military. The Pecheneg is a modern LMG design, based on Kalashnikov's earlier PK machine gun. The PK was first introduced in 1961, replacing the earlier RPD light machine gun and SG-43 Goryunov medium machine gun in service. The PK design was modernised in the 1969 PKM variant: a more lightweight, generally improved version. The Pecheneg is a further evolution of the design: rather than a replaceable barrel common to many machine gun designs, the Pecheneg instead opts for a heavier barrel better designed for heat dispersion via air-cooling. In addition, the flash suppressor is improved - and the bipod is positioned much closer to the muzzle, improving the stability of the weapon. Similar to the Pecheneg is the AEK-999 - a slightly less conventional design with integral suppressor: reducing noise levels, and eliminating muzzle flash, making the weapon ideally suited for nighttime combat. The Pecheneg enetered service in 1999 with Russian military units, notably Spetznatz units operating in Chechnya. It fires the venerable 7.62 by 54mm rimmed cartridge - the oldest cartridge still in regular service, originally developed for the Mosin-Nagant rifle in 1891. The Pecheneg is a belt-fed weapon, and is typically fed from a detachable box containing 100, 200 or 250 rounds. Under fully automatic fire, it will dispense these at a rate of around 650 rounds per minute, and will do so for a considerable amount of sustained fire. The Pecheneg design is heavier than the earlier PKM due to its heavier barrel, weighing in at 8.7 kilograms with bipod configuration - some 1.2 kilos difference. Overall length is a little over 1.1m, with the barrel measuring 658 millimetres - near identical to its parent design. The PKP Pecheneg has already seen combat use, having been employed in the Second Chechen War, and the South Ossetian War of 2008 - and will likely see continued use in the future. The original PK design is currently far more ubiquitous, however - with the PKM seeing use by over 50 nations, and enduring service with many today. In Modern Warfare 3, the Pecheneg serves as a more modern stand-in for the go-to Russian LMG, the RPD - although despite using a more powerful cartridge, the PKP doesn't quite live up to the RPD's in-game damage. Nevertheless, it's a weapon capable of sustained fire, and when employed in a strong defensive position may turn the tide on your enemy. The PKP Pecheneg is unrelenting, rugged, and capable of defending the harsh terrain of Central Asia's steppes - just like the tribe it's named for.
Épisode 89 - Crossbow - Black Ops Multiplayer Weapon Guide
1 juillet 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Crossbow. It's a single shot weapon, unlocked at level 33. The Crossbow is an ancient weapon, originating in its most basic form in South East Asia, today part of China. The earliest examples date to around 600 BC. The Chinese crossbows, or nu, were an important part of early warfare - with advanced designs such as the repeating crossbow, or 'chu-ko-nu' providing the ability to fire multiple bolts in a quick succession. The crossbow's history in Europe can be traced to ancient Greece: the 'Gastraphetes', translating as 'belly-releaser' first appeared in the 5th century BC. Perhaps the most prolific use of crossbows in combat was during the Medieval era - while longbows were the ranged mainstay of many armies, the ease of use and devastating power of the crossbow earned quite a reputation. The introduction of the firearm saw the crossbow's demise: ultimately easier to use, faster to reload, and providing a higher degree of lethality at longer ranges. Crossbows do retain some usefulness in modern warfare, however - the near-silent twang of a launched bolt useful for covert roles and assassinations. Their ability to carry unusual payloads also makes them valuable - whether zip-lines or poison tips, the humble crossbow can do many things a conventional weapon cannot. The Crossbow in Black Ops fires explosive bolts, with the weapon holding only a single bolt before requiring a reload. By default, you'll spawn with 2 bolts - one ready to fire, and one in reserve. Scavenger Pro will extend your initial supply to the maximum of 5 bolts total. The crossbow can deal damage in two ways - upon impact, or through its explosive blast radius. Impact damage is insufficient to kill outright in Core - you would need to strike your opponent with 2 bolts in order to kill them. However, thanks to the explosive element, a single successful stick will inevitably kill your victim - as they'll have no way to escape the blast radius. Explosive damage is high, meaning those caught in the blast will usually be killed outright, unless they're using Flak Jacket. The explosion's range of effect is very small, however - only dealing damage within a 4 metre radius. Rate of fire is very slow, as you'll need to reload for every shot fired. This equates to about 20 rounds per minute, or 40 if you're using Sleight of Hand to speed up the process. Recoil is simply not a factor with the crossbow's rate of fire - instead, it's the parabolic arc the bolt follows that affects your aim the most. At longer distances, you'll need to aim above your target to hit - the bolt travels faster and straighter than the Ballistic Knife, but the drop will need to be accounted for, else your payload will fall short. The crossbow takes 250 milliseconds to aim - as quick as an assault rifle, and nimble enough for most needs. Reloads are frequent and quite slow - 2.75 seconds between shots will leave you very vulnerable in a close-quarters battle. While the projectile follows a relatively straight path, when shooting over long distances you'll need to aim a couple of metres above your target - precision will come with practice. Moving targets are more challenging - to strike an opponent moving across your field of view, you will need to aim ahead of them, by a degree relative to their speed and distance away. One way to enhance explosive performance is to deliberately target explosive scenery - cars, jeeps and barrels can all be detonated with a bolt, and will massively expand your potential kill radius. This is much safer than attempting to land a stick on a moving target - all too often, your bolt will sail harmlessly past them, giving them the time to take you out whilst you reload. The Crossbow is a challenging but rewarding weapon to use, and one that fulfils a niche role unlike any other. Once you've mastered the arc of the projectile, it's possible to stick even distant foes who aren't on the move - and every stick is a reliable kill. It works well as a support weapon, and can help extend the reach of close-range weapons such as SMGs and shotguns. Up close, however, the weapon becomes a liability - a painfully slow rate of fire and a long fuse will often leave you vulnerable. The fact that you must account for the arc of the projectile and its slow travel time also complicates things, and moving targets will become difficult to hit at any sort of distance. The weapon falls into a very specific role, then - ideal for tackling static enemies, or for use as an area denial weapon with its explosive potential. While it might not be as versatile as an assault rifle, the crossbow is very satisfying to use. A well placed shot is its own reward, and the moment of panic when a bolt successfully lands - will certainly stick with your opponent.
Épisode 90 - Weapons of Modern Warfare - MP7
8 juillet 2012
In this episode, we're taking a look at the MP7. The MP7, or 'Maschinenpistole Sieben' is a weapon that makes its debut appearance in Modern Warfare 3. It's a German weapon, manufactured by Heckler und Koch - and while designated as an SMG in-game, can be better described in real-life as a 'Personal Defence Weapon', or PDW. Personal Defence Weapons have largely displaced the submachine gun and machine pistol in their roles with rear echelon troops - with their ability to better penetrate body armour, they retain effectiveness where standard pistol calibres might prove ineffective. They have has found a place in the hands of special forces units, as well - replacing weapons such as the M4 carbine on missions that require manoeuvrable close-range power. The MP7 can trace its design roots to the H&K G36 - as both weapons share the same gas-operated action. The short-stroke piston replaced H&K's trademark roller-delayed blowback system, as employed in the G3 rifle, and MP5 submachine gun. H&K's first attempt at a Personal Defence Weapon was a modification of the MP5 - in 1991 the MP5K-PDW variant was introduced, in an attempt to fulfil a NATO requirements for such a weapon. Lacking the ability to pierce body armour, however, the MP5K-PDW saw limited success. The Belgian FN P90, introduced in the same year as the MP5K-PDW, performed slightly better. Similar to the MP7, it uses a higher-velocity, smaller calibre cartridge for effectiveness against armoured targets - and an unusual top-loading magazine configuration. Other Personal Defence Weapons include the Russian PP-2000: chambered for 9mm Parabellum rounds but taking advantage of specially-designed ammunition; The Knight's Armament Company PDW - designed to be familiar to those trained on the M4 platform; and the Magpul PDR: a futuristic compact bullpup that fires NATO 5.56 ammo and takes standard mags. These weapons, including the MP7, all share similar characteristics: their compact size, lightweight manoeuvrability and high-velocity ammunition make them ideal close-quarter weapons. The MP7 entered production in 2001, introduced alongside its proprietary cartridge: the HK 4.6x30mm. The bullet contains a steel core to aid with penetration, and with a muzzle velocity of over 700 metres per second - double the speed of a 9mm round - it's not hard to see why this custom cartridge performs so well against armour. In addition to the MP7, the 4.6mm round was planned to be used in the now-cancelled HK UCP: A sidearm in the same vein as FN's Five-seveN pistol, which uses the same cartridge as the P90. Magazines for the MP7 are of a standard box type, contained within the pistol grip. They're available in both 20 and 40 round capacities. Rate of fire is quite high, at 950 rounds per minute - and paired with the lower recoil of the smaller cartridge, automatic fire can be quite effective. The MP7 weighs in at a mere 1.5 kilograms when unloaded, and measures a diminutive 340 millimetres with the stock folded. Unfolded, the weapon extends to 540 millimetres - a little over half a metre - and the barrel itself is 180mm long. Since its introduction, the MP7 has been adopted by many different agencies: including the Austria's EKO Cobra, the German Army and GSG-9 units, UK Police forces, and the United State's SEAL Team Six: with whom the weapon was purportedly used during the raid of Osama Bin Laden's compound in 2011. The MP7 in MW3 has earned a reputation as a terrifyingly effective weapon, with its low recoil granting very effective performance. Just like its real-life counterpart, it is lightweight with rapid handling characteristics: and can dominate close-range engagements. It might be designed for Personal Defense - but the MP7 is equally comfortable on offense.
Épisode 91 - FN FAL - Black Ops Multiplayer Weapon Guide
15 juillet 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the FN FAL. It's a semi-automatic weapon, unlocked at level 32. The FN FAL, or 'Fusil Automatique Léger' - which translates as Light Automatic Rifle - is a Belgian weapon, manufactured by Fabrique Nationale d'Herstal. It was first produced in 1953, and would become a definitive example of a post-war battle rifle, and the western counterpoint to the Soviet AKM. The development of the FAL began in 1947, in the wake of World War 2 - with the increasing inadequacy of traditional bolt-action service rifles for infantry combat, and the advent of effective automatic rifles, such as the German Sturmgewehr 44 and Russian AK-47. The era of the select-fire battle rifle had begun - a politically charged time, with former allied forces dividing Europe in two - North America and Western Europe forming the NATO alliance, and the Soviet Union and Eastern European states uniting under the Warsaw pact. The FAL would be the cold war service rifle of choice for many NATO states - and would eventually be adopted by over 90 countries total, with 2 million units produced. Such was its ubiquity, the FAL was nicknamed 'the right arm of the free world'. The FN FAL fires the NATO standard rifle cartridge - the 7.62x51mm. Magazines are of a standard box type, and in Black Ops are available in both 20 and 30 round capacities. Damage is high, similar to the M14 in that the FAL will kill in 2 bodyshots out to middle range - but lacking the slightly elevated headshot multiplier. Rate of fire is semi-automatic, but is capped at 625 rounds per minute - faster fingers may hit this rate, but your shots will prove more effective if you fire more slowly, and allow the recoil to settle. Recoil is moderate, with the weapon generally kicking upwards and - somewhat unusually - to the left. Fire too quickly and the recoil is enough to foul your aim at a distance, so moderating your fire rate is wise to ensure accuracy. At close range, recoil is less of a factor - so a faster rate of fire might be more prudent should your opponent be in the same room as you. Aim time is standard for the assault rifle category, at 250 milliseconds. Reloads are fairly average, at 2.5 seconds - but with the lower-than average magazine capacity, this may creep up on you if you're not careful. It's worth noting that the FAL's hipfire performance is the worst of all assault rifles - so it's best to always aim down your sights, and ideally avoid close range encounters altogether. The FN FAL is a devastatingly powerful assault rifle that rewards those who can handle a semi-automatic weapon. Only the M14 bests the FAL's damage per shot in the assault rifle category - and in most circumstances the FAL will kill just as quickly. Recoil is generally pretty easy to handle, too - boasting a lower degree of kick than the M14, even if it is a little more inconsistent. The semi-automatic fire mode will limit your effectiveness up close - even with the high damage, it's difficult to accurately direct fire upon a close-range assailant. This weakness means you have to be mindful of your positioning, and take advantage of cover points to ensure you can place your shots accurately without interruption. If you fire from the open, a mid-ranged enemy with an automatic assault rifle may very well be able to press their advantage. Nevertheless, with vigilance as your watchword and in adopting a prepared position - the FN FAL will truly shine. As long as your shots are accurate, you'll make short work of the enemy - killing in two shots where your opponent may need 4 or 5. The right arm of the free world's enduring popularity is testament... to FN brilliance.
Épisode 92 - Weapons of Modern Warfare - G36C / MG36
22 juillet 2012
In this episode, we're taking a look at the G36 platform - namely, the G36C and MG36. The G36, or 'Gewehr sechs-und-dreißig' hails from Germany - designed and manufactured by Heckler und Koch. The G36 platform was designed in the early 1990s, entered production in 1996 - and in 1997, was adopted by the Bundeswehr. The G36C made its first appearance in Call of Duty 4: Modern Warfare, and returned in Modern Warfare 3. The C stands for Compact - as it's a subcarbine-length variant of the G36 rifle. The MG36 is the Light Support Weapon variant, with a heavier barrel and bipod making it more suitable for sustained fire. It made its debut appearance in Modern Warfare 3. The G36 platform replaced the G3 rifle in service with the Bundeswehr, which was introduced in 1959. The G3 was originally a Spanish design, namely the CETME rifle, named for the establishment who designed the weapon - the 'Centro de Estudios Técnicos de Materiales Especiales', or Centre for Technical Studies of Special Materials. The CETME and later G3 rifles both fire 7.62mm NATO rounds - and as such are classified as battle rifles, in the same category as the FN FAL. The 1970s saw a transition towards intermediate calibres, and so there was a growing desire to replace the G3. The G11 was intended to be West Germany's new service rifle - a unique design using caseless 4.73mm ammunition. Sadly, the project was scuppered during the political changes during the German reunification, and the G11 didn't see widespread adoption. During this time, H&K offered a couple of rifles in the NATO intermediate calibre - the HK33, developed in the 1960s, was essentially a smaller version of the G3 rifle intended for export. The G41 was a more modern version, introduced in 1981 - but neither this nor the HK33 were deemed suitable replacements for the G3, and instead were bound solely for export. The newly united Germany had a desperate need for a new 5.56mm assault rifle, and in 1990 H&K would embark on 'Project 50' - what would eventually become the G36. In trials, the G36 would face off against the Austrian AUG - but the native rifle won out, and was adopted in 1997. The G36's magazine design is similar to that seen on the SIG 550 - translucent polymer box mags, with studs on either side, allowing magazines to be clipped together. Standard capacity is 30-rounds, although for the MG36 there exist 100-round C-Mag type drum magazines. Cyclic rate of fire is 750 rounds per minute across all variants. The original G36 weighs in at 3.63 kilograms: The G36C is considerably lighter, at 2.82 kilograms; and the MG36's heavier barrel brings the platform to 3.83 kilograms. Overall length, again, depends on variant: The original G36 and the MG36 are a shade shy of a metre, at 999 millimetres - while the G36C is considerably shorter, at 720 millimetres. In addition to the rifle's adoption by the Bundeswehr, the rifle is used by many other forces all over the world - including the Hellenic Armed Forces, Latvian Army, Lithuanian Armed Forces, the Spanish Army and Navy, and the SAS - and many police forces, too - including the German Bundespolizei, Australian Operational Response Group, Brazilian Federal Police, Finnish Border Guard and Police, National Police of Iceland, Mexican Federal Police, UK's Metropolitan Police Service, and the United States Capitol Police. The G36 platform extends to a number of variants - some intended for export, such as the G36V, or 'Variant', produced for Spain and Latvia. The MG36 was the light support weapon variant of the platform, although this version is now discontinued. The G36K - Kurz, meaning short - is a shortened carbine version of the rifle: somewhere in-between the G36 and G36C. The more recent G36A2 is an updated version of the platform, equipped with a quick-detachable red dot sight on a Picatinny rail. There exist a couple of civilian models, too - the SL8 semi-automatic rifle, and R8 straight-pull bolt-action. Unlike the G36, these variants have a thumbhole stock, and some models will accept only single-stack 10-round capacity magazines. H&K also have their eye on American military contracts - and the G36 platform has formed the basis of their proposals for infantry weapon systems. The XM8 rifle is essentially a dressed-up G36 action, offered for the US Objective Individual Combat Weapon contract in 2003. However, in 2005 the OICW contract was cancelled, with the XM8 project following suit. The HK416 was a similar attempt to break the American market, this time competing for the Individual Carbine contract, seeking a replacement for the M4. Competition is ongoing, and the HK416 remains in the contest - with the rifle's gas system derived directly from the G36, adapted for use on the AR-15 platform.
Épisode 93 - MPL - Black Ops Multiplayer Weapon Guide
29 juillet 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the MPL. It's a fully automatic weapon, unlocked at level 35. The MPL, or 'Maschinenpistol Lang', originates from West Germany, where the weapon was designed and produced between 1963 and 1985. The weapon was produced by Walther arms, a company perhaps best known for their handguns - notably the P38, as used by Germany in the Second World War - and James Bond's iconic Walther PPK. The MPL was Walther's only attempt at a sub-machine gun - along with the MPK variant, with a shorter barrel. The Walther MP variants saw some use in their native German market, principally by police forces and some naval units. The Mexican Navy would also adopt the weapon, although beyond this the MPL and MPK would see little commercial success. The MPL fires the NATO standard 9-by-19 millimetre cartridge, like most western sub-machine guns of its era. Magazines are of a standard box-type configuration, with the standard capacity being 32 rounds. The MPL is a low damage SMG, typically killing in 4 shots up close, and 5 at a distance. Like most of the low-damage SMGs, it makes up for this through an elevated rate of fire - at 937.5 rounds per minute. Recoil is moderate - not as severe as weapons such as the Uzi, but is slightly less controllable than say, the Spectre or MAC-11. For the ranges SMGs are typically effective at, however - the MPL is very controllable. Aim time is a little slower than most SMGs, with the MPL aiming as slowly as an assault rifle, at 250 milliseconds. Reloads are pretty quick however, at 2.25 seconds - faster than most weapons in its class. The MPL excels on offence, with lightweight handling characteristics, high capacity magazines - and a devastating rate of fire. In closer quarters, few weapons are as flexible - and the MPL remains effective at middle distances, too. At a longer range you will find yourself at a disadvantage, however - as the lower damage and moderate recoil will make life more difficult for you when facing opponents with assault rifles. Avoid the open, and remain light on your feet, however - and you can press your close-range advantage. With a fast pace of play you'll be the first to the fight - and will often emerge victorious, thanks to the furious lead-spewing capability of this weapon. Keep up this pressure, and there's no doubt - with the MPL... you'll give 'em hell.
Épisode 94 - Python - Black Ops Multiplayer Weapon Guide
5 août 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Python. It's a revolver, unlocked at level 18. The Colt Python is an American weapon, manufactured by the famed Colt Manufacturing Company and named for a family of nonvenomous snakes. It was introduced in 1955, and was produced until quite recently, until 1996. Originally intended to be a large-frame target revolver chambered for .38 Special, the Python would ultimately fire the more powerful .357 Magnum round - but retained its target handgun features. With precision adjustable sights, smooth trigger, ventilated top rib and solid underlug, the Python is a finely constructed revolver manufactured to a tight tolerance. The snake theme persists throughout Colt's range, with the larger .44 Magnum Anaconda, and .22 Long Rifle Diamondback sharing a similar design to the Python, in a different chambering. The Python saw some adoption by law enforcement in the US, but in recent years revolvers have fallen out of favour, with semi-automatic weapons taking their place. The Python, however, remains a desirable handgun - with attractive aesthetics and its powerful magnum round making for an impressive weapon with a formidable reputation. The Colt Python fires the .357 Magnum cartridge - a large-load revolver cartridge known for its keen stopping power. As a revolver, the Python's capacity is limited - with its cylinder holding just 6 rounds. You trade capacity for damage, however - as the Python's damage per shot is unequalled within the handgun category. You'll kill in two shots up close, and four at a distance - one shot fewer than any of the semi-automatic pistols. Rate of fire is as fast as you can pull the trigger, but is capped to a fairly generous 625 rounds per minute. Given the low capacity, it's probably wise to pace your shots to ensure accuracy. Recoil is moderate - higher than the other weapons in the Python's class, but it's not a major impedance to accuracy at close range. Aim time is quick, at just 150 milliseconds - the same as all other handguns. Reloads are a little different, however - as the Python will reload per-cartridge: the first round will take 1.6 seconds to insert, with each successive round taking another 0.6 seconds. This means a complete reload will take 4.6 seconds - although this can be altered through use of some of the attachments on offer. The Python boasts a rather unusual addition in the form of the ACOG scope, granting a magnification advantage and precision crosshair for long-range shooting. It will also enhance the weapon's 2-hit kill range slightly, although the ACOG remains challenging to use, given the limited capacity and sizeable recoil when firing. It's certainly an interesting choice - with potential for Hardcore game modes - but it wouldn't be my choice for this weapon. Snub Nose will shorten the Python's barrel - in real-life this would make for a more concealable weapon, but in-game this attachment will severely reduce the Python's damage, making for a 3-shot kill instead of two. Recoil becomes practically none-existent, however - meaning that firing rapidly with the Python can be effective, even at a longer range. The Python is the most powerful handgun available in Black Ops - for those who can place shots accurately and effectively, there is simply nothing better. Even most primary weapons are incapable of a two-shot kill, so this awesome power in a quick-drawing package can really make the difference when you're caught short at close range. It also boasts a higher hipfire accuracy than any of its peers - better than any SMG, in fact. The Python's only major downside is its limited capacity - 6 rounds are easily wasted, and when faced with a lengthy reload you might find yourself very vulnerable. It's a weapon that demands careful shot placement, then - its unparalleled power is without merit unless your six shots find their mark. Get close to constrict your enemy's chance of escape - and sink the Python's fangs into your prey.
Épisode 95 - Strela-3 - Black Ops Multiplayer Weapon Guide
12 août 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Strela-3. It's a single-shot weapon, unlocked at level 30. The 9K34 Strela-3, also known by its NATO reporting name SA-14 Gremlin - is a Man-portable Air Defense System that originates from the Soviet Union. The Russian name, 'Strela', translates as 'arrow'. The Strela-3 was first introduced in 1974, superceding the earlier Strela-2M. The development of anti-air launchers mirrors the development of countermeasures to defeat such homing missiles, and the Strela-3's design intent was no different. With improved thermal tracking hardware, the missile was designed to be more resistant to countermeasures such as flares and infrared jammers used by aircraft of the era. The Strela-3 was ultimately replaced in 1983 by the 9K38 Igla - or 'Needle' - a separate design to the Strela series that offered an 'Identification friend-or-foe' system, increased effective range, and improved lethality on target. The Strela-3 was exported to over 30 countries, and has seen successful operational use in combat situations. It launches a 75 millimetre diameter missile, bearing a 1.17 kilogram warhead with infra-red homing seeker head. By default, you'll be equipped with two such missiles upon spawn - or three total should you have Scavenger Pro equipped. As a lock-on launcher, you cannot employ the Strela in an anti-personnel role. When used against air support, however - it is very effective. A successful missile strike will destroy any aerial target. Enemy helicopters do have countermeasures, however - your first missile launched will be diverted by flares, which will lead the heat-seeking missile the Strela fires off course, resulting in a miss. Fire again, however - and the helicopter will be vulnerable to a single missile. Handling is universally slow with this weapon - the Strela is sluggish to bring to bear, and will hamper your movement speed to boot - to 80% of maximum speed. Aim time is similarly slow, at half a second - and reloads will take 3 seconds to complete. The Strela-3 is the single best launcher in Black Ops for tackling enemy air support. Similar to the M72 LAW, it boasts a guided projectile that can despatch enemy air support in just a single hit. Unlike the LAW, however - you have two missiles by default, and as such can tackle a helicopter solo where the LAW's single missile cannot. However, the Strela doesn't offer much in the way of versatility - lacking the M72's ability to free fire, you cannot use it directly against your enemy. However, within its role - it cannot be beaten, and when overwhelming enemy air support threatens your chance of victory, the Strela will answer the call. It is a single-purpose weapon, but one that boasts unique focus. When launched at a vulnerable aerial target, this self-guided arrow... will always hit the bullseye.
Épisode 96 - AK47 - Black Ops Multiplayer Weapon Guide
19 août 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the AK-47. It's an automatic weapon, unlocked at level 38. The AK-47, or Avtomat Kalashnikova, is a weapon that originates from the former Soviet Union. As its designation implies, its design was finalised in the year 1947. It was World War 2 that spurred small arms development in the 1940s, and the introduction of the first assault rifle - the German Sturmgewehr 44 - forged a new niche between rifle and submachine gun. Mikhail Kalashnikov, then a tank driver and mechanic in the Red Army, would come up with the now-infamous AK assault rifle design while recuperating in hospital after being wounded during the Battle of Bryansk. His combat experience led to his rifle design being extremely soldier-focussed: rugged, as lightweight as possible and simple to use and maintain. In 1949, Kalashnikov's Avtomat was officially adopted by the Red Army - its simple design ideal for mass production, an important consideration for any large-scale military force. The design was further improved in the later AKM design - with a stamped receiver rather than a milled one, improved muzzle brake and other small mechanical improvements, what most people regard as an AK-47 is, in fact the AKM design. With approximately 75 million such rifles manufactured, no other rifle is as ubiquitous, nor as recognisable: and the AK is unlikely to disappear anytime soon. Even today, the AK serves as the basis for many modern military rifles - albeit in a derivative form. The AK-74 is a notable iteration, designed to fire a smaller, higher-velocity round, with improved terminal ballistics. The AK-100 series, and the new AK-12, are the most modern variants - making use of modern manufacturing techniques, but with a solid grounding in Kalashnikov's original design. The AK fires the M43 cartridge - first used in the RPD light machine gun, 7.62-by-39 millimetres in dimension. Magazines are of a distinctive curved box type, the curvature a result of the slightly tapered cartridge. Capacity is 30 rounds by default, or 45 with extended mags. Damage is moderate - high by an automatic weapon's standards, but lower than the semi-automatic assault rifles. You'll kill in 3 shots up close, like the FAMAS and AUG - but, thanks to the elevated damage your 3-hit kill zone will be larger, and you'll potentially kill in just two headshots. At long range, you may need up to 4 shots to kill. Rate of fire is moderately slow - at 750 rounds per minute. Because of this lower fire rate, however, the weapon is relatively controllable when firing full-auto - and will remain effective out to some distance. At extreme ranges you'll want to burst fire, of course - distant targets, especially those behind cover, will require trigger control to be effectively tackled. Aim time is standard for the assault rifle category, at 250 milliseconds - and reloads are moderately quick, at 2.5 seconds. The AK-47 is a versatile weapon, boasting consistent damage and generally good handling characteristics. Its lower rate of fire means it's ideally suited to automatic use, with controllable recoil and an ability to eke out sustained firepower from its 30-round magazine. Of course, this slower rate of fire will impact your close-range performance: fewer bullets dispensed means a longer time to kill, and will make hipfire kills less reliable, should a close-range enemy be aware of your presence. Still, this is the price of versatility: whilst the AK might shine at middle range, it loses out to SMGs and the faster-firing assault rifles up close. Keep your wits about you, however, and any disparity in performance won't be apparent: don't give your enemy a fair fight, and you'll emerge victorious. With balanced handling and reliable performance, this rough-hewn Russian rifle is as enduring... ...as its legendary endurance.
Épisode 97 - Spectre - Black Ops Multiplayer Weapon Guide
26 août 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Spectre. It's a fully automatic weapon, unlocked at level 41. The Spectre M4 is an Italian weapon, manufactured by SITES, or: 'Società Italiana Tecnologie Speciali'. It was designed in the mid 1980s, with production starting circa 1984. A simple, robust design - the Spectre is a compact weapon offered as a cheaper alternative for weapons such as the MP5. To this end, it was only moderately successful - finding some use with the Swiss army, and Italian special forces. Its most innovative feature was its high-capacity magazine boasting higher ammunition density than a conventional dual-stack box magazine. In addition to the military models, there were also semi-automatic, civilian models manufactured: the SITES 'Falcon' or 'Spectre-HC' in a pistol configuration, and the SITES 'Ranger': a sub-carbine model. The Spectre fires the NATO standard 9-by-19 millimetre cartridge - but more interesting are the magazines: an unusual quad-stacked casket design, allowing for capacities up to 50 rounds in a relatively compact - if heavy - design. The magazines used in Black Ops are of a 30 round capacity - or 45 rounds with extended mags. The Spectre is a low damage SMG, killing in 4 shots even at close range. At a distance, you'll need up to 5 shots to kill. Like most of the low-damage SMGs, rate of fire is high: dispensing a hefty 937.5 rounds per minute towards your opponent. Unlike some of the weapons in its class, however - the Spectre has very controllable recoil: it is perhaps the best-handling SMG, tied with the MAC-11, and with the exception of the Skorpion. Aim time is quick, like most of the SMGs: at 200 milliseconds - and the reloads, while not the quickest in class, are reasonably nippy at 2.3 seconds. The Spectre is arguably the most effective low damage SMG, given that it has a fast fire rate, 30 rounds in its magazine, and low recoil. Essentially, it behaves in a near identical way to the MAC-11: these weapons share the same damage, fire rate, and recoil profile. The Spectre, however, benefits from a larger magazine - one of the MAC-11's key downfalls. The Spectre's only real drawbacks are its slower reload time - amounting to only a third of a second difference, in exchange for 50% extra capacity in your magazines. Like most of the fast-fire rate SMGs, the Spectre's key weakness is its lower damage, needing up to 5 shots total to kill, and generally no fewer than 4. This, however, is where the larger magazine and fast rate of fire come into play: while the damage per shot may be low, the Spectre excels at directing a continuous stream of bullets onto a target. When paired with a suppressor it boasts ideal stealth characteristics - meaning this ghostly submachine gun... will haunt your opponent to their grave.
Épisode 98 - Commando - Black Ops Multiplayer Weapon Guide
2 septembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Commando. It's a fully automatic weapon, unlocked at level 44. The Colt Commando is a US weapon, a shortened variant of the M16 platform and a precursor to the M4 Carbine. The specific model that most closely resembles the one seen in Black Ops - the Colt Model 733 - was introduced after 1982, although there did exist similar weapons during the Vietnam conflict. The Commando has its roots in the AR-15 platform designed by Eugene Stoner for Armalite in 1957: In 1959 the rights to the design were sold to Colt, and they developed the design as the CAR-15 series. The platform was broadened to fit different roles - and a short-barrelled carbine variant was designed to fit an intermediate niche between full-sized rifle and SMG. The first such shortened CAR-15 emerged as early as 1962, and by 1966 Colt introduced the 'Commando' appellation to their carbine designs. One such Commando design - the model 610 - was designated as the XM177 by the US Army, and the designs that followed would lay the basis for the XM4 in 1988 - the very carbine that would eventually become the M4. The Commando fires the NATO-standard 5.56mm intermediate cartridge, the same as the M16. Magazines are, again, the same as used by M16 rifles - and although modelled after a 20-round mag will hold 30 rounds in-game. Extended mags will give you 45 rounds instead. The Commando is a moderate-high damage weapon, on par with both the AK-47 and the Galil. You'll kill in 3 shots to the body up close, or two to the head - and at a distance you may need up to 4 shots to kill. Like the other high-damage automatic rifles, rate of fire is moderate - 750 rounds per minute. Because of this slower rate of fire, and a generally low level of kick: recoil is fairly mild on the Commando. Its actual performance is identical to the AK-47 - but the AK's visual recoil is quite severe, meaning the Commando will feel much more stable during automatic fire. Aim time is standard for an assault rifle, at 250 milliseconds - and reloads are the second fastest in its class, at 2.05 seconds. The Commando is a versatile weapon with favourable handling characteristics. Rock steady under automatic fire and dealing consistent damage out to a middle range, it's an excellent weapon for any aggressive player than demands consistency in their loadout. It doesn't lack speed, either - with a fast reload and serviceable aim time and hipfire, the weapon is adaptable and suited to almost any situation. However, facing a specialised weapon on its own terms can be troublesome - going toe-to-toe with an SMG up close may not always end in your favour. Ideally, you'll enter any gunfight aiming ahead of time and anticipating your enemy's movement - but should you be taken by surprise the Commando may start to show its weakness. Still, it might not be the most deadly weapon in a close-range gunfight, but the Commando shines at a middle range, and handles in a pleasingly consistent manner. If you seek a rifle that you can rely on in nearly all circumstances, equip this versatile weapon... and command your team to victory.
Épisode 99 - China Lake - Black Ops Multiplayer Weapon Guide
9 septembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the China Lake. It's a pump-action weapon, unlocked at level 48. The 'China Lake Pump Action Grenade Launcher' is a US weapon, named for the China Lake Naval Weapons Center, where it was developed. Designed in 1967, the weapon first saw limited service the following year, in 1968. The design has its roots in the M79 'Thumper' - a break-barrel grenade launcher that saw use during the Vietnam Conflict. The China Lake's pump-action, magazine fed design was an attempt to increase the readily available firepower to the user - and, thanks to its aluminium construction, it was a relatively lightweight design. Even when loaded with its full complement of 4 grenades, it weighed in at only half a pound heavier than the traditional M79 design. However, the China Lake had issues feeding certain 40mm grenades, and never progressed beyond the prototype stage - with as few as 16 units produced. It was the underbarrel grenade launchers that would eventually displace the M79, such as the M203: and while such designs wouldn't boast the rate of fire of the China Lake, they would prove altogether more versatile. The China Lake fires 40-by-46 millimetre grenades, the very same as used in the Thumper and underbarrel M203. The real-life weapon is able to hold 3 grenades in its tubular magazine, and another in the chamber, for 4 total - in game, however, the China Lake will only hold 2 grenades at once. The China Lake's damage is equal to that of the underbarrel grenade launcher - with a relatively small lethal radius when compared to the other weapons in its class. And while the China Lake can be employed against air support, it's not exactly well suited to this role, dealing little damage to helicopters. Rate of fire tops out at about 30 rounds per minute, although this doesn't factor in reloads, nor the time required to aim. The China Lake is a weapon with painfully slow handling - switch time is lethargic, and when equipped you'll move at 80% speed, the same as an LMG. Aim time is also very slow, at half a second - and aiming is mandatory prior to firing. A complete reload will take 3 seconds, with the first grenade inserted in 2 seconds and the next taking an additional second. All in all, using this weapon requires considerable time and preparation. When using the China Lake, you'll want to ensure you're firing from a safe place - the slow handling and poor performance up close mean you don't want to be ambushed while holding the weapon. Ideally, you should fire from a secured location - and launching from an elevated post will yield the best results, giving you greater flexibility in terms of controlling your grenade's point of impact. The China Lake is a weapon with a capability to extend the reach of a mid-to-long range class. Paired with Scavenger Pro, you gain a healthy supply of 4 grenades: giving you more potential shots with the weapon than any other launcher. With an ability to hit enemies lurking inside buildings, around corners, or near any potential impact point - the China Lake will allow you to strike otherwise inaccessible targets while you hold a defensive position. Unfortunately, the China Lake is not a particularly nimble weapon - and with such slow handling characteristics you will be left very vulnerable should you find yourself in a close-range gunfight. Switching to your primary is slow, and banking on a direct impact with your grenade is very risky indeed - so it is best to avoid such close encounters. However, keep your distance and the China Lake can be a valuable extension to your available arsenal. With 4 grenades at the ready, this explosive secondary is ready to run riot: Indeed, the China Lake behaves... ...like a bull in a China shop.
Épisode 100 - Stoner 63 - Black Ops Multiplayer Weapon Guide
16 septembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Stoner63. It's a fully automatic weapon, unlocked once you've purchased all of the other LMGs. The Stoner 63 is an American weapon - named for its lead designer, Eugene Stoner: the mind behind the M16 rifle. The Stoner 63 was one of his later designs, with the first models produced in 1963. The concept was for a flexible weapon platform that could be used in a number of configurations - from carbine, through assault rifle to machine gun, and everything in-between. After leaving Armalite and instead working with Cadillac Gage, Stoner produced his first prototype: originally chambered for the 7.62mm NATO round, and known as the Stoner M69W. This name was chosen as it is an ambigram, reflecting Stoner's vision of a fully invertible reciever. The follow-up design to this prototype was called the Stoner 62 - but the smaller 5.56mm intermediate cartridge was eventually chosen for mass production, leading to the Stoner 63 design. In 1963, the rifle was submitted to DARPA - the Defense Advanced Research Projects Agency - for trials. Although praised for its flexibilty, potential ammunition capacity and light weight, the design fell short on the reliability front - leading to the improved Stoner 63A design. This design saw use with the US Navy Seals, and with a company of US Marines, designated as the XM22E1. In 1970, the US Army issued the Stoner as the XM207 to Army Special Forces units for evaluation - however by this point the Stoner was losing ground to Colt's improved M16 rifle designs, and in 1971 the design was dropped entirely. Ultimately, the role Stoner hoped to fill was satisfied by the M249 in 1984 - the Squad Automatic Weapon, or SAW. The Stoner fires the NATO standard intermediate cartridge, the 5.56-by-45 millimetre. Some variants were designed to fire a disintegrating belt of ammunition, but the assault rifle variant featured in Black Ops uses a 30-round magazine, as used on the M16. Damage is moderately high, with no drop in damage at a distance - meaning that you'll never need more than 3 shots to kill with the Stoner. Two headshots will also result in a kill. Rate of fire is the highest within the LMG class - as fast as most SMGs, or the FAMAS, at 937.5 rounds per minute. This gives the weapon a keen time to kill, and will mean that the Stoner can effectively compete in close-range gunfights. This rate of fire does mean you need to watch your trigger finger when it comes to controlling recoil - while the Stoner is relatively easy to control, holding the trigger down will quickly draw you off target. Burst firing is essential at a medium to long range, otherwise you'll do naught but quickly deplete your magazine. The Stoner's aim time is unusually quick for an LMG - true to the real-life assault rifle role, the Stoner will aim as quickly as an assault rifle in-game: taking just 250 milliseconds, instead of 350. Reloads are a little slow, however - more in line with an LMG, at 3.2 seconds to complete. Still, 3 seconds is relatively manageable as long as you're in a safe place. The Stoner63 is a weapon that straddles both the assault rifle and LMG categories: with a fast rate of fire, and moderately quick handling, it's capable of repelling enemies up close, as well as providing support fire over long distances. Unlike the assault rifles, the Stoner's damage is consistent at any range, meaning that you retain the 3-shot kill potential at ranges where most weapons require 4 or 5 shots to kill. Of course, to use this firepower effectively you must be able to control the Stoner's considerable recoil by burst-firing - and while you'll have an advantage over most weapons at range, a sniper rifle or low recoil weapon may be able to eliminate you before you can get 3 shots on target. In addition, you have to cope with the slowed movement and poor hipfire performance of an LMG - while the Stoner might have some traits of an assault rifle, sprightly it is not. Still, it does have an interesting balance of traits - and in terms of sheer firepower not much can come close to this weapon. Position yourself correctly and unleash a torrent of lead upon your foes: and this Stoner... ...will smoke your opponents.
Épisode 101 - HS10 - Black Ops Multiplayer Weapon Guide
23 septembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the HS10. It's a semi-automatic weapon, unlocked once you've purchased all of the other shotguns. The HS10, or High Standard Model 10, is a US weapon, manufactured by the High Standard Manufacturing Company. It was designed in the mid 1950s, sold to High Standard in the mid 1960s - and the first units were produced in 1967. An unusual design, the HS10 has a bullpup configuration, with the trigger some distance ahead of the action. This means the weapon is of shorter overall length than a conventional shotgun - a useful trait when it comes to close-quarter interior use. Other bullpup shotguns include the South African NeoStead 2000, and the more recent Kel-Tec KSG. The HS10's short, balanced design meant that it was suitable for firing one-handed: ideal for situations where you need a manoeuvrable weapon. The weapon was designed by police sergeant Alferd Crouch for law enforcement, SWAT, and other tactical units. The weapon's favourable handling, paired with the versatility and power of a 12 gauge shotgun, made for an ideal entry weapon: and upon the weapon's introduction it was adopted by some police agencies. However, it was found to have reliability issues - the semi-automatic action failing to cycle reliably, amongst a few other ergonomic faults. In 1970 there was an updated model manufactured - the High Standard Model 10B - but many of the original issues remained. The HS10 fires 12 gauge cartridges, 2 and 3-quarter inches in length. It feeds from a 4-round capacity tube magazine underneath the barrel, and this capacity is reflected in Black Ops. The HS10 is a low damage shotgun, dealing as much damage per shot as the SPAS-12. Like the SPAS, the HS10 makes up for this lower than average damage with a higher rate of fire - up to 341 rounds per minute, meaning you can empty the magazine very quickly. This makes the weapon more forgiving of poor aim - should your first shot fail to kill, you have an additional three at the ready. Recoil is seldom a factor with the shotguns, as the shot dispersion lessens the need for precision. Shot spread is moderate, and the HS10 is one of the shotguns that benefits from aiming down the sight, a tighter spread yielding more consistent kills. When using the single HS10, then - I'd recommend aiming. Aim time is standard for the shotgun class, at a sprightly 200 milliseconds. Reloads are performed per-shell, with the first round taking 1.65 seconds, and every subsequent one 0.65 seconds. Shotguns tend not to have a spectacular selection of attachment choices available, and as such there's only one choice for the HS10. Dual Wield is unique to the shotgun category, granting you two HS10s for double the close-range firepower. This attachment is true-to-life, as the shotgun can be fired one-handed: although it is generally not advised to fire from the left shoulder, as the spent hulls are ejected with quite some force. Nevertheless, in-game this isn't a problem, and the twin shotguns will prove much more deadly up close than the single HS10. Of course, you must get close to put the pair of HS10s to work - and our class will be built around the potential close-range torrent of buckshot that these weapons can fire. Such close-range punch works well with shock tactics - getting as close to the enemy as quickly as possible, and tackling entire groups with overwhelming firepower. This is a great way to tackle enemy hardpoints, eroding entrenched defenders and opening up avenues through which your team can move safely. The HS10 is a weapon with unparalleled close-range performance: with two shotguns capable of dispensing rapid-fire buckshot, there's not much that can withstand such a powerful force. Unlike some shotguns, you're not reliant on a one-shot kill, either - so you can be a little looser in your aim, and adjust suitably for any needed follow-up shots. With up to 8 shells on tap, if you're able to get close to a group of enemies you can cut them down mercilessly. This weapon is only effective at a short range, however - if you're tackling an enemy outside of the weapon's comfort zone you're gonna have a bad time. At long range, you'll be left helpless - meaning that effective use of this weapon is utterly dependent on your mobility and positioning. The HS10's magazine is a little less generous than the SPAS-12's, too - 4 rounds is normally enough, but there will be occasions when you're left empty thanks to either bad luck or this weapon's sometimes inconsistent performance. Still, assuming you put this weapon to task as close to the enemy as you dare, you'll usually find you have the superior weapon - with even the high damage automatic rifles too slow to adequately resist. When it comes to fast-paced, close-quarter gunfights - when compared to the HS10, few weapons will perform... ...to such a High Standard.
Épisode 102 - PSG1 - Black Ops Multiplayer Weapon Guide
30 septembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the PSG1. It's a semi-automatic weapon, unlocked once you've purchased the other three sniper rifles. The Präzisionsschützengewehr, or 'Precision-shooter rifle', is a German sniper rifle manufactured by Heckler und Koch. The rifle was first produced in 1972. It was the Munich massacre at the 1972 Summer Olympics that sparked German rifle development - the inadequacy of the equipment available to German police at the time would be subject to much criticism. Both the HK PSG1 and Walther WA2000 were introduced in the wake of the event - and the elite counter-terrorist unit, GSG 9, was formed in 1973. The PSG's design is based on that of the G3 battle rifle - the German service rifle since 1959. Although accurate enough for infantry needs, the PSG-1 pushed the limits of the platform - making for what was then 'the most accurate semi-automatic rifle in the world.' With added telescopic scope, heavier free-floating barrel, and adjustable stock - the PSG-1 design is indeed designed for accuracy, although it came with a correspondingly high price tag. The PSG1 fires the 7.62-by-51 millimetre NATO cartridge, as does the parent G3 design. Magazines are 5 rounds in capacity, or 10 with extended mags. The real-steel rifle will also accept 20 round mags - or even a 50-round drum. Damage-wise, the PSG falls between the two low damage rifles - the Dragunov and WA2000 - and the high damage bolt-action rifle, the L96A1. It will kill in one shot to the head, neck, chest, or stomach - but when silenced, only a hit to the head or neck will be a one-shot kill. Rate of fire is semi-automatic, and is capped at a fairly generous 235 rounds per minute. This can be useful as a last-ditch defense at a close range - although hipfire performance is poor, sometimes one lucky bullet can save you from a close-range assailant. Under normal use, you'll want to keep your rate of fire moderate, as otherwise the fairly heavy recoil will disrupt your aim. Follow-up shots are relatively quick, however - so you can make good use of the semi-automatic nature of the PSG should you miss a shot and need to readjust quickly. Aim time is slow, as expected for a sniper rifle - with the PSG taking 400 millseconds to scope in. Reloads are relatively frequent but are manageable enough, at 3.2 seconds. The PSG1 is the most versatile weapon within the sniper rifle category: it blends power with a good potential for follow-up shots in those cases where you need them. Its one-shot performance is almost identical to the L96A1, save for the upper portion of the arm: in practical terms this doesn't make much difference in per-shot lethality. Unlike the bolt-action, you can fire more quickly with the semi-auto PSG - although recoil will greatly limit accurate shooting, the increased output will prove very useful in closer quarters. Of course, like all of the other sniper rifles the PSG1 is utterly dependent on planning and positioning - with painfully slow handling you'll be at a severe disadvantage in a close-range gunfight, or should you find yourself in the open. Such is the price of wielding a one-shot kill weapon - and while you might not have much in the way of reactive ability, when you're lying in wait ahead of your enemy, they won't stand much of a chance against your devastating power. Indeed, such lethality is rewarding when employed correctly - few other weapons can reach out as far as a sniper rifle, and deny passage over such a wide area. When positioned correctly and aimed true: this precision-engineered rifle... will always hit the right spot.
Épisode 103 - CZ75 - Black Ops Multiplayer Weapon Guide
7 octobre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the CZ75. It's a semi automatic weapon, unlocked once you've purchased all of the other handguns. The CZ75 originates from Czechoslovakia, now the modern-day Czech Republic. It's manufactured by Česká zbrojovka, and the design was first introduced in 1975. This all steel construction semi-auto pistol was originally designed for export, and wasn't sold in its domestic market until 1985. On the international market, it proved popular - and would become one of the original 'wonder nines'. This appellation was a somewhat derogatory term applied to the initial wave of double-action, 9mm semi automatic pistols, that threatened the revolvers normally used by American law enforcement. By the 1990s, semi-automatic pistols were the norm, with weapons such as the CZ-75, Sig Sauer P226, and Beretta 92 paving the way in terms of capacity and reliability. The CZ's popularity persists today, known for its reliability and versatility at a reasonable price. The CZ75 fires the 9-by-19 millimetre Parabellum cartridge, the standard NATO pistol calibre. Magazines are 12 rounds in capacity, or 18 with extended mags. The CZ75 is a low damage pistol, dealing the same damage per shot as the ASP, Makarov and M1911. It will kill in 3 shots up close, or with two headshots - and outside of the weapon's fairly short effective range, you'll need up to 5 shots to kill. Rate of fire is capped to 625 rounds per minute, assuming you can pull the trigger quickly enough: this is generous enough for most. Recoil is generally low, especially if you fire at a slower rate: in general, the CZ's recoil is simply not a factor for a typical pistol engagement. Aim time is very quick, on par with the other pistols at 150 milliseconds. Reloads are quick by any usual standards, but fairly typical for the pistol class, at 1.63 seconds. The Full-Auto Upgrade is an attachment unique to the CZ, and will turn the weapon into a machine pistol: the only fully-automatic secondary in the game. As with the real-life weapon, an inverted magazine is attached underneath the pistol as a makeshift foregrip. Not only will the weapon become fully automatic, but the weapon's idle sway will also be removed. However, these benefits comes at great cost: your rate of fire is fixed beneath the usual semi-automatic firecap, at just 525 rounds per minute: this makes it the slowest firing weapon in the game, alongside the M60. In addition, your damage per shot is also reduced: to a 4 shot kill at close range. This is the same per shot lethality of a low-damage SMG, but with half the fire rate, and half the magazine size, you'll find getting reliable kills troublesome, to say the least. The CZ-75 offers some very favourable characteristics, principally the highest magazine capacity in its class. While the benefit may appear to be slight, for those with a faster trigger finger the ability to unload with the confidence of sustainable fire means you can focus on getting as many shots as possible on target quickly, without worrying about ammo conservation. In addition to the CZ's unique capacity advantage, you also gain the benefit of the longest effective range of any low-damage pistol: the difference is only slight, but nevertheless the CZ leads its class on two fronts. However, the CZ75 lacks the power of the Python, or the speed of the ASP - both offering more immediate benefit than a higher magazine capacity. Still, the CZ's impressive all-round statistics come in a single fast-drawing package - making it a very strong choice for your secondary slot. While there may be other, more specialised choices, the CZ-75 is both versatile and dependable - two very worthwhile traits in a sidearm. Czech out this wonder gun, and regardless of whether you say C-Zed or C-Zee... ...choosing the right secondary is easy.
Épisode 104 - Kiparis - Black Ops Multiplayer Weapon Guide
14 octobre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Kiparis. It's a fully automatic weapon, unlocked once you've purchased all of the other SMGs. The OTs-02 Kiparis is a Russian weapon, originating from the former Soviet Union. Its name translates from Russian as 'Cypress', in reference to the coniferous tree. The weapon's design was first drafted in the early 1970s, but the first units did not enter service until 1991. It was likely the carbine variants of the AK74 rifle that led to a reduced need for a new submachine gun - and it was only the fall of the Soviet Union that sparked a demand for compact police weapons in the 1990s. It was for this reason that the Kiparis was resurrected, and saw introduction with the Russian police and Ministry of Internal Affairs in 1995. A basic blowback design, the Kiparis is a simple yet efficient weapon: mainly a steel construction, with some plastic furniture, the weapon was also supplied with its own proprietary suppressor. Eventually the weapon was displaced in favour of newer designs, such as the PP-2000: with greater use of synthetic materials and leanings toward a modern personal defense weapon design. The Kiparis fires the squat Soviet 9mm cartridge, the 9-by-18 millimetre Makarov round. Magazines are 20 rounds in capacity, or 30 with extended mags. The Kiparis is a low damage SMG, dealing the same damage per shot as most of its peers, bar the MP5K, AK74u, and Skorpion. That means it'll kill in 4 shots up close - or 5 at a distance. One interesting trait of the Kiparis is its enhanced ability to penetrate cover: while most SMGs struggle to shoot through walls, the Kiparis will perform as well as an assault rifle, better cutting through concealment to meet your target. Rate of fire is high - on par with most of the low-damage SMGs or the FAMAS, at 937.5 rounds per minute. Recoil is moderately high however, thanks in part to this elevated rate of fire, and a lower centerspeed. This means the Kiparis is less effective from a middle range out when compared to other SMGs - you're trading controllability for piercing power. As well as assault rifle-grade penetration, the Kiparis also aims as slowly as the assault rifles, at 250 milliseconds. Reloads are very quick, however - at a sprightly 2.1 seconds: useful, given the short magazine. The Kiparis is an SMG with a unique ability to pierce cover to the same degree as an assault rifle. This ability comes with the usual benefits of a high-mobility weapon, too: faster movement speed, an incredibly fast reload, and a superb rate of fire. This ability is neutered somewhat with an elevated level of recoil: a direct trade off between penetration and controllability at range. In addition, the short magazine mandates all-too-frequent reloads, and a limited starting supply: two traits that dictate much of your loadout, limiting strategy with this weapon. Still, the Kiparis remains a usable close-quarter weapon, with clear sights and some worthwhile attributes. With proper fire control it can be effective at most ranges, and while some of the SMGs may have the edge in performance overall, the piercing power of the Kiparis does come in useful every so often. With arboreal appellation, from sapling to mighty Cypress, this buzzsaw-like SMG... ...will cut down your opponents with ease
Épisode 105 - G11 - Black Ops Multiplayer Weapon Guide
21 octobre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy Hello, this is XboxAhoy and this is the final episode of my Black In this episode we're covering the G11. It fires a 3-round burst, and is unlocked once you've purchased all of the other assault rifles. The G11 is a prototype German weapon, designed by Heckler und Koch. Development started in the late 1960s, and the first prototypes emerged in 1970. Later designs entered field testing in the 1980s, and the design was finalised in 1990. The G11 was intended to be a highly-engineered, modern replacement for the G3 battle rifle: a high-tech weapon fitting for a space age era. Perhaps the most notable feature of the G11 is its use of caseless ammunition: rather than using a brass cartridge to contain the charge, the propellant is instead moulded around the bullet, eliminating the need for case ejection. Such a change is fraught with engineering difficulty, however - the least of which is heat dissipation, as the traditional brass cartridge acts as a heatsink for thermal energy generated upon firing. Early models were prone to ammunition cook-off: the chamber would heat up to a temperature that would spontaneously ignite a round, resulting in uncontrollable automatic fire. Nevertheless, the caseless concept was perfected with help from Dynamit Nobel, and after a series of prototypes and field testing, the improved G11K2 variant went into limited production in 1990, with 1000 units produced. With this weapon proving significantly more effective than the now-venerable G3 in testing, it seemed as though the G11 would be the first service rifle to use caseless ammunition. However, the project was scuppered by the reunification of East and West Germany in 1991 - political reorganisation and a lack of funding would be the weapon's downfall. Since the scrapping of the project, others have flirted with caseless designs: but none have come to fruition. Ultimately, the German Bundeswehr would replace the G3 rifle with the more traditional G36 design. The G11's caseless ammunition was of a custom design: the 4.73-by-33 millimetre round. Magazines are of a standard box type, and in-game hold 48 rounds total. Damage is moderately low, with per-shot lethality on par with the low damage automatic rifles. You'll need 3 shots to kill at close range, and 4 at a distance. This means the per-burst lethality is, on average, lower than that of the M16, which can potentially kill in just two shots. The G11's rate of fire is much higher, however: firing at 1250 rounds per minute within the burst, for a total effective sustained rate of about 525 rounds per minute. This faster fire rate means the weapon can more effectively tackle moving targets, and has a lower time-to-kill upon a lethal burst. Recoil is very mild too, with the G11 able to put 3 bullets in a very small area: while you may not be able to down a target in a single burst at long range, with such low recoil the G11 can place multiple bursts on the same target in relatively quick succession. Aim time is standard for the assault rifles, at 250 milliseconds - and reloads are moderately quick, at 2.7 seconds: given the large magazine and conservative usage of ammunition, reloads are seldom an issue with the G11. One interesting trait is the weapon's superior hipfire performance: it boasts the highest degree of accuracy from the hip of all assault rifles, sharing the same performance as an SMG. This means it is quite effective at a closer range - and while you do need an entire burst to connect to kill, the G11 is far more likely to emerge unscathed in a close-range gunfight than the M16. The G11 is a very strong primary weapon that rewards accurate players with lightning-quick lethality. A well placed burst won't give your opponent any chance to fight back, and the G11's generous magazine means you can place burst after burst downrange quickly. A blend of beneficial traits means this weapon can be used at any range effectively - great hipfire accuracy and low recoil means that the G11 is seldom left wanting in a firefight. However, the G11 is subject to the usual detriment of a burst-fire weapon: you are highly reliant on first-burst lethality to ensure you preserve your advantage. The delay between bursts means automatic weapons have time to catch up, and could spell your doom against a savvy foe. Still, despite some weaknesses the G11 is still a compellingly effective primary weapon - capable of closing out an enemy assault and deflecting entire groups of enemies from a good position. While the burst weapons tend to be more effective at a mid-to-long range, the G11's rate of fire and superior hipfire round out the G11's versatility. In most cases this caseless German rifle shines: if you're comfortable with a burst-fire weapon, elect the G11... ...and you'll find yourself in killstreak heaven.
Épisode 106 - MTAR - Black Ops 2 Weapon Guide
23 novembre 2012
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode we're covering the MTAR Assault Rifle. A smaller brother to Modern Warfare 2's TAR-21, the fully-automatic MTAR returns in its diminutive form and is the first assault rifle unlocked in create-a-class. The 'Tavor Assault Rifle for the 21st century', or TAR-21, is an Israeli weapon that was introduced in 2001. The Micro Tavor, or MTAR, is a subcarbine variant with a shorter barrel. The version depicted in-game fires the NATO standard assault rifle cartridge, the 5.56x45mm round - although the MTAR can be converted to an SMG, instead firing 9mm pistol rounds. The Tavor is a bullpup weapon, with the magazine located behind the trigger - this allows for a shorter overall length, making it ideal for urban close-quarter use. In-game, The MTAR is a mid-damage assault rifle; It requires at least 3 shots to kill, even if all 3 are headshots. At a distance you may need up to 5 shots to kill, although with a single headshot you won't need more than 4. Range dropoff is moderate, with the MTAR losing its 3-shot kill potential outside of a close range. For most mid-ranged engagements you can expect to kill in 4 shots. Like most of the assault rifles, the MTAR offers standard penetration ability: this means thin cover won't pose too much of an issue should your target lie behind. Rate of fire is 750 rounds per minute: reasonably high for the assault rifle class, and offering a blend of controllability and lead output. Hipfire spread is standard for the assault rifles - not as good as an SMG, but far better than an LMG or Sniper Rifle. Because of the automatic fire, potential 3-shot kill, and reasonable rate of fire - the MTAR is probably one of the more reliable assault rifles when fired from the hip. Select Fire will turn the MTAR into a three-round burst rifle - this will help enforce good fire control, and conserve ammunition - but this attachment isn't particularly useful for the weapon. The MTAR's recoil is moderate, with the weapon tending to kick upwards, with some symmetrical horizontal movement. At close range, it's seldom an issue - but against distant opponents behind cover you may find yourself losing gunfights to those with lower-recoil weapons. Other handling traits are generally good: it takes 250 milliseconds to aim down your sights, raise and drop times are on par with the fastest assault rifles, and your base movement speed is 95% of the maximum possible - the same as all other assault rifles. Magazine capacity is standard for the assault rifle class, at 30 rounds. The Extended clip attachment will give you 40 rounds between reloads instead. Your total starting supply is 4 magazines worth - 120 rounds total, or 160 when you use Extended Clip. Reload times are average for the assault rifle class, with the MTAR taking 2.49 seconds to perform a tactical reload. The fast mag attachment will confer a 50% speed increase, reducing such reload time to just 1.62 seconds. Our build with the MTAR is going to take advantage of the weapon's versatility: our choices will focus on making the weapon easier to use, and will leave you less vulnerable in a typical firefight. Smoothing out these vulnerabilities will help those less experienced with the game to perform well - the MTAR is an early unlock, and as such is often a go-to weapon once create-a-class is available. The MTAR works best at a middle range, so you'll want to avoid the longest sightlines and tightest interiors. Instead, aim to strike enemies from the side or flank at a comfortable range for the weapon, and avoid tackling entrenched enemies head-on. Instead, stay on the move and surprise the enemy instead of letting them come to you: repositioning often will keep your enemy guessing. The suppressor will let you tackle enemies without revealing your location - so unless the opposing team is particularly alert or communicating effectively you can silently cut deep into your enemy's defence. The MTAR is a well-rounded assault rifle that serves as a versatile introduction to the game. Its damage is consistent out to a reasonable range, and its rate of fire is higher than most others in its class. While it may not excel at any one thing, the remainder of its statistics are balanced enough - you will enter very few gunfights at a disadvantage. It is perhaps this lack of specialisation that is the MTAR's downfall - the moderate recoil will harm your accuracy at a distance, where snipers and lower-recoil weapons will have a distinct advantage in firefights. Similarly, you simply can't compete up close with SMGs - their rate of fire and superior hipfire spread giving them a distinct advantage. Still, it is often better to be adequate in all situations than to specialise in one - and as long as you're aware of the weapon's limits this versatile weapon will humiliate your opponent... ...and leave 'em tarred and feathered.
Épisode 107 - MP7 - Black Ops 2 Weapon Guide
30 novembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the MP7. This fully-automatic SMG built quite a reputation in its MW3 incarnation, where its low recoil and high rate of fire made for a potent combination. It returns as the first SMG unlock in Black Ops 2 - and while it remains a formidable close-range option, this MP7 lies firmly within its intended niche. The MP7, or 'Maschinenpistole 7' is a German weapon, first introduced in 2001 by Heckler und Koch. Technically a Personal Defence Weapon, or PDW, rather than a traditional SMG - the MP7 fires a smaller, higher velocity cartridge - the 4.6 by 30 millimetre round. This round relies on speed rather than mass for its kinetic energy, and as such offers enhanced performance against body armour and lower recoil than standard pistol calibres. All this in a compact package, with ample magazine capacity - the MP7 is an ideal weapon for modern close-quarters battle. In-game, the MP7 is a low damage weapon: it requires 3 to 4 shots at close range to kill, and up to 6 outside of the weapon's relatively short range. This means the MP7 is very much specialised for close-quarters combat: keeping the enemy within your 4-hit kill zone should be your priority. In addition, like the rest of the SMGs, the MP7's ability to penetrate cover is poor: for the most part, you will want to land shots directly upon your opponent. The MP7 makes up for these shortcomings with its rate of fire: at approximately 940 rounds per minute, you will outperform most other weapons in this regard. The rapid fire attachment will boost this rate of fire to the incredibly high 1250 rounds per minute - but be warned, this will halve the weapon's effective range, severely limiting your mid-range capability. This innately high rate of fire is paired with a narrow hipfire spread, like all of the SMGs: this means the MP7 is amongst the most effective weapons when fired from the hip. While you may need to land quite a few shots to kill, the MP7's suitability for spraying means the low damage certainly isn't a problem. Nor are any of the MP7's handling characteristics: universally fast and generally easy to use. Recoil is moderate, largely due to the weapon's high rate of fire - this can make it difficult to land the required 6 shots upon distant targets. You should generally seek to avoid long-range combat - stay within your effective range and the MP7 will generally stay on target. Aim time is a little slower than typical SMGs in games past - it will take 220 milliseconds to aim down your sights, only slightly faster than an assault rifle. This isn't a problem, however - as with the SMGs you should fire from the hip first, and wrest your aim onto target as needed. Switch times are average for the SMG class, and your base movement speed will be the fastest possible, at 100%. Magazine capacity is 40 rounds, above average for the SMG class and a boon given the high rate of fire. Extended Clip confers a 35% advantage, taking your capacity to 54 rounds between reloads. While not the highest capacity in the SMG class - that accolade goes to the PDW-57 - the MP7 also boasts a very fast reload indeed, at just 1.72 seconds. This trait is crucial for a close-range weapon, where every second spent reloading poses a critical risk of ambush: so this speedy reload is a welcome trait. You will want to avoid long-range firefights with the SMGs - rushing headlong into your enemy's sights will not prove terribly effective. Instead, use the extra stamina Extreme Conditioning grants to take the longer, lower traffic routes to your enemy - this will help you to strike your enemy where they least expect it, and increase your odds of winning gunfights. Don't rush headlong into the enemy's spawn, however - with the absence of Dexterity you will need to be careful about sprinting near your opponent. Instead, learn to anticipate engagements when you're close to the enemy, and leave sprinting to times when you need to cover some ground. Be careful when reloading, too - with the Extended Clip attachment you have the luxury of engaging multiple enemies between reloads. If you successfully dispatch an enemy with an unsuppressed weapon, you will alert and draw in nearby foes, who will be hoping to catch you off guard: instead, stay alert, keep your gun ready - and give the would-be assailant a swift rebuttal. The MP7 is a weapon with some ideal traits for close-quarter gunfights - it is quick to handle and performs very well from the hip. Its per-shot damage may be relatively low - but this means you are less reliant on a lucky bullet, and instead can benefit from extremely consistent close-range performance. Few weapons can keep up with the MP7, and when paired with the laser sight you will be unstoppable. For all its forgiving traits in CQB, the MP7's flaws do start to emerge once you try to tackle enemies at a distance.
Épisode 108 - Mk 48 - Black Ops 2 Weapon Guide
7 décembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Mk 48. The bigger brother to MW3's Mk 46, this fully-automatic LMG is a higher-calibre variant, and is the first LMG unlocked. The Mk 48 is a Belgian weapon, manufactured by FN Herstal. It is a derivative of the FN Minimi design - also known by its US Army name, the M249 SAW, and its USSOCOM designation: the Mk 46. The Mk 48 is a scaled-up variant of the Minimi design, firing the full-power 7.62x51mm NATO cartridge instead of an intermediate one. This means the Mk 48 is similar in role to FN's other offering in this calibre - the FN MAG, or M240. However, a high degree of part commonality between the M249 SAW, Mk 46, and Mk 48 means that maintenance and repair is simplified for those who employ only the Minimi-derived designs. In-game, damage is high, amongst the highest of all automatic weapons: you can expect to kill in 3 shots at almost any range, with 4 shots needed only at a very extreme distance, beyond most sightlines in-game. One headshot up close will deal damage sufficient to secure a two-shot kill, although it is generally better to keep your enemy at an arm's reach with the LMGs. Penetration ability is innately high, and the generous damage and large magazine makes the Mk 48 particularly well suited to finding targets behind cover. Rate of fire is slow, at 625 rounds per minute: this does make the weapon easier to control, but harms close-range potential. Rapid fire will improve this output to 750 rounds per minute, but will mandate more frequent reloads, and greatly increase recoil. Hipfire spread is relatively high: and while you have plenty of fire-power on tap, the slower fire rate will make for unreliable hipfire performance. Handling is generally slow, as you'd expect for an LMG - but the recoil is mild, permitting accurate automatic fire out to quite some distance. Everything about this weapon favours aimed fire from a good position: with a 480 millisecond aim time, nearly half a second, you can't exactly snap onto targets quickly. Switch times are also relatively slow - but not cripplingly so, and your movement speed is of the slowest tier, at 90% of maximum speed. This is slightly faster than LMGs in previous games, but you still won't keep pace with other weapons. Magazine capacity is excellent: 100 rounds between reloads, as you should expect from an LMG. Extended clip confers a 35% advantage, granting 135 rounds instead. With such capacity comes severe disadvantage in reload times: and indeed, the Mk 48 has the slowest reload of any weapon, at 7.97 seconds. This obviously means you'll be left vulnerable for a long time while restocking - you should seek to reload in a safe place, away from the heat of battle. This weapon, like most LMGs in Call of Duty, rewards those who can employ the weapon from a prepared position. Speed is not your ally, and to use the Mk 48 effectively you will have to rely on anticipation of your enemy's movement. From a good position overlooking a narrow chokepoint, you can inflict untold amounts of damage: repelling entire teams twice over without ever reloading. Well-rounded knowledge of sightlines and flanking routes will serve you well, and keeping an eye on the radar will help you to prepare for incoming assailants. Fire in short bursts to prolong your magazine's lifespan, and to ensure accuracy: but don't be afraid to pin the trigger and unleash your weapon's fury in circumstances where you're in danger of becoming overwhelmed. Be wary of enemy snipers, too - they have the power to eliminate you in one shot, and are the only opponents to truly pose a threat to your ranged dominance. The Mk 48 is a weapon capable of sustained, high-damage fire - with consistent performance out to a very long range. At a distance, few other automatic weapons can boast the same level of per-shot damage, and none match the 100-round magazine capacity. Paired with low recoil and excellent ability to penetrate cover, the Mk 48 can reach out and touch distant enemies like no other weapon. Unfortunately, close quarters combat is often unavoidable, given the prevalence of SMGs: and in such firefights you will be at a severe disadvantage. All you can do is have a degree of faith in your team-mates to cover your flank, and leave the rest to your sidearm and bouncing betties. Still, the LMGs have ample strengths to outweigh these close-range shortcomings, and although their niche may seem narrow, a well placed defender with an LMG can swing objective games towards victory. When the wind blows in your favour, there's simply nothing that can argue with this LMG's immense power: any hapless foe that wanders into your killzone can be confident that the Mk 48... ...will mark their grave.
Épisode 109 - Reflex Sight - Black Ops 2 Attachment Guide
9 décembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Reflex Sight. The Reflex sight takes its name from the Aimpoint-style sight seen in Black Ops, but in appearance and in function it is the same as the Red Dot Sight attachment, first seen in COD4. This attachment is available for most weapons - the SMGs, Assault Rifles, LMGs, Shotguns, Pistols, and the Crossbow all have this optic as an option. Its appearance is the same on most weapons - with the rounded rectangle lens shape first seen in COD4 - but on the handguns the design is slightly different, closer to the MW2 red dot sight design. The sight's effect is principally a visual one: it will replace your weapon's default iron sights with the reflex sight model, marking your point of aim with a red dot - and giving you a better view on target. It is a universal upgrade to your precision - the transparent reflex lens gives you a much better all-round view on your target when compared to the iron sights. Of course, this comes at the cost of an attachment slot, and one of your pick-ten points: so some will prefer to use the iron sights and invest their points elsewhere. Other than the purely visual differences, the reflex sight can have an effect on a weapon's level of zoom while aiming: with the reflex sight equipped, you will always have a 1.35x magnification level while aiming. This is the default zoom level for an assault rifle, so no change there - but other weapon classes will see a different zoom level when compared to their iron sights. The SMGs, Shotguns, Pistols and Crossbow all have a lower default zoom - 1.2x for all except for the pistols, which have an even lower default 1.1x zoom. With the reflex sight equipped, you'll gain a slight zoom advantage with these weapons, to the reflex's default zoom level of 1.35x. The LMGs are slightly different - they have an innate zoom of 1.5x with iron sights, and using the reflex sight will lower this default zoom to 1.35x. The reflex's standard reticle is the basic red dot - precise, simple, and unobstructed. For the most part, this is all you need - the other choices don't really offer much advantage, beyond the cosmetic. These other options are unlocked via a series of challenges: 50 kills while aiming with the reflex sight will unlock the first of the alternate reticles: the Plus. Cruciform in nature and green in colour, this reticle offers greater target contrast - but obscures more of your view. Next up, with 100 kills, the blue dot reticle: a small circle circumscribing your point of aim. This is fairly similar to the default, and usable enough. 200 kills nets the Target Drop reticle - 3 vertical dots surrounded by a larger circle, with the top dot indicating your point of aim. 300 kills gives you the Valley reticle - a red dot, similar to the default - but with a V-shaped line underneath the target. 400 kills unlocks the Drop Shot reticle - 2 yellow vertical dots and a downward facing chevron, with the top dot indicating aim. Finally, 500 kills unlocks the Peak reticle: a red horizontal line, with a chevron deviance marking your target. Once you've attained 500 kills whilst using the reflex sight, you'll open up another tier of challenges, each yielding a new, slightly less-than-serious reticle option. 25 headshots while aiming with the reflex sight will earn you perhaps the most jaunty of all the reticles: Steve. Appearing as a mighty amber moustache, carefully lining up this magnificent reticle will earn you the most dapper of headshots. The Smile reticle is unlocked with 20 double kills, and while this yellow smiley face is pretty terrible as far as your aim is concerned, you will earn your opponent's ire as they smile for the killcam. 10 longshots with the reflex sight will unlock the red diamond reticle - surprisingly usable, and only a minor variant to the default red dot. In any case, it *suits* those looking to *deal* accurate damage. Finally, 10 bloodthirsty medals with the reflex sight will earn the final reticle: the Predator. With 3 red dots, this sight mirrors the targeting device used in its namesake film: usable enough, but it's one ugly target marker. Once you've unlocked all of these reticles, you'll receive the Reflex Sight Master playercard, and have the entire selection of reticles at your disposal.
Épisode 110 - SVU-AS - Black Ops 2 Weapon Guide
14 décembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the SVU-AS. A shortened version of the Dragunov - the SVU makes its Call of Duty debut in Black Ops 2, but the longer parent design was first seen in COD4. The Dragunov SVU - or 'Snayperskaya Vintovka Ukorochennaya', translating as 'short sniper rifle' - is a Russian rifle first introduced in 1994. It is a bullpup reconfiguration of the Dragunov SVD, with its magazine behind the trigger, and a recoil-reducing muzzle brake to combat the heavy recoil from the full-power rifle cartridge the SVU fires: the 7.62-by-54 millimetre Rimmed. The -AS suffix refers to a later variant of the SVU rifle design: the A stands for automatic, referring to a select-fire ability: and the S refers to the attached bipod. This specific variant was designed for Special Forces requiring an adaptable weapon, where the select-fire ability transforms a marksman's rifle into a fully-automatic battle rifle when circumstances demand. Of course, in-game the weapon is essentially a semi-automatic weapon only: select fire is not available. And, while the bipod is present on the weapon: it is non-functional. Damage-wise, the SVU has the potential to kill in just one-shot, but as far as the sniper rifles are concerned, it is the lowest damage weapon in its tier. In order to attain a single-shot kill, you will need to strike your opponent directly in the head: in all other cases, you'll need two shots to kill. When equipped with the suppressor, even a headshot will be insufficient - the suppressed SVU is always a two-shot kill. The sniper rifles have no range penalty - no matter your distance from your target, you can expect to deal the same amount of damage. Penetration ability is also high, but unlike the LMGs, the sniper rifle's slower rate of fire and limited magazine capacity mean you generally fare better when you can shoot your target directly. Rate of fire is the highest within the sniper class, although is by no means impressive: your semi-automatic fire is capped to 415 rounds per minute. However, this does mean the SVU can fire the two shots often needed to kill in a fairly rapid succession. Hipfire performance is very poor: not only do the sniper rifles have the highest hip divergence of any weapons, the SVU will also be likely to need two shots to connect. Leave hipfiring to the direst of emergencies, and look to your sidearm instead for reliable close-quarter performance. The SVU's handling traits are generally good, at least for the sniper rifle category. Recoil is the lowest in class, permitting fast follow-up shots out to a middle range: useful, given the low damage of the SVU. At a longer range, this recoil may throw off your aim - but your weapon's sway and a mobile opponent will prove to be more challenging variables than a mild dose of gun kick. Aim time is slow, at 420 milliseconds - this means, like the other sniper rifles, you will not perform well in unexpected close-quarter gunfights. Preparedness is key, then - to ensure advantage you'll want to enter gunfights with your sights already raised, and anticipate the arrival of your enemy. Movement speed with the sniper rifles is the same as the assault rifles - 95% of the fastest base movement speed. Magazine capacity is fair, at 12 rounds: the highest within the sniper rifle category. Of course, the SVU is also the most likely to need these extra shots: you will find the magazine frequently empty. Thankfully, reloads aren't too bad either: at 2.94 seconds for a tactical reload, you'll be able to restock faster than any other sniper rifle. Extended clip will take your capacity to 17 rounds, and expand your starting 4-mag supply by the equivalent scale. So, the SVU is a weapon built for rapid follow-up shots, and as such is probably the best choice in a sniper role for smaller maps with tighter chokepoints. The ability to quickly dispense rounds means accuracy is less important up-close - and the poor one-shot kill potential means the SVU becomes ineffective at longer ranges. It's worth noting that the SVU has a lower-than-average zoom level for the sniper category: its base magnification lies between the sniper default and the ACOG zoom level. The SVU-AS is the lowest damage sniper rifle, but is arguably the most suited to more aggressive play, closer to the enemy. The low recoil means you can send accurate shots down range very quickly - and the reasonable magazine capacity and swift reload means this tactic is quite sustainable. It is the slow handling and lower damage that is the SVU's key downfall - the key advantage of most sniper rifles is their ability to instantly snuff opponents. With a two-shot kill, the SVU is essentially on par with the high damage assault rifles at a middle range - the SMR and FAL deal similar damage, and boast far better handling traits.
Épisode 111 - Quickdraw Handle - Black Ops 2 Attachment Guide
16 décembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Quickdraw Handle. This attachment's benefit started life as a perk: namely, the Pro benefit of Sleight of Hand in Modern Warfare 2. Since then, it has returned in every title - split into its own perk, Quickdraw, in MW3: and returning instead as an attachment in Black Ops 2. The Quickdraw Handle is available for the Assault Rifles, SMGs, LMGs and Shotguns. It is unavailable for secondary weapons, and is notably absent within the sniper rifle category. If you seek a faster-scoping sniper, the Ballista is your only option, with its slightly speedier aim time than its peers. For those weapons that have it, the Quickdraw Handle's effect is relatively straightforward: it reduces the time needed for your weapon to transition from its idle stance, to aiming down sights. This ability to aim more quickly means you can direct accurate fire onto your opponent sooner - potentially skewing gunfights in your favour. In previous titles, this effect was uniform across all weapons: the perk would universally halve aim time. This is not entirely the case with Black Ops 2: the attachment's effect varies depending on weapon class. Assault Rifles, SMGs and Shotguns do gain a 50% reduction in aim time: the assault rifle and shotgun's 250 millisecond aim time becomes 125 milliseconds; and the SMGs 220 milliseconds becomes 110. LMGs are slightly different, however - receiving only a 25% reduction in aim time. This takes the typical 480 millisecond LMG aim time to 360 milliseconds instead. This works out at roughly the same absolute benefit, with an aim time reduction of around 120 milliseconds across the board. SMGs can snap instantly onto targets, Assault Rifles can hang with SMGs up close, Shotgun users can ADS more frequently to take advantage of more consistent one-shot-kills: and while the LMGs still lumber behind somewhat, they do become more competitive up-close. The Quickdraw Handle is an excellent addition to any loadout geared towards close range, aggressive use. In general terms, the closer you get to your opponent, the more important speed is - fast reaction times and correspondingly nimble weapons usually come out on top in such gunfights. SMGs already have the ability to direct semi-accurate hipfire instantly onto a target, especially with the laser sight - so quickdraw is less useful here: but assault rifles have worse hipfire performance, so see a greater benefit to aiming at a close range. Shotguns in Black Ops 2 benefit from a tighter shot spread when aiming, unlike previous titles - so quickdraw is useful for those shotguns with a slower rate of fire, where one-shot lethality matters. The Quickdraw handle is less necessary on weapons with a faster rate of fire and tighter hipfire spread - in such cases hipfire is normally quite reliable. The LMGs also benefit less, and in general terms you should seek to keep your sights up most of the time with the LMGs, and avoid close-quarters combat where necessary. Still, the Quickdraw Handle's benefit is universally positive - and when equipped will help any weapon to become more competitive in close range firefights. After all, those quick on the draw... ...will be first to the finish.
Épisode 112 - Remington 870 MCS - Black Ops 2 Weapon Guide
21 décembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Remington 870 MCS. Black Ops 2 marks the Remington's debut in Call of Duty - a pump-action weapon similar in role to the Stakeout in Black Ops. The Remington 870 MCS - or Modular Combat Shotgun - is an American weapon, with the original 870 design dating to 1951. It is Remington's flagship shotgun, and holds the record for the best-selling shotgun in history. The MCS configuration is a more recent introduction, with the first such systems delivered in 2004. Intended for military use, the MCS has the basic 870 action at its core - but comes with number of configuration options to help fit any role. With the option of 3 barrel lengths, a pistol grip, fixed or adjustable stock, amongst a whole host of other options - the MCS is a versatile platform, capable of firing a wide variety of 12 gauge cartridges. In-game, the Remington is a high damage shotgun - easily capable of one-shot kills at a close range. This damage quickly falls off, however - after just a few metres you'll find opponents need multiple shots to kill, and beyond that your pellets will fail to find their mark altogether. Shotguns trade long range utility for one-shot power, so you should seek to engage enemies at a close a range as possible. This one-shot potential is particularly important considering the Remington's very slow rate of fire - the pump-action requires a new round to be manually rechambered for every shot fired, limiting your output to just 80 rounds per minute. Hipfire spread is moderate - and with greater divergence than in previous titles, resulting in somewhat inconsistent performance from the hip. Aiming down your sights now confers a significant narrowing of pellet spread: so for consistent kills towards the edge of your effective range, it is definitely best to aim. Thanks to the slow rate of fire, recoil isn't a factor: your aim will recentre long before the next round is ready to fire. Aim time is the same as the assault rifles, at 250 milliseconds: and movement speed is the same too, at 95 percent of the maximum base speed. Magazine capacity is the lowest within the shotgun category, at 8 rounds - although the slow rate of fire will help prolong this. Extended Clip will take this to 11 rounds instead - although this attachment is less useful for the Remington, as reloads are conducted shell-by-shell. It takes 0.92 seconds for the first shell to insert, and 0.52 seconds for every subsequent one - this means a complete reload is a lengthy procedure, but quick partial top-ups can be done within a few seconds. It is a good habit to keep the tube topped up, then - should you run into a larger group of unaware opponents, it is best to have as many rounds at your disposal as possible. Good map knowledge is essential when using the shotguns - your goal should be to hit your enemy from an unexpected angle: strike from behind and force foes with long-range weapons into uncomfortable closer quarters. Stick to interior locations, and avoid sprinting through tighter spaces: instead keep your gun ready to preserve your time-to-kill advantage. When forced to traverse open areas, it's best to take it quickly: sprint via the shortest route to a covered location, to minimise the time you spend exposed. With crafty routes you can evade your enemy's sights, and leverage the shotgun's fearsome power. The Remington 870 MCS is a potent shotgun with a significant one-shot kill range. Only the KSG can reach further, but the Remington has the advantage of firing multiple pellets, reducing the need for precision aiming. This shot spread is useful in close-quarter situations, allowing snap shots from the hip to instantly kill, and denying the enemy a chance to fire back. Of course, you can't always guarantee close quarter gunfights - and outside of a short range you will be very vulnerable. Random shot spread means hipfire can sometimes be inconsistent, too - and the slow rate of fire means that you quickly lose your time-to-kill advantage when your first shot fails to kill. Still, not even the SMGs can compete with a well-placed hail of buckshot at a close range. So, if one-shot lethality and fast-paced gameplay is your thing, get close with the Remington... ...and pump some action into your performance.
Épisode 113 - Type 25 - Black Ops 2 Weapon Guide
28 décembre 2012
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Type 25. The first fictional weapon we're covering, the Type 25 is a descendant of the Type 95 seen in Modern Warfare 3. It's a fully automatic weapon this time around, lacking the deadly 3-round burst of its previous incarnation. The Type 25 is a Chinese weapon, and as its designation implies - was likely introduced in the year 2025. Save for a few aesthetic differences, the Type 25 is of the same configuration as the QBZ-95: a bullpup design, with the magazine behind the trigger. It fires a Chinese cartridge similar to the 5.56mm NATO round: the 5.8-by-42 millimetre DBP 87 round. Presumably in the 30 years between the QBZ-95 and Type 25, there would be some iterative improvements: the QBZ had a few ergonomic issues, so it's fair to assume in the later rifle design these may have been ironed out. Any other suggestion of technical changes would, of course, be entirely speculative. The Type 25 is a low damage weapon: It requires 4 shots to the body to kill, or 3 shots where one is a headshot. Ranged damage is relatively consistent, with the weapon never needing more than 5 shots to kill at a distance. The Type 25's key strength is its rate of fire: at approximately 940 rounds per minute, the Type 25's fire rate is higher than all other automatic assault rifles - and is on par with some of the SMGs. This makes the weapon better suited to close-range combat, with the higher rate of fire making for more forgiving performance. Hipfire spread is on par with most other assault rifles - slightly better when prone, in fact. The higher rate of output also helps make for perhaps the most consistent performance from the hip within the assault rifle category. Recoil is moderate, exacerbated by this higher rate of fire - to retain accuracy at longer distances you should burst-fire your weapon. Such fire control is essential for effective ranged use: otherwise, you'll miss most of your shots and potentially deplete your magazine before securing the kill. Aim time is standard for the assault rifles, at 250 milliseconds - and your movement speed is as expected too, at 95% of the maximum base speed. Magazine capacity is on par with most others in its class, at 30 rounds by default or 40 with the extended clip attachment. With the fast rate of fire, reloads are frequent - but they don't take too long to complete, at 2.34 seconds for a tactical reload. Position yourself near to hotly contested areas or high-traffic chokepoints, and adjust your placement to suit your circumstance: when the enemy's assault slackens off, push forward - and when things get too hot, fall back and lie in wait. With a careful blend of caution and aggression, you can stay close to the fight - yet preserve your scorestreaks: punish your enemy's mistakes and lure them to their demise. The Type 25 is an assault rifle geared for aggression: its key advantage a high rate of fire. With such lead output the weapon is able to compete relatively well against SMG users and shotguns - while the flatter damage profile means you retain decent lethality at a middle range, too. Paired with moderately good handling traits, you've got a weapon that performs adequately at close range, and out to middle distances: the Type 25 bridges the gap between an assault rifle and SMG. However, at a very long range the moderate recoil and low damage may foul your chances at securing a kill: and despite the Type 25's suitability for close-quarter combat, the SMGs will still have an edge against you. Nevertheless, if you enter gunfights from a position of preparedness you can maintain your advantage - and won't suffer a range penalty at a mid range like most SMGs. A torrent of lead will be your opponent's eternal reward: this Chinese rifle offers unrelenting force in a versatile package. With such balanced traits, a resistive loadout, and reliable close-range performance, in critical moments the Type 25... ...will help keep you alive.
Épisode 114 - PDW-57 - Black Ops 2 Weapon Guide
4 janvier 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the PDW-57. Another fictional weapon, the PDW is a futuristic derivative of the P90: this weapon previously present in all of the Modern Warfare titles. The PDW-57 - or Personal Defence Weapon, 5.7mm calibre - is relatively similar to its parent design, with a few minor cosmetic changes when compared to the Belgian P90. Outlandish in appearance, the P90 and PDW designs share the same top-loading magazine - an unconventional feed mechanism, but one capable of holding 50 rounds of the unusual 5.7 by 28 millimetre cartridge. This cartridge fires a smaller bullet at higher velocity, for a similar kinetic energy to a typical SMG: but with far better penetration characteristics against modern military body armour. The PDW-57 is a high damage SMG, capable of killing in just 3 shots to the body at a close range. The MSMC has a slight edge in damage, but in practical terms the PDW is similarly powerful. Outside the weapon's short range you'll need 6 shots to kill: a hefty differential, making close-range engagements a necessity to make the most of this SMG. Rate of fire is a moderate 750 rounds per minute - slow by typical SMG standards, but part of the price you pay for a higher damage weapon. With Rapid Fire this will be elevated to 940 rounds per minute, on par with the MP7 - but you lose much of your damage potential through a loss of much of your effective range. Hipfire performance is good - on par with all other SMGs, although you may see less consistent performance than those weapons with a higher fire rate. Recoil is moderate - burst firing is essential at a longer range, although given the lower damage it may be best to avoid such gunfights altogether. Aim time is 200 milliseconds, standard for the SMG class: as is your movement speed, at 100% base. Magazine capacity is excellent, holding true to the P90's tradition: the translucent top-loading magazine holds 50 rounds by default, more than any other SMG. Extended clip takes this capacity to a loftier 65, although given that reloads are only a little slower than average - at 2.59 seconds - 50 rounds is generally sufficient. The PDW-57 is a potent close-range weapon that has a versatile blend of attributes for close-quarter gunfights. With 50 rounds in the magazine, you've essentially got extended clip for free: and paired with good hipfire performance and a higher level of damage, the PDW is a top-tier contender in aggressive play. However, the PDW loses any advantage outside of its effective range - at a mid range you have moderate recoil and a 5-6 shot kill to contend with, giving the advantage to opponents with weapons better suited for such distances. The slower rate of fire can be a liability too - while you deal more damage per shot than most other SMGs, this also means accuracy becomes more critical: relying on hipfire may yield inconsistent performance. Still, the PDW is no slouch when it comes to closer quarters: you'll still fare better than most weapons outside of the SMGs and shotguns. With a build that favours tactical SMG play over unchecked aggression - you can instead take a subversive approach, turning enemy equipment into fuel for your own scorestreaks. This high-tech build will thwart your enemy's plans... ... and help to engineer your victory.
Épisode 115 - Laser Sight - Black Ops 2 Attachment Guide
6 janvier 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Laser Sight. Essentially just a visual representation of Steady Aim, in the original perk form the hipfire-tightening effect was first introduced in COD4. With Black Ops 2, we see the replacement of Steady Aim with the laser sight attachment, so the effect is now limited to weapons with the attachment equipped. It manifests as a red laser emitted from a module attached to your weapon: and while in the first person view the laser extends some distance away from you, your enemies will not receive any meaningful degree of notice while you have the laser equipped. The Laser Sight is available for the SMGs, LMGs, Shotguns, Sniper Rifles, Assault Rifles and the Pistols - a comprehensive section of the arsenal available. Its effect is relatively straightfoward: the laser sight will improve your hipfire performance with any given weapon - any shots fired while not aiming down your sights will strike within a smaller area than without the attachment. Hipfire falls within a random area of a certain radius - so a smaller cone of fire means more consistent performance from the hip. The magnitude of the laser sight's benefit varies with weapon class: some boast better gains than others. It is the LMGs that see that greatest increase in hipfire accuracy with the laser: a 45% linear reduction in hip spread radius, amounting to a whopping 3.3x improvement in terms of spread area. With their impressive magazines and considerable stance benefits, an LMG with the laser sight can be a formidable close-quarter weapon. Next up, the handguns and shotguns see a 37.5% linear reduction, equating to around a 2.6x performance increase from the hip. Assault rifles see similar benefit, with 35% reduction granting a 2.4x benefit. In a recent patch, some figures were changed - both the Snipers and SMGs receiving less benefit with the laser. Post-patch, the sniper rifles have a reduced 27.5% linear spread, granting a 1.9x improvement to shot accuracy. Finally, the SMGs have the least to gain, with a post-patch reduction of 20%, or a 1.6x improvement. However, given the SMG's suitability for hipfire - this lessened benefit is still worth considering, as it's likely you'll be hipfiring more often with such weapons. The Laser Sight is a universally beneficial attachment that will greatly improve your weapon's performance in close quarters battle. As such, it benefits close-quarter weapons the most: it is a particularly worthy option on most shotguns and the SMGs, as the ability to instinctively fire from the hip is a boon in rapid-paced gunfights. Similarly, aggressive assault rifle and LMG builds will benefit from the attachment too, massively improving close-range performance when facing opponents with nimbler loadouts. I'd recommend giving the laser sight a miss for those weapons designed for long-ranged engagements, however - the slow rate of fire on the sniper rifles makes hipfire a crapshoot - I would instead spend the point on an able secondary. Similarly, the LMGs and assault rifles with a slower rate of fire are generally best used while aiming, as the lower level of output will give you inconsistent performance once random spread becomes a factor. For such weapons, Quickdraw is usually a better alternative, permitting more rapid aiming for pinpoint precision. I'd also avoid the laser sight on the pistols, as your points are usually better spent elsewhere unless you're going for a pistol-only build - and avoid the laser on the KSG too, as you should try to avoid hipfiring due to its single slug fired. Still, for any close-quarters build the laser sight is usually a sensible addition, and well worth the point spend: equip this attachment, don your goggles, charge up your laser... ...and prepare for a blinding success.
Épisode 116 - Five-seven - Black Ops 2 Weapon Guide
11 janvier 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Five-Seven. First present in MW3, the semi-automatic pistol returns in Black Ops 2, occupying a similar role. The FN Five-seven is a Belgian weapon, designed and manufactured by FN Herstal. It was developed in conjunction with the P90 personal defense weapon, and fires the same cartridge - the 5.7 by 28 millimetre round. It is this calibre that lends the Five-seven its name: and the unique penetration ability the steel-core rounds offer its unique selling point. The smaller cartridge also boasts another benefit: the double-stack magazine contains 20 rounds without protruding beyond the grip base. All in, the Five-seven is a modern polymer semi-auto pistol, chambered for an interesting cartridge with some curiously good traits - low recoil, high penetration, and unparalleled capacity. In-game, the Five-seven is a high damage pistol - with one major caveat. While you will be able to kill opponents in just 2 shots at a very close range, damage will very quickly drop to a 3-hit kill, after just a couple of metres. At longer ranges, you'll need up to six shots - but, courtesy of a higher than usual headshot multiplier, you won't need more than 4 shots to the head. Rate of fire is semi-automatic, limited by your trigger finger's ability - but otherwise capped at a fairly generous 750 rounds per minute. Hipfire performance is good, similar to that of an SMG - although with the semi-automatic rate of fire you are better off firing whilst aiming, unless the enemy is within touching distance. Recoil is very low - unless you're able to fire at a rate close to the firecap, the Five-seven's kick is all but non-existent. This means the Five-seven can be used quite effectively at longer ranges, but the lower damage might put you at a disadvantage in such a gunfight. Aim time is very quick indeed, at around 130 milliseconds - and movement speed is 100% of the base: the Five-seven is an all-round very nimble weapon. Magazine capacity is good for the pistol class, too - 20 rounds sets it on a higher level than anything else within its class, even the automatic machine pistols. Reloads are relatively slow for a handgun, at 1.6 seconds - but given the higher capacity, reloads are seldom a problem: 20 rounds is more than sufficient for multiple close-range kills, and a spare couple of seconds to top-up is usually easy to find. Our build with the Five-seven is going to focus on the use of the pistols as a primary weapon. While they might not be as competitive as some of the primaries, such a build can be surprisingly effective: making good use of the pistol's excellent handling traits can make for a very good close-quarter build. The Five-seven makes for a superlative secondary without any attachment at all: the plain pistol is fast drawing, high capacity and easy to handle. Effective use of the pistols usually centres around ensuring gunfights occur within a short range: most of the time, you will fare better in close quarters. The element of surprise is essential: certain weapons, such as the SMGs and shotguns, may have a distinct advantage against you up close: if such foes don't expect your arrival, you'll stand a better chance against them. Conversely, when employing the Five-seven as a secondary it can save your skin when an enemy attempts to surprise you: should you be caught out while holding a long-range weapon, or during a reload - the quick-swapping pistols can often thwart an unexpected enemy assault. The Five-seven is an able secondary, both quick on the draw and easy to handle. In uncomfortably close quarters, the two-shot kill will repel any foe audacious enough to violate your personal space - otherwise, with 20 rounds on tap, and low recoil to boot: those with a rapid trigger finger can quickly put a lot of lead downrange. While the two-shot kill range is miniscule, the Five-seven offers consistent performance out to a middle range, with moderate damage and a decent headshot multiplier. The pistol's key strength is in their switch time and rapid handling, however - when using the Five-seven as a primary you will find other weapons often have the advantage. The fully-auto SMGs, with their larger magazines and superior fire rates will prove more effective up-close - and any assault rifle or LMG will have no trouble shutting you down at a distance. Still, with the element of surprise on your side you can often get the jump on close-range foes: and when employed in its rightful place as a secondary, this pistol is the perfect complement to a long-range weapon seeking a reactive close-range companion. Should you find yourself in a pickle, catch up with the Five-seven... ...and unleash 57 varieties of pain.
Épisode 117 - SMAW - Black Ops 2 Weapon Guide
13 janvier 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the SMAW. First appearing in Modern Warfare 3, the SMAW returns in Black Ops 2, in a role nearly identical to the M72 LAW from the first Black Ops. The SMAW, or 'Shoulder-launched Multipurpose Assault Weapon' is an American launcher based on an earlier Israeli design - the B-300 anti-tank launcher. The B-300 was introduced in the late 1970s by Israeli Military Industries: the US SMAW is essentially the same weapon with a few modifications and standardised kit, and was introduced in 1984. It fires an 83mm rocket, of which there exist a number of variants: the most common include the High Explosive Dual Purpose, or HEDP rounds, ideal for use against bunkers, and High Explosive Anti-Armor, for use against tanks or other heavily-armoured vehicles. The SMAW also comes equipped with a spotting rifle, ballistically matched to the launcher for better first-shot precision. The spotting round used is a rather unusual cartridge: a 9mm tracer bullet, contained within a 7.62mm casing - with a .22 Hornet blank serving as a propellant. In any case, the SMAW has proven to be a reliable and accurate means of tackling entrenched positions and enemy armour since its introduction nearly 30 years ago - and it is only in recent years that the US Army has sought a more modern replacement. In-game, the SMAW is an explosive weapon, and so effective damage dealt is subject to a large number of variables. Employed against the enemy, the rocket has a blast radius of a few metres, and you'll kill an unprotected enemy outright within a portion of this radius. When facing an enemy with Flak Jacket equipped, only a direct impact will suffice - otherwise they'll walk away - injured, but alive. When tackling air support, the SMAW will down anything it comes into contact with with just a single rocket - but any counter-measures the vehicle has will divert your shot, resulting in a miss. UAVs and Counter UAVs are easily despatched: as are care package helicopters. Most other scorestreaks will require multiple rockets: stealth choppers and escort drones require two, and the higher killstreaks will need up to three. Rate of fire is very slow, equating to around 20 rounds per minute - or one shot every 3 seconds - when firing multiple rockets as quickly as possible. Of course, this is only feasible as long as your supply holds out - given that you only spawn with one rocket, it's unlikely you'll reach this rate of fire outside of a Sharpshooter match. You can fire rockets freely, or hold your sights for a moment on a scorestreak target to lock-on: this process is essential to reliably hit aerial targets. Handling is slow all-round: while at least recoil isn't a factor, you'll need to endure the 300 millisecond aim time before you can fire. In addition, your movement will be slowed to a crawl whilst you have the launcher equipped - at just 80% of the base speed. Being a single shot weapon, there's no magazine to speak of - after every round fired you'll need to reload. The reload process is pretty slow, clocking in at 2.5 seconds. Of course, this requires that you use scavenger - and that you have picked up a resupply bag - in order to have a spare rocket. While I wouldn't recommend centring an entire build around the SMAW, it can form a part of an explosive-centric loadout. Such a build can be devastating against enemies who tend to run in packs, but beware - your entire strategy can be rendered impotent by the simple application of Flak Jacket. Effective use of the explosive weapons relies on a certain degree of anticipation of your enemy's movements, and use of map features to enhance your chances of a kill. Most maps have natural chokepoints that can be exploited to secure multikills - and in objective games, depending on circumstances, there will be emergent chokepoints as your enemy funnels through towards their goal. It is here that you should strike - taking advantage of predictable enemy movement will yield better reward. The SMAW is the most versatile launcher on offer - none of the other choices will allow you to tackle both aerial scorestreaks and your enemy directly. This makes it an ideal secondary for those wanting to cover a larger variety of possibility: with a SMAW and scavenger paired, you can deny the enemy's radar advantage all game long - and clear clusters of enemies near objectives, too. However, if you seek to specialise, the SMAW's limited supply can be an issue: the FHJ is by far the superior choice for tackling enemy air support, and the RPG is better suited to sustained anti-personnel use. Otherwise, the SMAW suffers from all the usual downsides of being a launcher: slow handling speeds, and unreliable performance when used against the enemy, courtesy of Flak Jacket's presence. Still, adaptability is a trait worth more than most realise: and that is the SMAW's key virtue.
Épisode 118 - QBB LSW - Black Ops 2 Weapon Guide
18 janvier 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the QBB LSW. A bigger brother to the Type 25, the QBB offers LMG-grade damage and capacity, with some similar traits to its fast-firing sibling. The QBB LSW is the light support weapon variant of the Chinese QBZ assault rifle design. Designed for more sustained use, and for use with more powerful ammunition - the QBB is equipped with a heavier barrel, larger drum magazine and a front-mounted bipod. An improved variant of the QBZ platform was introduced in 2010: the QBZ-95-1, or 'Gai' meaning modified. It's not outside the realm of possibility that an extrapolated future variant will remain in service by the year 2025. Given the QBB's external similarity to that of the Type 25, this particular variant is likely to be a semi-fictional modification of the futuristic 2025 platform, rather than a direct representation of the QBB-95 that exists today. In-game, the QBB is the lowest damage LMG - but compared to most other weapons, per-shot damage is relatively high, needing just 3 shots to kill at a close range. At a distance, you may need up to 5 shots: and it is worth noting that the QBB has no headshot multiplier whatsoever - so the wisest strategy is to always aim for centre mass. Like most of the LMGs, range dropoff is relatively slow, offering fairly consistent performance out to a middle range - but the QBB pales in comparison to the Mk 48's leviathan reach. It is its rate of fire where the QBB LSW shines - trumping all other LMGs at 940 rounds per minute, on par with most SMGs. With Rapid Fire equipped, you'll dole out 1250 rounds per minute instead - although this does come with a range penalty, and greater recoil. Hipfire spread is the same as all of the other LMGs, lying between the assault rifles and sniper class performance: but the QBB's high rate of fire does make for perhaps the best hipfire performance within its class. Recoil is moderate, relatively mild on a per-shot basis but quickly compounding due to the ferocious level of output. You'd be well advised to burst fire, especially when tackling enemies at a distance. Aim time is marginally quicker than its peers, although the QBB does suffer from the universally slow handling times associated with the LMGs: your movement speed is of the slowest for any primary weapon, at 90% of the maximum base speed. Magazine capacity is of a healthy 75 rounds, or 100 with the extended clip attachment: a little lower than the belt-fed weapons, but a cut above most of the more mobile weapon options. Of course, with the QBB's elevated output these 75 rounds are chewed through quickly - but thankfully reloads aren't too slow to endure, at 3.72 seconds - positively sprightly compared to the Mk 48. The QBB LSW is perhaps the LMG most suited to close-range area denial: a sustained ability to dole out a huge amount of lead in a relatively short space of time can turn the tide when holding a critical objective. It boasts the fire rate of an SMG, with the damage of an LMG - few weapons will kill as quickly at a close range. Of course, the usual downsides of the LMG class do apply: slowed movement and sluggish handling speeds will be your burden to bear when equipping this weapon. Long range performance suffers too, compared to the other options in the LMG class: moderate recoil and low damage mean it's the weakest LMG at a distance. Still, the QBB's rate of fire can round out the otherwise slow handling traits, and with the right loadout you can give even the most fervent of enemy a run for their money. With stonewall resistance and unyielding force, lay plans with this Chinese weapon... ...and teach your opponent The Art of War.
Épisode 119 - DSR 50 - Black Ops 2 Weapon Guide
25 janvier 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the DSR 50. Black Ops 2 marks the weapon's debut in the Call of Duty series, and it serves as the high-damage, bolt action option for those seeking the maximum possible one-shot lethality. The DSR-50 is a German rifle, designed and manufactured by DSR Precision. It is a higher-calibre variant of the DSR-1 design, built around the powerful .50 BMG anti-materiel cartridge. Like the DSR-1, the .50 calibre variant is a bolt-action rifle in a bullpup configuration, with its magazine behind the trigger for a shorter overall length. A forward magazine holder in front of the trigger holds a second mag for faster reloads - a useful trait, given the paltry 3 round capacity of the standard box magazines. To combat the sizeable recoil of the fifty calibre round, hydraulic recoil buffers and a specially designed 'blast compensator' are incorporated into the rifle design. The latter component is part sound suppressor, part muzzle brake: mitigating noise output, visual flash and felt recoil. In-game, the DSR 50 boasts impressive damage: no other bullet-based weapon can trump this rifle's one-shot potential. A shot anywhere above the waist - whether to the arms, stomach, chest, neck or head - will kill outright. When suppressed, this damage will be diminished somewhat: only killing in one shot to the head, neck and chest. This damage is unaffected by the distance from your target: the DSR is entirely capable of efficiently eliminating enemies at extreme ranges. As a bolt-action weapon, the potential rate of fire is very low: the bolt needs to be cycled manually between every single shot. This equates to a maximum effective fire rate of around 50 rounds per minute: this slow rate means you're more reliant on accuracy, to better put the high damage of this weapon to use. Hipfire performance is very poor - divergence is significantly worse than even the other sniper rifles. While a successfully connected shot will often kill, hipfiring should be saved for the direst of emergencies: relying on a secondary weapon is a far more sensible move in closer quarters. Recoil is high, but will always settle between shots: while this might make tracking a moving enemy for follow-up shots challenging, the DSR's kick is seldom a factor in shot accuracy. Aim time is slow, at 420 milliseconds - reinforcing the weapon's intended role as a long-range area denial weapon, instead of anything more aggressive. Magazine capacity is low, at just 5 rounds: although few weapons can lay claim to 5 reliable kills between reloads, so the capacity issue isn't critical. Reloads are relatively slow, but when performed in a safe place are not too inconvenient: a spare 3.29 seconds is usually easy enough to find. The DSR-50 is a weapon of unmatched potency, able to instantly snuff opponents at any distance with a degree of reliability unseen in the other sniper rifles. A successfully connected shot to the centre mass of your enemy will yield little surprise in terms of lethality - whereas the lower-damage sniper rifles might only wound, giving your quarry the chance of escape. This reliable performance is paid for with all-round slow handling, however - the bolt-action mandating careful shots, the slower aim time requiring that you fire from prepared position. Few weapons will prove as ineffective at a close range: in a fast-paced gunfight, you'll have just one chance to land an unaimed shot before any savvy opponent will get the better of you - and the DSR has the worst hipfire performance of any weapon. Still, that's where your secondary comes into play - and while the DSR might not be particularly versatile, few weapons come close to competing with this sniper rifle's ranged potential. This German weapon is a true marksman's rifle, ideal for lone wolf snipers seeking reliable lethality. If your aim is true, you'll find one shot kills with the DSR... ...are as simple as eins, zwei, drei.
Épisode 120 - S12 - Black Ops 2 Weapon Guide
1 février 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the S12. A new weapon to the series, this semi-automatic option is the weapon of choice for those seeking an overwhelming wave of firepower. The S12, or Saiga-12, is a Russian 12-gauge combat shotgun. The design is a gas-operated, semi-automatic one, and is patterned after the familiar AK47 rifle design. There are some concessions made for the larger 12-gauge shells, such as a wider extraction port, and a two-setting gas system that permits use of both high-power slugs and less-than-lethal bean bag rounds. Some semi-automatic shotgun designs are plagued with feed reliability issues, but the Kalashnikov philosophy of accepting looser tolerances within the design means the Saiga shares the legendary reliability of the AK platform. In-game, the S12 is a high-damage weapon by most standards, but compared to the other weapons in its class its one-shot ability pales somewhat. Like the M1216, it's fair to consider the S12 as a low-damage shotgun - although it is more than capable of a one-shot kill at a close range. Its range is very limited, however - more so than the Remington 870, with the S12's damage quickly yielding unreliable one-shot kills. The S12's key strength is in its rate of fire: although semi-automatic, it can dole out up to 468 rounds per minute: altogether an impressive amount of buckshot. Multiple pellets per shot mean you can liberally pepper a close-range target and quickly secure a kill - and the shot spread means multiple close-range enemies are easily tackled, too. It is this rate of fire that means the S12 is more consistent in its performance than the pump-action shotguns: despite the lower range and damage, faster follow-up shots will prevent you being left vulnerable. Handling is generally OK - recoil is high, but seldom an issue due to the shot spread - precision simply isn't important with this shotgun. Aiming yields a tighter shot pattern, useful for enemies at the edge of your effective range: and aim time is relatively quick, at 250 milliseconds. Movement speed is 100% of the maximum base speed, as with all of the shotguns. The S12 is magazine-fed, meaning all rounds are resupplied in a single action, as opposed to the per-shell reload of the pump-action weapons. Each mag holds 10 rounds, which is more than enough for most engagements but will mean you'll need to pause to top up more often than with the slower-firing options. Reload duration is 3.04 seconds: not critically slow, but with a close-range weapon it is enough to leave you vulnerable. Fast mags or an able secondary weapon would be a good choice to ensure you're not caught out in the resupply. Your greatest success will come from flanking your enemy and attacking from an unexpected angle: the Saiga's ideal prey is a room full of unaware snipers. With Extreme Conditioning, you'll have the stamina needed to take the long way round: slip unseen through the lesser-travelled side of the map, and get into a good position to strike. Tactical Insertion is another possible consideration for this build: choosing your own spawn point is a powerful option in objective games with fixed spawns, saving you the trouble of traversing well-defended open ground. Mobility should always be your prime concern - as getting close with the S12 will be essential to your success. The S12 is a potent close-quarters weapon, wanting for reach but devastating in tight spaces. Few weapons can consistently tackle multiple enemies at once, but the Saiga's shot spread and fire rate make this weapon a camper's worst nightmare. The semi-automatic fire means you won't be left vulnerable between shots, and unless your magazine runs dry you'll always have the answer to an enemy's feeble protest. Unfortunately, you pay for this output with a limited effective range, and unless you get very close to your opponent it will be difficult to directly compete. Clever use of cover, flanking routes - and the element of surprise - are all essential, as you won't fare well if you're caught in the open. Still, few weapons can consistently tackle and clear multiple enemies from entrenched positions - in such circumstances there's nothing better than the S12. With super-sonic performance, this shotgun will be the genesis of your victory: when it comes to overwhelming close-range performance... ...to be this good takes Saiga.
Épisode 121 - Peacekeeper - Black Ops 2 Weapon Guide
8 février 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Peacekeeper. The first DLC weapon ever seen in Call of Duty, the Peacekeeper is a fully automatic post-launch addition to the SMG category. An entirely fictional weapon, the Peacekeeper takes on the appearance of a carbine-length assault rifle, with some visual traits similar to that of the real-life AAC Honey Badger. Both the Peacekeeper appellation and the blue-and-white camo scheme would seem to indicate that this weapon is associated with United Nations forces, presumably for use on peacekeeping missions. The manufacturer logo on the side reads 'Arbiter', and the side decals also give an insight into this future weapon's supposed calibre - namely FN's PDW cartridge, as used by the P90 and Five-seven: the 5.7 by 28 millimetre round. In-game, the Peacekeeper is a low damage SMG: you'll need 4 body shots to kill up close, or 3 shots where one is a headshot. At a distance, you may need up to six shots to kill: however, thanks to the unusually long range of this SMG you can almost always expect to kill in four or five shots. This means damage output is remarkably consistent out to a middle range, and it's towards the end of its four hit kill zone where the Peacekeeper's ability shines best. Penetration capability is elevated above the other SMGs - its performance through walls somewhere between the SMG default and that of a typical assault rifle. Rate of fire is relatively slow - at 750 rounds per minute. This is the same output as the PDW and MSMC, but the Peacekeeper requires an additional shot to kill at a close range. Rapid fire elevates this output, up to a potential 1136 rounds per minute. Hipfire spread is the same as any other SMG, but the slower rate of fire and lower per-shot damage means you will generally fare much better while aiming. Recoil is low - not absent by any means, but the Peacekeeper is stable enough to tackle enemies comfortably at middle ranges. At an extreme range, you will need to burst fire to remain effective. Aim time is slower than average for the SMGs, and is instead on par with the assault rifle class, at 250 milliseconds. It's also worth noting that the innate zoom level of the Peacekeeper is the assault rifle default, at 1.35x - slightly higher than a typical SMG. Movement speed is as the SMG class default, however - meaning you'll move at 100% of the maximum base speed. Magazine capacity is fairly average - at 30 rounds, typical for an assault rifle but a little short by comparison to the other SMGs. Reloads are pretty quick, however - at around 1.9 seconds for a tactical reload. The Peacekeeper's blend of SMG and Assault Rifle traits make for an interesting approach to gunfights: you should seek to remain on the move to keep enemies within your grasp - but avoid uncomfortably close quarters as to preserve your mid-range advantage. Flitting from cover to cover is generally a good idea, taking advantage of the full run speed and dexterous traits we've selected. Anticipation of your enemy's movement is vital - instead of rushing headlong into the fray, you want to hang back just a little - and instead suppress the enemy from an advantageous position. The Peacekeeper is a versatile SMG that can reach out to longer ranges like no other weapon in its class. Designed as an assault rifle and SMG hybrid, the weapon takes the rapid handling and manoeuvrability of the former, with the lower recoil and consistent ranged damage of the latter. The net result is a adaptable weapon that rewards accurate players with reliable performance. However, the Peacekeeper does suffer from poor close-quarter performance: a slower rate of fire and low-close range damage will leave you at a significant disadvantage when facing conventional SMGs. Likewise, a typical assault rifle will generally have the upper hand at a longer distances, with such weapons boasting lower recoil or better ranged damage. Still, the Peacekeeper is very able in mid-ranged engagements, and the weapon's favourable handling characteristics means it is a flexible choice when compared to the more specialised weapons. If you bear these limitations in mind, and try to force anticipated engagements at a middle range, the multifaceted Peacekeeper will shine. As the old saying goes, if you wish for peace... ...prepare for war.
Épisode 122 - Combat Knife - Black Ops 2 Weapon Guide
15 février 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Combat Knife. This bladed weapon has been long present, but Black Ops 2 is the first time we've see the knife as an equippable stand-alone. Of course, bladed instruments have a long history in warfare, from the flint tools of the Neolithic era through early forged iron and steel. Since the dawn of such tools, soldiers have wielded bladed weapons - and even since the introduction of firearms, knives remain standard issue today. The modern combat knife has its origins in the bayonet - a blade designed to lock onto the muzzle of a rifle, and provide close-range offensive backup where a slow-firing fusilier might otherwise be left helpless. Of course, modern automatic weapons and the move away from formation warfare means bayonets are less useful today than they have been in the past - but the modern combat knife still proves useful in a variety of circumstances. Whether used as a wirecutter, bottle opener or as a last ditch offensive tool, the knife remains an important part of military doctrine, and is unlikely to disappear any time soon. In-game, the Knife is always a one-hit kill weapon, assuming you can score a successful hit. Its range is minuscule, however: you must be within touching distance of your opponent, and even then a kill is not guaranteed. There are two primary modes of attack: the slash, and the stab. The slash is a very short-range attack that can be performed rapidly and repeatedly: the stab, or lunge extends your reach slightly but has a correspondingly increased recovery time. The lunge is performed when an enemy is within a suitable distance ahead of you: however, there is no guarantee it will connect, which may leave you vulnerable. The default slash attack takes around half a second, yielding 120 such slashes a minute. The lunge is some degree slower than this, taking almost a full second to complete. There's no need to worry about recoil or aim time with the knife, but in terms of handling traits the knife's mobility is higher than any other weapon. Movement speed is 100% of the maximum base speed, the same as an SMG or Shotgun - but you also gain a 50% bonus to your endurance, allowing you to sprint for 1.5x as long. Successful use of the combat knife is heavily reliant on timing: knowing the effective range is vital, as swinging too early might result in a miss, leaving you vulnerable. Pulling off the perfect lunge requires prediction of your enemy's movement, ensuring your foe is dead centre and at an ideal range before making your strike. Discretion is the better part of valour, and you'll often find yourself at a disadvantage when wielding only your blade. When pinned down, it's often best to flee, instead of being foolhardy and having your futile attempt at aggression shot down. The art of lurking is important to master - if you can anticipate an enemy's movement you might lurk ahead, hidden behind a corner or doorway, and wait until your enemy enters your domain. Running a knife-only build calls for a careful mix of rapid movement and blending in with the shadows - it is important to change up your pace as to best leverage your position. It's also wise to keep an eye on your health - if you're injured, wait until your health recovers before exposing yourself to any further risk. Often you'll need to sponge a couple of bullets during a charge, so to enter such conflict in a fragile state might prove your undoing. In any case, it's generally unwise to run headlong at an opponent - striking from behind or the side will yield far more reliable kills. Ideally, your quarry will never know you were there - but a non-linear approach works very well in tandem with your concussion grenades. Stunning an enemy gives you time to close a gap, but taking a straight line towards an enemy facing you might yet give them a chance to gun you down: you'll fare far better taking a less direct tack and striking from the side instead. The Combat Knife is an ever-present part of your arsenal, equippable as a standalone without the need to spend a point. While its worth as a weapon is reflected by its cost, it does open up a challenging, alternative style of play: a ninja-esque blend of motion and stealth. The knife is also a stalwart reserve weapon: should you choose to go without a secondary, you won't be left entirely helpless once you deplete your primary's supply. To say the knife is a competitive weapon would be misleading, however: you would be ill-advised to take naught but a knife to a gunfight. Inconsistent performance will prove frustrating, and the tiny range means you will be gunned down all-too often when en-route to a kill. Still, without such a challenge there would not be as great a reward, and the novel playstyle the knife brings makes for a certain degree of refreshment.
Épisode 123 - Tac-45 - Black Ops 2 Weapon Guide
22 février 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Tac-45. The second pistol, and high-damage semi-automatic option - taking on a similar role to the 6-round revolvers seen in previous games. The Tac-45 is based on the real-life FNP Tactical, manufactured by FN Herstal. Introduced in 2006, the FNP is a modern semi-automatic pistol available in a variety of calibres, designed as flexible offering for police and special forces. With its roots in earlier FN designs, the FNP can be thought of as an update to John Browning's classic High Power handgun design. The FNP-45 is chambered in the .45 ACP cartridge, the same powerful round the M1911 fires, and this power is reflected in-game. The Tac-45 is a high damage pistol: although it shares the same basic damage profile as the Five-seven, the Tac-45 has a much longer 2-hit kill. This means in most functional circumstances - i.e. at a close range - the Tac-45 will deal greater damage than the Five-seven. At a distance, however, you may need up to six shots to kill - which means the Tac-45 will find itself at a disadvantage for a number of reasons. The Firecap is lower, for one - the Tac-45 will top out at 625 rounds per minute with an able trigger finger, compared to the Five-seven's 750 rounds per minute. This doesn't make much functional difference, as firing this quickly will hamper your accuracy and quickly deplete your magazine - with the Tac-45 it is generally better to ensure your shots count. Hipfire performance is good, in line with the other pistols: combined with the higher close-range damage, the Tac-45 will prove relatively reliable when fired from the hip. Recoil is significantly higher than the Five-seven: not enough to really harm effectiveness at a close range, but it might limit your long-range potential. Aim time is very quick, at around 130 milliseconds - and you'll move at 100 percent of the maximum base speed, as with all the pistols. Magazine capacity is another area in which the Tac-45 loses out to its semi-auto rival: unlike the generous capacity of the Five-seven, you'll have a mere 10 rounds per reload. Although this is significantly better than the high-power revolvers in games past, 10 rounds can quickly disappear, and this means the Tac-45 is a weapon that calls for careful shot placement for maximum effectiveness. Reloads are very quick, if quite frequent - at 1.45 seconds. Your initial ammunition supply is quite limited - as you'll be equipped with just 4 mags upon spawn, for just 40 rounds total by default. The Tac-45 is primarily suited to a backup role: its rapid handling and limited zone of usefulness means it's more effective as a close-range backup than as a surrogate primary. The Tac-45 is an excellent secondary backup for those able to accurately place shots upon close-range targets. Its high close range damage means even those without rapid trigger fingers can quickly down close-range assailants, and the rapid switch times associated with the pistols means the Tac-45 is a very viable backup weapon. Of course, you pay for this higher damage with some adverse handling traits when compared to the Tac-45's nearest rival, the Five-seven. A smaller magazine and elevated level of recoil means careful shooting is necessary, and outside of your two-hit kill zone you'll find yourself at a distinct disadvantage as a result. Still, the pistols intended role is as a close-range backup - and to that end the Tac-45's elevated damage makes it more than a fair trade-off. This high-power handgun fires a hard-hitting round, certain to impact your opponent's momentum, much to their chagrin. Indeed, the mighty Newtonian force of the forty-five calibre... ...might elicit an equal and opposite reaction.
Épisode 124 - FHJ-18 AA - Black Ops 2 Weapon Guide
28 février 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the FHJ-18 AA. A fictional weapon that occupies a pure anti-air role, the FHJ is a futuristic equivalent to the Strela-3 or Stinger launchers seen in previous games. The FHJ is a futuristic Chinese weapon, with its designation implying its introduction in 2018. Presumably of the same lineage as the FHJ 84, a Chinese double-barrelled launcher used for firing smoke and incendiary rounds - although parallels with the later weapon are few, save for a similar name. Instead, it has a similar appearance to the American FIM-92 Stinger launcher, but with a suitably modern glass target finder display. Otherwise, this weapon takes its cues from the other lock-on launchers featured in Call of Duty: a tubuluar means of rapidly despatching aerial threats. The FHJ is a lock-on only weapon, and as such you won't be able to employ it directly against your foe. You might occasionally see kills with it when targeting ground-based scorestreaks however - but certainly not with much regularity. Usage is relatively simple - aim at your intended target, wait for the sequence of beeps and keep the reticle centered until it turns red - at this point, you may fire. When employed against scorestreaks, you'll eliminate anything the missile touches in just one hit - but your missile may be deflected by infra-red flares, resulting in a miss. Lower level scorestreaks such as the UAV and Counter UAV have no flares, so can be destroyed with a single launch: Stealth choppers and Escort Drones have one set of flares, requiring that both your missiles be launched; and the highest level of killstreaks - such as the Lodestar, Warthog or VTOL Warship - have three or more sets of flares, requiring a concerted effort to take down swiftly. Rate of fire is very slow, as you must first acquire a lock-on before launching. 10 rounds per minute would be an optimistic ideal. Handling is very slow all-round, too: with an aim time of 300 milliseconds, and a switch time of nearly a second, getting into position with the FHJ will take a little while. You'll also move very slowly with the launcher equipped, at just 80% of the maximum base speed. Reloads take 2.5 seconds, and as a single shot weapon the FHJ must be reloaded after every launch, imposing a delay for any follow-up shots. However, unlike the SMAW, you'll spawn with two missiles at the ready - meaning a single FHJ operator will have the means to tackle mid-level scorestreaks such as the Stealth Chopper solo. The FHJ-18 AA is the clear launcher of choice for those wanting to deny the enemy's scorestreaks. No other launcher is quite as effective as tackling air support, with either the lack of a lock-on ability or a limited supply hampering effectiveness. Of course, the FHJ has all of the downsides of a typical launcher - slow handling and switch times may leave you vulnerable, and a limited supply may hamper your effectiveness versus the higher killstreaks. Still, the FHJ is a weapon designed for a single purpose - and nothing else comes close to its effectiveness within this role. Not quite a stinger, but when your enemy's scorestreaks poison the skies... ...the FHJ is the perfect antidote.
Épisode 125 - SWAT-556 - Black Ops 2 Weapon Guide
1 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the SWAT-556. The SWAT is the first burst-fire weapon you'll unlock, at level 10, and Black Ops 2 marks the weapon's first appearance in the Call of Duty series. The SIG SG 556, as it is known in real life, is a weapon of Swiss origin that was first produced in 1986 and introduced into service in 1990. It is the US-made version of the SG 551, and in real life is a semi-automatic weapon intended for the civilian market. The parent design is technically chambered for the Swiss 5.6mm GP 90 round, although this specification is fully interchangeable with the far more common NATO 5.56mm cartridge. The SWAT name used in-game refers to 'Special Weapons and Tactics' police units, a potential role for this weapon: the change likely made to avert potential licensing or legal issue. In-game, damage per shot is moderate, but very consistent out to a long range. You'll usually need 3 body shots to kill, although this drops to 4 shots at an extreme distance. The SWAT also has a higher-than usual headshot multiplier, which means that you can kill with a single burst at any range - although it is rather unlikely to score three headshots in a single burst. Equipping the select fire attachment will reduce your ranged damage considerably: you'll generally need 4 shots to kill instead of just 3. Post-patch, the weapon now has LMG-grade penetration, technically higher than the other assault rifles - but in practical terms, performance through walls is similar to its peers. Rate of fire is high within the burst - at the equivalent of 940 rounds per minute, a well-placed sequence of shots will quickly down a target. There is a mandatory delay between your bursts, however - and so your overall maximum rate of fire will be around 500 rounds per minute instead. Select fire will make your weapon fully-automatic, and as such will let you fire at the full 940 rounds per minute, the same as the Type 25. When employed as a burst weapon, recoil is very low - with your sights settling during the delay. Even within the 3 shot burst, kick is relatively mild: it's not uncommon to hit a mid-range target with all three bullets fired, if your aim is true. Automatic fire via select fire will prove to be less accurate - continuous shooting will lead your aim vertically upwards, making burst fire a better option for longer distances. Aim time is standard for the assault rifle class, at 250 milliseconds - as is your movement speed, at 95 percent of the maximum base speed. Magazine capacity is again standard for the SWAT's class, with thirty rounds between reloads. Extended clip will give you 39 rounds instead of the more usual 40, for a supply more easily divisible by the 3-round-burst. Reload times are quite bearable, on the more rapid end of assault rifle reloads at 2.09 seconds. Given the restrained consumption of a burst fire weapon, such reloads seldom prove inconvenient. The SWAT-556 is an excellent weapon within its mid-to-long range niche, and rewards players able to force engagements at this range with the potential for high scorestreaks. With excellent range and relatively low recoil, the SWAT retains good burst lethality out to quite some distance, and even in cases where the first burst fails to kill - the second is equally accurate and quick to follow. Unfortunately, the burst fire and consistent ranged damage won't serve you well in close quarter gunfights - the SWAT's performance at such ranges is severely lacking. The weapon's demand for accurate burst placement means lucky hipfire or your secondary is all you can rely on: going toe-to-toe with the SWAT will almost always leave you at a disadvantage. Still, if you position yourself well and prepare your defences, you can round out these flaws and dominate from afar. Keep your distance, and patiently bait a trap - lure your enemies into your sights, wait for the perfect moment to strike... ...and SWAT your opponents like flies.
Épisode 126 - EOTech Sight - Black Ops 2 Attachment Guide
3 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the EOTech sight. First seen as the Holographic sight in Modern Warfare 2, In Black Ops 2 the EOTech is the mid-ranged alternative to the Reflex Sight. The sight is modelled after the real-life EOTech 500-series of holographic weapon sights. Such sights are referred to as 'holographic' for their use of laser diodes, which cast an illuminated hologram of the reticle onto an optical window. One such EOTech model, the 553, is currently in service with the US Military, used by some forces as a optical alternative to a weapon's iron sights. In-game, the EOTech is available for the Assault Rifles, SMGs, and LMGs. Unlike the reflex it is not available for the shotguns, pistols, nor the crossbow. The EOTech's effects are relatively straightforward - firstly, and perhaps most obviously, your weapon's iron sights are replaced with the EOTech model, and your point of aim is indicated with the reticle of your choice. Additionally, your weapon's zoom level while aiming will be 1.5x, regardless of weapon class. For LMGs, this is no different from using the iron sights - but for all other weapons, you will gain a closer view of your target, at the expense of some peripheral vision. One last benefit of using the EOTech is a very slight reduction in recoil: equipping this optic will grant a 1% improvement to your weapon's centrespeed. A minute difference, but a nice perk nonetheless. As with the reflex sight, there are a number of different reticle options for your EOTech, unlockable via a series of challenges. The default reticle is a familiar sight: a red-tinted dot surrounded by a four-pronged outer circle. Altogether a perfectly satisfactory option, but as you use the EOTech you'll eventually unlock some alternatives. With just 10 kills you'll get the Udot: an orange-tinted variant with missing top portion. It's just as precise as the default, and less obstructive overall. If blue is more your colour then the Center Trilux 2 at 25 kills might fit your fancy: resembling an eject symbol sitting atop a circle, with the top tip of the triangle indicating your aim. 50 kills yields the green Hit Mark reticle - a no-nonsense open cross with a clear dot dead-centre. The bright green boasts good contrast against darker targets, potentially providing marginal targeting assistance. 75 kills with the EOTech unlocks the EO DOT: a smaller yet taller variant of the default red reticle, and once again serving as a viable alternative. 100 kills unlocks the Double Delta, with yellow twin triangles indicating your mark. Your point of aim is at the tip of the superior chevron, and is otherwise a simple, unobstructed aiming option. Triskaidekaphobics beware: 125 kills will unlock the Spray reticle, but it's not for the superstitious. With a single central dot and twelve more surrounding, these 13 points in your reticle might yet prove bad fortune - for your opponent, at least. Once these reticles are unlocked you'll open up another tier of challenges - and 25 headshots will yield perhaps the most ridiculous reticle on offer. The Rocker presents itself as a pink corna - the sign of the horns, and a gesture most often associated with heavy metal - or devil worship, depending on who you ask. Aiming with the Rocker is tricky, to say the least - your point of aim is at the tip of the knuckle on the middle finger, although this might not be immediately obvious. Still, if you're looking for a novel way to humiliate your enemy - then throw 'em the horns. Similarly silly, and unlocked with 20 double kills with the EOTech, is the Skull reticle. Taking the form of an orange glowing skull, with crosshairs on the cranium: if you're after headshots, this might be the most literal route. Ten longshots unlocks the counterpart to the reflex's Diamond reticle: Clubs. While not the ideal suit for precision aim, a skilled player might yet be crowned King of the lobby and Ace the leaderboards. Finally, with ten bloodthirsties under your belt, you'll unlock the final toxic offering, with the EOTech Zombie Stopper reticle. Good against opponent either living or dead, this reticle is somewhat obstructive, but has a clear aim indicator in the central dot. As long as you dispose of your targets carefully, this sight may prove biohazardous to your opponent's health. Overall, the EOTech is a very solid mid-range sight, that suits the LMGs and assault rifles very well. It might be a waste for those weapons with good iron sights, but the slight reduction in recoil remains a nice-to-have. The 1.5x zoom level is great for mid-to-long range engagements, especially if you don't want to commit to a long-range scope such as the ACOG. The loss in peripheral vision may be harmful to close-range weapons, however - so you may be better off with the MMS or Reflex sight on an SMG.
Épisode 127 - LSAT - Black Ops 2 Weapon Guide
8 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the LSAT. A truly modern LMG design, Black Ops 2 marks the weapon's first appearance in the series, where it is unlocked at level 13 in multiplayer. The LSAT, or 'Lightweight Small Arms Technologies' program, is a US-funded effort in small arms development, led by the AAI Corporation. One of the key goals of the program is to reduce the weight of both the weapon itself, and its ammunition: a reduced payload giving the soldier increased flexibility, and enhanced lethality. The LSAT light machine gun is one such weapon developed under this program: designed to be lightweight without compromising in performance, the most notable trait of the in-game representation is its use of caseless ammunition. The blue-coloured rounds do away with the traditional brass casing, instead being comprised of a bullet encased within a solid propellant. Another feature includes a digital bullet counter device affixed to the magazine, indicating the number of rounds remaining. Weapons such as the LSAT could very well supplant weapons like the M249 SAW in their squad support roles, with their drastically reduced weight and equal or better effectiveness giving the LSAT design a distinct advantage. In-game, the LSAT's damage is relatively high - you'll kill in just three shots out to a comfortable range, and will seldom need more than four shots to kill. While the LSAT's reach doesn't quite match the Mk 48, it is nonetheless impressive, and it's only over the longest sightlines where you'll start to see a loss in potency. Like its peers in the LMG category, the LSAT also boasts very good penetration characteristics - few weapons will tear through cover as effectively. Rate of fire is a healthy 750 rounds per minute, bested only by the QBB within its class. This output allows for a balanced blend of a quick time-to-kill up close, and more stable handling at a distance - making the LSAT quite a versatile weapon overall. Rapid Fire will take your output to 1000 rounds per minute, but this will hamper handling traits and reduce your effective range greatly. Hipfire performance is standard for the LMG class: certainly not stellar, with wide spread limiting your effectiveness. Recoil is present, but relatively mild - when burst fired, the LSAT has the reach to match any other automatic weapon. Up close or at a mid range, automatic fire will be effective - and with the decent rate of fire and large pool of ammunition, the LSAT can be quite deadly against groups of enemies. Aim time is slow, at 450 milliseconds: the same as all the other LMGs. Most handling traits are sluggish, in fact - and the LMGs have the slowest movement speed of any primary weapon class, at just 90% of the maximum base. Magazine capacity is excellent, however - 100 rounds between reloads gives you an awesome potential pool of lead to spew in the direction of the enemy team. Extended clip takes this to a loftier 135 rounds. Reloads are very slow however, as you might expect of a belt-fed weapon: a seven-second reload is the price you pay for such capacity. Still, as long as you find somewhere safe to reload the benefits might outweigh this delay: carefully dispensed, 100 rounds can provide an unrelenting defence against overwhelming odds. As mentioned, the LSAT is a very versatile weapon and can support a variety of loadouts - stick a Target Finder and FMJ on and you have a very solid LMG build. The flexible nature of this weapon does open up some alternative tactics, however - and our build with the LSAT is a subversive one, for an unconventional defensive approach designed to foil your opponent's awareness and expectation. The LSAT is a versatile light machine gun that performs well across a large spectrum of ranges. Its blend of a good fire rate and large magazine means its potential output is more than ample; yet the relatively low recoil means the weapon is still simple to handle. It is outclassed in damage and range by the Mk 48, however - and still suffers from the usual slow-paced handling of an LMG. It's slow to aim, requires a lengthy reload periodically - and will often leave you vulnerable up close when compared to weapons better suited for close quarter combat. Still, of all the LMGs the LSAT is favoured by many for its versatile traits - and as long as you remain well aware of the LMG's intended role, putting them to good use is simple. When it comes to a solid lockdown of an objective, or repelling multiple enemies without reloading - where some weapons will flunk out and fail... ...the LSAT will pass the test.
Épisode 128 - FMJ - Black Ops 2 Attachment Guide
10 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering FMJ. In Black Ops 2, FMJ acts to improve the penetration ability of your weapon - although this can be considered a major malfunction, as it's some distance removed from the real-life nature of FMJ. FMJ is an initialism for 'Full Metal Jacket', referring to soft-core bullets encapsulated in a harder metal: usually lead with a cupro-nickel surround. This is as a contrast to traditional bullets that were of an entirely lead construction, or modern variants such as soft-point or hollow-point, which have an exposed lead tip. FMJ permits faster muzzle velocity without excessive lead fouling, and will protect against rifling damage with the use of armour-piercing rounds. Most modern military ammunition is FMJ - so its depiction as a dedicated means of cutting through cover is inaccurate. Armour-piercing rounds do exist, and this effect is normally achieved through the addition of a hardened penetrator - made of steel, tungsten or similarly tough material. The majority of rounds fired are basic lead-core FMJ, however - Armour Piercing rounds are more likely to be used in larger calibres. It's only with rounds such as the .50 BMG where penetration effects begin to prove particularly useful, and moreso with vehicle-mounted automatic cannons and tank main guns. The A-10 Warthog, for instance, has a mighty 30mm cannon in the GAU-8 Avenger Autocannon. Capable of firing up to 4,200 rounds per minute, with a depleted uranium penetrating core capable of shredding tank armour - such vehicle-mounted armaments are a far cry from your basic FMJ round. In-game, FMJ is an attachment available for the assault rifles, SMGs, LMGs, sniper rifles, and the pistols. It is absent for the special weapons, shotguns, and the launchers. FMJ's effects are often misunderstood, thanks in part to the in-game statistics which indicate an increase in weapon damage. FMJ does not, in fact, increase damage inflicted upon your enemy at all - your basic damage will remain the same. What FMJ will do, however, is increase the effectiveness of your weapon when engaging targets behind cover. In addition, it will boost your damage versus most scorestreaks - with the exception of turrets, you'll be able to take out enemy streaks with roughly half the number of shots than without the attachment. Normally, you will see greatly reduced damage when shooting through surfaces: an enemy lurking behind such cover will be protected to some degree. FMJ reduces this damage penalty, allowing your shots to more effectively cut through surfaces so they'll deal more damage to targets behind. Given that, on occasion, your shots will strike a surface before your intended mark - FMJ will elevate the average damage you inflict upon your enemy, on a larger statistical scale. In cases where you shoot your enemy directly, however, FMJ will grant no benefit. In most gunfights you should aim to target the exposed portion of an enemy, instead of shooting through any cover in front of them - but should they flee into total cover, FMJ will assist in finishing off your injured quarry with penetrating blindfire. FMJ is an attachment that suits automatic weapons with the capability to liberally spray through walls - high capacity and high rates of fire excel here. LMGs are truly the paradigm class for the attachment - their output, combined with a high level of damage, will tear through most cover: pick 'em up and set 'em down. The attachment is similarly useful on assault rifles - their mid-range ability and rifle-grade penetration born to kill through walls. It's far less useful on lower damage weapons, or those with a slower rate of fire - it would be a waste of an attachment for most of the pistols, for instance. Still, it is a universally beneficial attachment, and even on those weapons that benefit the least, there's a chance the elevated piercing power might secure a critical kill. So show the enemy your war face, get some FMJ, and turn your enemy's cover... ...into mere concealment.
Épisode 129 - Vector K10 - Black Ops 2 Weapon Guide
15 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Vector K10. A modern SMG design, first seen in Modern Warfare 2 and unlocked at level 16 in Black Ops 2 multiplayer. The Vector K10 is an American weapon, manufactured by Kriss USA. The original Vector was introduced in 2006, and the K10 variant in 2011 - although the in-game model does seem to reflect the earlier design. The Vector SMG is based around a unique recoil reducing action, the KRISS Super V System. Despite being chambered for the powerful .45 ACP cartridge, muzzle climb is kept to a minimum, as the force of the recoil is diverted to counteract any alteration in aim. The net result is a powerful weapon, that despite having a high cyclic rate can remain stable under automatic fire. In-game however, damage is low: you'll need 4 shots to kill up close, or 3 where one shot is a headshot. The Vector's paltry range means your damage quickly evaporates at a middle distance, where you'll need 6 shots to kill - damage is not this weapon's strongest suit. Penetration is also low, as with most of the SMGs. The Vector's rate of fire is an asset, however - with the weapon spewing up to 940 rounds per minute towards your target. Rapid fire takes this to 1250 rounds per minute, although this comes at the cost of increased recoil, decreased range - and worse hipfire spread. Unusually, the select-fire mode on the Vector will fire two rounds per burst instead of 3, and will do so with a favourable fire rate and surprising accuracy. Of course, the low damage means you'll need at least two bursts to kill - so automatic fire might be better suited for most. Hipfire performance is on par with the other SMGs, proving particularly formidable even without the laser sight. Few weapons can compete with the Vector's output at a close range. Recoil is moderate but manageable - despite its recoil-mitigating technology, you may have some issues tackling targets at a long range. Although it is the lack of damage that generally proves more bothersome than any handling trait. Aim time is quick, at just 200 milliseconds - and movement speeds are top-tier, at 100 percent. Magazine capacity is good, although four rounds shy of the MP7, at 36 rounds. This is more than enough for most engagements, and will even prove sufficient when tackling two or more enemies in most cases. Extended clip takes this to 48 rounds total, and will extend your supply accordingly - and reloads are sufficiently quick, at just 2 seconds for a tactical reload. The Vector K10 is a weapon with balanced traits that performs very well in close-quarter gunfights. It combines a rapid rate of fire with consistent handling, for more reliable performance than most other weapons within its effective range. While some weapons might have the edge in damage up-close, few will perform as reliably from the hip as a fast-firing weapon such as the Vector. Outside of a close-range, however, the Vector starts to lose its charm - its meagre range and moderate recoil will conspire to severely hamper your performance from a middle range out. You might find tackling groups of enemies challenging, too - with a large number of shots required to kill, it can be difficult to direct your fire in time to repel three determined attackers. Still, within a stealth role you should be seeking single, unprepared foes only - and it is rarer that you'll run into larger clusters of enemies if you maintain a degree of caution. With a suppressor, the Vector is an ideal stealth SMG - with consistent damage and reliable close-quarter performance, it is not a weapon that will fail you unexpectedly. Get your bearings with this weapon, plot a vector through uncharted domain... ...and navigate your way to success.
Épisode 130 - Suppressor - Black Ops 2 Attachment Guide
17 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Suppressor. A long-standing attachment in Call of Duty, the silencer was introduced in COD4 and has made an appearance in every game since. A sound suppressor is a device that affixes to the muzzle of a firearm in an effort to contain and otherwise reduce the noise made while firing the weapon. Commonly referred to as a 'silencer' in films and television, such a device won't make a gun completely silent - but will greatly reduce the overall sound level. They work in a manner similar to an exhaust muffler on a car - a series of expansion chambers absorb energy from the expanding gases created upon firing. When used with subsonic ammunition, they can be very effective indeed - in some cases the loudest thing you'll hear is the hammer striking the primer. The suppressor is available for the Assault Rifles, SMGs, LMGs, Sniper Rifles, Shotguns and the Pistols. It is unavailable for the Launchers and Special Weapons. The suppressor is compatible with most other attachments, with the exception of Long Barrel. Its effects are manifold, and not universally beneficial. Its primary use is to prevent you from appearing on radar when you fire your weapon. Note that you'll still appear on radar when your enemy has a UAV, unless you have Ghost equipped too. In addition, the physical nature of your shots will be altered - the sound will be muffled, and of reduced volume: and the bright muzzle flash you see when firing will be removed - which can make it easier to aim. Unfortunately, these benefits come at the cost of a few negative traits: first and foremost, your weapon's ranged damage will be reduced. Assault Rifles, SMGS and LMGs will see a 30% reduction in range; Pistols and Shotguns will see a lesser reduction of 10%. Sniper Rifles will see altered damage multipliers - the SVU loses its one-hit headshot, the DSR will no longer kill to the lower torso, and the Ballista and XPR-50 will no longer kill with hits to the mid-torso. Beyond this, you'll also see an increase in recoil, although for most weapons this is only very slight: a 2% reduction of your weapon's centerspeed. The suppressed SVU is hit harder in the recoil department, with a 10% reduction in centerspeed, slightly harming the potential of your follow-up shots. In general, the Suppressor is best used for those weapons with either a generous range, or a less significant differential between the maximum and minimum damage. It is generally a bad choice for weapons with a slower rate of fire, as such a low output means it's generally important to kill with as few shots as possible. The Assault Rifles are generally a good fit, with a blend of good range, moderate damage even at extreme ranges, and they are usually automatic weapons, or at least have a large number of rounds available rapidly on tap. SMGs are similar, although their minimum damage is very low so the damage drop can sometimes be very noticeable. Still, the combination of stealth and high mobility can be put to good use, so with the right playstyle a suppressed SMG can be devastating. Surprisingly effective are the LMGs - although the high firepower seems at odds with the stealthier options available, in Black Ops 2 the combination is surprisingly workable. With a huge amount of lead at your disposal, and higher-than-average range and damage: a suppressed gunner can make mincemeat of a radar-reliant foe. Perhaps less suited are the sniper rifles - with a critical loss of damage, one shot kills become some degree harder. This erodes the sniper rifle's key strength, as if you're looking for a silent two-shot kill weapon, the high damage assault rifles (namely the FAL OSW and SMR) may fit the bill more closely. Still, the SVU-AS can be an effective stealth marksman rifle, as it is usually a two-shot kill anyway. The Shotguns are another tier of weapons reliant on a one-shot kill, although they can be surprisingly effective with the element of surprise, given their high mobility and reduced suppressor penalty. Again, the shotguns with a higher fire rate - the S12 and M1216 - can be effective, and the superior range of the KSG means it too can be put to good use. Finally, the handguns also work well with the suppressor, for the most part - although it is seldom worth spending an extra point on a sidearm's attachment, unless you are building a class centred on your secondary.. Nevertheless, the Five-seven and KAP-40 are probably the most suited to the attachment, with minimal range loss for significant stealth benefit. Overall, the Suppressor is an essential part of any stealth build, and a potent choice when employed correctly. The ability to fire with impunity and remain off-radar is a heady bonus, and this trait plays very well with flanking techniques, or whenever you can engage an enemy from an unexpected position.
Épisode 131 - B23R - Black Ops 2 Weapon Guide
22 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the B23R. This 3-round burst pistol is a future derivative of the M93 Raffica seen in Modern Warfare 2, and in Black Ops 2 multiplayer it is unlocked at level 19. The Beretta M93R is an Italian weapon, essentially a burst-fire variant of the Beretta 92, better known as the M9 in service with the US military. The B23R is a semi-fictional derivative of the M93 design - and from the designation, we can infer that it was introduced in 2023. The R stands for 'raffica', which is the Italian word for burst, or volley. The B23R model is some distance removed from the existing M93R design - it more closely resembles a custom M1911 pistol in some respects. Also of note is the folded front foregrip present on the weapon - sadly this stabilising feature doesn't see any use. In-game, damage is moderate. The B23R is capable of killing with 3 shots at a close range, meaning a single well-aimed burst to centre mass should kill. At a longer range, you'll need up to 6 shots to kill. Note that there is no headshot multiplier, so aiming for the head is a fruitless endeavour - and as a smaller target going for headshots may even hamper the weapon's effectiveness. Rate of fire is very high within the burst, at 1022 rounds per minute. This works out at a respectable 703 rounds per minute overall, as there is a short but mandatory burst delay. Hipfire spread is good, on par with the other pistols - although to ensure maximum burst lethality it is usually best to aim your shots. Recoil is moderate, with the weapon tending upwards - but the burst-fire mode will help to keep your accuracy in check, with the weapon settling between bursts. The kick can spoil your chances of landing 3 hits with a single burst from a middle range out, however - and coupled with the lower damage, the B23R's effectiveness suffers greatly outside of a close range. Aim time is very quick, at 125 milliseconds: and you'll move at 100 percent of the maximum base speed. Magazine capacity is generally sufficient, at 15 rounds (or 5 bursts): with Extended Clip, you'll get 21 rounds (or 7 bursts) instead. Reloads are relatively quick, at 1.63 seconds - although in a typical firefight you will want to make your first magazine count. As a backup weapon, the Beretta works just fine without any attachments - but if you have points to spend and don't want to elect Dual Wield, then the magazine-related attachments - either Fast Mags or Extended Clip - will usually yield the biggest improvement. The B23R is a devastating backup weapon, capable of killing very quickly at a close range with a well-aimed burst. No other pistol can put 3 rounds into a target as quickly as the Beretta, and within its 3-hit kill range, you'll be able to outpace even most SMGs in terms of time to kill. However, outside of a close range the B23R loses its effectiveness very quickly indeed - with low damage and moderate recoil meaning you'll need multiple bursts to kill. With a small but significant delay between bursts, this can mean you'll be left vulnerable - so it's best to limit the Beretta to close-range engagements only. Still, this will usually be the case when using a pistol as a backup weapon - and within this role the B23R performs very well. While its lack of versatility might hamper its use as a surrogate primary, a mobile loadout will help to close the gap and to preserve your effectiveness. Should an opponent pop up and surprise you, a quick switch and 3 rounds from your trusty backup... ...might just burst their bubble.
Épisode 132 - DLC Reticles - Black Ops 2 Attachment Guide
24 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the DLC reticles introduced with the recent Personalisation Packs. With each pack you'll get four additional reticle options: one each for the Reflex, EOTech, ACOG and Hybrid Scope. The Hybrid's reticles are reused from the other sights - the lower magnification uses the Reflex's reticle, and the higher magnification uses the same as the ACOG - so there are 3 unique reticles with each pack. Welcome to the Jungle: perhaps the most restrained of the DLC offerings available, the Jungle Warfare camo is a mottled autumn-esque blend of orange and green. The corresponding reflex reticle, 'Mil-dot', is a basic but very usable option: a central dot with 4 circular quadrants, in high-contrast orange. Look to the 'Horizon' for the EOTech reticle: a simple filled chevron indicating your aim, with an errant line beneath. Rather than resembling the treetops, the ACOG's 'Canopy' reticle has a chevron indicating your aim, alongside a set of superfluous four horizontal dots and a vertical marked line. Should you feel flush, then the purchase of the Benjamins camo will let others know you're in the money: your gun adorned with 100-dollar bills. Ring up your opponent's register with the Reflex reticle, 'Ka-Ching'. A golden dollar sign marking your affluence as well as your point of aim. If you like the EOTech, then perhaps you should put a ring on it, with the 'Bling' reticle: a golden dot circumscribed with a diamond ring. If diamonds are your thing then you can 'Ice' your opponent with the reticle of the same name for the ACOG scope: an inverted round brilliant cut gem, with the top facets indicating your aim. Celebrate your ancestors with the Dia de Muertos camouflage: with brightly-coloured sugar skulls adorning your armament of choice. The reflex reticle is such a calavera: 'Pepe' is a red sugar skull, centred on your target. Win over your opponent's heart, if not their mind, with the 'Corazon' EOTech reticle: a cruciform target marker, adorned with an ornate cardiac surround. Finally, lay your opponent to rest with 'La Flor' - this flower-themed reticle sure to blossom into glorious victory. Take your fight to the streets, with the Graffiti pack: and tag your weapon with this garishly coloured camo. Spray down your foe with the 'tagged' reflex reticle: taking the form of a spray-can nozzle, this option is sure to mark your turf. If Stencils are more your scene, then the EOTech reticle might suit you - your opponents able to see themselves starring in the killcam. If you prefer to take the high road, then the ACOG 'Elevate' sight is the choice to take - taking the form of a stylised arrow pointing to your mark. Japanophiles unite for a cute overload, with the Kawaii camo pack decorating your gun in pink polka dots and chibi characters. The reflex reticle, 'Winky', appears as an amber smiling face, sure to lighten your enemy's mood. The Cutesy 'Uh-Oh!' EOTech reticle depicts a happy little grenade in green, suddenly separated from its pin, which serves as your aiming device. The ACOG's 'Happy Bullet' reticle depicts a squat rifle cartridge, with anthropomorphic appearance and oddly gleeful demeanour. Any Party Rockers in the house tonight might have a good time with their namesake camo: principally hot pink leopard print, with a side of zebra stripes. The reflex reticle is for those who fancy themselves a superstar - with two concentric 5-pointed stars about a central dot, in a dashing shade of pink. The EOTech's 'Turn It Up' reticle is for those who like to amp up their performance to 11, with a pair of pink headphones proving only slightly less impractical than the 'Rocker' reticle. Selecting the ACOG's option might just 'Spin' your opponent round like a record, and leave them with slightly worse injury than just a scratch. Zombie fans might like an undead mob depicted on their weapons, and the gore-themed reticles reflect their flesh-hungry nature. Those seeking bloodthirsties might like the bloody 'Splat' option for the reflex sight: the perfect option to exsanguinate your foe. Alternatively, those hungry for headshots might enjoy the EOTech's 'Braaaaaiins' reticle: cerebral in form, with a central dot to more precisely target your enemy's dome. Summon your own undead 'Horde' with the zombie ACOG option: with central blood-splatter for lining up your shots, and a host of glowing-eyed zombies underneath. The Viper pack offers a tactical snakeskin camouflage, with a variety of serpentine sights to sink into your foe. The first might tip the 'Scales' in your favour: a honeycomb-like hexagonal scaly array in red with central dot to service your aim. 'Snake Eye's watching you with this large amber ocular optic: the perfect way to extend your EOTech sight.
Épisode 133 - FAL OSW - Black Ops 2 Weapon Guide
29 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the FAL OSW. The 'right arm of the free world' is unlocked at level 22, and is the first of two single-shot assault rifles. The FAL, or 'Fusil Automatique Leger' is a Belgian weapon, designed at FN Herstal and in production since 1953. The OSW variant, or 'Operator Specialist Weapon', seen in Black Ops 2 is the 'DSA SA58 Para Elite Compact', an American-built FAL with a short barrel and folding stock. The OSW's short overall length means it could conceivably be used by paratroopers - as indeed some shortened FAL variants have been. However, the SA58 is principally designed for police use, and this compact weapon fires the powerful 7.62mm NATO round - a full power rifle cartridge for times when compromising on power isn't an option. In-game, damage is high - the FAL will kill with just two shots to the body at a close range. This drops to a 3-hit kill at a middle range, or a two shot kill where one is a headshot - and across the longer sightlines you'll always need 3 shots. Penetration ability is high, on par with the LMGs, the SWAT-556, and SMR. Rate of fire is limited to 625 rounds per minute, generous enough for most trigger fingers. When using the select fire attachment, the FAL will become fully automatic - but will fire at a reduced rate of 468 rounds per minute. Hipfire performance is poor, due to a larger-than-average spread when compared to the other assault rifles, and the slower rate of fire. The FAL's recoil is relatively light - almost not a factor when fired semi-automatically at a moderate pace. When employed as a full-auto weapon via select fire, recoil is much heavier due to reduced centerspeed - but for mid-range engagements is still relatively easy to manage. Aim time is standard for the class, at 250 milliseconds - and you'll move at 95 percent of the maximum base speed. Magazine capacity is a little lower than typical for the assault rifles, at 25 rounds: but given the slower rate of fire and higher damage it's rare that you'll need all 25 shots in a single engagement. In any case, reloads are relatively swift - at just 2.15 seconds to complete. The two hit kill of the FAL means it can be quite effective up close, but only if you're able to accurately direct your shots - so it's imperative that you make good use of the adjustable stock, keeping your sights up whenever moving into the enemy's domain. Sprinting is a sure-fire way to get yourself killed, with the FAL left unready and ineffective until you're able to get your sights onto your target - so a modicum of patience is the key, with careful ratcheted progression in favour of a blind rush. The FAL OSW is a powerful weapon, capable of quickly killing opponents when fired accurately. Few weapons in its class can kill with just two shots, and paired with the FAL's balanced handling, this weapon boasts a blend of power and flexibility that few can match. However, there is a trade-off made in exchange for this awesome power - and the slower rate of fire and worse-than average hipfire can hamper your effectiveness up close. The FAL's need for accuracy does force you to play in a more cautious fashion, too - if you're not able to place shots where they need to be, you'll find the FAL quickly loses its effectiveness. Still, despite these downsides the FAL remains a terribly effective weapon - with its high damage giving it a noticeable advantage both at a mid-range and at a distance. Such power is a blessing beyond measure: and this 'FN gun'... ...will be your opponent's curse.
Épisode 134 - Select Fire - Black Ops 2 Attachment Guide
31 mars 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Select Fire. Although technically first seen in the earliest Call of Duty titles - as an attachment Select Fire makes its debut in Black Ops 2 multiplayer. In real life, most military weapons will have a selective fire ability - indeed, assault rifles are select-fire by definition. In Call of Duty your weapon's fire mode is fixed, however - and to add the ability to switch modes you'll need to spend a point on the Select Fire attachment. Select Fire is available for just the Assault Rifles and SMGs - snipers, shotguns, LMGs and secondary weapons are limited to their default firing mode only. You can't use the Select Fire attachment with either the Hybrid Scope or Grenade Launcher on the assault rifles - these dual-mode options collide with the Select Fire's similarly switching control. Select Fire will allow automatic weapons to be fired with a 3 round burst (with a couple of exceptions) - and burst fire and single shot weapons will gain a fully automatic mode. In addition, your weapon's recoil, range and rate of fire may be affected too - sometimes for the better, but often for the worst. Of all the automatic assault rifles, only the AN-94 has unusual traits when used with select fire: instead of the usual three-round burst, the AN will fire just two shots instead. These two rounds are fired more quickly than the usual full-auto fire rate, and with reduced recoil - meaning the AN-94 can be quite effective over long sight lines with select fire. The Vector K10 is similar - while most SMGs will fire a three-round burst, the Vector fires just two: although these two shots are fired at an elevated fire rate and with reduced recoil. Burst weapons see the opposite effect: the SWAT-556 and M8A1 will see an increase in recoil when fired full-auto. The SWAT is hit particularly hard: while its fire rate is preserved at 940 rounds per minute, its range and minimum damage are drastically lowered, meaning you'll usually need more shots to kill. The M8A1 retains its damage profile but has a reduced rate of fire - instead of a 4-round burst at 1250 rounds per minute, a full-auto M8A1 will fire at 940 rounds per minute instead. The burst-fire SMG, the Chicom, sees an identical fire rate reduction: from a 3-round burst at 1250 rounds per minute to 940 rounds per minute full-auto. The two semi automatic weapons - the FAL and SMR - gain a fully automatic fire mode when paired with select fire. The SMR's moderate recoil remains unchanged - but the rate of fire is reduced, from 535 to 416 rounds per minute. The FAL also sees a fire rate drop - from 625 to 468 rounds per minute - and will also see a heavy increase to recoil. Select Fire is a unique attachment that can open up whole new playstyles with certain weapons. It's a great choice for those who want to use the burst-fire or single shot weapons without conforming to the more-restrained style of play such weapons usually suit. It can also extend the reach of some automatic weapons through the recoil-reducing benefits, although whether this is worth a point spend is debatable. Ultimately, that is Select Fire's downfall - spending a point to use a weapon in a manner it was not necessarily designed for may not be the most efficient option. Sometimes, it's best to leave a burst weapon as is - and stick to engagements over long sightlines, where they perform best. Still, it's always nice to have the option - and so should you desire an alternate fire mode for your weapon, select this attachment... ...and fire up your performance.
Épisode 135 - TRUCKING HANDBOOK (Euro Truck Simulator 2)
1 avril 2013
Euro Truck Simulator 2 is awesome, and you should play it. There's a demo on the ETS2 website: http://www.eurotrucksimulator2.com/ Or just cut to the chase and buy it on Steam: http://store.steampowered.com/app/227300/ On the face of it, trucking seems like a simple enough career - driving from point A to point B, with trailer in tow. As ever, the devil is in the details - and there are a whole host of impediments, hazards and other risk factors than can conspire to delay your delivery. And as a trucker, deliveries are your business - while you can drive aimlessly about the roads of Europe, in order to make any money you will need to find some source of employment. There are two different job types available: Quick Jobs and the Freight Market. The latter requires you to own your own truck, so for new drivers Quick Jobs are the way to go. As a driver-for-hire, you'll find yourself already at the pickup point, with trailer attached - which neatly sidesteps the need to carefully back-up and hitch your cargo. On the other hand, the Freight Market will yield better paying jobs, as an owner-operator takes on the risk of vehicle management: but you will first have to make your way to the consigner, and collect the trailer yourself. Attaching a trailer is relatively simple, but might take a little practice to master. You'll need to reverse your truck onto the trailer coupling, so the first step is to take up position, facing the right direction, some distance ahead of the trailer. Then, carefully making any adjustments as you go, slowly reverse towards your trailer until you're prompted to make the attachment. Once connected, you're free to get into first gear and begin hauling your load to your destination. Now, driving with a trailer attached poses a number of challenges - as a long vehicle you need to keep a keen eye on your mirrors as to avoid potential collision. Even negotiating the goods yard can be fraught with risk - take care negotiating any tight corners, and give yourself plenty of space on the inside edge to give the trailer room to manoeuvre. Hugging the apex with your cab will result in your trailer cutting the corner, potentially damaging your cargo or colliding with another road user. For most jobs, the first portion of your journey will be escaping the city traffic - a sometimes slow ordeal of non-stop red lights, heavy traffic and low speed limits. Patience is the key for the most part - cutting corners, jumping traffic lights or speeding will all just lead to incurring fines, which will cut into your ever-thinning profit margin. Take a deep breath, turn on the radio and wait out the queues, and before too long you'll be out of the city and up to speed. Talking of speed, you should be mindful of the limit at all times: should you get caught going too fast you will be stung with a hefty fine. In built-up areas you should be going 50 kilometres per hour (or 30 miles per hour) - and otherwise keep an eye on any posted limit. Your truck will have a speed limiter, so at full pelt you'll top out at 90 kilometres per hour (or 55 miles per hour) - and this is usually under most highway limits. However, some sections of road may be slightly under your cruising speed - so it's worthwhile keeping an eye out, as slowing down slightly is less of an inconvenience than a €550 fine. In an ideal world, you'll be spending most of your time on the motorway, autobahn, autoroute or snelweg. These dual-carriageway routes are fast, unobstructed, and span the entirety of Europe - so much of the distance you travel will be on roads of this ilk. Cruise control is a godsend when it comes to these unending stripes of asphalt, freeing up your means of throttle control for an altogether more relaxing drive. Set it when you hit your speed limiter, and aim to stay at your optimal cruising speed for as long as you are able - it's here that you'll be operating at maximum efficiency. Touching the throttle or brake will disengage cruise control - and this is usually a good idea when departing the motorway, or to avert a potential crash. It's a good idea to watch your lane discipline when cruising - make sure you don't drift outside your allotted lane, otherwise you run the risk of clipping other motorists, or - worse still - the central barrier. It's generally good etiquette to stick to the inner lane, to permit other, faster, drivers to overtake you safely. In some cases, however, you will need to change lanes - either to overtake someone yourself, or to negotiate a junction. In some cases, notably on the German Autobahn, the nearside lane becomes the junction exit, so if you want to remain on the carriageway you must move to the outer lane. Doing so should be done carefully, and ideally well in advance - keep an eye on your GPS and plan your position accordingly.
Épisode 136 - Crossbow - Black Ops 2 Weapon Guide
5 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Crossbow. Perhaps the most highly strung of the secondary options, the Crossbow returns from Black Ops with a more modern look, and a 3-round mag - and is unlocked at level 25. The Crossbow is an ancient weapon that dates to around the 5th Century BC. The earliest examples stem from archaeological findings in China, although the precise origin of the weapon is not known. The Crossbow's introduction to Europe was through the Greek 'gastraphetes' - a handheld wooden weapon that bears a close resemblance to its modern equivalent. By the middle ages, the crossbow was a common sight on the battlefield, capable of imparting greater kinetic energy than a longbow, and remaining effective in the hands of an untrained soldier. In modern times, crossbows still see limited use in specialised roles - with their ability to launch unconventional payloads, and the relatively quiet report of a launched bolt. In-game, damage is rather unconventional: the crossbow's bolts deal minor damage upon impact, and after a few seconds will explode, dealing a lethal blow to any unfortunate souls they might be embedded in. Impact damage is 40 units, meaning you'll need three such strikes to kill an uninjured opponent, although you might see some hurt foes succumb to a single stick. Explosive damage is high, even sufficient to kill an opponent with Flak Jacket - but the blast radius is miniscule, meaning it's unlikely you'll kill anyone not directly stuck with a bolt. Ranged performance is surprisingly good, as long as you accommodate for the parabolic trajectory and travel time of the bolt: aim above and ahead of a distant opponent, and the graceful arc of a successful stick will be your reward. Of course, such shots are tricky - but with practice you'll be able to reliably hit stationary enemies at any distance. It's also worth noting that despite the stealthy connotations of a real-life crossbow, the Black Ops 2 rendition does not behave as a suppressed weapon - you will appear on radar when firing. Rate of fire is slow - at just 52 rounds per minute, it's important to make each bolt count. The time spent resetting for the next shot is best spent tracking your bolt's terminal point - so you can better adjust your aim and score a hit with the next one if needs be. Hipfire performance is generally poor - although spread is average, the slow rate of fire and fuse delay means that if you're forced to resort to hipfire with the crossbow, your outlook may be bleak. Handling is generally OK - recoil isn't a factor in your accuracy, for one. Aim time is as quick as an assault rifle, at 250 milliseconds - and switch times are quick enough for the Crossbow to be useful as a situational secondary. While equipped, you'll move 100 percent of the maximum base speed. Unlike its previous incarnation, the Crossbow in Black Ops 2 now has a magazine to draw bolts from - although capacity is limited, at just 3 bolts between reloads. Reloads are relatively slow, at 2.85 seconds to complete - but given the limited starting supply of the crossbow, you won't have the opportunity to perform too many reloads, unless you're able to resupply. This is one good reason to limit engagements with the Crossbow to longer distances only - at a close range, your enemy will find it easier to kill you in their last couple of seconds, leaving you with naught but an Afterlife medal and snuffed scorestreak. Your ideal quarry is an unaware sniper over a mid-to-long sightline: such an opponent's stationary nature will make it much easier to land a successful stick at a distance. With static targets you don't need to lead your shots to compensate for any lateral motion - all you need concern yourself with is the projectile drop, so aim higher the further you are from the target. The Crossbow is an interesting and unique weapon, and while it fits in with few conventional loadouts it does provide a challenging and rewarding way to play. Successfully sticking an opponent will yield a reliable kill - while a team-mate might pilfer your victim betwixt stick and detonation, the enemy's fate is otherwise sealed. The Crossbow is perhaps one of the few secondaries that performs well at a longer range, too - meaning that it can be a good complement to a shotgun, in order to extend your reach. However, the Crossbow is a weapon heavily dependent on accuracy - and one that does not fare very well under primary usage. The limited ammunition supply is a major downside, hindering your ability to spam a large volume of explosives towards a target, and instead requiring that you regularly scavenge a supply. Still, the Crossbow resides within the secondary selection for a reason - and it is a situational weapon that fills a role like none other.
Épisode 137 - Tri-Bolt - Black Ops 2 Attachment Guide
11 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Tri-Bolt. An unusual attachment option, tri-bolt makes its first appearance in Black Ops 2, where it is available for just a single weapon. Tri-bolt is unique to the Crossbow, as its effect is intrinsic to the bolt-firing nature of the weapon. It is entirely compatible with the optical attachment options available for the Crossbow - although this will require the use of the Secondary Gunfighter wildcard. Tri-bolt's effect is relatively straightforward - instead of firing a single bolt at a time with the crossbow, you'll discharge an entire magazine's worth - 3 bolts - in a single pull of the trigger. These three bolts are fired in a horizontal pattern, fanning out in a trident-like fashion to enhance the odds of you hitting a target moving left or right. When hipfired, bolt placement is random: almost like an explosive shotgun - this spread can be useful to pepper an area with deadly explosive bolts, although this tactic is limited by the paltry explosive blast radius. Nevertheless, tri-bolt is an interesting option for the Crossbow, and will increase your odds of sticking an opponent - although this comes at the cost of increased ammo consumption, and more frequent reloads. It makes the Crossbow much more forgiving in close quarters, as hipfire becomes much more effective - and if you strike your opponent directly with all three bolts they'll be instantly killed. These direct impact kills can be useful, as your enemy will then drop a scavenger pack, permitting a resupply for another 3 bolt-bundle. However, the need for a reload after every shot and the massively increased ammo consumption are two major downsides to the attachment: limiting you to just two shots with the Crossbow's starting supply. This severely hampers the long-term use of the weapon, so if you plan on using the crossbow extensively I would steer well clear of the tri-bolt attachment. Still, if you're dismayed at the Crossbow's close-range performance, or one bolt at a time simply isn't enough for you... ...then three is the magic number.
Épisode 138 - MSMC - Black Ops 2 Weapon Guide
12 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the MSMC. Unlocked at level 28, this fully automatic SMG is a new addition to the series. The MSMC, or Modern Sub Machine Carbine, is also the first modern Indian weapon seen in Call of Duty. It was developed by the Armament Research and Development Establishment, based in Pune. Intended as a lightweight alternative to the INSAS assault rifle, the MSMC is designed for roles demanding a compact weapon, such as vehicle crews and security forces. The weapon fires a specially-designed cartridge, the 5.56×30 millimetre MINSAS round: a scaled-back assault rifle cartridge, with traits ballistically similar to a Personal Defence Weapon. In-game, the MSMC is the highest damage SMG on offer - edging out even the PDW-57, although they will kill with the same number of shots within their effective range. The MSMC's range is greater, however - and even within each weapon's 3-hit kill zone, the MSMC has a slight edge against injured opponents and through thin cover. At a middle range, the MSMC comes out on top more often - and while damage drop-off is relatively quick, you'll find yourself outperforming most other SMGs at the fringe of your effective range. Penetration ability is low, however - as with most of the SMGs, so thin cover may stymie your weapon's effectiveness. Rate of fire is moderate, on par with the PDW - but lacking compared to the SMG category as a whole. Rapid fire takes your fire rate to a more respectable 1136 rounds per minute, but this comes at the cost of much of the MSMC's range - a key attribute, which may negatively affect your performance. Hipfire spread is as good as any other SMG, but the lower rate of fire does mean it's perhaps more critical to accurately direct your shots with the MSMC, to better take advantage of the weapon's intrinsic stopping power. Recoil is high - the MSMC both hits hard and kicks like a mule, which will greatly limit your effectiveness at a longer range. Up close, such handling traits aren't an issue, however - it's relatively easy to remain on target as long as you stick to engagements within your effective range. Aim time is quick, at the SMG default of 200 milliseconds. Interestingly, the MSMC's base movement speed is better than average - with a 1.3 percent advantage over other SMGs, at 101.3 percent of the base speed. This benefit is counter to the PDW's capacity advantage: while it might not have the largest magazine, the MSMC tops out in terms of damage and manoeuvrability. Magazine capacity is 30 rounds: not bad by any measure - especially given the slower rate of consumption - but otherwise unspectacular. Extended clip will take this capacity to 40 rounds. Reloads are relatively quick, at 2.10 seconds for a tactical reload. Generally quick enough for most scenarios, although with an aggressive build being caught dry can spell your demise within milliseconds. The MSMC is the most powerful SMG on offer in Black Ops 2, and in addition boasts a higher-than usual mobility. Paired with the favourable handling traits of an SMG, it's a potent close quarter weapon, capable of quickly tearing through enemies within its effective range. Of course, outside of a short range the MSMC quickly starts to lose its edge, with the rapid damage drop and heavy recoil conspiring to limit your effectiveness. It's during such mid-ranged encounters that assault rifles will have a distinct advantage, and over longer distances it may even be wiser to flee and avoid conflict altogether. Still, it is easier to force engagements at a close range than it is to hold an enemy at an arm's reach, so as long as you remain aware of the MSMC's shortcomings it remains a relatively easy weapon to use. It is much like the PDW-57, with an edge in damage and mobility over the PDW's capacity - both of these traits useful when it comes to winning gunfights. This Indian weapon's strength will curry favour with those who use it: and if you're having trouble in the heat of battle, equip the MSMC... ...and spice up your game.
Épisode 139 - Long Barrel - Black Ops 2 Attachment Guide
14 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Long Barrel. Analogous to Modern Warfare 3's range proficiency, as an attachment Long Barrel is otherwise a new addition to the Call of Duty series. In real life, a longer barrel does have some ballistic effect: with the bullet spending longer in the barrel, there is more time for the expanding gases behind to impart additional kinetic energy, and so a longer barrel can yield a faster muzzle velocity. Of course, this is only effective up to a certain point - and is calibre and cartridge dependent: an excessively long barrel would do more harm than good. In-game, Long Barrel is available for the SMGs, shotguns, and the pistols. It is unavailable for the LMGs, assault rifles, sniper rifles, special weapons - and the launchers. Long Barrel is compatible with most other attachments, with the exception of the suppressor: as Long Barrel and the Suppressor antagonise each other's effects. Long Barrel's effect is relatively simple, and the same across the board: it will increase your weapon's range by 16 percent. This won't affect the number of shots needed to kill up close or at an extreme range - but will extend your reach with the weapon: increasing the zone where you'll do maximum damage, and the distance at which damage drops to the minimum. Long barrel is a universally beneficial attachment that will extend your weapon's reach and often result in fewer bullets needed to kill. As a result, it's ideal for weapons with a slower fire rate, as these tend to be more damage-focussed, reliant on stopping power over volume of fire. At the extreme end, the pump action shotguns such as the Remington and KSG benefit greatly from the enhanced grasp: such weapons are heavily reliant on a one hit kill, and as such Long Barrel with often make a critical difference. The attachment is much less useful on weapons with a higher rate of fire, or lower differential between their maximum and minimum damage: weapons such as the KAP-40, Skorpion EVO, MP7 or Vector K10 are arguably just as able without the attachment thanks to their elevated output. Of course, Long Barrel has no downsides, so it's never a bad choice - but often there are more useful options for these weapons. Still, it's always an option worth considering. Just remember: it's not the size of your barrel... ...it's what you do with it that counts.
Épisode 140 - Executioner - Black Ops 2 Weapon Guide
19 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Executioner. Unlocked at level 31, this weapon is an unusual addition to the selection of pistols available - a hard-hitting shotgun revolver. The Executioner is Black Ops 2's representation of the Taurus Raging Judge XXVIII - a Brazilian revolver design with the unusual ability to fire 28 gauge shotgun shells. The original Taurus Judge was introduced in 2010, firing either .45 Colt pistol cartridges or .410 bore shotgun shells. The later Raging Judge model was a larger variant with bigger frame and longer cylinder - extending the Raging Judge's ability to chamber the powerful .454 Casull round in addition. The 28-gauge version of the Raging Judge was shown in 2011 but never made it to production. It would have fired 28 gauge shotgun shells exclusively - intermediate in power between .410 bore and conventional 12 gauge rounds. In-game, damage is very high, although your range is severely limited. Up-close, the Executioner is entirely capable of killing with just a single shot, and is the only weapon in the pistol category capable of such a feat. Of course, its damage quickly evaporates - and outside of close range engagements you'll be unable to hit your opponent at all. Rate of fire is limited to 468 rounds per minute - although slow by most standards, you probably do want to moderate your trigger finger, to conserve ammunition and to ensure optimal placement of shots. Hipfire spread is the worst within the pistol category - and while the multiple pellets fired with every shot mean that hipfire can be effective at a close range, you will experience more consistent performance when aiming down your sights. Recoil is high - but again, given the pellet spread and lower fire cap, the Executioner's kick is seldom a factor in your success. Aim time is a little slower than the other pistols, at 200 milliseconds - but the other handling traits are as swift as you'd expect - as is your mobility, at 100 percent of the base speed. Magazine capacity is one of the Executioner's key weaknesses - as a trade-off for the one-shot power of the revolver, you'll have only 5 rounds at your disposal between reloads. Reloads aren't exactly quick, either - shells are inserted individually, with the first round (including ejection of spent shells) taking 1.7 seconds - and every subsequent round an additional 0.6 seconds. This means a complete reload will take 4.1 seconds, although a partial top-up is always possible. Your success with the weapon is largely determined by your ability to force engagements in tight spaces - and so sticking to interior locations will often reap reward. Otherwise - try to limit your long-ranged exposure, and attempt to eke out single opponents, lest you bite off more than you can chew. The Executioner is a unique weapon that adds a quick-swapping one-shot defence to your build. No other pistol is as powerful, and the weapon's spread means that pin-point accuracy isn't necessary either. However, the Executioner's very limited range and short magazine means it will only function well at a very close range - what it boasts in power it lacks in versatility. This limited grasp does make it a perfect close-range backup weapon, for times when you can rely on your primary for longer-ranged combat - but using the Executioner as a standalone weapon will prove challenging. Still, there's no other weapon quite like the Executioner - and certainly no other pistol can hope to kill with just one shot. With this unusual weapon you'll be able to single-handedly mete out justice... ...judge, jury - and executioner.
Épisode 141 - Fast Mags - Black Ops 2 Attachment Guide
21 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Fast Mags. A combination of the Dual Mags attachment and Sleight of Hand, Fast Mags are now the only way to speed up your reload in Black Ops 2. In real life, you will sometimes see two or more magazines clipped together to facilitate a faster reload - either through judicious use of tape, or via in-built fasteners, as with the SIG 550 or G36 magazine design. Of course, such measures will only go so far - and most of an expeditious soldier's gains will come as a result of training, drills and weapon familiarity. Fast Mags is available for the majority of weapons on offer: equippable on your Assault Rifle, SMG, Sniper Rifle, Shotgun - or Pistol. The attachment is notably absent for the LMG category - as well as the specials and launchers. Fast Mags are compatible with most other attachments, with the exception of Extended Clip - you'll need to make a decision between a larger magazine and faster reload. Fast Mag's basic effect is relatively straightforward - the attachment will make your reloads faster, and nothing more. The specific benefit varies with the weapon - but most weapons will see a straightforward 32.5% decrease to reload time. All of the Assault Rifles and SMGs see the standard benefit - and such a speed increase will prove most useful for aggressive close-quarter builds, where every millisecond counts. Similar to the SMGs, an aggressive pistol-only build can work well with a faster reload - especially with low-capacity weapons such as the KAP-40. Sniper Rifles tend to have short magazines, but as a general rule of thumb you should keep your distance with them, such insulation giving you plenty of time to reload. It is only the weapons that reload shell-by-shell that deviate from the standard 32.5 percent decrease - these oddball options exhibit different behaviour with Fast Mags. The tube-fed shotguns - the KSG and Remington 870 - normally reload shell-by-shell. With Fast Mags they will instead reload almost twice as fast, with two shells inserted at a time. After the first two shells are inserted, subsequent pairs will be inserted 15% more slowly - but this doubled-up reload remains significantly faster. The Executioner is another oddball, as it too reloads shell-by-shell by default. Instead of doubling up, the Executioner will simply replenish all 5 rounds at once, about twice as quickly as a full conventional reload - although you do lose the ability to top-up single shells quickly. Fast Mags is a useful attachment for most weapons, devoid of any real downside. It's great for aggressive builds with slower-reloading weapons, or those guns that have a small magazine that requires frequent replenishment. With some weapons it's nigh essential - the Executioner and Type 25 perhaps the two most egregious examples. The attachment is of lower overall utility for defensive builds, or long-range classes designed to be fired from a safe location: with these, a few tenths of a second difference in reload time is seldom worth the point spend. Otherwise, it's a question of deciding the most efficient use of your available pick-ten points: in many cases other attachments may offer a more attractive benefit. Nevertheless, Fast Mag's effects are definitely more than mere illusion: this attachment might not be Sleight of Hand... ...but it certainly does the trick.
Épisode 142 - M27 - Black Ops 2 Weapon Guide
26 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the M27. Unlocked at level 31, Black Ops 2 marks the M27's first depiction in the Call of Duty series, where it is the fifth assault rifle unlocked. The M27 Infantry Automatic Rifle is a designation given to a variant of the HK416 design, in turn a descendant of both the American AR-15 and German G36 designs. It was designed in response to the US Marine Corps' Infantry Automatic Rifle program in 2006, intended to find a modern lightweight weapon capable of filling a squad support role. HK, FN and Colt all offered competing designs - FN's SCAR-derived HAMR being the major competitor to the HK416 in testing. HK's offering came out on top in 2009, earning the M27 designation - named after the 2nd Batallion, 7th Marines for their involvement in automatic rifle testing. In 2011, the M27 started to enter service, replacing the M249 SAW in a Limited User Evaluation. While the replacement has seen criticism for its lack of sustained fire ability, the M27 does provide reliable automatic performance, and may yet see an expansion of its role. In-game, damage is low - you'll generally need at least four shots to kill, or up to five at a distance. The M27's effective range is pretty good, however - so you can expect consistent performance, if not impressive per-shot damage. Penetration ability is on-par with most other assault rifles - paired with the lower damage, cutting through cover is not the strongest trait of this weapon. The M27's rate of fire does make up for the lower damage, however - 750 rounds per minute is above average for the assault rifle category. Compared to a typical SMG, output is not that impressive - but hipfire is nonetheless a reasonably effective last-ditch defence: certainly more effective than most other weapons within the assault rifle class. Low recoil is perhaps the M27's key trait - it is able to place a series of shots into a surprisingly small target at range. The low damage paired with relatively high output and precision means that this weapon is very much geared towards combat at a middle to long distance - and while it might lack power it is not left wanting in the consistency stakes. Otherwise, handling is average for its class - aim time is relatively quick, at just a quarter of a second - and your mobility is the assault rifle default, at 95% of the base speed. Magazine capacity is average, at 30 rounds between reloads: Extended Clip will take this to 40 rounds instead. Reloads are swift, at just 2.03 seconds. While not often a problem, the relatively high rate of fire can burn though a magazine quickly without good fire control. Close-range aggression with the weapon will nearly always put you at a distinct disadvantage: taking a more support-oriented tack will play to your strengths, and avoid the loss of gunfights due to poor per-shot damage. And, as long as you're being cautious, you may as well shoot for the higher streaks - edging inch by inch towards the top-tier air support can eventually swing a game in your favour. The M27 is an easy-to-handle assault rifle with low recoil and the potential to reliably hit targets repeatedly over the longer sightlines. The relatively high level of output means you're not dependent on any single shot finding its mark, but instead can benefit from greater consistency in lieu of higher damage. The faster rate of fire also makes the M27 relatively effective from the hip - and while you may need four shots to kill, you are far more likely to land these shots than with a slower-firing weapon. Of course, the M27 is far from effective up close, principally because of its lower damage - its time to kill pales when compared to any other SMG or Shotgun. It is because of this weakness that you should seek to avoid close-range encounters - keeping enemies at an arm's reach will greatly enhance your overall performance. In addition, you may struggle to compete against higher damage weapons at range if you're not careful: while you have the ability to accurately direct the four or five shots needed to kill at range, an enemy sniper need land only a single shot to simply snuff your streak. Still, the M27 is a foolproof option with reach far beyond most other automatic weapons: able to effortlessly tackle distant opponents with a stream of accurate fire. Never mind the HAMR, this tack-driver will help assemble your advantage, construct your victory... ...and nail your opposition.
Épisode 143 - ACOG Sight - Black Ops 2 Attachment Guide
28 avril 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the ACOG Sight. A longstanding long-ranged optical option, the ACOG has been present in the series since Call of Duty 4. Named for the real-life 'Advanced Combat Optical Gunsight', manufactured by Trijicon: the ACOG appelation refers to a variety of firearm sights that provide a magnified view from 1.5x to 6x, depending on model. In-game, the ACOG is available for the Assault Rifles, LMGs, Sniper Rifles - and the Crossbow. It is compatible with most other attachments, although you are of course limited to one sight at a time. The ACOG has a few distinct effects, the most obvious of which is an elevated level of zoom when aiming with an ACOG-equipped weapon. Zoom level for the attachment is the same across the board, for all weapon classes, regardless of innate zoom: you'll benefit from approximately 2x magnification, making your targets twice as large when aiming. Beyond this, some weapon classes receive additional benefit: Assault Rifles and LMGs see a 2% decrease to recoil, and a 90% reduction in idle sway. Both of these traits help make the ACOG even more effective at a long range, beyond the simple zoom advantage. The only real downside is a side-effect of the closer view: your peripheral vision will suffer, perhaps leading to tunnel vision. Sniper Rifles see a different effect to recoil - in fact, they experience an increase of 10 percent: this can make the semi-automatic options suffer in terms of rapid follow-up shots. Nevertheless, the ACOG can be a useful choice for a sniper rifle on smaller maps, as you gain better peripheral vision and use of the minimap when compared to the closed-off view of the regular scope. So, for most weapons the ACOG can be useful: it turns the assault rifles and LMGs into viable long-range weapons, and the sniper rifles become more effective at a middle range, ideal for a scout sniper class. The ACOG's default reticle is a familiar red chevron, with the tip of the inverted V marking your point of aim. It's a perfectly serviceable indicator, and there's no real reason to switch to another except for aesthetic preference. 50 kills with the ACOG unlocks the so-called Precision reticle: a bright green cross that offers great target contrast, but with thick crosshairs that might hamper accuracy at range. 100 kills nets the Ranger reticle - a hollow blue circle circumscribes your point of aim, with a useless graduated line above. Next with 200 kills is the Target Range Drop - an amber collection of four vertical dots, with the top indicator enclosed in a circle. From Ranger and Target Range Drop to the confusingly similar Ranger Drop, unlocked with 300 kills with the ACOG. Possibly the most precise reticle on offer, a single red dot marks your point of aim - with a superfluous rangefinding line underneath. Perhaps inspired by the British SUIT scope, the Trilux reticle is unlocked with 400 kills, and presents as a yellow top-down obelisk. The inverted approach is unusual, perhaps - but precise enough, and with a high degree of contrast on-target. The final reticle unlocked via straightforward kills is the Pyramid reticle, available after 500 successfully slain opponents while aiming with the ACOG. Two converging lines mark your target, forming a triangle similar to the default reticle, but extended to the boundary of the viewfinder. The final four reticles are all unlocked via different challenges - the first, Hall of Flame, is unlocked with 25 headshots. With it, you can immolate your opponents with the tip of the flame-shaped reticle and ignite their rage from afar. 20 double kill medals will help keep your crops safe, with the Scarecrow reticle: a yellow straw-stuffed face with macabre grin and malevolent blue glow. It is perhaps the most visually interesting but least practical option on offer, but it is nonetheless possible to reap your scorestreak reward. If you're after a playing card theme, the reticle unlocked after 10 longshots has it in Spades. Light blue in colour, the top tip of the spade symbol marks your aim - and serves as a suitable colleague for the Reflex's Diamond and EOTech's Club reticle options. 10 bloodthirsties unlocks the final option, with which you can pledge allegiance to your favourite developer. The 3arc option is an amber representation of the namesake studio's logo, conveniently enough consisting of three lobes, or - if you prefer - a triad of arches. Some of these reticles are more precise than others, with some offering only novelty value - but these options do provide another dimension in terms of customising your weapon.
Épisode 144 - WORST XBOX 360 GAMES EVER!
1 mai 2013
Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy So, this generation has had a pretty good run - we've had some cracking titles over the last 7 years or so. But, perhaps more interesting than the highlights of this gen's interactive entertainment is the dark nadir of games best left forgotten. Kicking off our shameful selection, and with the dubious virtue of being the least-worst of our selection, Shellshock 2: Blood Trails scored an impressively low thirty percent, putting it at number ten on our list. Next up, at number nine it's lacklustre offroad racer Score International Baja 1000, taking the dubious honour of being the worst racing game available for the Xbox, by virtue of its Metacritic score of just 29 percent. At number 8, Jumper: Griffin's story escapes the label of 'worst movie tie-in ever' by a hair, with a less-than-enviable Metacritic score of 29. At number seven on our list is Truth or Lies, scoring a paltry 28 percent. A microphone-driven party game that styles itself on a polygraph machine - a lie detector, in which you answer a sequence of questions intended to provoke, embarrass or reveal your inner secrets. At number 6, Rebellion's second entry to our list - Rogue Warrior - has a layer more polish than their other offering - but falls even further from grace, with a rating of just 28 percent: earning it the hotly contested title of 'worst FPS this generation'. Next is the first of a string of Kinect games: Deca Sports Freedom is our fifth worst game, with average reviews of 26 percent - making the lukewarm Kinect Sports looks like game of the year by comparison. While not every game for the xbox's motion control camera is necessarily bad - they do seem to have a solid representation at the bottom of the pile. At number 4 is another Kinect title: Hulk Hogan's Main Event is a cartoon-esque wrestling game that attained a Metacritic score of just 26. Number 3 is a painful revisit to an otherwise dead franchise, dredged from the seedier side of PC gaming of the late 1980s. Leisure Suit Larry: Box Office Bust features the original Larry's nephew in a low-budget open-world sandbox romp that attracted scathing reviews across the board for a Metacritic score of 25 percent. From the puerile to the puellile, with our second worst rated title - and lowest-scoring movie tie-in this generation. To be fair, I doubt the expectations for 'Hannah Montana: The Movie' were very high - but nonetheless it attained a less-than-lofty 25 percent. Now, the moment you've been waiting for - our final entry, collectively deemed the worst ever game made for the Xbox 360... ...is Self-Defence Training Camp, this Kinect title comfortably at the bottom of the pile with average review scores of just 21 percent. It is perhaps ironic that the motion controls here are the keenest of all three Kinect titles - surprisingly responsive and with a good degree of tolerance in the moves.
Épisode 145 - Assault Shield - Black Ops 2 Weapon Guide
3 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Assault Shield. Essentially Treyarch's version of the Riot Shield as introduced in Modern Warfare 2, the Assault Shield is unlocked at level 34. Ballistic shields capable of repelling small arms fire do exist, although most are only effective against lower-energy rounds such as those fired by handguns, SMGs and shotguns. The greater the protection, the more unwieldy a shield will be: while it is possible to stop high-powered rifle rounds, such a high degree of armour would be prohibitively heavy to carry. Modern materials have helped to lighten the load, however - while early ballistic shields were constructed of basic sheet metal, modern designs take better advantage of newer materials such as kevlar and ceramics for maximum protection and lower overall weight. In-game, the Assault Shield is a mêlée weapon with reach similar to that of the Combat Knife. Unlike the knife, however, the Shield will require two bashes to kill an uninjured opponent. Of course, the shield is more suited to absorbing damage than dishing it out - it will block any bullets that strike it while held, and will even block some shots from the rear while you are holding your secondary weapon. In addition, you can plant the shield on the ground to serve as deployable cover - although it will disintegrate upon sufficient incident damage, leaving you without protection. Attack speed is slightly slower than that of the combat knife, with each bash taking approximately three quarters of a second - or 80 bashes per minute. While quick enough to tackle an unaware enemy, the need to land two bashes can make your life difficult against a more active opponent, particularly if they are wielding a weapon effective in closer quarters. Handling is relatively slow: switch times can be inconveniently sluggish, taking a full second to switch to another weapon. Fast Hands will alleviate this a little, but nonetheless this lapse in protection can prove a liability. Movement speed is slow too, on par with the LMGs at 90% of the base mobility. Thankfully, the shield requires neither ammunition nor reload to use - you can bash as often as you like without pause. Should your allies make good use of your cover, you can help support their advance on an objective - and with their help you can put paid to your opponent's momentum. The Assault Shield is a weapon like none other, and when employed correctly can swing objective games through its complete denial of your opponent's fire. It can render an enemy sniper entirely useless, and at any reasonable range even most automatic weapons will struggle to penetrate your defence - this can open a window to breaking through a tough spawn trap, and gradually force open your enemy's vice-like grip. Deploying the shield as mobile cover can open up new firing positions, too - an impromptu defensive point can prove surprisingly effective when equipping the shield with another primary weapon via the Overkill wildcard. As an offensive weapon the Assault Shield falls woefully short, however - with its minuscule range, two hit bash, and extreme vulnerability to automatic fire in close-range gunfights, you'll quickly learn the shield is simply not effective in an aggressive role. You'll find frustration in your enemy's seeming ability to bypass your defences, and the poor lethality of the shield's bash attack will render you all but helpless in close quarters battle. Still, the Assault Shield is a support tool first and foremost, and its use as an offensive weapon should be limited where possible. Nothing else can directly thwart enemy fire, and with a dose of teamwork the shield can prove its worth in objective game modes. With this bulwark you might deflect your opponent's attack, your aegis a bulletproof guarantee that your time with the shield... ...is sure to be a bash.
Épisode 146 - Fore Grip - Black Ops 2 Attachment Guide
5 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Fore Grip. First seen in COD4, the Grip has returned in every title since, each time with similar benefit. In Black Ops 2 the attachment has proven controversial for its limited effect - with its recoil-reducing ability scaled back, leading some to question whether the attachment was mere placebo. In real life, an underbarrel mounted foregrip provides a more ergonomic place to grasp a firearm, with greater control of the muzzle. This can help in controlling the weapon's recoil, especially during automatic fire - and this effect is mirrored in-game. The Fore Grip is available for the Assault Rifles, LMGs and SMGs. It is incompatible with the underslung grenade launcher, due to the mutual occupation under-barrel rail. The Fore Grip's effects are fairly basic: it will increase your weapon's centerspeed, which governs the rate of recovery from recoil. In practical terms, this means lower overall recoil, proportional to the centerspeed increase. For Assault Rifles and LMGs, the effect is strongest: you'll benefit from a 2% increase to centerspeed, for a corresponding decrease to recoil. SMGs see only a 1.5% improvement, although the centerspeed for such weapons is higher to counteract the faster rates of fire, so the absolute benefit might be similar across the board. It's worth noting that the recoil-reducing benefit of the ACOG and EOTech sights will stack, for a maximum of 4% recoil reduction - although whether this is worth two of your pick-ten points is debatable. The Fore Grip is a universally beneficial attachment that confers a slight improvement to your weapon's controllability. It could very well make the difference in a long-range gunfight, especially in cases when firing full-auto for sustained periods of time. However, the effects of the grip have been reduced to the point where you'd be hard pushed to notice any significant difference, with the random nature of recoil disguising its explcit effect. While there are no downsides, the occupancy of an attachment slot and pick-ten point means you might be better off selecting an alternative attachment, with more obvious benefit. Some might criticise the effects of this attachment for being too suble - but, if you want to spend a pick-ten point on a minor reduction to recoil... ...then get a grip.
Épisode 147 - KSG - Black Ops 2 Weapon Guide
10 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the KSG. Returning from Modern Warfare 3, this unusual shotgun design is unique in that it fires slugs instead of the usual buckshot. The Kel-Tec KSG is a relatively new shotgun design, with the weapon first introduced in 2011. It is notable for its twin-tube bullpup configuration, which packs 14+1 shells into a relatively compact package. The selectable twin magazines make it possible to fire two separate ammunition types, ideal for the use of special-purpose rounds by police or tactical response units. In Black Ops 2 only one ammunition type is used - shotgun slugs, which are heavy solid lead projectiles: essentially big bullets, intended to tackle large game. They provide large calibre rifle-like performance at a close range, with the heavy-but-slow projectiles rapidly losing energy at longer distances. In-game, damage is high: with the KSG offering a one hit kill anywhere to the body upon a close range target. At a mid-range, you'll need two body shots - but a single headshot will suffice to the extent of the KSG's reach, after which point you will deal no damage whatsoever. The KSG has the longest reach by far of any of the shotguns: this is due to the single slug fired, instead of the spread of buckshot shotguns normally fire. This means accuracy is very important, and aiming almost a necessity to direct the powerful round towards your target. The awesome power and range make up for this, however - as you'll find yourself able to tackle enemies at a surprising distance. In addition, the KSG has better penetration characteristics than the other shotguns: able to pierce through thinner material while maintaining its one-shot ability. Rate of fire is very low, at just 77 rounds per minute. The pump-action needs to be cycled for every shot fired, and combined with the accuracy the slug demands, precision should be your paramount concern. Hipfire can be risky, although thankfully the spread is tighter than usual for a shotgun, instead similar to that of an SMG. The slower rate of fire does render recoil a non-factor, although your sights will move considerably during the pump-action process. Aim time is on par with the other shotguns, and the same as an assault rifle - at 250 milliseconds. Mobility is better than most other weapons, however - at 100 percent of the base speed. Magazine capacity is very generous, with the twin tubes conferring 14 rounds total: enough to embark on a longer spree without worrying about reloading at all. Of course, eventually you will need to top-up - and the KSG is refilled shell-by-shell, with the first shell taking 0.8 seconds to insert, and every subsequent one 0.57 seconds. This means a full reload can be very time consuming, but most of the time you can get away with topping up a few rounds during any lull in combat. Getting onto target quickly is really the essence of using the KSG effectively - an objective often at odds with the fast-paced nature of a close quarter gunfight. With such a slow rate of fire, you can't afford to miss a shot - and while the better-than-average hipfire might seem like the best reactive defence, you are usually better off in attempting to direct your shot, than to leave your life to random chance. The KSG is a high risk, high reward weapon - no other shotgun has the reach to match it, but few weapons have such a need for accuracy. The impressive range and lethality of this weapon means you'll find yourself caught outside your effective range less often than with the other shotguns. In addition, with 14 rounds at your disposal - each very deadly in their own right - reloads are a rare inconvenience, and you are quite capable of repelling the entire enemy team twice over. Of course, this would be reliant on pin-point precision: unlike most shotguns, the KSG requires the utmost accuracy. Paired with a slow rate of fire, you might find that the other shotguns or SMGs will get the better of you more often in close-quarter gunfights. Still, for the accurate player the KSG can be a rewarding choice: with judicious dispensation of a few slugs... ...you'll leave a slimy trail of bodies in your wake.
Épisode 148 - MMS / Millimeter Scanner - Black Ops 2 Attachment Guide
12 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the MMS, or Millimetre Scanner. A futuristic optical gunsight that makes its debut in Black Ops 2, the MMS is unique in that it offers a glimpse of enemies through walls. In real-life, a similar technology does exist in the form of full-body scanners, such as those employed at security checkpoints at airports and other sensitive locations. They employ EHF radio waves to form a three dimensional image of a subject, capable of seeing through thin materials such as clothing to reveal contraband beneath. Quite some distance from Black Ops 2's depiction, with the small sight unit of the MMS emitting energy sufficient to penetrate multiple layers of brick and concrete. In-game, the MMS is available for the Assault Rifles, SMGs and the shotguns. As an optical option, you won't be able to use any other sights on your weapon - but beyond this, combining FMJ is forbidden as well. This is presumably to limit your ability to kill quickly through walls, and this will mean with the lower-penetration weapons such as the Shotguns and SMGs you will be unlikely to kill an opponent through thicker cover. The attachment's effects are twofold: as an optic, the MMS behaves in a similar fashion to the reflex sight. The only real difference is that the MMS provides a lower default zoom than the reflex, at just 1.1x magnification. This will preserve a larger portion of your peripheral view while aiming, but may slightly harm your longer ranged ability. In addition, the larger viewfinder will leave you vulnerable to EMP grenades, as the loss of your reticle might make it difficult to aim. This is rectified with Hard Wired, although this occasional threat is perhaps not quite enough to justify the perk's selection. The second effect of the MMS is far more interesting: a pulsing wave of energy will reveal stationary enemies when looking through the sight. Pulses occur every couple of seconds, and will reach out up to 25 metres, giving you sight through cover thick or thin - including obscurants such as smoke. Toss a smoke grenade into the fray and your enemy will likely be left blind, leaving you all the time in the world to take aim at their sillhouette. Not all enemies will be visible, however: only stationary enemies will be detected, so you won't be alerted to foes on the move. In addition, the Cold Blooded perk will render your opponent invisible - so it's wise to not trust the MMS entirely when clearing buildings. Still, any warm-blooded camper will light up as clear as day, and you might catch a glimpse of a mobile enemy pausing to resupply. The Millimeter Scanner is an entirely usable optic with the unique ability to see through walls - and while the latter trait is rarely useful, it can sometimes divulge your enemy's location and prevent your death as a result. The low zoom means it's a great choice in conjunction with the Adjustable Stock, as you can move swiftly while aiming, retain much of your peripheral vision - and receive notice of stationary enemies lurking ahead. It's also a natural pairing for weapons with good wall-penetration ability: the assault rifles and KSG perhaps the best suited to shooting through walls. It only really works within an aggressive role, however - the low zoom means an alternative optic would be a better choice for a longer-ranged role. The MMS is also arguably of lower utility on the weapons with poor penetration characteristics, too: while knowing where an enemy lurks will make your life easier, entering their domain to eliminate them still poses a certain risk. Still, it remains an interesting alternative to the reflex sight, and has few downsides for a close-range build. Should your enemy lurk like a skeleton in a closet: with the help of this x-ray vision... ...you'll fracture such brittle defence.
Épisode 149 - Chicom CQB - Black Ops 2 Weapon Guide
17 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Chicom CQB. Unlocked at level 37, this weapon is unusual in that it's the first burst-fire SMG seen in the Call of Duty Series. The Chicom CQB is based on the export model of the real-life Chinese SMG, the QCW-05. The initialised name translates from Chinese as 'Silenced Assault Gun', as indeed the weapon comes equipped with a suppressor. The original variant of the weapon, intended for the Chinese market, was chambered for the subsonic 5.8 by 21 millimetre DCV05 cartridge. The variant seen in Black Ops 2 is the export model, intended for a wider market - and is chambered for the more common 9 by 19 millimetre Parabellum cartridge. The 9mm magazines are interchangeable with existing MP5 ones, and the integrated iron sights of the export model are replaced with Picatinny rails, for greater customisation. The model seen in-game makes use of these rails with a built-in yet non-functional tactical light, similar to that seen on the FMG-9 from Modern Warfare 3. In-game, damage is low - and despite the Chicom firing only three rounds per burst, you'll usually need at least four shots to kill. At a middle range, you'll quickly hit the Chicom's minimum damage - where you'll need at least six shots to kill. Paired with its low penetration, damage is clearly not this weapon's strongest suit - only the Skorpion Evo trails the Chicom in such traits. Thankfully, output is more than generous - 1250 rounds per minute within the burst, and with no mandatory delay between each 3 rounds fired. With a good trigger finger you can put a tremendous amount of lead down range: and pairing the Chicom with rapid fire will let you fire a spectacular 1893 rounds per minute - the fastest potential fire rate in the game. Select Fire will allow you to fire full auto, but will decrease your rate of fire to 937 rounds per minute, the same as the Vector or MP7. The Chicom's high rate of fire complements its hipfire performance nicely: with unaimed accuracy more than sufficient for close-quarter use, on par with most other SMGs. Recoil is generally low, principally kept in check by the burst fire: your major opponent in long-range engagements is the low damage. Within the effective range of the Chicom, it's easy enough to land 3 rounds on a single target. Aim time is quick, at the SMG default of 200 milliseconds - and movement speed is similarly quick, at 100% of the base speed. Magazine capacity is fair, at 36 rounds - or 12 bursts. Extended Clip will take this to 48 rounds, or 16 bursts, instead. Reloads are relatively fast, at just 2.1 seconds: and given that the burst-fire mode will help to limit consumption, resupplies will seldom prove problematic. With good map knowledge and an awareness of your enemy's position you can deal immense damage, completely defeating your enemies ranged defence by appearing in unexpected location. It's imperative that you make good use of your mobility, and seek indirect routes to get behind your foe: a direct assault will often lead you into your opponent's sights. Instead, feel out the unguarded portions of the map - whether via underground passage or precarious ledge to circumnavigate your foe, remaining undetected until you're firmly within enemy territory should be your prime concern. Once you're behind the lines, you can start to deal a crippling blow - and with your ability to remain hidden from radar, you can change up position to elude any reprisal. Should you prove successful, you'll frustrate your opponent and render them helpless, their defences broken and your victory assured. The Chicom CQB is an interesting SMG with the potential to dispense an alarming amount of lead in a short space of time. Paired with great handling traits, it's this ability to rapidly spew lead that proves to be the Chicom's key trait: in a close quarter gunfight, you'll usually be the first to land a shot on target. The burst fire mode can be inconvenient, but paired with a good trigger finger it can prove as effective as an automatic weapon, and otherwise enforces recoil control, and helps extend your magazine to tackle multiple opponents at once. Unfortunately, despite its low recoil the weapon suffers at a longer range due to its poor damage - with six shots to kill, it's generally better to flee from longer ranged engagements than attempt to land multiple bursts. Still, as long as you limit the Chicom to close-range engagements, its performance is solid: and while it lacks raw damage, the fast fire rate means it will prove consistent in closer quarters. As long as you cut your cloth according to your means, and don't overextend yourself with this weapon - you'll tear the fabric of your opponent's defence, and leave the killfeed... ...bursting at the seams.
Épisode 150 - Rapid Fire - Black Ops 2 Attachment Guide
19 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Rapid Fire. Starting life as the Double Tap perk in COD4, the faster-firing effect became an attachment in Modern Warfare 2, and has remained present as such ever since. In real life, it would certainly be possible to alter the cyclic rate of a weapon by modifying the action: lighter parts and altered springs could work to this effect. In practical terms, this is rarely done: such modifications would run the risk of harming feed reliability, and in any case fully automatic fire has little practical application in typical military doctrine. In game, Rapid Fire is available for just the SMGs and LMGs. It is entirely compatible with all other attachments, too - unlike its appearance in the first Black Ops. The attachment's effect is quite pronounced, with major effect on your weapon - both positive and negative. The principal intent of Rapid Fire is as its name suggests - to increase the rate of fire of your weapon. It does this by quite a large degree: a 51 percent increase for SMGs, and 33 percent for LMGs. This will ramp up the amount of damage you can dole out in any given time, and make a very noticeable difference to your performance in close quarters. Of course, this faster consumption has intrinsic downsides: you'll empty your magazine more quickly, and will need to reload more often. A faster fire rate will make the weapon's recoil more difficult to control - and in addition to this there is a 15 percent centerspeed penalty when using Rapid Fire, too. Furthermore, your weapon's range will be reduced: LMGs will see a 40% reduction in effective range, whereas most SMGs will see their range cut by 60%. The Chicom CQB and Skorpion EVO are hit hardest, however: with 75 percent of your range lost in exchange for the faster rate of fire. As if this wasn't enough, your hipspread will worsen, too: LMGs will see a 20 percent increase to hipfire spread, whereas SMGs will see a 30 percent increase. All in, your weapon will have a faster rate of fire - but at the cost of increased recoil and ammo consumption, decreased ranged damage and worse hipfire performance. Rapid Fire is an attachment that can greatly increase your potential damage output, but it is a choice that comes at great overall cost. It can prove effective with some weapons, however - the Mk48 and LSAT can be employed in a more aggressive, close-range way with the attachment, as the LMGs take less of a hit to performance. The Vector K10 and MP7 prove quite usable too - their lower damage differential means the range loss is less of a factor than with the higher damage options. Nevertheless, Rapid Fire will harm ranged performance across the board - so if you value your ability to effectively tackle opponents at a distance, it might be best to avoid this attachment. The loss in ranged ability is most visible in the high-damage SMGs - the PDW and MSMC - and as such it is wise to preserve your ability at the periphery of your effective range. The HAMR is probably best left without the attachment, too - the initial flurry of faster-firing shots are unaffected by Rapid Fire, so you can simply burst fire the weapon to achieve a similar level of output. Still, at a close range there's no denying the increase in effectiveness that Rapid Fire can confer - and such additional damage can prove decisive in close quarters battle. Should you seek a rapid response to quench an enemy threat, double tap this attachment to turn your gun into a bullet hose.... ....and spray your opposition down.
Épisode 151 - HAMR - Black Ops 2 Weapon Guide
24 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the HAMR. Unlocked at level 37, we round out the LMG selection with this weapon's debut appearance within the Call of Duty series. The HAMR, or Heat Adaptive Modular Rifle is a Belgian weapon designed by FN Herstal for the US Infantry Automatic Rifle requirement in 2008. The weapon is based on the existing SCAR design, with some modifications made for the sustained fire requirement of the IAR program. The 'Heat Adaptive' part of the name refers to the automatic switching from a closed bolt to open bolt operation as the weapon's barrel heats up during firing. This grants the accuracy benefit of closed-bolt operation during semi-automatic fire, with the superior heat dissipation of an open-bolt design for sustained use. The HAMR entered into the same trials as its German rival from HK, the M27 - and ultimately it was the M27 that came out on top and was selected as the winner of the IAR competition. Nevertheless, the SCAR design has seen some success of its own, with the United States Marine Corps and SOCOM amongst the platform's users. In-game, damage is good: very similar to the LSAT's damage, albeit with a very slight reduction in range. You'll kill in 3 shots up close, and may need up to 5 shots at a distance. Effective range is fairly generous however, so you can expect consistent performance - and the HAMR's ability to penetrate walls is good, too. Output is unusual, but in a good way: the first 7 shots are fired more quickly, with the weapon settling down into a slower sustained rate of fire. These first 7 rounds are fired at a rate of 940 rounds per minute: comparable to most SMGs, and combined with the high damage this initial flurry makes the HAMR very effective at a close range. The sustained fire rate is 625 rounds per minute - a little less deadly up close, but much easier to control at a distance: prolonged fire can be used to great effect over longer ranges. Rapid Fire will make the HAMR fire at 940 rounds per minute continuously, and so is probably best left off the weapon, as burst firing will grant a similar level of output. Hipfire is on par with the other LMGs: not spectacular in terms of spread, but the initial output will quite happily repel any close-range attackers in relatively short order. Recoil varies with the fire rate: initially your accuracy will be poor, but once the fire rate settles recoil becomes very mild indeed. As long as you can wrest your aim onto target after the initial burst, you'll find the HAMR is capable at most ranges. Aim time is slow, identical to the other LMGs at 450 milliseconds - and movement is similarly slow, at just 90 percent of the base speed. Magazine capacity is good by any measure, but on the lower end of the LMG scale, at 75 rounds. Extended clip takes this capacity to 100 rounds instead. Being magazine-fed rather than belt-fed, reloads are tolerable at least - although you will resupply slightly slower than the QBB, at 4.25 seconds per mag change. When the only tool you have is a hammer, every problem might as well be a nail. The HAMR is a well-rounded weapon that handles well and hits hard. The dual firerate means it is an oddball, but it can work to your advantage - the rapid burst can be a lifesaver in close quarters, and once the weapon settles you can put down accurate suppressive fire to quite some effect. All in, the HAMR is a great handling weapon that doesn't demand a particular attachment to be effective - a versatile tool with an interesting twist. Of course, there are some downsides - notably you'll suffer from the usual slow handling traits of an LMG: the reload speed isn't too bad, but can prove inconvenient: the initial rapid burst of shots can quickly chew through your magazine, meaning you will have to endure a resupply relatively often. In addition, the high recoil of the rapid fire burst can make it difficult to acquire long-range targets rapidly: a more accurate opponent may have the advantage over such sightlines. Still, as long as you position yourself well you will prove difficult to dislodge, with a resistive perk set and a weapon that's effective at most ranges. Simply put, you can't touch this weapon's versatility, so if you're too legit to quit, then stop... ...HAMR time.
Épisode 152 - Hybrid Optic - Black Ops 2 Attachment Guide
26 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Hybrid Optic. Variable zoom optics first appeared for the sniper rifles in the original Black Ops, and Modern Warfare 3 saw the introduction of dual-mode optics to cover the other weapons. In real life, variable magnification gunsights do exist: perhaps the most similar to the Black Ops 2 rendition is Leupold's High Accuracy Multi-Range Riflescope. This gunsight offers a magnified telescopic sight with a superposed non-magnified reflex sight, giving the user the ability to aim quickly at a wider set of ranges. Some sight configurations use an optional magnifier capable of flipping into position in front of a holographic sight, and there exist telescopic scopes with multiple magnification options within a single integrated unit. In-game, the Hybrid Optic is available for the Assault Rifles and LMGs only. It is compatible with most other non-optical attachments, with the exception of Select Fire and the Grenade Launcher. Perhaps the hybrid zoom level was intended to be switched with the same control as select fire or the launcher: and the incompatibility enforced to avoid a button mapping conflict. The hybrid's effects are fairly basic: aim time, recoil and other handling traits are all unaffected. Instead, you gain the benefit of two separate zoom levels, rapidly switchable whilst aimed in. The low magnification is the same as the weapon's innate zoom of the iron sights: in the case of assault rifles, 1.35x; and LMGs, 1.5x. The higher zoom is the same across the board, at 2.4x magnification - this is the same as the ACOG scope. Both zoom levels have their own separate reticle, usually borrowed from the reflex and ACOG - although some are specific to the Hybrid Optic. The default reticle set is unique, and a relatively plain orange set: the low zoom a basic dot, the high zoom a semi-enclosed one. These are as precise as the offerings get, and are perfectly functional - any other selection would be an aesthetic choice. Plus and Precision are unlocked with 10 kills with the Hybrid, both bright green and cruciform in nature. They offer great target contrast, potentially adding to your accuracy. 25 kills unlocks the Dot and Ranger pairing: each with a hollow blue circle marking your aim, as with the reflex and ACOG variants. 50 kills nets the Target Range Drop pair, a set of orange dots circumscribed by circle - a simple variant to the default. 75 kills unlocks the Valley and Ranger Drop combination: each a simple red dot with adornment underneath, perhaps rivalling the default reticles for usability. 100 kills unlocks the Drop Shot and Trilux combo - both in bright yellow, with the former indicating your aim with a dot, and the latter with inverted obelisk. 125 kills with the hybrid unlocks the pointiest options with the Peak and Pyramid reticles - both illuminated in red and triangular in form, with the top indicating your point of aim. Attaining these reticles will also expose the second tier of challenges - opening up some of the more novel choices. The first such option is the rocking duet of Steve and Hall of Flame: two bright orange reticles that are far from precise, but are at least interesting. This duo useful in cases where you moustache your opponent a question before you set them ablaze. Next, show your opponent how you really feel with this pair of faces unlocked after 20 double kills - with either the Smile or grumpy Scarecrow indicating your mood. Whether you choose to smile for the killcam or not is up to you - the alternate option a straw-stuffed grimace. Win over your opponent's heart if not their mind with the Hearts reticle option, unlocked with 10 longshots - rounding out the final suit of the playing card theme seen across the varying optics. In any case, with judicious use of this reticle you'll be sure to place your opponent under cardiac arrest. Finally, two triple-themed reticles are your reward for 10 bloodthirsties with the Hybrid, with the three dots of the predator reticle and the three arches of the Treyarch logo. Neither of these two options are particularly precise, but - as with quite a few of these reticle options - sometimes you have to favour style over substance. The Hybrid Scope is perhaps the most versatile optical option in Black Ops 2, and can help enhance a weapon's ability across a wide range of encounters. It's a great choice for weapons that are low recoil, but dependent on accuracy: the M27 perhaps the best fit. The LMGs will also benefit - weapons such as the Mk 48 and LSAT are terribly effective at long range, but do require that you accurately direct your fire for maximum effect.
Épisode 153 - SCAR-H - Black Ops 2 Weapon Guide
31 mai 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the SCAR-H. Unlocked at level 40, the SCAR design has seen multiple outings in Call of Duty: with the SCAR-H first seen in Modern Warfare 2, and the SCAR-L in MW3. The FN SCAR, or Special Operations Forces Combat Assault Rifle, is a Belgian weapon, designed and manufactured by FN Herstal. Produced for a US SOCOM competition in 2004, FN's SCAR platform proved successful in testing and entered into service with the US Rangers in 2009. The rifle is offered in two key variants: the SCAR-L, or 'light', firing the NATO intermediate cartridge; and the SCAR-H as seen in Black Ops 2, firing the NATO full-power rifle cartridge, the 7.62 by 51 millimetre round. The SCAR-H is a modern battle rifle, festooned with Picatinny rails to appeal to Special Forces' need for flexibility and customisation. In-game, damage is good, particularly for a fully automatic weapon. You'll kill with 3 shots to the body, or two to the head - and the SCAR retains this lethality out to quite some distance, too. Even at the longest ranges you'll never need more than four shots to kill, and with even a single headshot guaranteeing a 3-shot kill, you'll never be left wanting for power. Penetration ability is good, too - above average for the assault rifles, and instead on par with the LMGs. Rate of fire is relatively slow, at 625 rounds per minute. This is on the lower end for automatic weapons, and may hamper the SCAR's consistency in close quarters. While hipfire spread is the same as most other assault rifles, and you will only need to land 3 shots - the lower overall output may result in a slower time to kill than a faster firing weapon such as an SMG. Recoil is high, with the weapon rapidly kicking upwards and to the right under automatic fire. It can be moderated if the weapon is fired in bursts, and due to the high ranged damage it is quite possible to use the SCAR at a distance with good fire control. Aim time is standard for the class, at 250 milliseconds - and your mobility is as expected too, at 95% of the base speed. Magazine capacity is average, at 30 rounds - typical for an assault rifle. Extended clip will take this capacity to 40 rounds instead. Reloads are fairly average too, at 2.4 seconds to complete - slightly on the slow end for an assault rifle, but far from inconveniently long. The SCAR-H is a powerful automatic weapon that can prove tough to handle, but otherwise offers deadly per-shot damage and an uncompromised ability to pierce cover. It is its damage which proves to be the SCAR's key asset, with its consistent 3-shot kill out to a substantial range beating most other automatic weapons. With its LMG-grade penetration, not much of this damage is lost when shooting through cover - and sometimes you might find yourself surprised with unexpected kills upon hapless enemies behind your intended target. However, you pay for this awesome damage with some serious downsides: a slower rate of fire moderates your performance in closer quarters, while the heavy recoil demands good fire control to remain effective at a longer distance. This means the SCAR-H proves most effective within a relatively narrow middle-range band - outside the reach of shotguns and SMGs, but at a distance where the recoil isn't too hard to control. Still, the SCAR copes relatively well out of its element, as a player with good fire control can put the higher damage to task at almost any range. While you might not be able to compete with SMGs up close, a slightly more cautious playstyle will limit this weakness. Beyond merely scratching the surface, this weapon can cut deep and tear flesh behind: No doubt, the SCAR... ...will leave a lasting impression.
Épisode 154 - Adjustable Stock - Black Ops 2 Attachment Guide
2 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Adjustable Stock. The stock has its roots in the Stalker perk first introduced in Modern Warfare 3, and sees its return as an attachment instead in Black Ops 2. In real-life, a weapon's stock is an important factor for infantry accuracy: the ability to brace a longarm comfortably against a shoulder makes for a much more stable - and therefore more accurate - firing platform. In-game, the adjustable stock is available for the assault rifles, shotguns, SMGs and LMGs. It is entirely compatible with any other attachment. The stock's effect is relatively simple: you'll be able to move faster while aiming down your sights, as your mobility while aiming is normally subject to a penalty dependant on weapon class. Assault Rifles see perhaps the greatest benefit overall, with their default ADS movement speed buffed from 40 percent to 88 percent. This makes for a great pairing with aggressive 'incisor' assault rifle builds - as you'll be able to preserve accuracy while driving into enemy territory, enhancing your odds of surviving a close-quarters gunfight versus an enemy wielding an SMG. Shotguns see less overall benefit, with the stock taking the already-high 80 percent ADS mobility to just 88 percent instead. This marginal benefit is of dubious virtue with the buckshot-firing options, as their hipfire performance is usually pretty good: only the KSG is a useful candidate, with its need for aimed accuracy. Even so, a mere 8 percent increase perhaps isn't worth a pick-ten point - the Quickdraw Handle is usually a far better answer for the KSG's demand for rapid precision. SMGs see an increase from 80 percent to 100 percent speed while aiming with the stock, allowing you to walk at full speed with no penalty. This effect is most useful on the higher damage, slower firing SMGs, where aiming down sights is more critical - the PDW-57 and MSMC the best fit for this attachment. The faster-firing options tend to perform just fine from the hip, so a laser sight might be a better pairing for reactive fire without a loss of peripheral vision. The lethargic LMGs see a relative sizeable increase from 32 percent to 72 percent speed while aiming with the stock, although this comes with amplified sight sway while on the move. For a static defensive class, this mobility isn't particularly useful - but if you plan on employing the LMGs in a slightly more aggressive role, the stock can be a good fit. It might be best to pair the stock with a low-zoom optic to preserve peripheral vision while on the move - the 1.35x zoom of the reflex is the lowest on offer for the LMGs, but the ultra-low 1.1x magnification of the MMS is very useful for the other weapon classes. This means you retain nearly all peripheral vision, in addition to the MMS's x-ray vision - paired with the stock this combo can be very effective when sweeping into enemy territory. The Adjustable Stock is a universally beneficial attachment that enables more rapid movement while retaining pinpoint precision. It's a great choice for aggressive builds with assault rifles and SMGs, where you can't always guarantee a good firing position in gunfights. Being better equipped to manoeuvre mid-conflict can bamboozle your opposition: rapid strafing can help confound their aim, all while keeping your sights trained on your mark. This instant accuracy benefits the slow-handling, slower-firing weapons the most: the stock can compensate for any lack of hipfire ability. As such, the attachment might prove less useful for weapons with favourable hipfire characteristics: such weapons are less reliant on accuracy, and so can usually land the first shot in a gunfight without needing to aim. I'd also avoid the Stock with the shotguns, as the benefit is relatively limited and their need for accuracy less marked in most cases. Nevertheless, there are no downsides to the attachment and it's simply a matter of best using your pick-ten points: for some the stock is an essential choice - the nimbler handling easily missed once you become accustomed to it. So, when considering your available options, if you value your mobility and can't compromise on accuracy... ...perhaps it's time to take stock.
Épisode 155 - RPG - Black Ops 2 Weapon Guide
7 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the RPG. The last of the three launchers, this explosive option has seen numerous outings in a variety of forms, starting with Call of Duty 4. In Black Ops 2, the RPG is a futuristic interpretation of the Russian RPG-7: a Soviet design dating to 1961. The RPG-7, or 'Ruchnoy Protivotankovyy Granatomyot', meaning 'Hand-held anti-tank grenade launcher', is a relatively straightforward design capable of firing a variety of warheads. Little more than a steel tube and trigger mechanism, the RPG is a man-portable design fired from the shoulder. It is most often employed within an anti-armour role, with shaped charge warheads funnelling a stream of molten metal capable of piercing thick steel. Some warheads use a tandem charge to ensure effectiveness against reactive armour, with a smaller primary charge clearing the way for the larger secondary explosive. There do exist rockets designed for an anti-personnel role, too: either via fragmentation or thermobaric effect. In-game, the RPG deals substantial explosive damage over its radius of effect - wounding those caught in the periphery and killing unprotected enemies outright towards the blast epicentre. Blast radius is identical to that of the SMAW, so each offers similar performance, with a lethal radius of a couple of metres. Enemies with Flak Jacket will prove troublesome to kill outright with the RPG: only a direct impact will kill. The RPG lacks any form of lock-on, so tackling air support can be tricky: larger, slower-flying aircraft such as the VTOL Warship are the easiest targets, while attempting to down a UAV will normally result in a wasted shot. Should you successfully strike your target, however - you will down it with a single rocket. Note that the RPG's projectile follows a meandering path - making long-range accuracy heavily reliant on luck. Rate of fire is very slow - even under perfect conditions, you'll only be able to fire the equivalent of around 15 rockets per minute. As a single shot weapon, a reload is required after every time you fire - and as such this is the major factor limiting your output. Handling is generally very slow, as with all the launchers: the RPG takes nearly half a second to aim, at 400 milliseconds. Hipfire is impossible, too - you will need to aim prior to firing, greatly limiting your effectiveness in reactive gunfights. Your mobility will be similarly sluggish whilst you have the RPG equipped, too - you'll move at 90 percent of the base movement speed. As a single shot weapon, there's no magazine to speak of: and readying a new round to fire takes 3.29 seconds, slightly slower than the SMAW. You do benefit from a greater initial supply than the SMAW, however - the RPG gets two rockets upon spawn instead of just one. Your reward for this combination is the ability to occupy advantageous position over your enemy, while blunting their approach with a continuous barrage of deadly explosives. Such tactics rely less on precision, with your blast radius filling in the need for fine aim - but are more reliant on positioning and anticipation of your enemy's movement. This can work well in objective game modes - where it's easier to determine your enemy's spawn, and where their movements might lead. Should you prove successful, you can land impressive multikills; and blunt the opposing team's offensive efforts. Of course, there exists one very potent counter to such a build - Flak Jacket will be your bane with any explosive weapon, and any sensible enemy will be in a hurry to equip this perk once they're wise to your tactics. As such, the RPG might be best employed as a situational weapon, as continued use might see diminishing returns. The RPG is the best launcher for use in an anti-personnel role: the larger starting supply putting it ahead of the dual-purpose SMAW. This enhanced supply means you can make more liberal use of the weapon: suppressing the enemy's movements through chokepoints to better take control of the map, and to swing games in your favour. Of course, your explosive force is easily blunted - Flak Jacket and the Trophy System can render you impotent in the face of conventional weapons. Paired with its lethargic handling traits, the use of this anti-personnel launcher is a high-risk, high-reward affair: terribly effective against unprotected enemies clustered near objectives or chokepoints, but with a severe risk of proving ineffective and leaving you vulnerable. Still, such is the price of taking the explosive option: you trade reliable lethality for a wider area of effect. While it might sometimes blow up in your face, the RPG can sometimes prove decisive: so if you want to have a blast, equip this launcher... ...and go out with a bang.
Épisode 156 - Ballista - Black Ops 2 Weapon Guide
14 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Ballista. Unlocked at level 43, Black Ops 2 marks this bolt-action rifle's introduction to the Call of Duty series. The FN Ballista is a Belgian sniper rifle design, developed by FN Herstal in late 2010. It was designed for the US Army's Precision Sniper Rifle program, competing alongside the Remington MSR and Accuracy International AWM, amongst others. The specification called for a high precision, lightweight platform chambered in a powerful .338 calibre round. The Ballista design is heavily modular, with the barrel, bolt and firing pin rapidly interchangeable to fire a variety of cartridges - and in-game, the Ballista is chambered for the .338 Lapua Magnum round. Ultimately, it was the Remington MSR that eventually won the PSR contract, a similar design to the Ballista with a similarly modular approach. In-game, the Ballista is a one-shot kill weapon: killing with a shot to the head, neck, mid-to-upper torso and the arms. When paired with the suppressor, you'll kill with a shot to the head, neck, upper torso and upper arms only. The sniper rifles see no damage drop-off, so this lethality is preserved out to any distance - and, like its peers, the Ballista's ability to penetrate walls is high. As a bolt-action weapon, rate of fire is very slow: as you'll need to manually cycle the action after every shot fired, your maximum output is a pitiful 51 rounds per minute. Paired with woefully poor hipfire performance, it's vitally important to make shots count with the Ballista - a miss will leave you critically exposed in the time it takes to ready the next shot. Recoil is moderate, pulling up and to the right - but this is not a factor with the slower rate of fire: your aim will recentre before the bolt is fully cycled. Otherwise, handling is fairly good for the sniper rifle class: the Ballista is the nimblest option available. Aim time is moderately slow by most standards, but 50 milliseconds faster than its peers - at 350 milliseconds. Switch times are marginally faster too - and you even gain a 1 percent mobility bonus, as you'll move at 96 percent of the base speed. Magazine capacity is fair for its class, too - 7 rounds grants a two-round advantage over the other bolt-action option, the DSR-50. Reloads are fairly slow, taking 3.10 seconds to complete: but are infrequent, given the slow rate of fire and limited overall consumption. Also of note is the unique attachment available for the Ballista: the Iron Sight. This option replaces your default scope with a standard-magnification mechanical option instead - an interesting alternative for smaller maps, but tricky to use at any sort of distance. Its unique nature does give it appeal, however - and the attachment opens up a new way to play with the weapon, ideal if you like a challenge. The Ballista is the nimblest sniper rifle on offer, offering greater reactivity than any other of the precision rifles. Despite this speed, it retains considerable lethality, only losing the one-hit kill upon the lower portion of the torso when compared to the more powerful DSR-50. It is this combination of speed and lethality that make it an ideal choice for a more mobile sniper role, although this does demand a high degree of precision to be effective. It is the slow cycling of the bolt-action that will be your downfall, should you miss: the second or so it takes to ready your next shot often sufficient for your enemy to retaliate. The smaller one-hit kill zone can prove troublesome in such critical gunfights, too - an enemy wounded but not killed outright will be a threat until you're able to finish them off. Still, if you prefer a faster pace of gameplay the Ballista is the sniper rifle that best fits the bill. Capable of quickly scoping in and delivering instant lethality - if you're able to deftly leverage the one-shot power of this lightweight rifle... ...you'll send your enemy ballistic.
Épisode 157 - Grenade Launcher - Black Ops 2 Attachment Guide
15 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Grenade Launcher. Featured in every Call of Duty game since COD4, the underslung grenade launchers have been much-maligned over their lifespan, to the point where their once-impressive explosive power has now been reigned in to but a niche role. In Black Ops 2, the underslung launcher is represented as the Heckler and Koch M320 design, the US Army's replacement for the older M203. This underbarrel option fires the same 40-by-46 millimetre grenades as its predecessor: and extends a soldier's arsenal to tackle enemies indirectly. In Black Ops 2, the launcher is available for just the Assault Rifles: no other weapon class may equip it. It is incompatible with the Fore Grip, Hybrid Optic, and Select Fire. The Grenade Launcher has no direct effect on your weapon - instead, it adds another facet to your loadout in a selectable underslung launcher. The single-fire launcher comes equipped with 2 grenades, although these cannot be resupplied. Still, these two grenades cost only a single point - cheaper per grenade when compared to the lethal equipment options. The grenades are launched along an arcing path, detonating on impact - and as such can offer more instantaneous, longer-ranged explosive damage when compared to the hand-thrown alternatives. Damage is lower, however - while the effective radius is identical to both the Semtex and Frag grenades, the lethal radius is much smaller. This means the launcher is best used to soften up defensive targets prior to a conventional assault, or to finish off already wounded foes who retreat into cover. Switching to and from your launcher should be done with care, however - if you're caught in a close-range firefight with your launcher prepped you might find yourself quickly cut down. In addition to explosive damage, directly impacting your foe before the grenade is armed will despatch them instantly with a single shot - but such close-range use of the launcher carries substantial risk. The grenade launcher is a simple way to add more explosives into your build: for a grenadier class, it's a fairly logical point spend. The two grenades can be put to good use in objective game modes, where indirect fire on critical locations can wound or kill enemies intent on capture. Despite a lack of lethal effectiveness against Flak Jacket, wounding protected enemies will nonetheless make them easier to kill: and the grenade's blast will at the very least indicate the presence of a threat. The low damage is less of an issue in Hardcore game modes, with damage sufficient to kill an unprotected enemy even at the very edge of the grenade's effective radius. However, the launcher is a very situation weapon, and is probably best avoided in deathmatch game modes: regular bullets will prove more effective in most gunfights. Even in objective game modes it can be a liability: best fired from a safe location towards a contested objective, to minimise the risk of being caught unready. Still, despite its limited lethality the additional firepower can prove useful: and with some finesse it's possible to arc grenades accurately over quite some distance. Just remember to allow T-minus 10 seconds for activation before igniting propellant and thrusting deadly charge across graceful parabola. A successful landing will send your opponent into orbit: so prepare for launch... ...and blast off into victory.
Épisode 158 - Iron Sight - Black Ops 2 Attachment Guide
16 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Iron Sight. It was the very first Call of Duty that saw the introduction of powerful bolt-action rifles sans-scope: and it was World at War where we last saw such weapons feature in multiplayer. In Black Ops 2, the Iron Sight is introduced as an attachment, replacing the more conventional scope that you might expect on a sniper rifle. In real-life, 'iron sight' is a term used to refer to a sighting device on a firearm that makes use of two physical points along the bore axis to align the weapon towards a target. As the name implies, such aiming devices are usually little more than metal prongs or apertures that provide a robust means of aiming. This is opposed to optical sights, such as telescopic or reflex sights, which use lenses, crosshairs or illuminated reticles to indicate point of aim. Many weapons have built-in iron sights, with optical alternatives a later addition - but more modern designs might eschew fixed optics with a modular rail system, permitting the user's preference - optical or otherwise - in aiming device. In-game, the Iron Sight attachment is unique to the Ballista: no other sniper rifle has this option, and any other weapon class will have iron sights by default. The attachment is incompatible with all other optics - naturally, you cannot combine the iron sight with the Variable Zoom, ACOG, or Dual Band Scope. You cannot equip the Ballistics CPU with this attachment, either. The Iron Sight's most explicit effect is the removal of the Ballista's default scope, and the use of iron sights while aiming instead. These provide a far lower zoom level than the default scope's 4x magnification: instead, you'll retain a much wider field of view, at 1.35x magnification. This is identical to the reflex sight, or the innate zoom level of the assault rifles: a comfortable level for mid-range engagements, although much more difficult to use precisely at a longer range. In addition, your aim time is reduced by 15 percent - to 300 millseconds, almost as quick as a typical assault rifle. Such a speed boost offers greater reactivity in closer quarters, lending to the mid-range role the Iron Sight opens up. Finally, you'll also benefit from a 50% reduction in idle sway: and while the loss of ranged precision means this reduction is less advantageous, it can prove useful when lining up shots outside the iron sight's comfort zone. The Iron Sight is a unique attachment that opens up an entirely new style of play with the Ballista. It performs in a similar manner to the KSG, with infinite range but slower handling and smaller one-hit kill area. The broader field of view while aiming and slightly faster aim time combine to make a weapon that performs more effectively in closer quarters - making the Iron Sight a good choice for smaller maps. It does harm your ranged ability however, as the sight itself will obscure more of your target - and the lower magnification makes it difficult to precisely place your shot in the one-hit-kill zone of a target. Still, there's nothing else quite like it - and while it might not be the most effective attachment for the Ballista, it does provide a unique challenge. So, should you wish to forge victory with this unusual option... ...then strike while the iron is hot.
Épisode 159 - KAP-40 - Black Ops 2 Weapon Guide
21 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the KAP-40. The last of the pistols, this futuristic handgun is unlocked at level 43 and is the only fully-automatic secondary on offer. The KAP-40, or Kriss Automatic Pistol, is an American weapon, manufactured by Kriss USA. It currently only exists as a prototype weapon, as the semi-automatic KRISS KARD - and it uses the same recoil-mitigating action as used in the Vector SMG. The Vector and KARD are normally chambered in the powerful .45 ACP round, although there have been some models produced in other calibres - and, given the KAP-40's designation, it's likely that the version depicted in game fires the .40 Smith & Wesson round. The unique Super V system permits accurate automatic firing of powerful rounds in a relatively compact package, with minimal muzzle rise. While the platform is relatively new, it does show some promise - and so perhaps by 2025 such designs might see widespread use. In-game, damage is moderate: the KAP-40 will kill in 3 shots at a close range. This damage quickly drops off to a 6 shot kill at the extent of the KAP-40's reach. There is no headshot multiplier, so body shots are as valuable at any range - and as with all the pistols, penetration ability is low. Rate of fire is an impressive 940 rounds per minute, faster than any other sidearm and comparable to most SMGs. Paired with good hipfire performance, the KAP-40 is a very reliable and consistent weapon in close quarters combat. Recoil is moderate but very controllable, with the vertical rise in your shots not a major factor within the KAP-40's effective range. Aim time is marginally quicker than the other pistols, too - at 100 milliseconds, 25 milliseconds faster than most of its peers. Other handling traits are good too, with rapid switch times and 100 percent mobility. The KAP-40's major downfall is in its limited magazine capacity: while 15 rounds places it in the midst of its class, the elevated rate of fire means these shots are consumed very quickly. If you're careless it's entirely possible to expend all 15 rounds before you're able to kill a single opponent: and while reloads are swift, at 1.5 seconds, you can be left very vulnerable during this downtime. The KAP-40 is a powerful backup weapon, combining rapid handling with reliable lethality. With tremendous output it's possible to quickly eliminate close-range assailants, making the KAP-40 a worthy companion to any slower-firing weapon. In many respects it's as effective as a primary SMG, with a combination of a three-hit kill and an enviable fire rate. The weapon does fall short in the capacity stakes, however - with a mere 15 rounds by default, it's all to easy to find yourself dry mid-firefight. This isn't a weapon you can simply spray with - it requires a touch of precision to accurately direct your shots. The short effective range will exacerbate this issue at anything outside of a close-range, too - landing 6 rounds out of 15 is a tricky task, and it is here where a typical SMG will outperform the KAP-40. Still, the KAP-40 is in the secondary tier for a reason, and as long as you stick to close-range engagements only, it performs admirably. So, should your opposition be all up in your grill: bust out this gat... ...and pop a KAP in their behind.
Épisode 160 - SMR - Black Ops 2 Weapon Guide
28 juin 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the SMR. A new addition to Call of Duty's arsenal, this single shot assault rifle is unlocked for use at level 46. The SMR is a fictional bullpup battle rifle, modelled after the Russian Tula Saritch .308 rifle. Currently only a prototype design, the Saritch is intended to be a modular weapon system intended to fulfil a variety of roles. It fires the powerful .308 Winchester cartridge - essentially the NATO rifle round - and the bullpup design keeps overall dimensions short while preserving barrel length. This gives the weapon a blend of manoeuvrability, accuracy and power - although comes at the cost of higher recoil and a more complex internal mechanism. In-game, the damage reflects the powerful cartridge - as the SMR is the highest damage assault rifle on offer. Like the FAL, the SMR will kill in two shots anywhere to the body at a close range - but will retain this high level of damage out to a longer distance, only requiring 3 body shots over the longer sightlines. This makes for very consistent performance - and the high damage is able to pierce cover effectively too, with excellent penetration characteristics. Fire cap is adequate for most trigger fingers, but otherwise low by most automatic weapon standards: by default, the weapon will fire semi-automatically at a rate of up to 535 rounds per minute. Paired with select fire, the weapon will become fully-automatic: although your fire rate will be reduced to just 416 rounds per minute. Hipfire performance is poor, the same as the FAL OSW, and some degree worse than average for the assault rifle class. Recoil is high, much more significant than the FAL - although it can be moderated by slowing your rate of fire down to ensure accuracy. Aim time is a little slower than average for the assault rifle class, at 275 milliseconds - but these additional 25 milliseconds will seldom make any real difference. Other handling traits are comparable to the SMR's peers, and you'll move at the assault rifle default of 95% of the base speed. Magazine capacity is the lowest in class, at 20 rounds - although with careful fire control this will prove sufficient for most gunfights, even in cases where you find yourself tackling multiple foes. Extended clip bumps this up to 26 rounds instead. Reloads are slowest in class too, although at just 2.75 seconds, such resupplies are far from inconvenient. This is where the SMR performs best: with slower handling traits it's not necessarily wise to take an aggressive tack with the weapon. Instead, hang back and take the time to anticipate your enemy's movements, so that they might wander into your killzone and succumb quickly to accurate fire. The SMR is the highest damage weapon within the assault rifle category, with similar traits to the FAL OSW - with enhanced damage at the cost of heavier recoil and a reduced magazine size. Within its intended marksman role these downsides are not a major factor - with such consistent 2-shot damage out to a considerable range, you can do much more with 20 rounds than most automatic rifles will do with 30. Even the heavier recoil can be tamed with good fire control - and with a superb ability to pierce cover, you'll never be left wanting for stopping power with this rifle. However, to truly take advantage of this hard-hitting ability you will need to mould your playstyle to the weapon: a more conservative approach is needed to ensure accuracy and to keep the slower handling traits from leaving you at a disadvantage. Ultimately it is the slower semi-automatic fire, larger hipfire spread and slower aim time and reload that will prove your downfall with this weapon: faster-firing, more nimble weapons will often have the advantage, despite your two-shot power. Still, as long as you position yourself well and prepare your defenses, the SMR remains versatile enough to cope with a wide variety of situations. So, if high power and marksman-grade precision arouse your interest... ...perhaps it's time to get a semi.
Épisode 161 - Dual Wield - Black Ops 2 Attachment Guide
4 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Dual Wield. The ability to wield two weapons in COD was first introduced in Modern Warfare 2, with the akimbo attachment available for pistols, SMGs and other one-handed weapons - including the Model 1887 shotgun. The attachment has returned in every title since, although has mainly been limited to secondary weapons only, with some exceptions in the first Black Ops. In real-life, it is entirely possible to hold two pistols - but accurately firing them is another matter altogether. Rapid fire dispensation of guns akimbo is something that is really only seen in the movies, with origins in western films: desperados with two 6-shooters and nothing to lose. It was the 1990s where dual weapons truly became popular, however - principally through John Woo action movies, with choreographed shootouts and pistols aplenty. In Black Ops 2, Dual Wield is exclusive to the pistol category: no other class of weapon may equip this attachment. It's also incompatible with all other attachments, meaning you cannot pair Dual Wield with any other option via the Secondary Gunfighter wildcard. Dual Wield's primary and most obvious effect is to grant another weapon in your left hand: doubling both your rate of fire and potential damage output. This is a particularly potent addition, so there are a slew of negative traits to balance out the attachment's impact - most of which limit your effectiveness at a longer range, instead focusing your power for close-range engagements only. One such negative trait is the loss of your ability to aim: with the left trigger firing the left-hand weapon instead of aiming down your sights, you are entirely reliant on hipfire with two weapons in either hand. This in itself is enough to limit your mid-ranged performance - but in addition, you'll see a large increase to hipfire divergence, reducing your ranged effectiveness further. The B23R, KAP-40 and Executioner see further penalty in a range reduction, lessening your reach with the maximum damage of each weapon. All-in, these penalties will severely limit a weapon's versatility: you double your effectiveness at a point blank range, but this effect quickly evaporates. There are some upsides, however: the Executioner, for instance, gains the benefit of the Fast Mags attachment, meaning all rounds are resupplied in one action - and the other handguns also see a significant buff to damage at the extent of your reach, meaning you'll never need more that 5 shots to kill instead of 6. Additionally, the two semi-automatic options do see a damage increase: the Five-Seven and TAC-45 will kill with just two shots at a slightly longer range. Dual Wield is an attachment that will double up your firepower, at the expense of effectiveness at a longer range. Nothing kills as quickly up close as two pistols, save for a one-shot kill weapon such as a shotgun - and the fact that for just two points you can equip such an option as a deadly fast-swapping backup means it's definitely worth considering if your primary is less effective up close. As a standalone option, it can be difficult to make good use of Dual Wield, as you sacrifice much in the way of reach - and forcing engagements to those which the attachment excels at can be tricky on most maps. Nevertheless, with a lightweight, fast moving build you can employ dual wield with hyper aggressive tactics to some effect. The automatic options - the B23R and KAP-40 - are probably the best choice for those without strong trigger fingers, with their ability to saturate an area quickly with bullets. The semi-auto options can be also put to good use with some effort on the triggers, with their two-hit potential possibly scoring an instant kill. However, it's hard to recommend Dual Wield in most cases: The Executioner's already limited range means the double pocket shotguns require a huge sacrifice in performance. All of the pistols will prove more versatile without the option, so if you're intent on making extensive use it might be best to pack just a single gun. Still, dual wield offers unparalleled close quarters ability - so if you fancy taking a gamble on an extremely potent close-range build... ...then double down on this attachment.
Épisode 162 - Skorpion EVO - Black Ops 2 Weapon Guide
5 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Skorpion EVO. We first saw this weapon's predecessor, the Skorpion, in COD4 - and it returned in both Black Ops and Modern Warfare 3. Black Ops 2 marks the modern evolution's first entry, however - where this fully automatic SMG is unlocked at level 46. The CZ Skorpion Evo 3 A1 is a weapon that originates from the Czech Republic, where it is manufactured by Česká zbrojovka. It is a compact submachine gun designed to fill a similar role to its predecessor, with an adjustable folding stock for easier handling in confined spaces, and a full complement of Picatinny rails for the addition of optics or accessories. The design originates from around 2002 as a Slovakian prototype, the Laugo SMG. This design was purchased by CZ, and developed into the EVO 3 design in 2009. The weapon fires the NATO standard pistol calibre, the 9-by-19 millimetre Parabellum round. In-game, damage is low: as the Skorpion has no headshot multiplier, you'll always need at least four shots to kill an uninjured opponent. At a distance, this quickly drops to a minimum of six shots to kill - damage is not the Skorpion's strongest suit, as it deals the lowest per-shot damage in its class. As with its peers, penetration ability is low. It is in rate of fire where the Skorpion makes up lost ground: it is the fastest firing automatic weapon, spewing lead at a continuous rate of 1250 rounds per minute. This is as fast as the Chicom CQB's 3-round burst: and paired with Rapid Fire you'll see a monstrous 1893 rounds per minute dispensed - although this might be overkill, coming at a considerable cost to your ranged effectiveness. Paired with its SMG-default superior hipfire performance, this weapon is deadly from the hip: the faster rate of fire providing more consistent performance courtesy of sheer volume of fire. Unaimed shots will prove almost as effective as aiming down your sights, and gives you a reactive edge while taking an aggressive tack - hipfire is definitely the Skorpion's strongest trait. Recoil is moderate - and, paired with the low ranged damage you will find the Skorpion is not an effective option for use over longer sightlines. Aiming will allow you to more accurately direct your stream of lead, which can prove useful at the extent of the weapon's reach - and you'll transition to ADS in 200 milliseconds, the SMG default. Other handling traits are as expected for its class, too - the Skorpion handles well, like any other SMG - and you'll move at 100 percent of the base speed. Magazine capacity is fairly average, at 32 rounds - although given the rapid consumption you shouldn't be surprised to find yourself reloading very often. Extended Clip will take your magazine capacity to 42 rounds - and should be a very strong consideration for such a gluttonous weapon. Thankfully, such frequent reloads shouldn't impair you too much - as reloads are very quick indeed, at just 2 seconds flat. Embracing a close-range role is undoubtedly the best tactic - trying to wrangle the furious bullet-flinging ability onto longer ranged targets is a futile affair. The Skorpion is an effective close quarter weapon with the ability to dispense a dizzying amount of fire within a short space of time. No other automatic weapon fires as quickly by default, with only the burst weapons such as the Chicom and M8A1 briefly touching the Skorpion's output. This ability to rapidly spew fire, paired with the swift handling traits of an SMG, make for a very consistent close quarters weapon - unlike the slower-firing alternatives, you are less reliant on any one shot finding its mark. Unfortunately, this rate of fire is balanced with the lowest damage of any weapon on offer - on a per-shot basis, the Skorpion is outmatched by all. The high output compensates for this, but throws the issue of sustainable supply into the mix - frequent reloads can be problematic, despite their short duration. It's easy to find yourself left dry mid-firefight, which will leave you exposed to a swift counterattack. You'll find yourself similarly vulnerable at a long-range, too - moderate recoil and low damage conspiring to make it very difficult to direct an accurate stream of shots at any sort of distance. Still, with care such sightlines can be avoided, and you'll reap the rewards of the Skorpion's fast and furious performance up close. This evolved arthropod spares no venom in its output: a fearsome barb poised to attack. Any enemy foolish enough to provoke you... ...will surely feel this weapon's sting. Thanks for watching, this has been XboxAhoy.
Épisode 163 - Target Finder - Black Ops 2 Attachment Guide
6 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Target Finder. Black Ops 2 marks this attachment's entry to the series, although we've seen perks and attachments with similar effect before. The Thermal scope, as introduced in Modern Warfare 2, was the first seen form of electronic aiming assistance - and Modern Warfare 3's Marksman perk, with its extended marking of enemies, was also similar in effect. In real-life, such technology is a little beyond what we have today: infrared scopes probably the closest to such highlighting of targets. More advanced targeting electronics are likely to be seen on larger-scale ordinance: missile guidance systems are able to track a moving target autonomously, using a vehicle's heat signature or radar emission to stay locked on. In-game, the target finder is available for the Assault Rifles, SMGs and LMGs. You may only equip a single optic on any given weapon, but any other option remains open when using the Target Finder. The majority of the Target Finder's effects are fairly obvious: your weapon's iron sights will be replaced with the optic, and enemies within your scope will be marked with a red diamond while you are aiming. The zoom level of this optic is the same as the EOTech sight, or the LMG's innate default: 1.5x, a fairly balanced magnification ideal for mid to long ranged combat. You'll also benefit from a 90% reduction in idle sway, which can help stay on target when engaging longer ranged enemies. The key downside to this optic is the massive reduction to your peripheral vision: the scope viewfinder occupies less than half of the total screen area while the surround obscures your view. This will leave you vulnerable to flanking attacks, as you may simply not see an enemy approaching from the side. For this reason, it's best to make sure you're firing from a safe location - with your back covered either by teammates or equipment. Beyond the loss in peripheral vision, you'll also need to keep a keen eye out for enemies with the cold blooded perk. Such foes won't be highlighted for you - and so can take you by surprise, if you don't pay attention to unmarked targets. The Target Finder is a particularly usable optic which provides considerable long-range assistance while having less explicit close-range downsides. It's great for long-ranged automatic weapons: anything with low-recoil and high ranged damage will perform admirably. LMGs are clearly the best fit, then - the Mk48 and LSAT perhaps the two most powerful options when equipped with this electronic assistance. The Assault Rifles can work, too - the longer ranged automatic options, such as the M27 and SCAR-H are probably the best fit - but none of the options here are bad with the right playstyle. I'd avoid the optic on SMGs, as such weapons tend to rely on mobility and awareness - and the long-range benefits of the sight are lost on weapons with such low damage and high recoil. The same applies to any aggressive build - if you plan to be mobile, the loss in awareness will dampen your potential. Still, for those weapons that suit it the Target Finder can almost feel like cheating - and while it is not without downside, the addition of red diamonds marking your foe feels like a luxury. So if you want to suppress the enemy at a furlong's reach, harness this attachment and ride its assistance to victory... ...just make sure you don't become blinkered to the alternatives.
Épisode 164 - Extended Clip - Black Ops 2 Attachment Guide
7 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Extended Clip. This option was first introduced in World At War, with the SMGs and M1A1 Carbine able to extend their ready ammunition supply with the selection of this attachment. It has returned in every game since: generally available for most weapon classes, and providing more sustained firepower to a varying degree. In real-life, 'Extended clip' is a bit of a misnomer: 'extended magazine' would be the more accurate term. The term clip has come to refer to magazine in popular culture, but technically the terminology only extends to a device used to assist the loading of ammunition into a magazine. The magazine is where the firearm feeds from: and in the case of most weapons in Black Ops 2, the magazines are removable for rapid resupply. This change of name is likely to avoid confusion between the other magazine-related attachment, Fast Mags. In-game, Extended Clip is available for all primary weapons with the exception of the assault shield, and all pistols except the Executioner. It is compatible with most other attachments, with the exception of Fast Mags and Dual Wield. Extended Clip's primary effect is fairly basic: your weapon will be able to fire for longer without reloading. Precisely how much longer depends on what you pair it with: a 34.5 percent gain is the default, but this can vary between weapons. The Shotguns, B23R and Sniper Rifles (excluding the SVU-AS) see the largest percentage benefit, gaining 40% over a stock weapon. The QBB LSW and HAMR see 100 rounds per reload instead of 75, a 33 percent increase. The SWAT-556, SMR, M8A1, PDW-57, Skorpion EVO and Five-seven all see a slightly reduced benefit, with a 30 percent increase. The M1216 sees the smallest percentage benefit, at just 25 percent - although this difference isn't necessarily indicative of overall benefit, as some weapons consume ammunition more readily. In addition to this magazine size increase, Extended Clip will also extend your starting ammunition supply: as this is determined as a fixed number of magazines. This can be useful as an alternative to Scavenger in terms of extending your supply: although without the perk you won't be able to pick up extra ammo in the field. For weapons that are particularly voracious, such as the KAP-40 or Skorpion EVO, the combination of Scavenger and Extended Clip verges on essential - as their rapid consumption will otherwise leave you dry in a flash. While Extended clip is a principally beneficial attachment, there is one downside: your reload will be slowed down slightly, by 10 percent. This will mean a 2 second reload will take 2.2 seconds instead: a relatively minor delay, but still worth considering if you're going for a speed-oriented, aggressive build. Extended Clip can be a critically useful attachment in gunfights, as the extra rounds might prevent you from running dry before your opponent is slain. In such cases an untimely reload might result in your death, and as such extra bullets often prove decisive in combat. It's great for those weapons that need reloading often: any fully-auto option with a high rate of fire will benefit. It also works for sustained defence builds: an LMG with Extended Clip will be able to provide defensive coverage for longer, without having to pause to reload. It's never really a bad choice for any weapon, but it does face competition from Fast Mags: sometimes a faster reload can be more useful, particularly for aggressive, speed-focused builds. With its slight increase in reload time, you might be able to tackle more opponents at once with Extended Clip - but will be left vulnerable for longer once it comes to the inevitable resupply. Still, the benefit will most often outweigh any downside. The extra rounds this attachment grants will extend your firepower... ...and clip your opponent's wings.
Épisode 165 - M8A1 - Black Ops 2 Weapon Guide
12 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the M8A1. A new addition to the Call of Duty arsenal, this weapon is unusual in that it fires a four-round burst by default - and is unlocked at level 49. The M8A1 is a fictional derivative of the German XM8 rifle design, first seen in 2002. The rifle was produced by Heckler and Koch at the behest of the US Army, seeking a potential future replacement for the AR-15 platform currently in service. The XM8 designation was assigned in the wake of the Objective Individual Combat Weapon (OICW) contract, a project which sought a futuristic all-in-one infantry rifle. The project fell through, but the XM8 design was brought about as a result - a modular derivative of the German G36 rifle design, making extensive use of modern composite materials. Ultimately, the XM8 project was discontinued in 2005 - the performance gains over the existing platforms in service not deemed worth the investment cost for replacement. Presumably, in Black Ops 2 the project resurfaced: the M8A1 designation indicating a derivative weapon that has entered into service. In-game, damage is moderate: you do have the ability to kill a close-range enemy with just 3 shots, but this is only within a very short distance. In most cases, you can expect to kill in four or five shots: and it's worth noting that the M8A1 has no bonus headshot multiplier, so it's best to aim for centre mass. Penetration ability is on-par with most other assault rifles. The M8A1's rate of fire is incredibly high within its four-round burst: 1250 rounds per minute. As such you are able to down a mid-ranged target very quickly indeed with a well-placed shot. There is a mandatory delay between bursts, however - but this is relatively short: your sustainable rate of fire is a still-respectable 789 rounds per minute. Equipping select fire will turn the M8A1 into a fully-automatic weapon, but this comes at a cost: your rate of fire will be reduced to 940 rounds per minute, and recoil will be significantly increased - but you do retain the 3-shot potential. Hipfire spread is average, and combined with the rapid burst output can prove quite effective: as you should need only 3 rounds to connect to kill within hipfire ranges, a couple of bursts will quickly and reliably do the job should needs be. Recoil is low, and so while you'll need at least two bursts to kill at range, it is quite possible to repeatedly drill a distant target with multiple rounds from the same burst. The M8 isn't the most effective ranged weapon, but it can certainly perform at such ranges when asked. Aim time is standard for its class, at 250 milliseconds - and other handling traits are as expected, including your mobility - like its peers, you'll move at 95 percent of the base speed. Magazine capacity is fairly average, with the bonus two rounds factored in for the four-round burst. Because of the relatively rapid consumption, reloads can be frequent - you'll only get 8 bursts per mag - but resupplies are painless, taking 2.33 seconds to perform. The M8A1 is a dependable choice, capable of dominating mid-range engagements with an ability to place successive accurate bursts. Compared to a three-round burst weapon like the SWAT-556, the extra round fired will guarantee more consistent performance: and the faster rate of fire will help land more shots on a moving target. Paired with low recoil, the M8A1 is perhaps the easiest burst-fire weapon to handle, with more forgiving hipfire than most as well. However, at longer ranges the weapon starts to lose its edge, with higher damage assault rifles, LMGs and sniper rifles taking the upper hand in terms of time to kill. At ranges where you might need at least two bursts, a sniper could snuff your streak in just a single shot. Paired with a short but otherwise mandatory burst delay, it might be wise to stick to mid-ranged engagements when tackling strong ranged opposition. Still, the M8 remains usable at most ranges, and can be dominant in a relatively wide mid-range band, and as such it is definitely worth considering. So, if you're desperately seeking a reliable companion... ...you might have found your soul M8. Thanks for watching, this has been XboxAhoy.
Épisode 166 - Variable Zoom - Black Ops 2 Attachment Guide
14 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Variable Zoom. We first saw optical options with multiple zoom levels in the first Black Ops, with a three magnification level option available for the sniper rifles. Such an attachment made a return in Modern Warfare 3, and once again in Black Ops 2. In real-life, rifle scopes can indeed offer multiple magnification levels within a single optical unit: such variable power scopes a boon when hunting or otherwise shooting at a non-fixed distance. The different zoom levels are implemented through mechanical movement or superposition of different optical elements: operating in a similar fashion to a camera lens. Such options tend to have greater internal complexity than a fixed-power scope, and as such tend to be more expensive - but they do offer a greater degree of flexibility. In Black Ops 2, Variable Zoom is available for the LMGs, Sniper Rifles, and the Crossbow. It is only incompatible with other optical options, with the exception of the Dual Band scope, which when combined with the variable zoom gives you a flexible thermal option. The Vari Zoom's primary effect is to grant you a magnification level switchable between two distinct settings. In the case of the sniper rifles, you'll see a 2.0 times magnification with the low option, and 4.8 times with the high option. LMGs see a slightly higher level of magnification, 2.4 times with the low option, and 5.8 times when zoomed in. These two option give you the ability to dynamically adjust to your firing position, giving you the perfect compromise between view on target and peripheral vision. Beyond this selectable magnification level, there are some other fringe benefits too: your weapon's idle sway will be reduced by 5 percent, granting a slight advantage at longer ranges. In addition, for the LMGs the gunkick factor of recoil is removed, making such weapons easier to control in some respects. To compensate for this, there is one downside to the Variable Zoom for such weapons: LMGs will see a 10 percent centerspeed penalty, increasing the effects of viewkick in lieu of the absent gunkick. This works out as a shift in recoil characteristics rather than a straightforward reduction - but with good fire control, LMGs can remain quite effective with this attachment. The Variable Zoom optic is a great way to enhance your weapon's flexibility over mid-to-extreme ranges, with the adjustable magnification allowing you to alter your view for maximum comfort. It's great with those weapons that can comfortably reach out to an extreme range - the sniper rifles and low-recoil LMGs the prime candidates. The lower zoom option can work well with a moderate dose of aggression with the sniper rifles - the wider field of view allowing for more effective use over shorter ranges. It's perhaps less useful for the higher recoil LMGs (such as the QBB LSW and HAMR), as you'll struggle to reliably hit targets at the ranges the higher zoom is designed for. It might not be ideal for every sniper build, either - if you're content to stick to a static long-range role, a single purpose scope might suit you just fine - and any scope option would be entirely useless for an aggressive quickscoping build. Still, the attachment has no real downsides and will slightly extend your weapon's versatility, so it's definitely worth considering. If flexibilty isn't your forte, set your sights on this optic... ...and add some variety to your loadout.
Épisode 167 - Ballistic Knife - Black Ops 2 Weapon Guide
19 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Ballistic Knife. Returning from the first Black Ops, this spring-loaded blade rounds out the special weapons on offer, and is unlocked at level 49. The Ballistic Knife is a futuristic interpretation of earlier Soviet designs, where spring-loaded blades or 'Pilum knives' emerged in the late 1970s. Not much more than a knife blade latched in a spring loaded tube, the real-life effectiveness of such a weapon is questionable. They were supposedly employed by elite Speztnaz troops, but there is some doubt as to whether this is actually the case: most examples seen were manufactured as rather dangerous novelty weapons within the United States. Soviet forces did make limited use of a survival knife capable of firing a single pistol cartridge, however: the NRS-2 Special Scout Knife. No doubt more effective than anything launched with springs, the blade on such weapons was fixed - and aside from the shooting mechanism in the handle, functioned in the same fashion as any other fixed blade. In-game, the Ballistic Knife's damage is uncompromising: a successful hit with a launched blade will always result in a one-shot kill. Your accuracy with the weapon is challenged by the non-linear trajectory your blade will take: dropping over time to carve a graceful parabolic arc. This, coupled with the fact that the projectile has a non-zero travel time, will mean that longer distance shots require a touch of adjustment: you must aim above and ahead of your intended mark. The further away the enemy, the higher you'll need to aim - and in the case of moving targets you must predict their path and aim to strike ahead. These factors make aiming difficult - and luck is a huge factor, no doubt - but it's worth bearing in mind in cases where you're going for distant targets. Rate of fire is low - the need to reload after every single shot is the major limiting factor here. Given the high lethality and low fire rate, it's worth taking at least a little time to aim - as a miss will leave you vulnerable. Technically all fire with the ballistic knife is from the hip, but hipfire spread is not a factor, with your shots going precisely where you aim them. Handling is generally pretty good: recoil is not a factor given the single shot nature and slow fire rate, and the instant pinpoint accuracy from the hip means there's no aim time to speak of, either. Switch times are very good, and your mobility almost superhuman, as you'll move at 102 percent of the base speed. You'll only get a single shot per reload with the ballistic knife, so you can consider the magazine capacity particularly low: although thankfully reloads are very quick, taking just over a second to complete. You'll spawn with 4 blades in total: 1 ready to fire, and 3 in reserve. It's also entirely possible to retrieve any fired blades from where they land: simply walk over them to collect. If you're diligent and track down your blades, you'll be able to retain sufficient supply for sustained use of the weapon. Save for a better ranged ability with your spring-loaded capability, you'll want to approach the Ballistic Knife in the same way you might a conventional combat knife. Outmanoeuvring the opposition to force close range engagements is key - so if all else fails, you can resort to more traditional knife tactics. The Ballistic Knife is an interesting secondary weapon that will both improve your mêlée performance and grant a unique one-hit ranged ability. For a knife-only build, the mobility and mêlée speed bonuses are a nice touch - and unlike a conventional knife-only build, you'll no longer be left entirely helpless at a distance. With the blade's high degree of lethality upon impact, and the ability to pick up spent blades from where they fall, it's quite possible to sustain such a style of play indefinitely. Of course, landing accurate shots with the Ballistic Knife takes practice, and it's easy for a shot to go astray. The parabolic arc paired with the non-zero travel time adds much in the way of shot difficulty, so it's inevitable that you'll miss some critical shots from time to time. It can be easy to lose track of your fired blades, too - and as you only start with 4 you may find yourself running out quite often, and reduced to using the knife in a mêlée-only capacity. Still, the ability to launch such a deadly one-shot projectile places the Ballistic Knife some degrees ahead of the standard combat knife in terms of effectiveness. Sticks and stones might break your bones, but if you're looking to add insult to injury... ...then here's a little TIP for you - get the POINT?
Épisode 168 - Tactical Knife - Black Ops 2 Attachment Guide
21 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Tactical Knife. This option was first seen in Modern Warfare 2, where you could run riot with a pistol in one hand and a knife in another in tandem with the Commando perk. The attachment returned in Modern Warfare 3, and once again we see this mêlée-boosting option in Black Ops 2. In real life, such a pairing of pistol and blade would be a less-than-conventional tactic: in most cases, a two-handed shooting stance would grant the most stable firing platform. Knife fighting remains an important part of military training, however - particularly for special forces units. There exist a number of schools of thought on optimum grip, with tradeoffs made between finesse, reach, and sheer stabbing power. In general, knife fighting is left as a last-ditch pursuit - a readied firearm a far less risky defence than any mêlée option. In-game, the Tactical Knife is available exclusively for the pistol category - no other type of weapon may equip it. It is entirely compatible with all other attachments, with the obvious exception of Dual Wield. The Tactical Knife's effect is universally beneficial: you'll gain a faster mêlée attack. Specifically, your standard stab will take just 0.5 seconds instead of 0.8 - a 37.5 percent reduction. The knife lunge sees an even further reduction, from 1.16 seconds to just half a second again - this significant reduction reflecting the two-point cost of the Tactical Knife and pistol combo. In addition, you won't need to raise your weapon after a knife attack - further cutting time off the delay before you'll be able to knife again. The Tactical Knife is a good way to enhance your knife's ability when using a pistol, whether as a standalone secondary build or as a close-range backup. The rapid ability to knife opponents at a close range proves particularly useful with a backup weapon with a short magazine - should you expend all your shots, you will at least retain the faster knife as a last-ditch defence. Because of its close-range nature and short mag, the Executioner is a particularly good fit: whereas the 20 rounds of the Five-seven should normally prove sufficient for any scenario. Ultimately, it's the two-point cost of a pistol and tactical knife combination that is its key downside: these two points can be put to better use elsewhere if your build is centred on your primary weapon. A faster knife is only useful in the cases where you use it, too - if you find yourself sticking to longer ranged engagements most of the time, the attachment may not be worth the point spend. Still, there are no downsides - and the tactical knife is perhaps the most effective combination for rapid attacks with your blade, as you'll lunge faster than both the combat and ballistic knife. In close quarters combat this addition can prove decisive, this blade poised and ready to intervene in the nick of time... ...helping prevent any close shave.
Épisode 169 - M1216 - Black Ops 2 Weapon Guide
26 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the M1216. Black Ops 2 marks this unusual automatic shotgun's first appearance in the Call of Duty series, and it is unlocked at level 52. The SRM Arms M1216 is a relatively new weapon, having only seen introduction in 2012. Of US origin, the design is unusual for its rotary magazine design: instead of a conventional fixed tube, it has four fixed together in a rotating group. This extends the weapon's capacity tetrafold, and allows the real variant to quickly switch between four different types of 12 gauge ammunition, as the situation dictates. While this does increase weight, it does grant four tubes of four rounds in a single weapon, for 16 rounds in total. Such high capacity and flexibility in ammunition types holds appeal for police units and tactical use: similar to the KSG, with its 14 rounds spread across switchable twin tube mags. In-game, per-shot damage is high by most standards but the lowest for the shotgun class: while the M1216 is certainly capable of one-shot kills, it's not wise to rely on them. Range is particularly limited: with the weapon's reach identical to the S12's, at joint bottom of the shotgun league. This means the M1216 is very much a close-range weapon, as one might expect from a shotgun: and like most others in its class, its penetration ability is very poor. The M1216's key strength is in its output - as the only fully-automatic shotgun, it spews shells at a rate of 468 rounds per minute, Due to the unique nature of the weapon's magazine, however - you may only fire four shots at this rate, before the weapon requires rechambering. The process takes a little over half a second, leaving you unable to fire and thus vulnerable: so it's worth firing a full salvo of four shots every time, to ensure maximum lethality and to otherwise prepare for another full set of shots. With the rechamber, your total output is limited to a sustained rate of around 225 rounds per minute: lower than the S12's potential output, but still a respectable enough deluge of buckshot for your enemy to contend with. Hipfire performance is acceptable, on par with the other buckshot-firing shotguns - but for optimum pellet spread, you should be aiming down your sights. Recoil is moderate, and as such your aim may stray during the four-round flurry of shots: but this is compensated for with your shot spread, and so is seldom a factor when engaging close range targets. Aim time is slightly faster than usual for the class, and the same as a typical SMG - at 200 milliseconds. Your mobility is good too, like the other shotguns - you'll move at 100 percent of the base speed. As mentioned, the M1216's magazine is slightly unusual - while you will enjoy 16 rounds between reloads, this is split into 4 separate tubes, with each transition requiring a rechamber. This means you essentially get a set of 4 by 4 round bursts: with extended clip granting 5 such bursts, for a total of 20 rounds between reloads. Reloads are quite slow, only slightly faster than the S12's, at 3 seconds flat to resupply. Compared to the half second rechamber, a full reload can be quite dangerous to perform in the open - so it's wise to keep all four tubes topped up when you're able. With a shotgun, it can be tempting to opt for the usual pairing of the Long Barrel and Laser Sight - and such a combo will maximise your per-shot lethality with the M1216, and will help you attain the one-shot kills needed for the camouflage challenges. The M1216 is a very consistent shotgun, less reliant on attaining a one-shot kill courtesy of its relatively high rate of fire. Within its effective range, 4 shots is almost always enough to eliminate an opponent, with such a flurry of buckshot overwhelming any weapon outside the shotgun category. Rechambering the next four rounds is an inconvenience, but at just half a second it's not often a fatal one - so with the element of surprise on your side you can still compete in serial engagements, sending politely allotted salvos in each enemy's way. Of course, the longer reload time might mean you need to take a breather every few kills, so keep an eye on your count to ensure you're not left with 4 empty tubes. While the weapon may be consistent, it can sometimes be left wanting for grasp: with such a limited effective range, you will need to get close to your enemy to be effective. In addition, sending four shots downrange where a conventional shotgun might need only one is wasteful - a build without Scavenger might leave you without supply on longer streaks. Still, once you're accustomed to its limitations you'll start to warm to the M1216's predictable performance: and within the right terrain you'll tread your opposition into the dirt.
Épisode 170 - Dual Band - Black Ops 2 Attachment Guide
28 juillet 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Dual Band scope. We first saw a infra-red optic in Modern Warfare 2, where the thermal scope marked targets white-hot. Black Op's IR Scope was similar, and we saw the Thermal Scope return in Modern Warfare 3 as well. In real-life, thermal optical weapon sights do exist: essentially compact digital imagining devices which operate in the infra-red band. Such optics translate the emissive radiation given off by warmer objects into the visible spectrum, and as such will even function in pitch black conditions. This makes such optics valuable for night-time operations, although infrared optics are expensive and do require a power source to function. In-game, the Dual Band Scope is available for the LMGs, Sniper Rifles, and the Crossbow. It is compatible with all other non-optical attachments, and can even be paired with the Variable Zoom for greater flexibility. In terms of effect, the Dual Band offers an enhanced view of the battlefield while aiming - one unfettered by obscurant. Enemies will be highlighted yellow within your scope, even through smoke or areas of poor visibility. The 'Dual Band' term refers to the fact that this yellow-hot infra red view is overlaid on a non-thermal monochrome green view - so you retain the ability to see terrain detail, along with anything else that doesn't show up hot. This is useful when tackling enemies with the Cold Blooded perk equipped, as they won't be highlighted in yellow - so it's important to remain aware of non-highlighted threats. Aside from this thermal overlay this scope provides, there are a few other ancillary effects. LMGs see the benefit of a removal of the gunkick component of recoil, although this is tempered with a 10 percent centerspeed penalty. This will alter the LMG's recoil profile slightly, granting more predictable performance but potentially higher recoil over sustained fire. In addition, sniper rifles and the crossbow will see a 5 percent centerspeed reduction - not a factor for the crossbow or bolt-action rifles, but potentially limiting your maximum accurate fire rate with the semi-automatic options. Dual Band is an interesting optical option with the ability to pierce smoke and quickly locate enemies within the bounds of the scope. It's a great choice for long-ranged maps with long sightlines, where the electronic assistance will help pinpoint enemies lurking on a distant hillside. Paired with a smoke grenade the Dual Band can be devastating, as you'll remain invisible to most opponents while still retaining the ability to accurately direct your fire onto them - this inequity in visibility a huge advantage in firefights. Cold Blooded enemies will prove a thorn in your side - while you can at least still make out some detail, the lack of illumination can sometimes leave you vulnerable. In lobbies where your enemy makes extensive use of the perk, it might be wise to instead opt for a conventional optic instead. Otherwise, the Dual Band is probably not the best option for close-range LMG builds - as you lose the minimap while scoped in, and much of your peripheral vision, it might be best to go with an alternate optic for closer quarters. Still, the Dual Band does grant a unique ability that can throw a curveball to an unexpecting enemy prepared to wander with false security into your killzone. So, if your enemy has you under pressure and the temperature is rising: cool off, grab a smoke, equip this thermal option... ...and turn up the heat.
Épisode 171 - XPR-50 - Black Ops 2 Weapon Guide
2 août 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the XPR-50. This new semi-automatic sniper rifle rounds out the precision options on offer, and is unlocked for use at level 52. The XPR-50 is a fictional semi-automatic sniper rifle system that fires the powerful .50 BMG anti-materiel round. Its closest real-life match is in a prototype Barrett Model 98 Bravo: visually similar but bolt-action instead, and chambered for .338 Lapua. The M98B was introduced in 2008, and so the XPR-50 - which presumably stands for 'Experimental Purpose Rifle, .50 Calibre' - can be deemed a potential future derivative of this Barrett design. In-game, damage is high: the XPR is capable of a one shot kill anywhere to the head, neck, arms, upper torso and mid torso. When suppressed, this one-hit area is reduced to just the head, neck, upper arms and upper torso. Like all of the sniper rifles, there's no drop-off in damage over range - so you can quickly eliminate opponents at any distance with a well placed shot: and again, like its peers - the XPR's ability to pierce cover is very good. Fire cap is moderate, limiting your maximum fire rate to 375 rounds per minute. This is a little lower than the SVU-AS, but considerably faster than the other two bolt-action rifles. Hipfire performance is poor, and so despite the potent one-shot ability and semi-automatic firemode, you should seek to avoid close-range encounters. Rapid fire can work as a last-ditch defense, but it's not entirely reliable. Recoil is moderate, and can prove troublesome should you fire the weapon too quickly. Instead, it pays to take a slower pace, waiting for the recoil to settle before firing again: this will help ensure maximum effectiveness, and prevent you from wasting too much ammunition. Aim time is slow, on par with all other sniper rifles except the faster-handling Ballista, at 400 milliseconds. Your mobility is fairly average, as you'll move at 95 percent of the base speed - the same as a typical assault rifle, as with most of its peers. Magazine capacity is fair, although the semi-automatic fire will readily chew through your supply if you're not careful. 8 high-power rounds can be put to good use with a degree of precision, however - and Extended Clip will take this count to 11. Reloads are the slowest in class: at 3.5 seconds, you don't want to be caught empty without a backup plan. For a typical sniper role a slower reload isn't necessarily a huge risk, however - it's best to employ this weapon from a safe firing location - so backing out of the fight for a few seconds to resupply can normally be done without peril. Of all the sniper rifles on offer, the XPR is perhaps the most forgiving in tighter spaces - with a much larger one-hit kill area than the SVU-AS, and faster follow-up shots than the two bolt-action rifles on offer. In such a role, the XPR can shine - and when paired with the ACOG scope it becomes a heavy-duty designated marksman's rifle, perfect for locking down an area. The XPR-50 is a powerful sniper rifle which retains a good potential for rapid follow up shots, rendering it ideal for repelling multiple enemies in rapid succession. It offers similar lethality to the Ballista, but you gain the advantage of the semi-automatic fire, and thus don't need to cycle the bolt after every shot. While you lack the handling speed of the similar yet more sprightly bolt-action, you will enjoy lower reliance on first shot precision, and as such the XPR-50 will prove more forgiving during typical use. Like most of the sniper rifles, the XPR is slow to handle - you'll find the greatest rewards in taking a prepared position rather than rushing in on an aggressive bent. However, you must ensure good fire control - else the relatively heavy recoil will carry your shots above your opponent's head, and you'll achieve nothing but a waste of ammunition. Still, a modicum of patience will reap rewards, and this weapon will earn both the ire of your enemy... ...and healthy amount of XP to boot .
Épisode 172 - Ballistics CPU - Black Ops 2 Attachment Guide
4 août 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Ballistics CPU. Black Ops 2 marks this attachment's first entry to the Call of Duty series - although its effects are similar to Modern Warfare 3's Stability weapon proficiency. In-real life, bullets can be unpredictable things: once they leave a weapon's barrel, they're subject to gravity, altitude, wind speed and drag - and the longer the shot, the more variables that will prove significant. In recent years, military snipers have started to make use of handheld PDA ballistic units to provide some assistance on the targeting front: automatically accounting for atmospheric conditions and the local windspeed to help nail a very long range shot the very first time. As snipers often rely on first-shot precision, this enhancement to accuracy is often worth the investment: and it's likely that in the future we'll see such electronics fully integrated into a sniper rifle system. The Ballistics CPU is available exclusively to the Sniper Rifle category - no other weapon class may equip it. It is incompatible with the close-range optics available for the sniper rifles: you cannot pair the CPU with either the ACOG scope, nor the Ballista's Iron Sight. The attachment's effect is very straightforward, with no downsides whatsoever: your rifle's idle sway while scoped in will be reduced by 30%. This will make it easier to wrest your crosshairs onto target without the need to hold your breath, and as such can prove useful for uninterrupted coverage of a sightline with your one-shot rifle. One nice touch is the LCD display on the CPU - it shows not only the calibre of the weapon you're currently using, but also comes equipped with a digital rangefinder, indicating the distance in feet to the target ahead. The Ballistics CPU is a universally beneficial attachment that will make your sniper rifle easier to handle. Its sway-reducing effects are most useful for long-range sniping roles, where the sway's divergence becomes more significant. Of course, at such ranges you might want to simply hold your breath instead - but this stabilisation is limited to 5 seconds, so for more sustained sniping a reduced base level of sway can be a nice convenience. The attachment is less useful for close-range builds: if you plan to take an aggressive tack with your rifle, the sway reduction won't do you much good. Still, there's no downside to electing this attachment - so, if you're seeking a simple way to steady your scope and make your rifle easier to handle, any other option... ..simply does not compute.
Épisode 173 - AN-94 - Black Ops 2 Weapon Guide
9 août 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the AN-94. We round out this series with this automatic assault rifle' first sighting in the main Call of Duty series - where it's unlocked at the final level, 55. The AN-94, or 'Avtomat Nikonova, 1994' is a Russian weapon design intended as a potential replacement for the AK-74 as a part of Project Abakan. The weapon takes its name from its chief designer, Gennadiy Nikonov - and boasts a unique delayed recoil action that is able to fire two shots before the recoil of the first is felt. This increases the probability of multiple target hits, and with the initial two-round burst fired at 1800 rounds per minute, such a flurry of fire has proven very effective when tackling enemies wearing modern body armour. The rifle fires the same Russian intermediate cartridge as the AK-74, the high velocity 5.45 by 39 millimetre round. While the design's increased complexity and cost means that it is unlikely to ever replace the more simple Kalashnikov design currently in service, the AN-94 has seen limited use by some units, and the unique mode of operation may influence a future design. In-game, damage is moderate, with the AN-94 offering a reasonable 3-hit kill range - impressive by most automatic weapon standards, and only bested by the SCAR-H. At a distance, you may need up to five shots to kill - but a single headshot will guarantee a 4-shot kill at any distance, which means you should experience quite consistent damage performance across a wide variety of ranges. Penetration ability is average, the same as the majority of the other assault rifles. Rate of fire is particularly unusual - in a similar fashion to the HAMR, the AN-94 has a dual fire rate: with the first two rounds fired more quickly than the remainder. The initial two-round burst is fired at 940 rounds per minute - a very impressive rate given the weapon's higher damage - and successive shots are fired are a more sedate 625 rounds per minute. These faster rounds grant bonus effectiveness to those able to get on target rapidly with their first shots - and can decide the outcome of a firefight. When paired with select fire, the AN-94 will retain its two-round burst mode, a trait shared only with the Vector K10. When employed as a burst fire weapon, all your shots fired will be at the higher fire rate - but you will have to expend more effort in pulling the trigger repeatedly. Hipfire performance is as expected for the assault rifle class: reliable enough to repel close range enemies, but not nearly as competitive as an SMG. Recoil is more than controllable in most instances: the initial burst will normally find the same target, and the slower fire rate of the successive shots helps to moderate the effect of the weapon's kick. At longer ranges, burst firing can prove effective - both to lessen the impact of recoil, and to otherwise take advantage of the enhanced fire rate. Aim time is standard for the AN's class, at 250 milliseconds, as are switch times and your mobility: you'll move at 95 percent of the base speed. Magazine capacity is also standard: 30 rounds is on par for the assault rifle class, and will normally prove sufficient for most gunfights. Extended clip takes this capacity to 40 rounds instead. Reload times are average, at just a little shy of two and a half seconds - generally not a problem, but it's wise to keep an eye on your count mid-firefight. The AN-94 is a strong offering within the assault rifle category that offers a versatile blend of damage and handling, with the benefit of a unique output trait. The initial two-round burst is its strongest asset if you can snap onto targets quickly, with such a burst accelerating your time to kill and needing just a third shot to finish them off at a close range. Otherwise, the AN is a versatile weapon that can shrug off opponents at almost any range - it's hard to dislike the well-rounded performance. However, the slower sustained rate of fire can put you at a disadvantage when circumstances demand more output: unexpected encounters with faster-firing opponents may place you at a disadvantage. The weapon's versatility is its own downfall, too - a jack of all trades, but master of none. Plenty of weapons will outclass you up close, and the same will apply at a longer range, too. Still, such adaptability is a trait in itself - so you can worry less about positioning and instead focus on your sights. If you're able to consistently land the first shot on your opponent, rapid kills will be your reward - proving reliable when tackling targets both near and far. The AN-94 might be more Abakan than abacus, but nevertheless... ...you can definitely count on this weapon.
Épisode 174 - PUNTAGE: Black Ops 2
16 août 2013
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Épisode 175 - Which Video Game Introduced Dual Wielding?
31 août 2013
Audio commentary: http://www.youtube.com/watch?v=o0f18C-y1Xs Twitter: http://twitter.com/xboxahoy Facebook: http://facebook.com/XboxAhoy Using two guns at once is impractical, unrealistic, and generally a liability - and yet we see pistols akimbo in many action-oriented games. So how did such a reckless regard for accuracy originate? What was the first video game that introduced two-pistol gun-play? And how on earth do you reload when both your hands are full? Carrying multiple weapons was once an issue of practicality - with early flintlock pistols taking quite some time to reload, pirates such as Blackbeard would not be seen with a brace of fewer than 6 such sidearms ready-to-fire. By the time of the Old West, revolvers were the norm: and some cowboys will have carried more than one, for those situations where a single six-shooter simply won't do. Such backup weapons were used singly to avert a lengthy reload, however - firing a weapon from each hand with wild abandon probably reserved for desperados with nothing to lose. The blame for Dual Wield's popularity today lies squarely at the feet of cinema: with the popularity of Westerns aligned with the rise of the Action film in the 1970s, it was only a matter of time. Action films are not noted for their subtlety, and firepower was one trait not often spared. Dirty Harry's .44 Magnum was described as 'the most powerful handgun in the world' - and so what better way to up the ante than to double down on a second pistol. In the 1969 film, Butch Cassidy and the Sundance Kid each employ a pair of Colt Single-Action Army revolvers in a daring shootout while fleeing from the Bolivian police. Another more prominent use of dual wielding in a Western film is 'The Outlaw Josey Wales', from 1976. Featuring Clint Eastwood as the titular character, a wanted man driven by vengeance and a need for firepower that only pistols akimbo might provide. The 1970s also marks the earliest days of electronic entertainment: the popularity of Pong from 1972 spurred development of the arcade game industry, some of which offered crude digital representations of popular culture at the time. Video games with a Western flavour were inevitable: 'Gun Fight' in 1975 was the first - a simple shooting game, with players one and two facing off in a six-shooter duel. One of the earliest depictions of dual wielded pistols in a video game is in an arcade title from 1979 called 'Sheriff', an early Nintendo game published by Exidy. Clearly taking clues from the Western movies of its era - this multi-directional shooter featured bandits clearly seen swinging two pistols. It was none other than Shigeru Miyamoto that was responsible for Sheriff's artwork - so the mind behind Mario and Zelda might also be behind the very first video game to feature dual-wielded pistols. The Western's popularity saw decline by the end of the 70s, with Star Wars in 1977 prompting a shift towards space shooters, like the phenomenally popular Space Invaders in 1978. There remained a few Western-influenced games, however - and titles such as Gun.Smoke on the NES applied a familiar frontier theme to the well-rehearsed scrolling shooter genre. One suitably-named swan song of the Western's spike in popularity was the four-player run and gun action of Sunset Riders, in 1991. With some parallels to the 1985 film Silverado, one of the characters on offer makes use of two revolvers simultaneously. This is perhaps to position the character as a 'Billy the Kid' derivative: rash and impetuous through youth, but otherwise boasting legendary gun skill. The neon-tinged 80s saw the displacement of Westerns in favour of the blockbuster action film - and one man had influence outweighing any other: John Woo. His brand of high-octane gunfight was fuelled by acrobatic display, bottomless magazines - and flagrant use of guns akimbo. 'A Better Tomorrow' in 1985 was the first outing of dual pistols in a John Woo film, but it certainly wasn't the last. 'Hard Boiled' in 1992 was his breakthrough hit in the West - marking Woo's transition to Hollywood, and proving particularly influential in other media. Chow Yun-fat features as Inspector Tequila Yuen, an undercover cop who's not afraid to get his hands dirty - an anti-hero with a total disregard for authority. It was around this time that the foundations of the first person shooter genre were laid - iD's Wolfenstein 3D was released the same year. With Doom's release in 1993, the now-familiar format of gun-focussed gameplay with a first-person view had taken hold - and with the influence of cinema, it wouldn't be long before we would see a game featuring Woo-esque gun-play. Typical - you wait ages for a first person shooter featuring dual wielding, and then two come along at once. Bungie's Marathon and Apogee's Rise of the Triad were both released on the 21st of December, 1994.
Épisode 176 - What Did We Learn This Generation?
6 septembre 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This next console gen has been a long time coming. The Xbox 360, PS3 and Wii - collectively known as the seventh generation - have steered the course of the industry since 2005. Much has changed over the last eight years in gaming - and as we perch on the precipice of a new era, perhaps it's a time for retrospection. So, what did we learn from this generation? The most obvious change with the advent of new hardware is in the technical specification - each generation is faster and more capable than the last. At the time of the current gen's introduction, HDTVs were starting to become widely available - and the Xbox 360 and PS3 both took advantage of this by supporting HD video formats. This wasn't without issue - in 2005 standard-def CRTs were still very common, and some games ran into issues when running at the lower resolution - many complained about the small text in Dead Rising, for instance. However, with HDTVs dropping in price over the console's lifespan, many made the switch to such displays, and the next generation is all set to embrace an HD-only approach. We also saw a good old format war in the early-gen: Sony's Blu Ray versus Toshiba's ill-fated HD-DVD. The PS3's Blu Ray drive made it an attractive offering for those looking for an entry-level HD player, with even the exorbitant launch price proving competitive. Microsoft released the half-hearted add-on HD-DVD player for the 360, although after a brief flounder Blu-Ray became the dominant format, and will indeed be the optical media of choice for both the Xbox One and PS4. Quite how long physical media will remain relevant is another matter - digital downloads and streaming services such as Netflix are unburdened by such concerns. It seems as though redundant hardware is a recurring trend in Gen7, with games such as Guitar Hero and Rock Band clogging up homes with fake plastic guitars. Rhythm games were a fun diversion while they lasted, but for a more persistent peripheral you need to look to motion controllers. The Wii proved phenomenally popular with its Wiimote-nunchuck combo - and Microsoft and Sony followed suit in arm flailing fashion, with the Kinect and Move respectively. Well suited to certain genres - dancing games and casual party games spring to mind - but such forms of input can be a little less precise for games that demand fine-grained control. It seems as though motion controls aren't going anywhere just yet, however - the Kinect is returning with a next-gen upgrade, and the Wii U and PS4 both retain support for their equivalent. This gen also saw the widespread acceptance of online gaming - the Xbox 360 built on the impressive inroads the original Xbox made with Xbox LIVE, and the PS3 found fully-fledged online support in place of the limited selection on the PS2. Online multiplayer was very much a killer app for this generation, with titles such as Halo and Call of Duty giving rise to thriving online communities - and inspiring many to emulate their success. Co-operative games have proven popular too - with 4 players proving the gold standard in titles like Borderlands and Left 4 Dead: and the less-competitive space is ideal for the enjoyment of social gaming. Voice chat is now a default means of communication, helped particularly on the Xbox 360 by bundled inclusion of headset and the early availability of party chat. Gaming is now very much a social platform, with shared spaces interlinked by a suite of communication means. The world might not be quite ready for a mandatory always-online console, but we are certainly getting closer than ever before. One side effect of this connectivity is the emergence of the digital marketplace - with DLC taking the place of the expansion packs of yore. This was a reluctant introduction met with many missteps, perhaps most notably with Oblivion's Horse Armor DLC - an aesthetic upgrade for your equine chum costing a few of your hard-earned dollars. These electronic offerings did improve, however - and there have been some very memorable extensions to games that have been more fairly priced. The online marketplace also permits a scalable price point - all the way from a full price AAA title, through smaller-scope indie games and stand-alone arcade titles - to games which don't require any initial investment at all. Free-to-play games have found the greatest success on the PC, but in recent months we've seen a slew of such titles announced for the consoles - and it's likely they'll feature on the next-gen platforms too. Such offerings are supported by in-game purchases - sometimes for cosmetic purposes, otherwise to eliminate a grind for resources or to grant a more obvious advantage.
Épisode 177 - A Brief History of Video Games
16 septembre 2013
Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy The entire history of video games, from their earliest origins all the way up to the end of the seventh generation, in 2013. Emerging from engineering experimentation, the earliest titles such as Tennis for Two, Space War! and Pong helped to establish the roots of the industry. Early arcade classics built on this, with titles like Breakout, Space Invaders, Asteroids and Pac-Man breaking into the mainstream and remaining legendary today. Early PC titles such as Maze War, Zork and Rogue helped define new genres: and while Atari 2600 version of E.T. The Extra Terrestrial might have been disappointing, hobbyist coders continued with aplomb - giving rise to titles like Elite, Exile and Tetris. The video game crash of 1983 dampened the home market, but arcades remained strong: Donkey Kong, Dig-Dug, Pole-Position, Q*Bert and Mario Bros. all successfully sucking quarters from people's pockets. The mid-80s saw the rise of the Nintendo home console, starting with Super Mario Brothers and continuing with games like The Legend of Zelda, Castlevania, Metroid, Mega-Man, Metal Gear and Final Fantasy. Dragon's Lair use of laserdisc technology gave the arcade unit graphics like none other - but a new wave of 16-bit machines would wow home users, with games such as Dungeon Master, Sim City, Shadow of The Beast and The Secret of Monkey Island. The 1990s saw the 16-bit machines come into their own, with colourful sprites of a scale not seen before: Sonic The Hedgehog, Street Fighter 2, and Lemmings. Strategy games did well in this era, with the first instalment of Sid Meier's Civilization and the XCOM turn-based alien tactics of UFO: Enemy Unknown. Dune 2 saw the dawn of the RTS genre, and Wolfenstein 3D did something similar for first person shooters, and marks id's genre-defining path through Doom and Quake. Myst was a mite more sedate, Tekken was a 3D rival to Street Fighter, Marathon a Macintosh rival to Doom and Star Fox invited barrel rolls aplenty. The late 90s saw Nintendo go from strength to strength, with exclusives such as Super Mario 64, Chrono Trigger, Pokemon, Goldeneye, and The Legend of Zelda: Ocarina of Time. Sony responded in kind with the PlayStation, and a new era of titles such as Wipeout, Resident Evil, Gran Turismo and Grand Theft Auto. Valve shook up the PC scene with 1998's Half Life, and Blizzard did something similar with Starcraft for the RTS genre. The new milennium was a good time for PC gamers, with a wave of legendary FPS games such as Unreal Tournament, Quake 3 Arena, and Counter-Strike - and a host of other exclusives in Grim Fandango, Diablo 2, Deus Ex, The Sims, and Tom Clancy's Splinter Cell. A new wave of consoles brought some new exclusives: Bungie's Xbox launch title, Halo - the much loved Metroid Prime and Kingdom Hearts - and for a brief time, Grand Theft Auto 3. Infinity Ward embarked on a remarkably successful franchise with Call of Duty, Blizzard single-handedly popularised MMORPGs with World of Warcraft, and Harmonix introduced a sudden need for plastic guitar peripherals with Guitar Hero. The PS2 had a couple of good games left in it, with the critically acclaimed Resident Evil 4 - and artful Shadow of the Colossus. 2006 saw a new generation of consoles, and a new wave of shooters: Gears of War, Call of Duty 4: Modern Warfare, Halo 3, Bioshock, Grand Theft Auto 4 and Fallout 3. It wasn't all blood and guts, however - with more family friendly titles like Wii Sports, The Orange Box / Portal, and LittleBigPlanet. Hardcore games broached the mainstream, too - with titles like Bayonetta and Dark Souls proving popular without pandering to all audiences. The rise of the indie game was perhaps unexpected, but provided welcome relief from the monotony of the mainstream - gems like Journey, Fez and Minecraft perhaps the most notable examples. We bid farewell to Gen 7 with impressive open world titles such as Red Dead Redemption and The Elder Scrolls V: Skyrim - and the impressively detailed settings of games like Bioshock Infinite and The Last of Us.
Épisode 178 - 101 Things To Do in Grand Theft Auto V
22 septembre 2013
Twitter: http://twitter.com/xboxahoy Facebook: http://facebook.com/AhoyYT Los Santos and the San Andreas area are a great place to visit - and whether you're interested in the beautiful coastline, serene countryside, or the glamour of Vinewood - there's plenty on offer. If it's leisure you're after, we have it in spades - with miles of glorious beach to enjoy. To cool off, you could go for a swim, help out the lifeguards, go scuba diving, or indulge in some other water sports - you're in for a good time! Back on dry land, there's a host of other activities - you could go for a leisurely jog. If you're feeling more active, you could go for a bike ride - and if things get too hot, don't be afraid to take your top off either! Find your inner centre with Yoga, or the perfect swing with a round of golf. Work on your backhand with a game or two of tennis, or stay indoors and play some darts instead. Take a more leisurely pace by walking your dog, play fetch with a ball, or teach him some new tricks. Take a trip down to the Del Perro pier to see the sights atop the ferris wheel - although thrillseekers might prefer the more frantic action found on the roller coaster alongside. Take the action off the rails by riding a mountain bike on the terrain that suits them best, or go for the two-stroke option and power down on a dirtbike instead. If you'd rather be swept off your feet, there's no bigger thrill than parachuting down that same mountain - or perhaps keep yourself tethered with a spot of abseiling instead. If you'd really like to learn how to fly, fear not - lessons are readily available. After a busy day, you'll be sure to desire some refreshment - whether it's the infectious taste of e Cola, or a freshly-blended healthy dose of juice. If intoxication is more your scene, there's nothing quite like sucking down an ice-cold Pißwasser - or if you prefer hard liquor there's always a fine whiskey. If smokeables are more your scene, relax with a cigar, or indulge in the greener side of life with a fat joint, or take a hit from a bong: and if that's not enough, huffing gas will certainly take you where you need to be. If you're into culture, you won't be left wanting - whether you go to the movies, enjoy some street entertainment, or just watch some TV - there's no shortage of cultural diversion. If you want to get even closer to the stars, take a Vinewood tour for a professional insight - or look through a telescope if you want to do a little more literal stargazing. There are many scenic views in and around Los Santos - on a clear day you can see for miles. If you'd like to take looking through a lens to the next level, become an avid shutterbug and pursue your dream to be a papparazzo - or, you could just take a selfie, and update your LifeInvader page with all your cultural exploits. If style is your substance then perhaps here you'll find one that suits you - whether you need to smarten up for a special occasion, or adopt an entirely new identity. Visit the barbers and get a new hair do... Or a hair don't. Perhaps you could even grow a full beard. Make a permanent inscription towards your identity with a tattoo - or if that's a step too far, perhaps you can express your individuality by just choosing a new ringtone. Of course, style doesn't come cheap - but San Andreas is the land of opportunity, and the perfect place to invest in a fledgling business.
Épisode 179 - GTAV: TOP SPROCKET (A Top Gear Parody)
27 septembre 2013
So I was thinking: 'What would Top Gear be like if it were set in the GTA V universe?' - and several hours later, this was rendered. Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy
Épisode 180 - SC-2010 - Call of Duty Ghosts Weapon Guide
29 novembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The SC-2010 is a low damage weapon, at least compared to its peers within the assault rifle class. Nevertheless, most weapons within the category share similar damage profiles: you'll need no more than three bullets to kill in close quarters, or two headshots courtesy of the higher than average headshot multiplier. At a distance, damage drops steadily to a 5 shot kill, or four headshots. Rate of fire is moderate, at 759 rounds per minute: this is average for the assault rifles, so you might find the output of enemy SMGs overwhelming. Hipfire performance is adequate, at the assault rifle standard: a serviceable close-range defence but not the most consistent way of using this weapon. Recoil is low, with automatic fire remaining accurate out to quite some range, particularly with the grip attached. Aim time is standard for the assault rifle class, at 300 milliseconds - and you'll move at 90 percent of the base speed. Magazine capacity is at the standard 30 rounds, with extended mags granting you 45 rounds instead. The reload time is, again, thoroughly average - taking 2.8 seconds to complete. The SC-2010 is a versatile and easy to handle assault rifle, capable of proving competitive across a wide range of engagements. Its low recoil means it can be fired fully automatically out to quite some range, and when paired with the grip its ability to land successive shots is unrivalled. Paired with a healthy rate of fire, you won't be left too vulnerable at a close range, either - with hipfire a viable defence against many opponents. Unfortunately, as you might expect from such a versatile weapon, this lack of specialisation can mean you'll sometimes be left outclassed: SMGs and shotguns will have a clear advantage at a short range, and sniper rifles will easily take you out in one shot at a distance. The lower damage means that despite your ability to land successive shots on target - other weapons will kill more rapidly, which could leave you at a disadvantage. Still, adaptability is very useful - overall, a strong trait to have. the times when your lack of specialisation might let you down may be outweighed by otherwise consistent performance.
Épisode 181 - Bizon - Call of Duty Ghosts Weapon Guide
30 novembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The Bizon's damage is relatively high compared to its peers, although its effective range is short. You'll kill in three shots to the body up close, or two where one is a headshot. This quickly drops off at a middle range, however: and outside of close quarters you might find you'll need up to 6 shots to kill instead. Rate of fire is good, streets ahead of any weapon outside of the SMG category and bested only by the CBJ-MS within. 937 rounds per minute will provide a lightning-quick time to kill in close quarter gunfights, and will allow you to rapidly saturate an area with bullets simply by firing from the hip. Hipfire performance is very good, as with all of the SMGs - unaimed fire will prove a very effective tactic in close quarters battle. Recoil is moderately heavy, with the weapon pulling upwards and to the right under sustained fire. Coupled with the lower ranged damage, tackling distant targets is an act of folly: you should seek to flee from gunfights outside your comfort zone. Aim time is rapid, at just 200 milliseconds, and your movement speed is quick too, at 100 percent of the base speed. Magazine capacity is above average for the SMG class, at 36 rounds - or 54 with extended mags. The Bizon is a good all-round SMG: mobile, rapid handling, and devastating in close-quarters combat. Few weapons can match its rate of fire, and paired with excellent hipfire performance and a sizeable magazine, it's the perfect spray and pray weapon. Slower-firing guns simply wont stand a chance up close, and you have the reactive ability to tackle any enemy you might encounter unexpectedly. Of course, such close quarter specialisation comes at the cost of ranged performance: and it doesn't take much distance between you and your opponent before your damage drops and your odds of survival diminish. The trick to using SMGs effectively is to force short range engagements - if you find yourself in the open taking fire from a distant enemy, it's likely you won't emerge the victor. Still, this is part of the trade-off you make with a specialised weapon: and if you take care in navigating the maps, and avoid open areas with long sightlines - you'll find you can stack the odds in your favour.
Épisode 182 - SA-805 - Call of Duty Ghosts Weapon Guide
1 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The SA's damage is moderate, and quite consistent - you'll kill in three shots up close, or just 2 headshots courtesy of a slightly higher than average multiplier. At a distance you'll never need more than four shots, and this higher ranged damage makes the SA-805 an ideal candidate for silenced use. Rate of fire is moderate, similar to the SC-2010 and on the high side of average for the assault rifle class, at 769 rounds per minute. Hipfire performance is at the assault rifle default, capable enough but otherwise bested up close by SMGs. Recoil is moderate, with the weapon tending up and to the right. This may negatively impact your performance at a longer range, but burst firing will always prove effective against an unaware target. Aim time is on par with the rest of the assault rifle class, at 300 milliseconds, and your movement speed is similarly average, at 90% of the base speed. Magazine capacity is at the assault rifle default of 30 rounds, and extended mags will take this to 45 rounds instead. Reloads are average for the SA's class too, at 2.76 seconds to complete a tactical reload. The SA-805 is a strong contender within the assault rifle category, with a blend of higher-than average damage with a favourable rate of fire. Few weapons perform as well at an arm's reach, and while the recoil might limit your performance at a longer range, you'll benefit from consistent damage at any distance. A healthy rate of fire lets you put this performance to task - and helps ensure you won't be left vulnerable up close, either. Of course, SMGs will be able to outperform you in this regard - their faster handling might be your undoing if you are too aggressive. Other rifles will start to gain an advantage at a distance, too - the recoil of this weapon will start to prove troublesome at range. Still, every weapon has its role - and the SA-805's is broader than most.
Épisode 183 - CBJ-MS - Call of Duty Ghosts Weapon Guide
4 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the CBJ-MS - a Swedish personal defence weapon resembling the Uzi which fires a high-tech armour piercing round. The CBJ's damage is low: in fact, it has the lowest effective range of all the SMGs. At a close range, you'll kill in 3 shots - or two headshots - but very quickly you'll find this evaporates to the point where you'll need up to 6 shots to kill. The CBJ does prove effective against enemy equipment and killstreaks, however - courtesy of its unique armour-piercing tungsten rounds: this makes the weapon ideal for a sapper class, designed to disable enemy defenses and thwart their support. Rate of fire is another area where the CBJ-MS shines: at 1000 rounds per minute, no other weapon can best such potential output of lead. This high output makes hipfire a particularly viable tactic as well, and as an SMG the CBJ enjoys very good hipfire performance. Recoil is quite severe, unfortunately - this generally isn't an issue at a close range, but does mean you should avoid combat over longer distances. Aim time is very quick, at just 200 milliseconds - and you'll also be particularly fleet of foot, moving at 100 percent of the base speed. Magazine capacity is fairly average, at 34 rounds, or 51 with extended mags: paired with the rapid consumption this does mean reloads are a frequent inconvenience. At 2.97 seconds for each resupply, it may be worth investing in a means to either extend your supply or to hasten the mag change. The CBJ-MS is a potent close range weapon, with a fire rate higher than that of any other weapon in the game. This makes for uncompromised close-range performance, with few weapons able to keep pace. Paired with rapid handling, the CBJ is an ideal weapon for aggressive use - and can be used to some effect when flanking or in a stealth role. Unfortunately the ranged performance is rather lacking - with rapid damage falloff and heavy recoil, wrangling your sights onto distant targets will open up opportunity sufficient for reprisal on your enemy's part. With rapid consumption comes rapid magazine depletion too, and reloads are not the swiftest: you may run into trouble when facing multiple opponents at once, Still, as long as you remember to stick to the ranges SMGs excel at - and flee from gunfights at uncomfortable distances - you can make good use of the elevated lead output.
Épisode 184 - AK-12 - Call of Duty Ghosts Weapon Guide
6 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the AK-12 - the latest in a long line of reliable Kalashnikov rifles, hailing from Russia. The AK's damage is higher than most other assault rifles - killing in 3 shots up close, or 2 where one is a headshot. It retains this damage over quite some distance, and ultimately falls to a 4 shot kill at range, or 3 headshots. Rate of fire is moderately low, at 697 rounds per minute: this means it's quite important to land aimed shots to ensure reliable kills, and depending on hipfire may leave you vulnerable to faster firing weapons. Hipfire spread is standard for the assault rifle class, at least - so per-shot hit probability is as good as most other weapons within its class - although the slower output gives the enemy a greater chance to fight back. Recoil is moderate, with high per-shot deflection reigned in by the slower fire rate: in most cases, automatic fire is OK - but burst firing at long range will do much to preserve ammunition and enhance accuracy. Aim time is standard for the assault rifle class, at 300 milliseconds: and your movement speed is at the class-default too, at 90 percent of the base speed. Magazine capacity is the standard 30 rounds, or 45 rounds with extended mags: as with most assault rifles. Reloads are the slowest in class, however: taking 3.27 seconds to complete. Although a far cry from an LMG-grade reload, the extra half second or so could prove deleterious to your safety in certain circumstances. The AK-12 is a powerful assault rifle that remains relatively easy to handle. No other automatic assault rifle deals as much damage, and paired with its mild to moderate recoil, the AK will kill in very few shots at all ranges. Unfortunately, the key area where the weapon fails is in its rate of fire: only the Remington R5 shoots more slowly within the class. This means you will be outgunned at a close range if you're not careful: with most automatic weapons able to dispense far more rounds per second, you might find the AK is too slow-firing to compete. Paired with a slightly slower reload and the average handling speed of an assault rifle, it pays to be cautious at a closer range. While you might be able to down targets quickly up close in anticipated gunfights, if you're caught by surprise from the flank or rear you will be at a disadvantage. Still, for the alert player your reward with the AK is consistent performance across a wide range band: you'll be able to repel invaders both up close and at a considerable distance.
Épisode 185 - Vector CRB - Call of Duty Ghosts Weapon Guide
7 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Vector CRB - a high-calibre carbine with a unique recoil reducing action taming the powerful .45 ACP round. The Vector's damage is good, with this weapon taking the trophy for highest per-shot damage within the SMG class. Up close, you'll need 3 shots to kill - or 2 shots where one is a headshot. At a distance, you may need up to 5 shots to kill. In addition, the Vector also enjoys assault rifle grade penetration, which means your bullets will have a much easier time cutting through thin cover to find their mark. Rate of fire is the lowest in tier, however: at 759 rounds per minute. This means accurately directing your shots onto target is critical, as spraying from the hip and hoping for the best may not provide consistent results. Hipfire spread is more than adequate however, as the Vector is on par in this regard with all other SMGs - but faster-firing weapons will have an advantage. Recoil is mild to moderate, potentially hampering your effectiveness at a long range - but combat within closer quarters should be unaffected. Aim time is very quick, at 200 milliseconds - and you'll move at full speed, as with all other SMGs. Magazine capacity is adequate, at 32 rounds, or 48 with extended mags - but this is joint lowest within the SMG category. The Vector's lower rate of fire makes this less of an issue, of course - and in any case, reloads are quick enough at 2.53 seconds. The Vector CRB is an SMG with rock-steady handling that moves fast and hits hard. It boasts the highest damage per shot up close of all weapons in its class, and is only bested by the MTAR-X at a distance. Paired with an elevated level of penetration, no other SMG can match the Vector's punch - and despite this, the weapon is remarkably easy to handle. With mild recoil, you can easily strike targets at a middle distance - making the Vector a versatile weapon that needn't shy away from engagements while driving into enemy territory. Unfortunately, the lower rate of fire may prove a liability in close quarter gunfights: unlike the faster-firing SMGs, you must ensure every shot counts, so accuracy is a top concern. Firing from the hip will yield inconsistent results, with many other weapons able to outshoot you through sheer volume of unaimed fire. Still, this trade-off earns you a unique blend of stability and power, and you'll find enemies will easily succumb to your assault.
Épisode 186 - FAD - Call of Duty Ghosts Weapon Guide
8 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the FAD - returning from MW3, a Peruvian bullpup with ergonomical design and canted magazine. The FAD's damage is the lowest in the assault rifle class at a close range, where you'll always need 3 shots to kill, regardless of any headshots. Mercifully, damage drop is low over distance - and for the majority of engagements you can expect to kill with four shots. Rate of fire is the highest within the assault rifle class, at 882 rounds per minute: this permits better competition with SMGs at a close range, and means that despite average spread, hipfire can be a particularly potent defense, especially when paired with Steady Aim. Recoil is moderately high, which may give you trouble at a longer distance: care must be taken to fire in short bursts to ensure you don't waste too much of your ammunition. The FAD performs best at a close to middle range - so it may be prudent to avoid conflict outside of its comfort zone. Aim time is standard for the assault rifle class, at 300 milliseconds - and your movement speed is on-par too, at 90 percent of the base speed. Magazine capacity is very good, at 42 rounds - or 63 with extended mags. However, with the higher rate of fire you can deplete your supply quite rapidly, so it's wise to stay on top of your reloads. Beware, as the reload process is on the slower end of the scale for the FAD's class - at 3.23 seconds to complete, you might be left vulnerable during the procedure. The FAD leads its class in terms of output, and without sacrificing much in the way of damage: no other automatic assault rifle is capable of killing as quickly with shots to centre mass. Even with the SMG-grade output, the long range damage is as high as any other assault rifle - so with care you can use the FAD effectively at any distance. Close range damage is less spectacular, however - and while in most cases shots to kill are on par with its peers, you will notice a difference at a mid range and when tackling targets though thin cover. The faster rate of fire isn't without its downsides, either - you'll burn through your supply more readily, and the reloads are relatively slow. Still, with the right loadout you can mitigate this issue - and the high output will come in useful during a close-range scrap time and time again.
Épisode 187 - Vepr - Call of Duty Ghosts Weapon Guide
11 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Vepr - a Ukrainian adaptation of the AK-74 design into a compact bullpup configuration. Its name translates as 'wild boar'. The Vepr's Per-shot damage is low, although like all other SMGs you will kill in three shots to the body up close - or two headshots. Effective range is about average for the SMG class, and the Vepr's minimum damage is quite good, meaning you'll never need more than 5 shots to kill at any distance. Rate of fire is average for the class, at 869 rounds per minute: and while other SMGs might outperform you in this regard, you'll barely break a sweat when facing off against assault rifles at a close range. Hipfire performance is good too, with spread identical to all other SMGs. Recoil is quite mild, with the Vepr proving very controllable under automatic fire - enough to compete with some assault rifles at a middle range. This hybrid performance is reflected in the Vepr's handing, unfortunately - as aim time is a little slower than average, at 250 milliseconds: exactly halfway between an SMG and assault rifle. Mobility is uncompromised, however - as you'll move at 100 percent of the base speed. Magazine capacity is the highest in class, at 42 rounds - with extended mags taking this to an even loftier 63. The Vepr is an easy to handle SMG that has a blend of high output with generous magazine capacity. No other SMG can match its default magazine capacity of 42 rounds, and this means you can more liberally dispense your supply and still retain enough for multiple opponents per reload. The low recoil is a boon, too - while damage is relatively low it remains simple to direct fire even onto targets outside typical SMG ranges. However, like all SMGs you will struggle to directly compete against other weapons at a mid to long range - and in many cases you might be better off avoiding conflict until circumstances fall in your favour. Take the path less travelled and seek to strike from the side or rear of your opposition. The Vepr is a little slower to react than some other SMGs, too - with its slower aim time and otherwise average handling, your reactive fire ability might not always be up to snuff. Still, the weapon is easy to handle - and as a result certainly more versatile than most alternatives in its class.
Épisode 188 - Remington R5 - Call of Duty Ghosts Weapon Guide
13 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Remington R5 - an American rifle with an advanced gas-piston operated internal action. The Remington's damage is high, in a similar tier to the AK-12: you'll kill in 3 shots up close, or 2 where one is a headshot. At a distance you may need up to 5 shots to kill, however - although this is only at an extreme range. Although unlikely, landing headshots at this distance will yield a 4 shot kill instead. Rate of fire is the lowest of all automatic weapons in the assault rifle category, at just 638 rounds per minute: this does help the stability of long-ranged automatic fire, but can make consistent close range performance troublesome. Hipfire spread is on par with most of the other assault rifles, but the slow rate of fire may mean your enemy will be afforded sufficient time to retaliate during your attempts at unaimed fire. Recoil is rather mild, courtesy of the slower rate of fire: even fully automatic fire can be used to some effect across the longer sightlines. Aim time is standard for the Remington's class, at 300 milliseconds - and you'll move at 90 percent of the base speed. However, magazine capacity is unusually low for an assault rifle, at just 24 rounds between reloads: extended mags will take this to 36 rounds instead. Although the slower rate of fire helps ameliorate this issue, reloads may still be frequent: although the good news is that the Remington boasts the fastest resupplies in class, at just 2.46 seconds. The Remington R5 is a stable and powerful platform that is capable of effectively eliminating your opponents with accurate automatic fire. Its low recoil means you can accurately place shot after shot on your intended mark, even across the longer sightlines. Paired with its high damage, you can cut through cover more easily and otherwise quickly despatch any enemy with well-placed fire. One major downside is the slower cyclic rate: while this does help with regards to accuracy, you might find time to kill is slow at times. This is particularly noticeable at a close range, where a faster-firing weapon will have plenty of time to spray you down while the Remington slowly discharges from its small magazine. Still, as long as you keep your opponents at an arms reach and anticipate enemy assaults, the R5 will perform admirably.
Épisode 189 - K7 - Call of Duty Ghosts Weapon Guide
14 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the K7 - a South Korean SMG with permanently attached suppressor, manufactured by Daewoo. The K7's damage is very low: no other weapon deals as little per shot. Nevertheless, the K7 will still kill in 3 shots in close quarters, although headshots yield no improvement to this performance. Effective range is surprisingly long too, with the 3 hit kill retained until a middle range. At longer distances damage drops to a very low level, meaning you may need up to 7 shots to kill. Needless to say, you should avoid any conflict at such ranges. Rate of fire is healthy, at 895 rounds per minute: this helps to ensure rapid kills up close, as well as consistent performance from the hip - as befits an SMG. Recoil is moderate, which conspires with the low ranged damage to severely impact your ability to tackle distant targets. Stick to close quarters engagments only and the weapon's kick won't be too much of a factor. Aim time is very quick, at 200 milliseconds - and you'll move at the brisk pace of the SMG default, at 100 percent of the base speed. Magazine capacity is OK: 32 rounds is certainly sufficient for most engagements, but this is the joint lowest capacity within the SMG category. Pleasingly, reloads are the fastest in class: at 2.5 seconds, you can top up frequently without the risk of too much downtime. The K7 is an excellent weapon for use in close-quarters that comes pre-loaded with an intrinsic stealth benefit. No other silenced SMG matches the K7's range, with a substantial 3-hit kill zone at your disposal. With a higher-than average rate of fire, and only moderate recoil - if you can get close with the K7 you can do much damage, and very quickly. However, the K7 is simply not competitive at a distance: with the lowest per-shot damage of any weapon, tackling opponents at range is an open invitation to your own demise. Instead, you must embrace the highly mobile, stealth role: and stay undetected until the very last moment, before silently engaging and eliminating the opposition. Great care must be taken to not bite off more than you can chew - with limited magazine capacity, it's best to pick off single unaware opponents where possible - rather than stirring the hornets nest and facing swift reprisal.
Épisode 190 - MSBS - Call of Duty Ghosts Weapon Guide
15 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the MSBS - a modular Polish assault rifle design capable of filling a wide range of roles. The MSBS's damage is the highest within the assault rifle class, and is the only such weapon capable of killing with two shots to the body at a close range. One burst kills are the norm out to a middle range, where damage quickly drops to a much less appealing 5 shot kill, for a minimum of two bursts. As a burst fire weapon, your overall sustained rate of fire will be lower than that of an automatic: your maximum possible output equates to around 450 rounds per minute. Within the burst, cyclic rate is very high, however: close to 900 rounds per minute. Paired with the high damage up close, hipfire can sometime prove very effective as a last-ditch defence. However, it is worth noting that the MSBS's hipfire spread is slightly worse than a typical assault rifle - so you may want to equip steady aim, or ensure you're at a point blank range before firing. Recoil is quite high, deflecting rapidly upwards: although the burst fire mode does much to ensure good fire control. Nevertheless, the latter portion of your burst may miss your intended mark at a distance, and as such you may often find you'll need multiple bursts to ensure a reliable kill. Aim time is standard for the assault rifle class, at 300 milliseconds: and movement speed is standard too, at 90 percent of the base speed. Magazine capacity is the usual 30 rounds for an assault rifle, or 45 with extended mags: given that the burst fire mode of the MSBS will help moderate your consumption, reloads are seldom a problem. In any case, resupplies are relatively quick - taking 2.63 seconds to complete. The MSBS is a deadly 3-shot burst weapon, capable of quenching your enemy's hopes faster than they can react. It deals the highest per-shot damage in its class, and is the only assault rifle capable of killing in two shots to the body by default. This lethal damage is meted out in a precise package, with the 3 rounds dispensed very quickly - and normally securing a kill. However, the moderately high recoil and damage drop may conspire to deny you a one-burst despatch, and it's here where the weapon suffers. A mandatory burst delay means your next burst isn't immediate, requiring a small pause and another pull of the trigger. During this time, an automatic weapon may have the chance to tackle you, knocking you off target or dealing lethal damage. Still, with careful aim you can minimise the number of bursts required - and for the accurate player the weapon will perform ably.
Épisode 191 - MTAR-X - Call of Duty Ghosts Weapon Guide
18 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the MTAR-X - an SMG variant of the Israeli TAR-21 bullpup design. The MTAR's damage is good: a blend of high power up close with a surprising retention of potency at range. Up close, you'll need just 3 shots to kill - or two shots where one is a headshot. From a mid-range out, damage drops to a 4 shot kill - more in line with the assault rifle category than an SMG, and positioning the MTAR as a hybrid weapon between the two classes. Rate of fire is not bad, either - 810 rounds per minute is below average for an SMG, but more than enough to remain competitive in close quarters. Hipfire performance is good, as with the other weapons within the SMG category: unaimed fire can be used to great effect. Recoil is moderate, with the weapon pulling upwards and to the left under sustained fire. While the MTAR boasts great ranged damage, it does take a degree of careful trigger control to ensure you stay on target: burst firing will maximise your odds of a long ranged kill, but this can invite swifter retribution from snipers or marksman rifles. Magazine capacity is good, at 38 rounds: or a whopping 57 with extended mags. With care, such capacity can be put to task, tackling multiple opponents in succession without pause. Habitual reloaders might want to break out of the habit however, as reloads are the slowest within the SMG category at 3.2 seconds to complete. The MTAR-X is a versatile SMG that bridges the gap between the assault rifle category. It boasts a blend of high damage with remarkable controllability, and is able to quickly despatch enemies at both a close and middle range. Its long-range damage is particularly notable: higher than any other SMG, and on par with the hardest-hitting assault rifles. This means you can be less timid when it comes to facing off against mid-ranged opponents, and yet you'll still enjoy excellent close-quarters performance courtesy of substantial lead output and SMG-grade hipfire. You should be cautious when tackling enemies head-on, however - the MTAR's recoil may be quite mild, but it's still enough to draw you off target when trying to dislodge an enemy in cover. Compared to its peers, the MTAR's close quarter performance can be underwhelming at times: with a sub-par rate of fire for the SMG class, you may lose out in closer quarters. You should keep a careful eye on your magazine, too - while capacity is generous, the slower reload might leave you vulnerable at a critical moment. Still, it remains a versatile weapon that is very competitive in most situations.
Épisode 192 - Honey Badger - Call of Duty Ghosts Weapon Guide
20 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Honey Badger - an American Personal Defence Weapon with integral suppressor: named for a particularly ferocious species of mustelid. The Honey Badger's damage is moderate, with the weapon performing well in close quarters: three body shots to kill, or two shots where one is a headshot. At a distance, you may need up to five shots to kill, unless you're fortunate enough to land four headshots upon a distant target. Rate of fire is a healthy 800 rounds per minute, very good for the assault rifle category and certainly enough to hang in most close-quarters gunfights. Hipfire performance is at the assault rifle default, but the intrinsic stealth benefits paired with the higher than average rate of fire means that hipfiring should generally yield good results. Recoil is high, with your shots quickly dispersing in an omnidirectional manner. The Honey Badger is very much suited to close range engagements, so you should seek to avoid longer range combat where possible. Aim time is the same as any other assault rifle, at 300 milliseconds - and your movement speed is identical to the Honey Badger's peers too, at 90% of the base. Magazine capacity is 30 rounds, or 45 rounds with extended mags: the standard for the assault rifle class. Reloads are reasonably quick, taking 2.63 seconds to complete: sometimes inconvenient for a close-quarters weapon, but the default silencer will often buy you time sufficient to change mags. The Honey Badger is an effective assault rifle for close quarters combat that comes pre-loaded with a free silencer. Its damage is more than sufficient compared to the alternatives, and few other assault rifles can compare to the Honey Badger's rate of fire. When used in a stealth role, the weapon is both versatile and deadly - more than able to quickly take down enemies out to a middle range. At a distance, performance does suffer - the higher recoil means landing shots at range is difficult, which could give the advantage to a weapon better suited to the engagement. You'll find SMGs and shotguns do outperform you at a very close range, too - while the Honey Badger's output is good, it pales in comparison to the weapons which specialise in short-range scuffles. Still, you do have a stealth edge - and the blend of traits bestowed upon the mighty badger do make it a good fit for such a role. Such a tenacious weapon won't stand for any nonsense, and will earnestly cut down any prey bold enough to stand in its way.
Épisode 193 - USR - Call of Duty Ghosts Weapon Guide
21 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Urban Sniper Rifle, an adaptation of Remington's tried-and-tested Model 700 bolt-action rifle design. The USR's damage is very good - as you'd expect from a sniper rifle, one-shot kills are possible at any range. You'll kill with a single shot to the head, neck, or torso: so as long as you aim high centre-mass you can expect consistent performance. This applies at any range, as well - there's no damage drop-off whatsoever: the only issue at an extreme range is spotting and accurately hitting your mark. As a bolt-action weapon, rate of fire is very low: 51 rounds per minute mandates first-shot precision to be effective, else you'll face retaliation whilst operating the bolt. This lethargic rate of fire means aimed accuracy is paramount: and given that hipfire performance is abysmal, you'll want to steer well clear of unexpected close-range encounters. Recoil is substantial, but simply not a factor in shot accuracy given your slow fire rate: by the time the bolt is operated, your crosshairs should be back on target. The USR does have a built in recoil compensator, which decreases weapon kick as your killstreak grows: a convenience that will allow you to retain a better view of your next target when firing. Aim time is slow, although faster than some in the sniper rifle class: you'll need 400 milliseconds to scope in fully. The USR is one of the better handling sniper rifles, and this is reflected with a higher movement speed: you'll move as quickly as an assault rifle, at 90 percent of the base speed. Magazine capacity is low, at just 6 rounds - although to a skilled sniper that might equate to 6 kills. The USR is a deadly one-shot weapon that will quench an opponent's streak in a single swift strike. No other sniper rifle handles better, and you also have superior mobility: a valuable trait for a scout sniper build, or for those intent on aggressive use. With reliable one shot kills to the head and torso - and a high-powered scope with which to accurately place your shots - in the right hands the USR will thwart your enemy with instant death at any range. Of course, accuracy is needed to effectively employ the weapon: unaimed fire is effectively useless. The slow aim time of the sniper rifles makes them unsuitable for reliable close-quarters combat: and paired with the very slow rate of fire, attempting to go toe-to-toe with an SMG up close is tantamount to suicide. Still, the sniper rifles are specialised weapons - and the trade-offs you make mean that no other weapon class can perform as well at a long distance.
Épisode 194 - ARX-160 - Call of Duty Ghosts Weapon Guide
22 décembre 2013
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The ARX's damage is moderate up close, but poor at a distance: with your effectiveness evaporating quickly at a middle range. Up close, you'll kill in three shots, or two where one shot is a headshot: in fact, headshots are particularly worthwhile with the ARX as it boasts the highest multiplier in its class, at 1.56x damage. At a distance you may need up to 6 shots to kill: although it may be worthwhile avoiding such conflicts altogether, as many other weapons are better suited for combat over longer sightlines. Rate of fire is very high, bested only by the FAD - at 857 rounds per minute. The integrated laser sight tightens up the hipfire spread of the weapon to some level above a typical assault rifle, on par with the SMG default instead. Given the elevated hipfire performance and rate of fire, combined with the low ranged damage, it may be best to think of the ARX as better fitting a hybrid SMG role. Recoil is moderate, with the ARX-160 rapidly pulling upwards away from your target. Because of this, you should be careful in ranged combat - but in the cases where it's a must, ensure that you only fire in short bursts to allow the recoil to settle. Aim time is identical to its peers, at 300 milliseconds - and you'll move at the assault rifle default, at 90% of the base speed. Magazine capacity is standard for the assault rifle class, at 30 rounds - or 45 with extended mags. Reloads are frequent courtesy of the higher rate of fire - and are fairly average for the ARX's class, taking 2.87 seconds to complete. The ARX-160 is a well-balanced weapon that brings many of the traits of an SMG to the assault rifle category. With high damage up close paired with a high rate of fire, the weapon is capable of killing very quickly - and the integrated laser sight means you can more effectively use the weapon in closer quarters. This ability to fend off aggressive attackers is a boon on smaller maps - and you retain many of the benefits of using an assault rifle, including superior range and a greater level of penetration. However, compared to some of the assault rifles on offer the ARX is lacking at a distance: damage drops off quickly to the lowest level in class, and the moderate recoil compounds this issue, severely limiting your ability at a long range.
Épisode 195 - Ameli - Call of Duty Ghosts Weapon Guide
3 janvier 2014
In this episode: the Ameli - A Spanish LMG derived from the German MG3, developed by the same department as the G3 battle rifle. The Ameli's damage is high: it is the only light machine gun capable of killing with two shots anywhere to the body at a close range. At a distance, damage steadily drops to a 4 shot kill - outside of your two-shot kill range it's important to remain in a good covered position, else other rifles may best you. Rate of fire is low, at just 631 rounds per minute: this means it's important to aim your shots, as your two-shot ability will require accurate direction to be effective. From the hip, you will find performance underwhelming: the large spread typical of LMGs and slower output makes for inconsistent performance, with SMGs and shotguns having a clear edge in unexpected firefights. Recoil is moderate, with high per-shot kick moderated by the slower rate of fire. Firing in short bursts will help keep any drift in your aim in check, and will prolong your magazine to help provide a sustained defence. The LMG's key strength is in such longevity, rather than pinpoint accuracy - in many cases sheer volume of fire can prove more effective than pausing for accuracy. Aim time is quite slow, at 350 milliseconds: this means it's best to plan your defensive position ahead of time, rather than running and gunning with the weapon. Movement speed is also slow: as with most of the LMGs, you'll move at 80 percent of the base speed. However, magazine capacity is very generous, at 100 rounds: paired with the slow rate of fire, such supply means the Ameli is perhaps the best choice for sustained defence of an objective. Unfortunately, reload times are painful: a full seven seconds for a resupply means you'll be reliant on your teammates to provide cover while you are left vulnerable. When building an LMG class, it normally makes sense to focus on survivability and resilience: this way, you can make more effective use of the weapon in the defensive role it was designed for. The Ameli excels at close-range lockdown, where you can make use of its higher damage and sustained fire to repel enemy attackers. While you can engage targets at long range with suppressive fire, the damage drop means it can be difficult to secure kills, with more precise weapons able to drop you faster. For your attachments, the Muzzle Brake is an option that will extend your two-hit kill range: a vital trait of the weapon that can make or break your defence. The difference between a two and three shot kill is substantial, and given the slower rate of fire it's definitely worthwhile investing in the superior range. Given the substantial recoil of the Ameli, the Fore Grip can be worthwhile too - taming your weapon's kick to better take advantage of automatic fire. For your perks, Blast Shield is perhaps the most sensible choice for any defensive set: with its resistance blunting your enemy's explosive options, and forcing them into direct combat. Tac Resist is a great addendum, rounding out your defensive abilities to cover tactical grenades as well, and making sure your vision is always clear. ICU speeds health recovery, and will do much to help sustain your defence - otherwise you might become increasingly fragile as incoming shots chip away at your health reserves. Beyond this, it can also be wise to invest in the Trophy System if you want to lock down a single location - with its ability to instantly neutralise enemy grenades, saving both yourself and teammates from any damage whatsoever. Alternatively, you could use the Extra Attachment perk if you'd like an optic on your weapon - or add in Armor-Piercing rounds for rapid killstreak and cover denial. With these options, you won't be the fastest on the battlefield - but you will prove particularly stubborn to dislodge from your position, and you'll be able to emit an astounding level of defensive fire. The Ameli is the most powerful automatic weapon in Call of Duty Ghosts, with immense potential damage at a close range. This means you're able to quickly despatch incoming attackers with just two shots, making for a potent defence capable of shutting out even the most determined. Paired with the high capacity magazine you'd associate with an LMG, you'll hit hard and go long: with few weapons able to offer such sustained support. However, the weapon offers lumbering performance with a lethargic rate of fire: meaning patience and preparation are key, and reactive fire a critical weakness of the weapon. Attempting to keep pace with nimbler opponents will only yield failure, with both the poor hipfire performance and slow aim time conspiring against you. Still, there are no weapons better suited for sustained defence than the LMGs, and within their niche they do perform very well. Should you need to steel yourself for an incoming assault - don't rely on some tin pot weapon: instead, equip the Ameli... ...for a cast iron defence.
Épisode 196 - MR-28 - Call of Duty Ghosts Weapon Guide
4 janvier 2014
In this episode: the MR-28 - an accurised, rifle calibre version of the German HK416 assault rifle design. The MR-28's damage is good, and although it has the lowest per-shot damage in class, it's still more than capable of killing a close-range target with 2 shots - or just a single headshot. At a middle range, damage drops to a 3 shot kill instead. Rate of fire is limited to 600 rounds per minute, which is generous enough for most trigger fingers. This firecap puts the MR-28 at the top of its class for potential output, and so suits those able to dole out accurate shots quickly. Unaimed performance is underwhelming, with poor hipfire spread that outperforms only the sniper rifles as a last-ditch defense. Recoil is mild, courtesy of an integrated grip - giving the MR-28 the best handling in class as well as the fastest potential output. The marksman rifles handle best when using the integrated scope, as it offers reduced recoil. However, the MR-28 remains controllable enough with a close-range optic - although your abilities at a longer range may be affected. Aim time is average, on par with the assault rifles at 300 milliseconds - and your mobility is average too, at 90 percent of the base speed. Magazine capacity is highest-in-class, at 24 rounds: or 36 with extended mags. This pairs nicely with the low recoil and rapid output, as you'll be able to lay down significant suppressive fire. Reloads are very quick, too - 2.47 seconds gives the MR-28 the fastest resupply of any marksman rifle, and means the weapon is all-round the best handling option available. The Marksman rifles, as their name might indicate, reward accuracy and shot placement over unchecked aggression. Unlike the sniper rifles, however - they can perform quite well at a mid-range, with more rapid follow up shots and faster handling. As the MR-28 is the best-handling of the marksman options, you can afford to be a little more aggressive - and get closer to the fight. To this end, it can be worth electing an alternative optical attachment - while the integrated scope is great over mid to long range sightlines, you do lose a significant portion of your peripheral vision when aimed in. The close-range optics are a useful selection for more aggressive use, then - and are almost a necessity on the smaller maps. While such choices will slightly increase recoil, the improved reactivity at a closer range may prove worthwhile: and equipping whichever optic you're most comfortable with will ultimately enhance your shot precision. Pair the sight of your choice with extended mags for better sustained fire ability - and you can get close and quickly dole out high-damage rounds onto your target, denying passage and blunting their assault. While the sniper rifles demand single-shot accuracy, with the marksman weapons you can dispense rounds a little more liberally - and larger magazines means fewer gaps in your ability to fire. For your perks, Focus is an important choice - and well suited to all of the marksman rifles. Reduced sway will assist on the accuracy front at range, and the reduced flinch from incoming fire will also reduce the odds of a critical shot going wayward. Amplify can be very useful to help detect enemies close-by: Keep a keen ear out - and if you hear any errant trudging in your locale, switch to a weapon better suited to a close-range encounter. A handgun can be quite a valuable investment, then: with the marksman rifle's poor hipfire performance, having a nimbler option on your hip can help should you find yourself in a close-range scrape. Reflex can be a worthwhile investment too, speeding your reactivity when switching weapons. If you pick up a fallen enemy's SMG, you'll be able to more rapidly repel close-range foes with confidence: and then quickly switch back to your long-ranged rifle when the coast is clear. The MR-28 is a high damage semi-automatic weapon that can quickly down targets at almost any range when fired accurately. It boasts the lowest recoil in class, courtesy of its integrated foregrip - and as such is an ideal choice for those with an able trigger finger paired with good aim. However, the need for precise shot placement and the slower output compared to automatic weapons may mean that you'll be at a disadvantage at a closer range. While you might emerge unscathed if you're prepared for an encounter, getting your sights onto an unexpected enemy assailant may take longer than your opponent will grant. Still, with an able secondary at your side and a keen awareness of the battlefield you can stay safe - and you'll enjoy some of the benefits of the sniper rifles with rapid handling akin to an assault rifle. So if you need a friend that's both accurate and true... ...the MR-28 will be your mate.
Épisode 197 - Bulldog - Call of Duty Ghosts Weapon Guide
5 janvier 2014
In this episode: the Bulldog - a unique shotgun from Australian co Metal Storm, with electrically fired rounds superposed within interchangeable barrels. Damage is high compared to other weapon classes, with the Bulldog easily capable of one shot kills at a close range - but of all the buckshot-dispensing options, the Bulldog is the one that offers the lowest per-shot lethality. Mercifully, your potential rate of fire is the highest within the shotgun class: you'll be able to dispense 480 rounds per minute, saturating any foe with a multitude of pellets. Hipfire performance is admirable, given the cone of fire: with shotguns you are generally better off firing first without the pause necessary to aim down your sights. In close quarters combat, the first to fire is often the victor - and the shotguns lower demand for accuracy means you need only fire in your opponent's general direction. Recoil is substantial, but seldom a factor - the weapon's kick is neutralised by pellet spread, and the fact that you should be close to your opponent before firing. Aim time is quick, at 200 milliseconds - although hipfire is instant, and just as effective. Your mobility is top-tier - as with the SMGs, shotguns can move about the map at 100 percent of the base speed. Magazine capacity is limited, at just 6 rounds - or 9 with extended mags. This is a major downside, given the faster potential rate of fire: you can quickly deplete your entire supply, leaving you helpless in the face of angry opposition. Reloads are done in one action, as you are in essence changing out the entire barrel, preloaded with shells: and taking 2.6 seconds, this is the fastest complete reload time within the shotgun class. Building a class with the shotgun revolves around one thing: getting as close to your opposition as possible, and ensuring maximum lethality. Mobility is a prime consideration - with stealth and resistivity also proving valuable. For your attachments, Extended Mags is a very useful option for the Bulldog, as otherwise you will find yourself quickly depleting your ready supply with semi-automatic fire. 50 percent extra in the magazine gives you greater ability to tackle larger groups of enemies - or you can skip the reload entirely to remain ready for serial engagements. Pair this with the Muzzle brake for the maximum range possible: a very sensible option on all of the shotguns, as range is the key area in which they lack. While only a marginal boost to your reach, it can mean the difference between a kill and a merely injured opponent. For your perks, a core mobility set is strongly recommended with all the shotguns: Ready up will improve your reactivity upon emerging from sprint; and Steady Aim will tighten up your hipfire, condensing your pellets fired into a more deadly cone. This combination is near essential for any shotgun class, both improving reactivity and the odds of a one-shot kill when firing from the hip. Add in Marathon for more rapid coverage of larger maps, helping to ensure you're always in the fight. Don't just sprint to your death, however - take the road less travelled and stick to interior spaces with short twisty sightlines: here you'll find gunfights in your favour, and avoid death from afar. Positioning is key with the shotguns - and it can be worthwhile to invest in stealth. Off The Grid will keep you hidden from enemy Sat-Coms - and as such you'll find enemies are often less ready for your appearance, and you'll spend less time wandering directly into their sights. Similarly useful is Dead Silence: without this perk your enemy may be alerted to your presence through your footfall: although not every opponent will have such a keen ear. The Bulldog is a potent close-quarters weapon with a one-hit kill ability, and several additional rounds ready in reserve. The buckshot spread of the shotguns means that as long as you're positioned correctly, you can dispense with accuracy and pepper your target with wild abandon instead. If you're close, you'll enjoy consistent lethality - and will quickly earn the ire of any opponent foolish enough to engage you on your terms. Therein lies the rub with the shotguns: if you're not close, you're dead. With your pellets evaporating outside of a close range, you simply must avoid any contact with your enemy at any sort of distance. This demands a very particular playstyle, predicated on crafty movement and stealth: and if you can't adjust, you will struggle to compete. Still, up close there's no stopping the shotguns - with immense damage and a wide cone of fire, the odds are very much in your favour. Off the leash, this shotgun is a menacing animal... ...with a bark equally fearsome as its bite.
Épisode 198 - M27 IAR - Call of Duty Ghosts Weapon Guide
8 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the M27 IAR - a derivation of the HK416 rifle, developed by German company Heckler & Koch at the behest of the US military. The M27's damage is good, killing in 3 shots up close - or two where one is a headshot. At a distance you'll find damage remains remarkably consistent, up until an extreme range where you may need up to 4 shots to kill. Rate of fire is moderately low, at 705 rounds per minute. This will help keep you on target and prolong your magazine, at the cost of less reliable performance in closer quarters. Hipfire performance is generally poor, and while the 100 rounds can be effective from the hip if fired in short bursts - pinning the trigger will quickly lead to most of your shots going wayward. Recoil is moderate, and easy enough to handle if you can adapt your trigger usage to the range you're engaging at. If all else fails, the large magazine will mean you'll eventually be able to kill distant targets through sheer volume of fire. Aim time is quite slow, at 350 milliseconds - the LMGs favour a player with a plan than one hoping to get by on wits alone. Movement speed is similarly sluggish, at 80 percent of the base speed. Magazine capacity is very good, a key trait of the LMGs: 100 rounds between reloads means you'll be on station where other weapons must pause to resupply. Of course, this comes at the cost of a lengthy reload - but the M27 is at least the fastest within the LMG class, at a positively sprightly 4.77 seconds. The M27 is the best LMG to use at a longer range, as it has consistent damage out to a great distance, and a manageable level of recoil. The addition of a fore grip will help to steady your fire even further, making it easy to land shots at any distance and increasing your overall effectiveness. Because of the M27's incredible range, you can also use the silencer with little negative effect: you should still see a 3 shot kill in almost every case. This will mean you can retain the high level of damage while remaining undetected on the minimap: a potent combination indeed. It can also be worthwhile using the Extra Attachment perk if you'd also like to equip an optic - the iron sights are fine for mid range work, but the addition of an optic such as the VMR sight can really help along the longer sightlines. With it, you gain the benefit of enhanced magnification when you need it - and a clear close-range optic when you don't. For your perks, Focus is always a great choice for a longer-ranged automatic weapon: you'll benefit from reduced idle sway, and much-reduced flinch when taking incoming fire. Sleight of Hand is a worthy consideration to reduce the downtime you experience while reloading - while the M27 is the fastest-reloading LMG, nearly 5 seconds is a long time when an enemy is closing in on your position. To take maximum advantage of your suppressor, Off The Grid can be a worthy spend too - further concealing your position and lending you the element of surprise. While LMGs typically aren't ideal stealth weapons, your defense will nonetheless benefit from unwary enemies wandering before you - and while an unsuppressed weapon can draw in targets for more kills, a silent weapon will avoid such attention and help keep you alive for longer streaks. The M27 IAR is a weapon capable of prolonged fire with consistent damage at all ranges. Few automatic weapons can match the per-shot damage at a distance, and when paired with the huge magazine capacity, the M27 is an ideal weapon for suppressive fire over longer sightlines. As well as having 100 rounds on tap, the weapon also boasts the fastest reload within the LMG category: and while it's far from an instant resupply, compared to the belt-fed weapons a mag change is very swift indeed. Unfortunately, the remainder of the M27's handling is slow: movement speed, raise times and aim time all lag behind most other weapons: and while rate of fire is average for the class, your output will still fall behind most other automatic weapons. Still, as long as you treat the M27 as an LMG and favour cautious play from planned positions, it will perform admirably - consistent damage with perisistent performance is a stellar blend. And when such stars align, the crescent-moon of the M27's sight... ...will eclipse your opposition.
Épisode 199 - MK14 EBR - Call of Duty Ghosts Weapon Guide
10 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the MK14 EBR - a modernised version of the American M14 battle rifle, designed for a designated marksman role. The Mk14's damage is high - like all of the other marksman rifles, you'll kill in two shots out to a mid-long range, or with just a single headshot. At a greater distance, you may need up to three shots to kill instead, or two shots where one is a headshot. Rate of fire is limited to 480 rounds per minute, falling behind both the MR-28 and IA-2 in exchange for a greater effective range. Still, this level of output is sufficient for most engagements, as you'll want to make sure your shots are accurately placed. Unaimed fire is not particularly effective: hipfire performance is poor, with only the sniper rifles proving less reliable. Recoil is moderate, and as such tackling distant targets mandates a slower rate of fire to be effective. However, you can shoot more quickly in closer ranged engagements: the key is ensuring your sights are settled on your target before firing again. Aim time is average, at 300 millseconds - the standard for both the marksman and assault rifle classes. Your mobility is similarly middle of the road, as you'll move at 90 percent of the base speed. Magazine capacity is 18 rounds, or 27 with extended mags - the same as most of the other marksman rifles. Given the semi-automatic fire, the 18 rounds are normally sufficient for any engagement - the higher per-shot damage means you can successfully tackle small groups with just a single mag. Reload times are average for the class, at 2.97 seconds: as long as you keep a buffer zone between yourself and your enemy, the brief downtime during resupplies shouldn't prove an issue. When building a class with the Mk14 EBR, you should focus on both power and precision: the weapon can deal the highest damage in its class, but this is only useful if you can direct those shots accurately onto target. As we'll be focussing on longer-ranged combat, the integrated scope is probably the best optical option to use: not only is it ideal for use at such distances, the integrated scope enjoys lower recoil than the alternatives - and doesn't occupy an attachment slot. Selecting the Muzzle Brake as one of your attachments will enhance your two-hit kill distance to the maximum possible: a useful trait at the fringe of your effective range. Pair this with Armor Piercing rounds for maximum punch per trigger pull: you'll be better able to slice through thin cover, and you'll deal more damage to killstreaks too. While ideally you should be shooting your target directly - every so often, some scenery will intersect your shot: and the added penetration power might prove decisive. For your perks, Focus is a must with all of the marksman rifles - as landing successive shots on targets near or far is heavily dependent on the steadiest sights possible. Positioning is key, too - knowing where the enemy is will prove essential to choosing the most effective firing position. Equipping Wiretap will enhance your ability to pinpoint the enemy team through use of their own Sat-Coms: this betrayal will prove their undoing, as you can efficiently pick them off from a prepared spot. It can also be worth picking up resisitive options such as Tac Resist, to better weather enemies assaulting your position - and a good sidearm is absolutely essential to fend off foes intent on getting close. It can be wise to pick up a fallen enemy's weapon if it's an SMG or other suitable close-range option: such weapons will normally prove more reliable than a handgun. The Mk14 EBR is a powerful option within the Marksman rifle category that doesn't sacrifice too much in the way of controllability. In terms of power, only the SVU can trump you within the class - and in most cases you'll enjoy similar performance with better overall handling. A two shot kill can shut out the lower damage weapons at a distance, and when firing from a strong position you'll have a clear edge in ranged combat. Of course, accuracy is paramount during successful use of this weapon - and if you're not able to place your shots, you'll find opponents with more forgiving weapons will have an easy time tackling you. You'll suffer at the hands of shotguns and SMGs up close, too - even with precision the marksman rifle's slower handling will let you down in closer-ranged firefights. Still, with good judgement and positioning you can lessen the risk of uneven odds - and with anticipation of your enemy's movement you can provide perfect interdiction. There's no doubt - when on target, this Enhanced Battle Rifle... ...will enhance your performance.
Épisode 200 - L115 - Call of Duty Ghosts Weapon Guide
11 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the L115 - the British designation for the Arctic Warfare Magnum bolt-action rifle from Accuracy International. Damage is very good, with the L115 boasting the largest one hit kill area of all the sniper rifles, alongside the Lynx. You'll kill at any range with a shot to the head, neck, torso - and even the upper portion of the legs. This makes the rifle even more deadly than its bolt action peer, the USR - although the L115 pays for this extra damage with a few negative adjustments to its handling traits. For one, your maximum rate of fire is lower - the bolt-action will slow you down to 40 rounds per minute, slower than any other weapon in the game. This abysmally slow output will severly hamper your performance in close quarters: and given the colossal hipfire spread, landing an unaimed shot requires a huge dose of luck. Recoil is present but not a factor in your accuracy, with the rifle settling as you cycle the action. As with the USR, the L115 has the benefit of a recoil compensator that gains effectiveness with every kill, resetting upon death. The lower recoil permits retention of your scope's view on target, which can prove helpful when tackling multiple opponents: better tracking movement to line up a second shot. Aim time is slow, albeit faster than some of the sniper rifles on offer: at 400 millseconds. This is the same as the USR, with the two bolt-action weapons having marginally faster ADS times when compared to the semi-automatic options. Your movement speed is a little on the slow side, however - you'll move at 85 percent of the base speed, some 5 percent slower than the USR. Magazine capacity is the lowest in-class, at 5 rounds: but the lower fire rate of the sniper rifles mean that this isn't a significant issue. In any case, the L115 reloads faster than any other sniper: at 3.36 seconds. Building a class for this weapon should focus on the core feature of a bolt-action rifle: reliable one shot kills. With the slowest rate of fire in the game, anything you can do to enhance the odds of a successful shot will pay dividends. The logical first attachment choice is the Chrome-lined barrel, then: this will increase your weapon's one-hit kill area to cover additional portions of the limbs. While ideally you'll aim for centre mass to maximise your odds of a kill, any enhancement to your one-hit-kill area will yield more consistent results. The attachment does increase recoil and idle sway, but the enhanced kick shouldn't matter - as you won't be able to fire until the bolt has been cycled. Next, Armor Piercing rounds will enhance your ability to shoot through cover, as well as increasing the damage you deal versus enemy killstreaks. While you should aim to land a clear shot on a target, sometimes cover may occlude your foe - and in this case, the extra penetration ability can sometimes prove decisive. For your perks, there are few that will directly affect your lethality - so accuracy is perhaps the best investment. Focus will reduce both idle sway and view flinch from incoming fire - helping to reign in some of the chrome lined barrel's negative effects by keeping your sights as steady as possible. Positioning is another key part of effective sniping, as you must anticipate where your enemy will spring from: Wiretap can be a good investment if your enemy makes heavy use of SatComs, as you'll be able to use them as your own for better situational awareness. Similarly useful is Amplify: when occupying a firing location you may attract some attention from foes who would seek to displace you with a forced close-range engagement. With this perk, you'll be able to hear them coming more clearly - giving you time to switch to an alternative weapon. The L115 is a precision weapon with uncompromised one-shot ability, able to quickly extinguish the opposition at any range. Only the Lynx can compare to this weapon's lethality, and unlike the heavy semi-automatic option, the L115 retains some favourable handling characteristics. Like the USR, aim time is faster than the semi-auto rifles: and while the USR's mobility is superior, you'll still leave the Lynx in your dust. However, you must be accurate with this weapon, else the slowest fire rate in the game will punish you: your enemy given generous opportunity to retaliate while you cycle the bolt. The limited magazine capacity may harm your sustained support, too - with a short period of downtime required every 5 shots. Nevertheless, the sniper rifle's single-shot ability is their key trait, and the L115 excels in this regard. With careful positioning, and a precisely placed shot: the Arctic Warfare... ...will leave your enemies in the cold.
Épisode 201 - FP6 - Call of Duty Ghosts Weapon Guide
12 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the FP6 - a pump-action combat shotgun originating from Italian company FABARM, marketed by Heckler and Koch. The FP6's damage is very high indeed, although only at a close range: the weapon has the steepest damage drop of all the shotguns. You can expect brutal, uncompromising lethality at point-blank range - and although you can reach targets further away than the semi-automatic options can, you should expect inconsistent results. Rate of fire is limited by the pump-action to just 89 rounds per minute: this places the emphasis firmly on obtaining one-shot kills. Every shot that fails to kill opens a window of opportunity for your opponent to fire back: so it's best to get as close as you dare before firing. Hipfire performance is very good across the shotgun category, with limited benefit to aiming down your sights. The close-range nature of the weapon, paired with pellet spread, means that unaimed fire is an effective and instant means of tackling your foe. Recoil is present but not a major factor: by the time you've cycled the pump action, your sights should have returned to your target. Aim time is very quick, at 200 milliseconds - and you'll move at 100 percent of the base speed, as rapid as the other shotguns. Magazine capacity is limited, at 5 rounds - although the slower rate of fire does help to conserve this supply. Still, you may run dry when facing multiple opponents - and you'll definitely want to keep your magazine tube topped up whenever possible. Reloads are done per-shell, with each round taking 0.83 seconds to insert. This means a complete reload can be time consuming, but if you add shells as you go, you should see minimal downtime. Building a class with the FP6 is all about taking advantage of the immense close-range power, ensuring reliable one-hit kills at a very close range. The Muzzle Brake is by far the most useful addition to the weapon, extending your range and marginally improving per-shot performance. It's a very worthwhile addition to all of the shotguns, and should be your first choice unless you're opting for a silent shotgun build. Most of the other options aren't too important: optics are of very limited use on the shotguns, and slug rounds demand absolute accuracy for a moderate extension of range. Instead, the Grip might be the wisest selection: while recoil isn't a huge factor, steadier sights can make lining up a second shot slightly easier when needed. For your perks, the close quarters combination of Steady Aim and Ready Up won't go amiss for any shotgun class: the perfect complement to one another, and serving to improve close-range performance. For a breach and clear class, consider Blast Shield to protect yourself against enemy IEDs: and enemy grenades need not trouble you, either. It also makes sense to take advantage of the tactical grenades on offer: concussion grenades are a very effective complement to any shotgun, and you can equip two courtesy of the Extra Tactical perk. Pair this with Reflex to toss them more quickly, enhancing the tactical's usability and helping to tilt engagements in your favour. A stunned enemy will generally prove quite pliant when facing a buckshot surprise. The FP6 is a shotgun which deals immense damage at a very close range, granting reliable one-shot kills even in cases where few pellets connect. This makes it handy in close range encounters, with each satisfying shell delivering rapid lethality. As long as you can get close, you'll enjoy reliable performance - and as such the FP6 is an excellent tool for dislodging stubborn campers. Unfortunately, the FP6's damage evaporates quickly - and paired with the slower rate of fire, you need to be careful when in the open. At the fringes of your reach you may need two or three shots to kill, which will give an enemy with an SMG time to retaliate as you operate the pump action. The weapon might reach slightly further than the Bulldog, but you don't get many second chances should your first shot fail to kill. Still, the shotguns are all about close-range power: and the FP6 more than delivers on that front. As long as you're not reckless, and avoid open areas - you'll find this shotgun from FABARM... ...offers fabulous performance.
Épisode 202 - LSAT - Call of Duty Ghosts Weapon Guide
15 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the LSAT - the product of an American program to reduce the combat load of a support gunner through employment of advanced ammunition. The LSAT's damage is moderate, on the lower end of the LMG class: you'll kill in 3 shots up close, or with two headshots. At a longer range, damage drops steadily to a potential 5 shot kill: as such the LSAT performs better in a close to mid range band. This is further helped by the LSAT's rate of fire: at 800 rounds per minute, you will rival even some SMGs in terms of raw output. This also means that spraying from the hip is a viable defense, although you may have to waste quite some ammunition to tackle even closer targets. Recoil is moderately high, aggravated by the higher fire rate: however, distant targets can be tackled with careful burst firing. Aim time is relatively slow, at 350 milliseconds - one trait which can hamper your effectiveness in setting up a defense in closer quarters. Similarly slow is your movement: you'll traverse the map at 80 percent of the base speed. Magazine capacity is very good, at 100 rounds - a strong trait shared by most of the LMGs. With such capacity you can provide an unrelenting defense - at least until you find yourself depleted and facing a long reload process. At 8 seconds flat, it pays to keep an eye on your remaining count - as you'll need to find somewhere safe to top up unharmed. The LSAT is a versatile LMG, capable of strong defense in a variety of scenarios - and your class should seek to enhance this performance where possible. The Fore Grip is a very worthy attachment that will reduce recoil, improving the weapon's handling and increasing per-hit probability. With it, you can more confidently tackle targets at a longer range. Equipping an optic can also help improve your accuracy: the VMR sight offers two distinct zoom levels, allowing you to tailor your view to your specific situation. The wider field of view of the low magnification is ideal for when you're on the move, or keeping watch over a shorter sightline: and you can switch to the closer view when you need to direct fire onto a distant target. For your perks, Steady Aim complements the LSAT's higher fire rate - making for quite a potent close-range defense. Of course, aimed fire is far more effective - but the slower handling means hipfire might be your only realistic option if you're caught out while on the move. Stalker can be another useful addition, helping to provide instant precision whilst moving to a new defensive position. Walking is slower than sprinting - but it pays to be cautious with a weapon that favours preparation over reactive ability. Focus is an essential element of a successful LMG build - as being unable to land shots on target due to incoming fire can hamper your defense. A rock steady sight better permits use of your deep magazine, and the LMG's strength lies in their ability for sustained fire. Beyond this, loading up on resistive perks makes sense for a defensive class - or alternatively you could invest in handling or mobility options to improve the LMG's otherwise lumbering performance. The LSAT is an able defensive weapon, with ample capacity and above-average rate of fire combining to form an impressive ability to spew lead towards your opposition. The higher rate of fire makes performance in closer quarters more consistent, with a quicker time to kill when compared to the slower-firing options. In addition, the ability to better saturate an area makes for more consistent hipfire performance - and while not the most accurate, it can prove a worthwhile last-ditch defence. Overall damage is quite low, however - with the per-shot power dropping to the lowest in-class at the extent of your effective range. Paired with moderate recoil, this can harm your ranged ability: and while you may compensate with sheer volume of fire, you will be at a disadvantage when facing precision weapons capable of higher per-shot damage. Still, the LSAT is a weapon that passes judgement and raises the bar. Testament to its ability, this weapon will ignore your enemy's plea... ...and lay down the law.
Épisode 203 - IA-2 - Call of Duty Ghosts Weapon Guide
17 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the IA-2 - designed by IMBEL as a modular replacement for the various rifles used by the Brazilian Armed Forces. The IA-2's damage is good, as with all the marksman rifles on offer: and while not quite as powerful as the SVU, the IA will still kill with two shots at a close range, or with a single headshot. At a distance, you may need three shots to kill, or two where one is a headshot: the IA-2's effective range is superior to the MR-28, but slightly worse than the Mk14 EBR. Rate of fire is limited to 545 rounds per minute: nearly as high as the MR-28, and rapid enough for most needs. Hipfire performance is poor, meaning unaimed fire should be saved for emergencies only: while damage might be high up close, the odds of landing your shots are slim. Recoil is moderate, with your shots tending upwards. With good fire control it's possible to land successive shots on even a distant target relatively rapidly. Aim time is standard for the marksman rifle class, and identical to a typical assault rifle - at 300 milliseconds. Your movement speed is similarly average, at 90 percent of the maximum base speed. Magazine capacity is average for the marksman class, at 18 rounds - or 27 with extended mags. This is certainly enough to endure most engagements, and should prove sufficent to repel small groups of opponents without pause. Reloads are the slowest in class, but still manageable enough - at 3.1 seconds to complete. The IA is a versatile marksman rifle that can work well with either mid or long-range configurations. Our build is a robust defensive one, capable of bearing the brunt of an enemy assault and repelling enemies with well-placed shots. If you'd like to replace the integrated scope, the Holographic sight is a good choice for mid-range combat: with a slightly elevated zoom level when compared to the red dot or iron sights. Extended Mags is another sensible option that will extend your available firepower, avoiding unnecessary reloads in the middle of combat. For your perks, Focus should probably be your first port of call with the marksman rifles, as it will deliver greater overall accuracy: reduced idle sway paired with lower flinch from incoming fire. With such high damage and a slower semi-automatic rate of fire, it's very important to land every shot - so anything you can do to enhance your odds is worth the investment. A mid-range marksman build can prove quite strong in a defensive role, so loading up on resistive perks makes sense: Blast Shield is a very good option for cases where your enemy is intent on using grenades, and can prove important when attempting to capture critical objectives. In similar circumstances ICU can be a boon, too - faster health recovery can help under relentless assault, preventing accumulated damage from harming your odds in sequential gunfights. Beyond this, you can tailor the class to your preference - as long as you remember that the marksman rifles only excel from a middle range out, there's not much else that's essential in your build. It is worth packing a secondary weapon, of course - the IA's poor hipfire performance means a pistol can prove useful in fending off closer foes. The IA-2 is a balanced option within the Marksman Rifle class, with the potential to quickly despatch enemies with its two shot kill. While the weapon is a little more difficult to handle than its closest rival, the MR-28 - you do gain the benefit of a longer two-hit kill range: and the higher minimum damage means that headshots will prove particularly effective at range too. However, compared to the most other options on offer the IA-2 does have slower performance - so at a closer range it pays to be cautious in your approach. With the need to pull the trigger for every shot, placing two on a fast-moving attacker can be a dangerous gamble - so it's best to ensure you take up position in a covered spot to retain the advantage. Still, the marksman rifles are a versatile choice for those with an able trigger finger, capable of repelling enemies in tighter spots and picking off those at a distance. Just like the Brazil nut, your defence with this weapon... ....will be tough to crack.
Épisode 204 - Lynx - Call of Duty Ghosts Weapon Guide
18 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Lynx - a high-calibre Hungarian anti-materiel rifle capable of filling a similar role to the Barrett .50 cal designs. The Lynx's damage is very high, as you'd expect from such a high calibre weapon: its one hit kill area is the greatest of the sniper rifles, alongside the L115. You'll kill with a single shot to the head, neck, torso or upper legs. Unlike the bolt-action options, the Lynx is a semi-automatic rifle: capable of outputting such power at a rate of 300 rounds per minute. In practical terms, you'll want to fire much more slowly than this - but it's nice to have the option to rapidly dispense shots, for those cases where you might need to reliably down a close-range target. Hipfire performance is woeful, with a substantial spread of unaimed fire: but the semi-automatic nature does make for more effective defence than the slower-firing bolt actions. Recoil is high, with the Lynx kicking heavily upwards and to the right. Recovery is swift, but you will lose sight of your target briefly when firing a shot, making adjustment tricky. Aim time is very slow: you'll need 450 milliseconds to completely scope in, 50 milliseconds slower than the bolt-action rifles. Similarly sluggish is your movement speed: the Lynx is a heavy weapon, slower than any other sniper rifle. When equipped, you'll move at 80 percent of the base speed - the same as a typical LMG. Magazine capacity is low, at 8 rounds - although this is about average for the class. With a little discipline and good fire control, these 8 rounds can go far. Reloads are the slowest in class, taking 4.57 seconds to complete: you must ensure you're in a safe place before reloading, as you'll be left vulnerable for the duration. The Lynx is a powerful defensive weapon that can work to repel enemies intent on taking a critical objective: the one-shot ability and rapid output means you can offer a quick interdiction to enemy movements. The faster rate of fire means you can take up position a little closer to the enemy, and so whilst you're in the thick of things some resistive perks might come in useful. The slower movement speed means it takes longer to get into position, so a tenacious class that's difficult to dislodge will help minimise your downtime. For your attachments, Extended Mags will give you 50% more in each magazine, and will save you from the weapon's lengthy reload. Pair this with the Variable Zoom scope, for a more flexible optical option that will let you tailor your view to your situation. The wider field of view of the default zoom is ideal for mid-range use, helping to avoid the tunnel vision you might experience with a higher magnification. For your perks, Sleight of Hand is perhaps a good idea to keep your reloads keen, as otherwise you'll have to endure nearly 5 seconds downtime: and Focus is a great choice with all precision weapons, helping to keep your sights steady with minimal flinch in the face of enemy fire. Blast Shield is a great resistive choice: helping to diminish the threat of enemy grenades, and permitting sustained lockdown of a sightline in the face of fierce enemy reprisal. If your enemy is making extensive use of their tactical options, Tac Resist will round out your resistance to provide total coverage of your enemy's explosive arsenal, and as a result you'll prove very stubborn to dislodge indeed. Beyond this, it's also wise to pack a secondary weapon - while your faster rate of fire might make hipfire defense slightly more viable, you'll get far more consistent results up close with your trusty handgun. Switch to it while on the move to benefit from the pistol's superior mobility. The Lynx is a powerful weapon with terrifying lethality and semi-automatic fire. Few other weapons can dole out as much damage in as short a time, with each round fired more than capable of killing an enemy in a single shot. This makes the weapon ideal for shutting down an enemy attack: instant lethality with more rapid follow up shots makes for a potent defense. Unfortunately, the Lynx's handling is perhaps the worst on offer within the sniper rifle category: you will move and aim more slowly than almost any other weapon. This rewards the patient - those able to anticipate enemy movements and await their arrival, instead of rushing headlong into combat. This big cat might need a moment's pause before you can pounce - but as long as you keep your patience in check... ...you can't stop this feline.
Épisode 205 - MTs-255 - Call of Duty Ghosts Weapon Guide
19 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the MTs-255 - an unusual Russian revolver-shotgun design, with 5-shell cylinder capacity. The MTs's damage is high, as with all the shotguns - although the 255 does have a little less reach than the pump-action options within the same class. You'll need to get close to be effective - at a point blank range, one shot kills are commonplace, but this power evaporates quickly. Rate of fire is quite generous for a shotgun, at 285 rounds per minute. This means that you can quickly follow up rounds that fail to kill with another from the cylinder, although you can more easily burn through your entire supply this way. Hipfire performance is very good, with the pellet spread lending itself well to unaimed fire across your effective range. Recoil is heavy, with the shotgun kicking up and to the right with every shot. This can be a factor if you fire too quickly, but the nature of close-range engagements coupled with your pellet spread mean that it's rare that the weapon's kick will negatively impact your performance. Aim time is quick, at 200 milliseconds - and you'll move at 100 percent of the base speed, as with all the shotguns. Your magazine capacity is limited, at 5 rounds. Easily depleted though the faster fire rate, and slow to resupply: you'll need a spare 3.93 seconds to replace any spent rounds, as the cylinder is refilled in a single action. Your loadout with the MTs-255 should focus on all the usual requisites of a shotgun class: your mobility and handling are paramount. For your attachments, few will benefit your performance as much as the addition of the muzzle brake: slightly extending your range which will make an occassional - but critical - difference. Pair this with the grip to tame the fearsome recoil, and to make better use of the faster rate of fire. While its effects on your overall performance are mild, extended mags are unavailable for the weapon - and the grip will prove more effective than one of the optical choices. For your perks, the usual pairing of Ready Up and Steady Aim will help maximise your lethality and reaction time in close-quarters combat: a useful pairing for any close-quarters weapon, and in particular the shotguns. Sleight of Hand is another near-essential choice, as replenishing your cylinder is an all-in-one process that will leave you very vulnerable whilst in close proximity to your enemy. Faster reloads mean fewer deaths as a result of the resupply process. Marathon is another useful choice for larger maps, permitting sustained assault and faster coverage of open areas. While sprinting continuously can lead you into trouble, the enhanced mobility can give you a significant advantage when flanking your opponent: allowing you to appear from unexpected angles. Beyond this, you can specialise in either stealth or resisitivity: or you could choose to augment your loadout with a secondary and grenades. If you choose to take advantage of these parts of your loadout, it can be worth investing in Reflex: granting faster equipment use and a better ability to switch to your secondary. Concussion grenades are a worthwhile inclusion: pinning enemies in position while you close the gap to deal maximum damage. For your secondary, any pistol will do - but the .44 Magnum is a good thematic match, as both it and the MTs are revolvers: for double the punch, add akimbo for double damage. The MTs-255 is a rough and tumble shotgun capable of consistent performance at a closer range. The semi-automatic fire means that you're less reliant on one-shot kills, and will have a few shells on tap to reliably secure a kill. Unfortunately, this faster rate of fire comes at the expense of reach - and to use the weapon effectively you will need to be very close. The limited magazine capacity can be a liability, too - with your 5 rounds evaporating quickly to leave you with a lengthy resupply before you can fire again. Still, if you want take your chances with this weapon, spin the cylinder and brace yourself... ...it's time for some Russian roulette.
Épisode 206 - Chain SAW - Call of Duty Ghosts Weapon Guide
22 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Chain SAW - a prototype LMG from the American Knight's Armament Company with an impractical yet awesome chainsaw-style top grip. The Chain SAW's damage is low - the lowest within the LMG category. You'll always need at least 3 shots to kill at a close range, regardless of headshots. The weapon loses its three hit kill ability sooner than any other weapon within the same class, and at a long range you may need up to 5 shots to kill. Rate of fire is very good, however: 857 rounds per minute puts it at the top of its class, and the weapon is capable of rivalling even some SMGs in this regard. Of particular note is the hipfire performance: you are unable to aim down your sights with the Chain SAW, so unaimed fire is your only option. Thankfully, the weapon outshines its peers in that regard - with similar performance to an SMG, and the ability to tighten the spread further by aiming. While accurate long range shots are an impossiblity, the Chain SAW performs surprisingly well at a middle distance for an LMG without a sight. Recoil is less of a factor, given the weapon's spread: but it is present, with only mild effect. As mentioned, you can't aim down your sights - but tightening up the spread takes as long as the equivalent process for other LMGs, at 350 milliseconds. Of note is your movement speed with this weapon: unlike the other options, you'll benefit from slightly better mobility: 90 percent of the base speed, the same as a assault rifle. Magazine capacity is good, although less impressive than its peers: 80 rounds is a good amount of firepower, but with the Chain SAW's rate of fire it can be rapidly depleted. Reloads can prove inconvenient if you need to top-up mid assault, as they are the slowest in-class: you'll be out of the fight for a lengthy 8.03 seconds. The Chain SAW best suits an assault role, rather than a traditional defensive LMG one: with superior mobility and rate of fire, shock tactics are your ally. This means you should forget any ideas of accuracy, and instead focus on dealing the highest damage possible: and as such, Rapid Fire is a very worthwhile attachment. The higher rate of fire means you can liberally saturate an area with bullets: perhaps not the most efficient use of ammunition, but effective nonetheless. If you want even more bang for your buck, with the ability to tackle targets indirectly: then consider adding the underslung grenade launcher to soften up unseen targets prior to your assault. Add in Recon to your perks for a way to mark targets caught in your blast - revealing their camping spot and making the job of clearing them out from a position much easier. Sleight of Hand is very sensible choice, as the Chain SAW has a shorter magazine than its peers - and faster consumption, especially with Rapid Fire. The reloads are still a major inconvenience, but far better than without the perk - it will prove worth its cost. Either Fully Loaded or Scavenger is also worth having, as otherwise on a longer streak you might find your weapon entirely depleted. Beyond this, it can be wise to buff your mobility so you can remain in the thick of it - Ready Up and Agility will help improve your performance in rapid-paced engagements. Alternatively, either Sit-Rep or Blast Shield can be a worthwhile investment, alerting you to the presence of equipment as you assault the enemy hardpoint. The Chain SAW is an interesting LMG that can be used quite successfully in an aggressive role. It excels at shooting first and asking questions later, with a deep magazine and a high potential level of output. With elevated mobility and a fire rate comparable to an SMG, no other weapon can saturate an area with bullets quite like the Chain SAW. Unfortunately, precision is not this weapon's suit - as you will be unable to aim or land accurate shots at any sort of distance. This makes long-range combat a dangerous affair - and as a general rule of thumb you should avoid longer sightlines where possible. Still, this weapon is capable of incredible output, and can easily fell even dug-in opponents. If you're stumped, and can't see the wood for the trees, then maybe this piece of hardware is for you: rev up the Chain SAW... ...and cut down your foe.
Épisode 207 - SVU - Call of Duty Ghosts Weapon Guide
24 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the SVU - a bullpup Russian marksman's rifle, essentially a shortened version of the earlier Dragunov design. The SVU's damage is high, as with most of the marksman rifles: you'll kill in two shots to the body up close, or with just a single headshot. At a longer range, the SVU loses its ability to kill with a single headshot - but you'll never need more than two shots to kill an unprotected opponent. Rate of fire is limited to 400 rounds per minute, which is the lowest firecap within the Marksman class. However, accuracy is your prime concern with the SVU - and a moderate rate of fire is key to making your shots count. It's best to go easy on the trigger to ensure the recoil completely settles for the next shot. Hipfire performance is poor, far worse than any automatic weapon - and approaching the unaimed accuracy of the sniper rifles. Recoil is moderate, with a higher level than the other marksman rifles to offset the SVU's elevated damage at range. Good fire control is necessary to make effective use of your shots - two patiently placed shots are far more effective than a haphazardly spewed half-magazine. Aim time is average - the same as a typical assault rifle, at 300 milliseconds: and your mobility is the same as the automatic rifles, at 90 percent of the base speed. Magazine capacity is average for the SVU's class, at 18 rounds: or 27 with extended mags. These shots are sufficient for sustained defense if employed carefully, and in any case reloads are relatively painless at 3 seconds flat - about average compared to the other rifles. The SVU boasts the highest ranged damage of all the marksman rifles, never needing more than 2 shots to kill. Because of this, it remains effective even when silenced - and so a stealth build is perhaps the best route to take with this weapon. The silencer is a good first attachment choice, then - keeping you off the minimap when you fire, and helping keep you safer while occupying a firing position. Pair this with an optic of your choice - the Thermal Hybrid is a versatile option that can pierce smoke and other battlefield obscurants. It will add some recoil when compared to the default scope, so for the most controllable option you may want to retain the conventional optic. For your perks, the stealth tier should be your go-to: Off The Grid is useful to preserve your positional advantage, by keeping you invisible to enemy sat-coms. Incog can be useful too, as enemy players won't see your name above your head: and you'll be invisible on thermal scopes, too. Reflex can be useful for a more rapid close-range defense: you're better off relying on a handgun or picked-up weapon when an enemy draws near, and reflex will improve your ability to ready yourself. Smoke grenades are a very logical pairing with the thermal scope, and it can be worth spending a point on the Extra Tactical perk to double up. A silenced weapon, thermal scope and smoke grenades work spectacularly well in concert together - such misdirection can prove frustrating to fight against. With two smoke grenades you can cover a key objective for a substantial length of time, and with the thermal scope attached you can still pick off enemies foolish enough to wander into your foggy zone of death. The SVU is the most powerful weapon on offer within the Marksman Rifle category, offering a consistent ability to kill your enemy with just two well placed shots. This higher ranged damage means that when compared to the alternative marksman rifles, you'll be much more able to compete at longer distances - accurate players will be rewarded with reliable kills. Unfortunately, when compared to its peers the SVU has a lower firecap and higher recoil, which tames this damage advantage to bring it in line with its peers. This does mean you might have to play in a more conservative fashion, and should attempt keep your enemy at an arms reach, where you'll be able to exploit the weapon's damage advantage. Still, the weapon is relatively easy to handle and bridges the gap between the marksman and sniper rifles: and when fired accurately will quickly despatch any enemy that stands in your way. So, if you're ever caught short and need a saviour... ...the SVU will see you through.
Épisode 208 - VKS - Call of Duty Ghosts Weapon Guide
25 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the VKS - a Russian sniper rifle with integral suppressor, chambered for a large-calibre subsonic round. The VKS's damage is high, capable of killing with a single shot to the head, neck, or torso. This damage profile is identical to the USR, although the VKS lacks the option to enhance damage with the chrome barrel attachment. Unlike the other sniper rifles, this damage is not preserved over the longest sightlines: at such ranges you may need two shots to kill, although a single headshot will always prove sufficient. Your rate of fire is limited to 400 rounds per minute - quite a generous rate for a sniper - but of course, you should seek to moderate your output depending on your target. Hipfire performance is as poor as any other sniper rifle, best saved for the direst of emergencies - a backup pistol will prove far more reliable than hoping to land a lucky shot. Recoil is mild by sniper standards, although enough to disturb your aim off a mid-to-long range target: good fire control is necessary to reliably land follow-up shots. Aim time is very slow, at 450 milliseconds - and you'll move slower than most, at 85 percent of the base movement speed. Magazine capacity is the greatest within the sniper rifle category, at 10 rounds - and should prove sufficient for most circumstances as long as you're careful on the trigger. In any case, reloads aren't too painful, at 3.43 seconds. Building a class for the VKS is relatively straightforward: as the weapon is silenced by default, it makes sense to fully embrace a stealth sniper role, augmenting the weapon's intrinsic performance with a set of perks designed to conceal your position. Your attachments are a more open choice: Extended Mags is probably the most useful option on offer, with its 50 percent enhancement to capacity granting more sustained defense without pausing to reload. It can also pay to equip an optic of your choice - and the thermal scope is a useful option for maps with poor visibility, as it will highlight enemies bright white. Pair it with a smoke grenade for the ultimate in concealment: you'll retain a view of your enemy but remain entirely hidden from their counterattack. For your perks, anything from the stealth category will work to help conceal your firing location - but perhaps most important is Off The Grid, which will prevent you from appearing on enemy SatCom sweeps. If your position is compromised you'll have enemies making a beeline directly for you, and will likely end up in a gunfight that won't be on your terms. By staying off radar you can exploit a position for longer, and with luck you can repel large numbers of unaware enemies before more direct reprisal. Incog is another option that can assist on the stealth front: you'll be invisible to enemy thermal scopes, which can prove useful should you use a smoke grenade to escape. If you're lying prone in a position off the beaten track, an unwary foe might wander right past you without ever knowing you were there. Blind Eye is another useful choice if your enemy is making use of the Oracle killstreak - without this perk your position will be highlighted through walls in bright orange momentarily. Finally, make sure you pack a secondary handgun: in cases where you are rumbled it pays to have a decent backup to use in close quarters. It's worth attaching the suppressor to that choice, too - while you do lose some effective range it's often wise to not reveal a hidden firing location while despatching the unfortunate soul that stumbled upon you. The VKS is a powerful weapon purpose-built for a stealth sniper role. Few weapons can kill an opponent in a single shot, and even fewer are capable of doing so while remaining hidden. The other options in the sniper class can be suppressed, but the VKS's integrated suppressor comes without cost - and you benefit from both lower recoil and semi-automatic fire. Although you do experience damage drop at range, no other sniper rifle is better equipped to land a second shot on target. Unfortunately, the VKS is also the sniper rifle most likely to need a follow up shot - and the one-shot ability of the snipers is really their key advantage. The damage drop means you will be more effective at a slightly closer range, but the slower handling and aim time means this can be risky - choosing a good position is essential, and remaining undetected a must. Still, a player capable of adapting to a stealth role can be very frustrating indeed for the opposing team: a well-hidden thorn in their side will quickly earn their ire. This weapon's stunning silent peformance will leave your opposition... ...as quiet as the grave.
Épisode 209 - Tac 12 - Call of Duty Ghosts Weapon Guide
26 janvier 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Tac 12 - otherwise known as the UTS-15, a Turkish shotgun design with a high capacity twin-tube magazine. The Tac 12's damage is very high, with the weapon easily capable of securing one-shot kills at a close range. While the FP6 boasts higher damage up close, the Tac-12 retains much more damage over its effective range, so you can expect more consistent performance outside of point blank engagements. Rate of fire is low: with every shot the pump-action needs to be cycled, limiting your fire rate to 85 rounds per minute. This means one-shot kills are very important: as the time between shots may leave you vulnerable to enemy reprisal. Hipfire performance is strong, proving very effective for the majority of engagements. It may be worth aiming down your sights for targets at the extent of your reach, however - to more accurately position your pellet spread. Recoil is present but not often a factor, given the slower rate of fire. Aim time is very quick, at 200 milliseconds: and you'll move at 100 percent of the base speed, as with the other shotguns. Magazine capacity is best in class, at 10 rounds: quite sufficient, given the slower rate of fire and one-shot ability. Reloads are done per-shell, with each taking 0.77 seconds to insert - and as a result a complete resupply can be very time consuming. Instead, it's wise to top up as you go - inserting a couple of shells between engagements will help ensure you've always got shots to spare in those cases where you need them. Building a class with a Tac-12 is all about enhancing reliable one-hit kills: the weapon boasts the greatest reach of all the shotguns, and ensuring as consistent performance as possible will help take maximum advantage of this. Reliability means maximising your potential damage output, particularly for a pump-action weapon: so the Muzzle Brake is a sensible attachment choice for the Tac 12. The slight enhancement to range could make the difference between a one-shot kill - and thus you could avoid retaliation whilst cycling the pump-action. Next useful is Extended Mags - delaying a reload will permit longer sprees without pause, and will allow you to tackle larger groups of enemies without worrying about your remaining count. Of course, resupplies can be lengthy - so it might be worth equipping Sleight of Hand as part of your perk selection to speed what might otherwise be a gruelling process. Otherwise, it's best to invest in the mobility-focused options: as with all the shotguns, Ready Up and Steady Aim are a potent combo that will serve to enhance your ability in tighter gunfights. Beyond this, you can enhance your mobility with the addition of Marathon - or choose to conceal your position with the help of some of the stealth perks on offer. The combination of Dead Silence and Amplify can be particularly effective with the shotguns - muffling your movement while granting heightened awareness of what your enemy is up to. Alternatively, Tactical grenades are a useful pairing: with them, you can turn what might have been an unfavourable gunfight into one better aligned with your terms. Whatever you choose, getting closer to your opponent should be your priority - and ensuring reliable one hit kills once you're there. The Tac 12 is the shotgun that offers the greatest one-hit reach within the class, as well as the largest magazine capacity on offer. When your fortune finds favour, this weapon can go on a rampage - cutting a deep swathe through enemy lines and populating the killfeed with your success. There are few things as satisying as a one-shot kill - and such instant lethality will shut down any opponent's chance to react. Unfortunately, you are heavily reliant on such power - as the slower rate of fire will punish you in cases where your first shot fails to kill. While the Tac-12's one hit reach is impressive, at the edge of your effective range they're far from guaranteed - and if your opponent is wise enough to give you a wide berth, they won't struggle to pick you off from a distance. Still, few weapons can reliably extinguish opponents with a single shot in closer quarters - and when the Tac 12 finds its stride, the smart choke of this Turkish delight... ...will strangle your enemy's hope.
Épisode 210 - A Brief History of Gore
2 février 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy Bloody video games. They've caused their fair share of drama over the years, with violent action and gory killing attributed to all kinds of societal harm. These days, a certain amount of bloodshed is tolerated - but not so long ago a splash of red pixels was all it took to start a fuss. Join me as I prepare to dive knee deep into blood, guts, and video games. Covered are classic horror titles such as Texas Chainsaw Massacre on the Atari 2600 and torture-themed light gun game Chiller: action shooters such as the digital rendition of Charles Bronson in Death Wish 3, Ikari Warriors; Decapitation in Barbarian: The Ultimate Warrior, demon slaying in Splatterhouse and exploding drug barons in the 32-bit Narc. Tecmo Knight was a decapitation-laden beat-em up, Space Gun and Beast Busters rail shooters with liberal dismemberment and copious blood. The dawn of Full Motion Video spawned games like Night Trap, and the realistic digitised sprites of Mortal Kombat: with the violent fatalities courting controversy - and leading to the formation of the ESRB. MK also spawned a number of clones, including Blood Warrior, Time Killers and Eternal Champions on the Mega Drive and Mega CD. The rise of the FPS genre in the 90s followed in the footsteps of the violent shooters of the late 80s - such titles would cement the word 'gib' into the gaming lexicon. Doom saw enemies explode into a red paste, Rise of The Triad flung eyeballs at the screen with its ludicrous gibs - and Quake features the first seen polygonal gibs. Gibbing became the hallmark of the genre, with most later examples permitting the reduction of your opponents into fleshy chunks - at least until ragdoll physics took hold. Meanwhile horror adventure games such as Phantasmagoria and Harvester took advantage of CD-ROM's storage to use realistic death scenes - and survival horror games such as Resident Evil and Silent Hill saw bloody scenes to ramp up tension. Both Carmageddon and Thrill Kill found controversy in the late 90s, with the former featuring reckless driving and pedestrian slaughter, and the latter with sadistic thrill kill finishing moves. Meanwhile, FPS games had matured to the point where a little gore was accepted: the cerebral bore in Turok 2, the intagib rifle of Unreal Tournament and the dismemberment of Soldier of Fortune. Games in which you play a psychopath proved more disruptive: such as the Grand Theft Auto series, Postal 2, or murder-em-up Manhunt and its sequel. Post Manhunt, there's been little outrage: Half-Life 2 is very gory in places, as is Resident Evil 4 - but only the more gruesome deaths such as a chainsaw decapitation caused a stir. Recently, mainstream games such as Gears of War, Dead Space and Fallout 3 have all featured gory violence, but such bloodshed is now deemed acceptable. As with the revived Fallout series, we've also seen the return of a few other gory classics, such as the 2010 remake of Splatterhouse, the return of brutal fatalities in Mortal Kombat 9, and yet more ludicrous gibs in ROTT 2013. Some games use violent scenes as part of their story, such as No Russian in Modern Warfare 2 - or in the key moments of Spec Ops: The Line. Hotline Miami is a top-down exercise in hyper-violence, that sometimes gives the player pause for their actions, asking: 'do you like hurting other people?' The God of War series is a prime example of a spectacle fighter: in which you brutally slay, decapitate or gouge out organs from an entire bestiary of mythological beings. Similarly stylish is 2009's Madworld: with comic-book visuals inspired by Sin City, the monochrome combat is liberally splashed with huge amounts of crimson as you perform sadistic finishing moves. Gore is par for the course in the horror genre - Left 4 Dead features hordes of zombies and a host of ways to despatch them: Killing Floor offers similarly gory co-op, Call of Duty: World At War introduced Nazi Zombies was the goriest COD, and the one which introduced zombies to the series - and every detail of your gory destruction is captured in Sniper Elite 2, and its Nazi Zombie Army variant: with the awesome slow-motion terminal arc of bullets, paired with gratuitous X-Ray vision: tearing flesh, piercing organs and smashing bone. No doubt, rent flesh and rivers of claret are an arousing visual - appealing to human instinct at a very basic level, and acting as an effective way to communicate injury. Taken to extremes, flinging gore at a player is a caricature of carnage - reassuring the concious mind that it's all just a game.
Épisode 211 - Desert Eagle.
9 février 2014
The pilot episode of Iconic Arms. A history of the Desert Eagle and a cultural context within games. Next up: the AK-47: http://youtu.be/tiZHgwICPlU Beware, major plot spoilers for the COD: Modern Warfare series within. -- The Desert Eagle isn't a very good handgun - but nonetheless it is remarkably popular: it features in hundreds of movies, television shows and video games. So how did such an unwieldy weapon become so iconic? Why is the Deagle a trademark of many first person shooters? And is bigger always better? The Desert Eagle was designed as a semi-automatic rival to large-frame, high calibre revolvers: a gas-operated pistol able to feed from interchangeable magazines and with superior capacity to a typical 6-round cylinder. Design started in 1979 at American co Magnum Research, Inc. - with the first finished pistols produced in 1982 by Israeli weapons manufacturer IMI. The latest iteration - the Mark XIX - emerged in 1995, and like some kind of fashion accessory, even comes with a number of choices as far as finish is concerned. Amongst them, the most demure is plain Black: others include three chromed options of various lustres; nickel either satin or bright; and gold both 24 karat and in a more durable Titanium variant; and if either gold finish isn't suitably ostentatious - then there's always the tiger stripes. There are also more practical options, such as the choice of either a 6-inch or 10-inch barrel: and your calibre preference, either .357 Magnum, .44 Magnum or .50 Action Express. The latter cartridge was designed specifically for high-calibre semi-automatic pistols, and indeed the Desert Eagle was the first handgun chambered for it: a performance jump from the already mighty .44 Magnum round, and right on the cusp of calibres deemed legal. The .50 cal chambering set the pistol above most other magnum options, which in turn has led to it finding popularity in action films since the 1980s - supplanting Dirty Harry's .44 Magnum as the most powerful handgun in the world. For almost as long as video games have existed, they have been influenced by cinema. While the firearms in early games were often made generic through lack of resolution, as the number of polygons possible to push on-screen grew, weapons were able to be rendered in ever greater detail - giving rise to games with realistically rendered arsenals. However, due to concerns over the use of trademarks, the real-steel Desert Eagle's name hasn't always matched its in-game appellation. Sometimes it's known by generic terms that allude to its higher calibre - the 'magnum pistol', 'heavy handgun' or '.50 AE' offering a clue as to the handgun's power. Sometimes the name is a mite more imaginative: and while the 'Silver Talon' in Soldier of Fortune, 'Desert Ranger' in Tomb Raider, or Counter-Strike's Night Hawk .50 cal' might not be instantly recognisable by name, the imposing sillhouette of the Deagle is unmistakeable. Counter-Strike in 1999 was one of the earliest realistic depictions of the gun: the game was originally a mod for Half-Life, and eventually graduated to a full retail release. The weapon's digital rendition mirrors the real steel's power: while magazine capacity was limited, its high damage and one-shot headshot potential more than made up for any shortcoming. The game graciously overlooks the weapon's impracticality for combat use, with the firearm eventually becoming a fast favourite for use in tandem with a primary weapon. The powerful pistol returned in Counter-Strike: Source, and once again more recently in Global Offensive - each time filling a similar high-powered backup role. Stylish, powerful and capable of skillfull headshot kills - the Counter-Strike depiction is a definitive one: with the game enjoying huge popularity over its lifespan, particularly in a world before Call of Duty: Modern Warfare. In the opening scenes of COD4 the Desert Eagle is very prominent: as a deposed president, you're bundled into a car, given a none-too gentle buttstroke, frogmarched to a pillory - and then, after some posturing - shot in the head by the golden high-calibre pistol. It's fatal punctuation for a coup d'etat: a show of force in public execution - and that's what the Desert Eagle is all about: exhibition. A vulgar display of power. It's a compelling moment, and the Desert Eagle is the totem of such potential: setting the story in motion in an explosive fashion. It's not until the very end of the campaign that the pistol makes a return: this time as a grim portent of doom, executing a squadmate and moving towards your position with similar intent - only diverted by a timely distraction and some quick-thinking by Price. It seems like every do-or-die moment in the Modern Warfare series simply must include the weapon - but I suppose if you're going to threaten the player with a gun to the face, there are few weapons with as imposing a profile as a .50 calibre Desert Eagle.
Épisode 212 - Game DNA: Minecraft
16 février 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy With 14 million copies sold, Minecraft is now the 3rd best selling PC game of all time. Not too shabby, considering it was originally the work of just one person. Love it or hate it, Minecraft is a phenomenon. Its accessible mechanics mean that in the beginning, all you need to know is punch trees: get wood. So where did Minecraft's concepts spring from - and why has it proven so popular? Mining is far from a new mechanic in games: indeed, it's been present ever since the golden era of arcade gaming. 1982's Dig Dug sees the player oust subterranean pests from their garden, carving tunnels in alluvia as they progress. It was possible to lure a hapless pooka down a tunnel you created, and then dig underneath one of the strategically placed boulders to crush them. Later that year, Mr Do! offered similar gameplay, with a focus instead on collecting fruit dotted about the level. Boulder Dash in 1984 was particularly influential, kicking off the once very popular 'rocks-and-diamonds' genre. Similar to the earlier puzzle game Sokoban, your moves must be carefully considered - with boulders responding to gravity, it's possible to dig yourself into a corner. Your goal in this game is simple: dig tunnels, avoid enemies and environmental hazards, all while collecting diamonds. Sounds familiar! More recently, boulder dash clones have fallen out of favour - but every once in a while, digging, drilling or mining makes an appearance as a mechanic. Dig Dug successor Mr Driller! in 1999 offered more in-depth excavatory exploits, with cutesy graphics and bright coloured blocks through which to burrow. Mining for resources was the focus of flash game Motherload, originally released in 2004 - and the slightly prettier Super Motherload, released for the PS4 last year. You start on the surface of Mars, with an agile mining craft yours to control - and your goal is to extract minerals from beneath the earth. The deeper you venture, the more valuable ores you'll uncover - but you'll find yourself depending on the upgrades available to progress. It was the combination of digging and exploration in Motherload that inspired the development of a game that would prove particularly important to Minecraft's conception. In Infiniminer, mining is the name of the game: a team-based multiplayer dig-em-up, in which red and blue race to collect minerals from the cube-based terrain. The game's popularity was cut short by a source code leak: and the resultant wave of hacked clients killed off the game's development. Nevertheless, it had significant impact - as Infiniminer is perhaps the closest living relative to Minecraft: it directly inspired Notch to create his cube-based game, and also one of its key traits: a randomly-generated world. The social aspect of its survival multiplayer is perhaps what made Minecraft so incredibly popular: while the game's world is engaging enough when played solo, the addition of other players - friends, foes or otherwise - can make it even richer. In this aspect, Minecraft borrows from MMORPGs: not only in the online sense, but with some of the other trappings of earlier RPGs as well. Early MMO games like Everquest and Runescape set the standard for role playing in shared spaces, in a time before World of Warcraft had taken hold. The crafting mechanics in Minecraft can trace their lineage back to such games, as they introduced these mechanics into the multiplayer space. Minecraft's collective building - in which you create worlds with an avatar in a virtual world - have roots in games like Linden Lab's Second Life, which paved the way for social creation in 2003. Players are able to create 3D objects and skins for their avatar to wear and interact with, and with a fully realised economy, some have even made a living from their creations. However, Minecraft has far greater appeal to the younger generation: its simplicity and accessibility a key asset. It's often compared to a digital version of Lego bricks: with simple elements combining to make grand structures, whether building solo or more collectively. It's little wonder the game has found success - while many of its elements can be traced to other titles, and some, like Infiniminer, have huge resemblance - Minecraft has a certain charm that few games can match. From a simple idea, Minecraft has blossomed from a retro-style indie cube-miner... into a multi-million copy block-buster.
Épisode 213 - Prepare for Titanfall
23 février 2014
Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy Welcome to Pilot Training 101. Here you stand amongst the best of the best, but it can be tough out there on the frontier. Heed these words well and you'll fare better in action - so join me... ...and prepare for TitanFall. As a pilot, you represent the vanguard of a fighting force - first on the ground, and instrumental in action. It's your job to draw the margins of battle, and you're given the tools you need to get to the front lines as swiftly as possible. Your mobility is a key asset, with your limb augmentations and jetpacks granting the means to outmanoeuvre opponents. Instead of keeping boots on the ground, the best pilots use this ability to the maximum extent. While it can take some practice to master, wallrunning and double jumping can permit rapid traversal of the battlefield - getting you out of trouble and into an advantageous position. Now onto combat - I presume most of you already know how to shoot straight - so I won't insult you with the absolute basics. Just make sure you engage targets within your weapon's effective range where possible, and place your shots accurately to quickly down foes. Most important is to know what you're facing: there are several different classes of opponent that you'll encounter, and each offers a substantially different level of threat. Bottom of the pile are the grunts: common or garden meatheads who form the bulk of a fighting force, if only through numbers alone. They lack your training, your equipment and your resources - but they will still shoot in your general direction if you give them sufficient invitation. Spectres are a little tougher - re-purposed worker androids afforded some upgrades to make them more combat effective. With added armour and equipment at their disposal, these machines might be dim - but can still pose a threat in larger numbers. It's worth noting that you can hack enemy spectres: with judicious application of your dataknife, you'll find yourself some new mechanical allies. Generally speaking, these enemy minions won't present too much of an issue - but don't let your guard down, else you might embarrass yourself. By far the biggest infantry threat you'll face out there are enemy Pilots: these guys have access to exactly the same perks you do, and it's not likely they'll give you any quarter in a scrap. Expect dirty tactics and unchecked aggression: the enemy will use every inch of their arsenal to eliminate you, and you should extend the same courtesy. Be warned that your cloaking ability won't prove effective against them: minions and titans might be fooled, but pilots have enhanced vision. Once you've got a bead on your opponent, waste no time in eliminating them: mistake a pilot for a grunt at your own peril. Next thing to watch for: the big guys. Titans. Don't even think about going toe-to-toe with one of these on foot - your primary arm won't even make it through their shields. Instead, use your Anti-Titan munitions and strike from a covered position - in urban operations, rooftops can offer a great vantage point. Otherwise, keep your distance and try to deal as much damage as you can - teamwork is essential to despatch such enemy threats in as timely manner as possible. You can leverage your mobility against these leviathans, however - and should the opportunity present itself, you can hop onto the back of an enemy titan and deal critical damage to its weak spots. This is a dangerous move, however - you run the risk of being trampled underfoot, and you'll be exposed for the duration of your attack. A savvy Titan pilot will make use of countermeasures to repel you - either deploying electric smoke, or disembarking to tackle you directly. It's best to whittle down the Titan's hull as much as possible before hopping aboard to finish the job. Once doomed, get back to safety - and keep an eye open for the enemy's resultant ejection. Now, they don't call you pilots for the fun of it - and when the time is right you'll get your very own bit of heavy metal to put to task. Your Titanfall lags behind your insertion, but you can shuffle up the build order by securing kills. The most effective pilots are rewarded with faster resource acquisition, and gaining an early lead can set a precedent for the remainder of a match. With a titan at your command, you have the ability to sponge an impressive amount of damage - courtesy of a thick hull and protective shield. Note that your shields will regenerate - but your hull will not. It's imperative that you avoid hull damage whenever possible - when your shields are depleted you will want to retreat from combat until they recharge. It pays to play conservatively with your Titan - if you're too aggressive you might find yourself overwhelmed - and when facing heavy firepower without a shield, you're toast.
Épisode 214 - Game DNA: Titanfall
7 mars 2014
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Épisode 215 - Easter Eggs in Video Games
1 avril 2014
Based on an idea suggested by @lowlandet and voted on by the community at http://reddit.com/r/xboxahoy http://twitter.com/lowlandet Voting thread was here: http://goo.gl/q2eytj Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT THERE ARE NO SECRET MESSAGES IN THIS DESCRIPTION.
Épisode 216 - R-101C - Titanfall Weapon Guide
11 avril 2014
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Épisode 217 - EVA-8 - Titanfall Weapon Guide
18 avril 2014
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Épisode 218 - Smart Pistol MK5 - Titanfall Weapon Guide
2 mai 2014
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Épisode 219 - R97 Compact SMG - Titanfall Weapon Guide
9 mai 2014
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Épisode 220 - Spitfire LMG - Titanfall Weapon Guide
16 mai 2014
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Épisode 221 - Longbow DMR Sniper - Titanfall Weapon Guide
23 mai 2014
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Épisode 222 - The Weapons of Wolfenstein: The New Order
25 mai 2014
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Épisode 223 - 101 Things To Do in Watch Dogs
1 juin 2014
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Épisode 224 - G2A4 Rifle - Titanfall Weapon Guide
6 juin 2014
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Épisode 225 - Hemlok BF-R - Titanfall Weapon Guide
13 juin 2014
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Épisode 226 - The Weapons of Enemy Front
22 juin 2014
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Épisode 227 - CAR SMG - Titanfall Weapon Guide
27 juin 2014
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Épisode 228 - Kraber-AP Sniper - Titanfall Weapon Guide
29 juin 2014
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Épisode 229 - A Brief History of Piracy
18 juillet 2014
Games featured in this video: 00:45 Pirate Adventure [Apple II Plus] 01:21 Space Invaders [Arcade] 01:31 Booty [Commodore 64] 01:52 Treasure Island [Commodore 64] 02:07 Pirate Ship Higemaru [Arcade] 02:21 Higemaru Makaijima [NES] 02:40 Skull & Crossbones [Arcade] 02:55 Plundered Hearts [Amiga] 03:17 Sid Meier's Pirates! [Amiga] 04:01 Treasure Island Dizzy [Commodore 64] 04:24 The Secret of Monkey Island [PC] 05:52 Monkey Island 2: LeChuck's Revenge [PC] 05:59 Uncharted Waters [NES] 06:09 Uncharted Waters: New Horizons [Sega Megadrive] 06:30 Goof Troop [SNES] 06:44 Donkey Kong Country 2: Diddy's Kong Quest [SNES] 06:58 High Seas Trader [Amiga] 07:14 The Curse of Monkey Island [PC] 07:35 Overboard! [PlayStation] 07:47 Captain Claw [PC] 08:10 Corsairs: Conquest at Sea [PC] 08:30 Cutthroats: Terror on the High Seas [PC] 08:41 Daikoukai Jidai IV: Porto Estado [PlayStation] 09:03 Escape From Monkey Island [PC] 09:37 Skies of Arcadia [GameCube] 10:15 Sea Dogs [PC] 10:40 Age of Sail II [PC] 11:01 The Legend of Zelda: The Wind Waker [GameCube] 11:21 Pirates: The Legend of Black Kat [PS2] 11:40 Port Royale: Gold, Power and Pirates [PC] 11:50 Tropico 2: Pirate Cove [PC] 12:11 Puzzle Pirates [PC] 12:32 Sid Meier's Pirates! [PC] 12:45 Port Royale 2 [PC] 12:56 Galleon [Xbox] 13:09 Pirates of the Caribbean: At World's End [Xbox 360] 13:41 Zack & Wiki: Quest for Barbaros' Treasure [Wii] 14:07 Age of Booty [PC] 14:20 Ratchet & Clank Future: Quest for Booty [PS3] 14:32 Pirates of The Burning Sea [PC] 14:52 Age of Pirates 2 [PC] 15:13 Tales of Monkey Island [PC] 15:36 Jolly Rover [PC] 15:57 Lego Pirates of the Caribbean [Xbox 360] 16:12 Port Royale 3: Pirates & Merchants [PS3] 16:29 Borderlands 2 [Xbox 360] 16:41 Risen 2 [Xbox 360] 17:01 Assassin's Creed IV [Xbox One]
Épisode 230 - AK-47.
1 août 2014
Last episode: Desert Eagle. http://youtu.be/8T_OW9NHJ84 Next up: Arctic Warfare. http://youtu.be/4hk_km45lXY A history of the AK-47 and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 231 - Arctic Warfare.
10 août 2014
Last episode: AK-47. http://youtu.be/tiZHgwICPlU Next up: the Beretta 92 http://youtu.be/qolpKRLc5P8 A history of the AWP and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 232 - Beretta 92.
17 août 2014
Last episode: Arctic Warfare. http://youtu.be/4hk_km45lXY Next up: Double-barreled shotgun. http://youtu.be/EY2lWmZN5TQ A history of the Beretta M9 and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 233 - Double-Barreled Shotgun.
24 août 2014
Last episode: Beretta 92. http://youtu.be/qolpKRLc5P8 Next up: M1 Garand. http://youtu.be/6HEAA0C6a4Q A history of the double barrel and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 234 - M1 Garand.
5 septembre 2014
Last episode: Double barrel shotgun. http://youtu.be/EY2lWmZN5TQ Next up: MP5. http://youtu.be/X2Updljxb4I A history of the M1 Garand and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 235 - MP5.
12 septembre 2014
Last episode: M1 Garand. http://youtu.be/6HEAA0C6a4Q Next up: M16. http://youtu.be/yh2FGCYC63Q A history of the MP5 and a cultural context within games. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 236 - Doomed: The Embers of Amiga FPS
3 octobre 2014
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Épisode 237 - RetroAhoy: Half-Life
19 octobre 2014
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Épisode 238 - Pixel Pioneers: A Brief History of Graphics, Part One
17 novembre 2014
First of a 5-part series. Playlist: http://goo.gl/ilCrn5 Part two: http://youtu.be/a1yBP5t-fSA ► Question? Email me: stu@rtbrown.org Or ask on Twitter: http://twitter.com/xboxahoy Better yet, join me on Reddit for behind-the-scenes content discussion: http://www.reddit.com/r/xboxahoy
Épisode 239 - Sprite Supreme: A Brief History of Graphics, Part Two
18 novembre 2014
Second of a five part series. Playlist: http://goo.gl/ilCrn5 ◄ First part: http://youtu.be/dzN2pgL0zeg Part three: http://youtu.be/qxM9pMEnJQ0 ► Question? Email me: stu@rtbrown.org Or ask on Twitter: http://twitter.com/xboxahoy Better yet, join me on Reddit for behind-the-scenes content discussion: http://www.reddit.com/r/xboxahoy
Épisode 240 - Polygon Realm: A Brief History of Graphics, Part Three
19 novembre 2014
Third of a five part series. Playlist: http://goo.gl/ilCrn5 ◄ First part: http://youtu.be/dzN2pgL0zeg Part four: http://youtu.be/ZCwZtsrpWgc ► Question? Email me: stu@rtbrown.org Or ask on Twitter: http://twitter.com/xboxahoy Better yet, join me on Reddit for behind-the-scenes content discussion: http://www.reddit.com/r/xboxahoy
Épisode 241 - Voodoo Bloom: A Brief History of Graphics, Part Four
20 novembre 2014
Fourth of a five part series. Playlist: http://goo.gl/ilCrn5 ◄ First part: http://youtu.be/dzN2pgL0zeg Final part: http://youtu.be/EpAHIutTE60 ► Question? Email me: stu@rtbrown.org Or ask on Twitter: http://twitter.com/xboxahoy Better yet, join me on Reddit for behind-the-scenes content discussion: http://www.reddit.com/r/xboxahoy
Épisode 242 - Future Crisis: A Brief History of Graphics, Part Five
21 novembre 2014
Playlist: http://goo.gl/ilCrn5 ◄ First part: http://youtu.be/dzN2pgL0zeg Question? Email me: stu@rtbrown.org Or ask on Twitter: http://twitter.com/xboxahoy Better yet, join me on Reddit for behind-the-scenes content discussion: http://www.reddit.com/r/xboxahoy
Épisode 243 - Open World Origins
18 janvier 2015
Reddit discussion: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 244 - A Brief History of Graphics
19 janvier 2015
A complete edit of a 5-part series: http://goo.gl/ilCrn5 Patreon: https://www.patreon.com/ahoy Reddit: http://www.reddit.com/r/xboxahoy Twitter: http://twitter.com/xboxahoy Email: stu@rtbrown.org
Épisode 245 - M16.
13 février 2015
Last episode: MP5. http://youtu.be/X2Updljxb4I Next up: Magnum Revolver. http://youtu.be/qQs7Wonu9NI Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 246 - Magnum Revolver.
20 février 2015
Last episode: M16. http://youtu.be/yh2FGCYC63Q Next up: SPAS-12. https://youtu.be/EdTflRSBgUE Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 247 - SPAS-12.
6 mars 2015
Last episode: Magnum Revolver. http://youtu.be/qQs7Wonu9NI Next up: Minigun. https://youtu.be/Ff73iFNF2Lw Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 248 - Minigun.
20 mars 2015
Last episode: SPAS-12. http://youtu.be/EdTflRSBgUE Next up: Uzi. http://youtu.be/YxzZJjDRdeo Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 249 - Uzi.
29 mars 2015
Last episode: Minigun. http://youtu.be/Ff73iFNF2Lw Next up: M1911. http://youtu.be/y2hsGZSVG4E Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 250 - M1911.
10 avril 2015
Last episode: Uzi. http://youtu.be/YxzZJjDRdeo Next: FAL. https://youtu.be/Q9JoHzlIAqs Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 251 - Mechanical Minds - Nuclear Fruit, Part One
25 septembre 2015
A five part exploration of the Cold War's effect on video games. Part two: https://youtu.be/za9V2ElxDLk Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/AhoyYT
Épisode 252 - Lunar Dreams - Nuclear Fruit, Part Two
27 septembre 2015
A five part exploration of the Cold War's effect on video games. Part three: https://youtu.be/t0D8KNrYI1I Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 253 - Minutes To Midnight - Nuclear Fruit, Part Three
30 septembre 2015
A five part exploration of the Cold War's effect on video games. Part four: https://youtu.be/A4hefcQog3o NB: This video contains flashing images from 6:30-8:05. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 254 - Toxic Twilight - Nuclear Fruit, Part Four
2 octobre 2015
A five part exploration of the Cold War's effect on video games. Final part: https://youtu.be/hSSGt-SZDfw Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 255 - Curtain Falls - Nuclear Fruit, Part Five
4 octobre 2015
A five part exploration of the Cold War's effect on video games. Playlist: https://www.youtube.com/playlist?list=PLOQZmjD6P2Hm47oJBiqdLfmneDK0MrsfU Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 256 - Nuclear Fruit: How the Cold War Shaped Video Games
9 octobre 2015
An exploration of the Cold War's effect on video games. Complete edit of 5 parts: https://www.youtube.com/playlist?list=PLOQZmjD6P2Hm47oJBiqdLfmneDK0MrsfU NB: This video contains flashing images from 32:30-34:05. Patreon: https://www.patreon.com/ahoy Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 257 - RetroAhoy: Ant Attack
14 octobre 2015
Originally uploaded 1st May 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 258 - RetroAhoy: Pinball Dreams
16 octobre 2015
Originally uploaded 28th June 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 259 - RetroAhoy: Galaxian
18 octobre 2015
Originally uploaded 20th July 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 260 - RetroAhoy: Carmageddon
21 octobre 2015
Originally uploaded 5th August 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 261 - RetroAhoy: Lemmings
23 octobre 2015
Originally uploaded 16th December 2011. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 262 - RetroAhoy: Road Rash
25 octobre 2015
Originally uploaded 3rd January 2012. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 263 - RetroAhoy: Dizzy
28 octobre 2015
Originally uploaded 11th February 2012. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 264 - RetroAhoy: Soul Edge
30 octobre 2015
Originally uploaded 22nd February 2012. Reuploaded here to consolidate on one channel. 5 new RetroAhoy episodes follow this original run. Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 265 - RetroAhoy: Syndicate
1 novembre 2015
Originally uploaded 1st March 2012. Reuploaded here to consolidate on one channel. Next up: RetroAhoy: Wolfenstein 3D Email: stu@rtbrown.org Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 266 - RetroAhoy: Wolfenstein 3D
13 novembre 2015
See also: Half-Life. https://youtu.be/bp5vOgz8vyI Next up: Doom. https://youtu.be/6A4-SVUHQYI
Épisode 267 - RetroAhoy: Doom
24 janvier 2016
See also: Wolfenstein 3D. https://youtu.be/BSb87DC-PtA Patreon: https://www.patreon.com/ahoy Facebook: http://www.facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Up next: Maybe Quake. Perhaps something else first. Long videos take their toll.
Épisode 268 - CRASH: The Year Video Games Died
19 février 2016
Facebook: http://www.facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Up next: Quake.
Épisode 269 - RetroAhoy: Quake
13 mai 2016
See also: Doom. https://youtu.be/6A4-SVUHQYI, Wolfenstein 3D. https://youtu.be/BSb87DC-PtA Patreon: https://www.patreon.com/ahoy Facebook: http://www.facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Up next: Something new. Iconic Arms to follow.
Épisode 270 - Zombies.
5 août 2016
Next up: Iconic Arms. Patreon [New!]: https://www.patreon.com/ahoy Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy
Épisode 271 - FAL.
4 septembre 2016
Next up: Thompson. https://youtu.be/FBiIWuQNQHU Patreon: https://www.patreon.com/ahoy
Épisode 272 - Thompson.
16 octobre 2016
Next up: Bow & Arrow. https://youtu.be/VXYODzR-UKc Patreon: https://www.patreon.com/ahoy
Épisode 273 - Bow & Arrow.
27 janvier 2017
Next up: M60. https://youtu.be/OTh4f7ye1IQ Patreon: https://www.patreon.com/ahoy
Épisode 274 - M60.
17 février 2017
Next up: Rocket Launcher. Patreon: https://www.patreon.com/ahoy
Épisode 275 - Rocket Launcher.
24 mars 2017
Next up: P90. Patreon: https://www.patreon.com/ahoy
Épisode 276 - P90.
21 avril 2017
Next up: POLYBIUS. Patreon: https://www.patreon.com/ahoy
Épisode 277 - POLYBIUS - The Video Game That Doesn't Exist
8 septembre 2017
Next up: RetroAhoy - The Secret of Monkey Island Patreon: https://www.patreon.com/ahoy NB: This video contains flashing images, particularly at 11:34, 15:22, and 59:02 Original soundtrack: https://xahoy.bandcamp.com/album/polybius-the-video-game-that-doesnt-exist 0:00 Introduction 2:37 Evidence & Analysis 5:11 Visual Evidence 8:21 Gameplay Footage 16:33 Physical Evidence 20:30 Anecdotal Evidence 28:50 Tracing the Source 37:06 Pre-2000 Evidence 43:14 Cyberyogi 44:59 Coinop.org 48:23 Kurt Koller 52:13 Parallels and Possible Influences 1:06:46 Conclusion
Épisode 278 - RetroAhoy: The Secret of Monkey Island
18 mai 2018
Next up: Chicken-o-meter. Patreon: https://www.patreon.com/ahoy
Épisode 279 - Chicken-o-meter.
8 juin 2018
Next up: Flatline Amiga. Patreon: https://www.patreon.com/ahoy Soundtrack is here: https://soundcloud.com/xahoy/chicken-o-meter
Épisode 280 - FLATLINE: How The Amiga Languished
7 décembre 2018
Next up: Iconic Arms returns with the MP40. Patreon: https://www.patreon.com/ahoy Soundtrack: https://xahoy.bandcamp.com/album/flatline-how-the-amiga-languished
Épisode 281 - MP40.
15 février 2019
Next up: The first video game. Patreon: https://www.patreon.com/ahoy
Épisode 282 - The First Video Game
4 octobre 2019 - 5/5
Next up: Glock. Patreon: https://www.patreon.com/ahoy Soundtrack: https://xahoy.bandcamp.com/album/the-first-video-game Soundtrack also on Spotify: https://open.spotify.com/album/7aHFIw5GwuAUOPMCsHvzsA and iTunes: https://music.apple.com/us/album/the-first-video-game/1481787667?app=itunes&ign-mpt=uo%3D4
Épisode 283 - Glock.
6 décembre 2019
Next up: Barrels. Patreon: https://www.patreon.com/ahoy
Épisode 284 - Explosive Barrels.
6 mars 2020
Next up: Big boxes. Patreon: https://www.patreon.com/ahoy Music is here: https://soundcloud.com/xahoy/e-for-explosive
Épisode 285 - Big Boxes.
2 octobre 2020
Next up: Flamethrower. Patreon: https://www.patreon.com/ahoy Soundtrack: https://xahoy.bandcamp.com/album/big-box-ep Also available to stream on Spotify etc. 0:00 Introduction 1:16 The Big Box 2:11 Big Boxes on the Amiga 3:30 Early Big Boxes 5:38 The Mid Box 7:05 The Tall Mid Box 8:10 Gatefolds 9:42 Book-style Packages 10:33 Early Large Boxes 14:00 Applications and Edutainment 15:20 Timeline of Emergence 16:20 First Wave (1982-1985) 17:27 Second Wave (1985-1989) 18:42 Final Wave (1990-on) 19:36 The Death of the Big Box 20:48 Conclusion 22:12 Credits
Épisode 286 - Flamethrower.
30 avril 2021
Next up: Soundtracker. Patreon: https://www.patreon.com/ahoy 0:00 Introduction 0:45 Origins 2:17 World War 1 3:48 World War 2 4:55 Contemporary Use 5:44 Depiction in Media 6:04 Military Settings 7:58 Horror 10:23 Anarchy & Sandbox 12:06 Afterburn 12:55 Viability 13:50 Conclusion
Épisode 287 - Trackers: The Sound of 16-Bit
19 novembre 2021
Next up: RetroAhoy. Patreon: https://www.patreon.com/ahoy 0:00 Introduction 0:50 The Dawn of 16-Bit Computing 3:08 Multimedia Powerhouse 4:20 Early Amiga Music Software 6:40 SoundMonitor 8:40 The Ultimate Soundtracker 12:08 ST-01 Samples 13:24 Soundtracker’s Commercial Fate 14:02 The Demoscene 16:00 Early Soundtracker Clones 19:21 Noisetracker 20:14 Tracker Musicians 21:36 Doskpop 21:56 Chiptunes 23:15 Protracker 24:03 MED / OctaMED 25:28 Trackers in the Mainstream 26:45 Later Amiga Trackers 27:48 PC Audio 28:37 MIDI Soundcards 29:34 Screamtracker 30:54 Second Reality 32:02 FastTracker 32:45 Impulse Tracker 33:29 The Advent of CD-ROM 34:26 Epic MegaGames 36:38 Contemporary Trackers 38:28 The Sound of 16-Bit 39:16 Finding Out More 40:42 Credits Music featured: Kenet & Rez - Unreal Super Hero 3 Walkman - Let's Hear My Baby Bill Williams - Alley Cat Macintosh Startup Chime Stuntcopter Gameplay Audio David Whittaker - Speedball (Atari ST) POW - Wonderful Life Fred / La Marque Jaune - The Sign Of The Death Deluxe Music Construction Set - Bach Fugue in G Minor Chris Huelsbeck - Shades Karsten Obarski - Amegas Karsten Obarski - Crystal Hammer Comrade J - Fairlight Mahoney - Ghost Horace Wimp - Running Water Karsten Obarski - Telephone Diz - Unit 5 Uncle Tom - Occ San Geen Banana - Echoing Luxor - Cousin's Song Chip - Ghost of Parallax Mahoney - Sleepwalk Dr. Awesome - Moongazer Jesper Kyd - Global Trash 3 v2 Jogeir Liljedahl - Overture Jester - Stardust Memories Lizardking - LK's Doskpop Mel O Dee - Scales of Joy 4mat - L.F.F. 4mat - Anarchy Menu 1 Zap - Killing Denise Brian Johnston - Hired Guns Main Theme U4ia - Take a Trip From Me Captain - Space Debris Zak McKraken (PC Speaker Theme) George Stone - CANYON.MID Purple Motion - Future Brain Necros - Point of Depature Purple Motion - Unreal ][ Elwood - Dead Lock Chris Jarvis/Analogue - Blue Flame Robyn Miller - Myst Theme Robert A. Allen - Epic Pinball (Title) Alexander Brandon - Flight Castle Michael van den Bos - Foregone Destruction Fluidvolt - The Gusts of Aeolus X-Ceed/Scope - Voyager Hoffman - Eon
Épisode 288 - RetroAhoy: X-COM
14 octobre 2022
Next up: Iconic Arms. Patreon: https://www.patreon.com/ahoy 00:00 Introduction 02:02 Julian Gollop 11:05 16-bit Transition 18:00 MicroProse & UFO's Development 22:47 Basic Gameplay - Geoscape 26:32 Basic Gameplay - Battlescape 32:33 Game Progression 41:58 Late Game & Ending 46:08 Reception 48:14 Sequels 56:14 The Fall of MicroProse 1:02:58 Mythos Post-XCOM 1:07:08 UFO Clones 1:11:50 Firaxis & Take-Two 1:15:48 XCOM 1:31:27 Mods 1:33:20 Snapshot Games 1:35:58 Conclusion
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