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Mortem6
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PostSubject: Re: Weapon recommendations   Sat May 11, 2013 6:47 pm

I must say I disagree on your MK16-SV findings since it in my eyes still is a better deal than the lvl 15 gun. I'll be eagerly awaiting becoming lvl 20 to upgrade my gun, but between lvl 15-29 I would stick with the MK16-SV. The handling did get worse but with the burst-setting you can quite easily compensate for it.

Other than that I'd like to strongly recommend the p90 for SMG's. It's a ruthless killing machine, especially in cqc. I found it a delight on 'Museum' and 'Sub Pen'. I will buy it as soon as I got the money Smile (had it for 3 games)

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PostSubject: Re: Weapon recommendations   Sat May 11, 2013 7:28 pm

I'm slowly making way up to level 30 with my Assault and when I get there I think I'll get the F2000... It just feels beastly when I tested it out in the range and with my Sar-21C I'm constantly losing CQC battles to players with the F2000. It's god damn expensive but I'm pretty sure it will be a significant upgrade from my Sar-21C...
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Nastarovije
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PostSubject: Re: Weapon recommendations   Sat May 11, 2013 7:40 pm

Ha, you got me out in the open there. I have actually no idea how the SAR21 (lvl15 assault rifle) plays, I don't own it.
Original text before Refus posted:
I wrote:
But I think Refus does and he was amazed by it.
New text:
Apparently not so much. Yeah F2000 is awesome in the shop.

Anyway, the Mk16SV is stats-wise massively inferior to the ACR SV due to the damage reduction. The ACR SV does 1 point less damage per shot, but shoots considerably faster, has a larger mag, is equally accurate, has higher control even without a muzzle brake or flash suppressor, and to top it all off, has a better handling time (better by 0.02 seconds Razz )

Looking at the stats right now I think that not only handling time and damage have been nerfed on the Mk16SV, but the control value has been lowered as well Sad

I think though that we agree, it still is a very good gun - it's just not as übergood as it used to be Very Happy
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PostSubject: Re: Weapon recommendations   Sat May 11, 2013 8:52 pm

Nastarovije wrote:
Ha, you got me out in the open there. I have actually no idea how the SAR21 (lvl15 assault rifle) plays, I don't own it.
Original text before Refus posted:
I wrote:
But I think Refus does and he was amazed by it.
New text:
Apparently not so much. Yeah F2000 is awesome in the shop.

Anyway, the Mk16SV is stats-wise massively inferior to the ACR SV due to the damage reduction. The ACR SV does 1 point less damage per shot, but shoots considerably faster, has a larger mag, is equally accurate, has higher control even without a muzzle brake or flash suppressor, and to top it all off, has a better handling time (better by 0.02 seconds Razz )

Looking at the stats right now I think that not only handling time and damage have been nerfed on the Mk16SV, but the control value has been lowered as well Sad

I think though that we agree, it still is a very good gun - it's just not as übergood as it used to be Very Happy

I was and still am amazed at how good the Sar-21C is at that level but F2000 just has that quicker firerate and a bit better control... If I would have to make the choice again I would still have gone with Sar-21C at lvl 15. Still the difference in the fire rates can be the case of life and death... I still love my SAR and the F2000 is kinda just a improved version of it!
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Mortem6
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PostSubject: Re: Weapon recommendations   Sat May 11, 2013 9:56 pm

My future gun:
ACR SV + Extended Mag, IR laser, SF30 Flash Surpressor & 1x Open Reflex. What do you all think about that setup? Not sure if it is sensible to combine an SV with an open reflex but it seemed to do fine, not planning on sniping with it.

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Nastarovije
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PostSubject: Re: Weapon recommendations   Sun May 12, 2013 6:42 pm

If you're not planning on sniping, why do you buy a long range gun then? Wink
I have an open reflex on my M27 from long ago, and IMHO for an AR it is not appropriate - unless you count the "C" versions of the guns as AR, but they are less "rifle" and more "spraying thing" Very Happy

An ACR SV with mags, suppressor and sight has a handling time of, what, over 1 second? Potentially... so any close-range combat is, at least for the first loooong second, just dodging bullets.

You say you are not planning on sniping with it - I instead predict that the time will come when you wish you had some kind of scope, and at least 3x magnification strapped to your rifle Wink targets just seem very far away and basically unreachable through my open reflex, while they are in fact well in range of a good rifle - such as the ACR SV.

So, what I think about your setup in few words: good idea, not-so-good sight (in combination with that idea, anyway).
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Mortem6
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PostSubject: Re: Weapon recommendations   Sun May 12, 2013 8:46 pm

I use the SV because else the damage reduction over distance is awful and because handling to me is the most important stat, and the handling of the other versions is utter rubbish. The damage it does is also better than of most guns and the reason I fit an open scope instead of a 3x is because that way the ready time is 0.9 seconds as opposed to 1.05.

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Nastarovije
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PostSubject: Re: Weapon recommendations   Sun May 12, 2013 8:56 pm

cheers It's your money - I just spend all of mine on a new maschinegun, can't test your suggestion...

(You may at some point expect a review of the MG4 Very Happy )
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PostSubject: Re: Weapon recommendations   Mon May 13, 2013 9:01 pm

As promised, I bring you:

the MG 4. It has "MG" in it's name which is the german word for a big stompy scary machine gun for your specialist. It is easily one of the most versatile guns ever - you can do anything with it with moderate success, especially with the "Original" version -as opposed to the "C" and the "SP" versions, which buy a higher rate of fire at the cost of recoil control. I say "higher" rate of fire as in "even higher" because with 775rpm, even the "Original" version has a very decent bullet output. I also mention control: the control on the MG4 standart with a grip and a muzzle break is phenomenal in comparison to the rate of fire. I think (don't have the game open right now) the control is up to 54. That means when you use a 1x sight, while firing full auto, the gun basically doesn't move. As I had a 3.5x Scope from some loot, I attached that one, the recoil is more noticable but not a problem unless you, say, try to take out snipers (which you probably shouldn't be trying anyway). Also, the grip reduces the ready time to something around 0.8s even with everything fitted.

So, yeah. In one sentence. MG4 with grip, muzzle break, 3.5x scope and lazer, is the gun that will give you lots of really stabilized firepower in any situation.
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FreedomTaker
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PostSubject: Re: Weapon recommendations   Sat Jun 15, 2013 6:52 pm

More updates to my recommendations because a), my opinions on some things have changed, b) I haven't updated them in ages and c) I'm really quite bored. So, here we go:

MP5 SD-N2: Great gun still, high fire rate, silenced, good dps blah blah blah. Takes a little while to shoot while running, but shouldn't be too bad if you're careful. It does have quite a big flaw though that it shares with the PP2000 which I will cover in just a moment.

PP2000: Again, great gun. Low recoil, good ready time, decent fire rate. The main downside, which I've noticed quite a bit when I've tried playing Recon recently, is that the damage is too low to be effective against high tier enemies (ie, Assaults with MKIV Titan armour with 4 toughness inserts (27*0.69-4=14 damage per shot, 15 if rounding up, 163 dps, and then you have to factor in shots that miss and shots that hit arms and legs)). The MP5 SD-N2 shares the problem. Magnum ammo helps, but of course once you've used all of it then you can't replenish till after the match... But for lower levels, these two guns work very well. Assuming the match making works and puts you against people with a similar level to you. Which it won't.

PP-19 SP: I actually haven't used this in a while. Still works well, could be better in CQC (low fire rate and average ready time), and that extra magazine size may as well have a trollface engraved on the side. I recommend a flash hider and default ironsights. The medium barrel also means you lose less damage at slightly longer ranges. Against higher tiers, well, let's see... 32*0.69-4=18 damage per shot. Gulp. Times that by the rounds per second (650/60=10.Cool and you have a new dps stat of 195. Slightly better than the guns above, but not great :c

Wait... Imma go on a tangent. P90. 34 damage per shot. 800 rounds per minute, 13 rounds per second. 34*0.69-4=19, *13=252 rounds per minute. The highest damage SMG in the game and it's doing damage like that. Damn...

ANYWAYS, back from my tangent, the MP7 SD: Actually, between writing my first review of this and writing my review updates about a month ago, I sold this. I'm not entirely sure why, but I just didn't like it. I think it was that the damage per shot was just too low :/ And it's also worth noting that this doesn't benefit from the extra 5% crits that most SMGs get. But who knows, I might try it again some time.

M249 Para: It's... alright. I find myself having to use a muzzle brake, which makes the ready time extra awful (0.85s). Yay! But it does still that absurd dps though (533, 16 rounds per second). The accuracy is also pretty meh. But if you can get right up in the enemies face then a) ask them out to dinner first before you try to get that cosy with them and b) you'll slaughter them. Because you fire 16 rounds a second and have a 100 round magazine. Better than any pepper spray (what the actual f*ck am I talking about).

Sentinel SR-1 SV: Great rifle, best alternative to the MSR and M200 series. 98 damage per shot, 40 rounds per minute, but of course if you snipe 'properly' fire rate isn't a problem (although everyone in this clan seems to have an obsession with spamming their rifles). There is a HUGE amount of sway, thanks to the last patch, so hitting stuff at the longer ranges is a bit tricky, and against higher tiers the headshot damage is pitiful (well I say pitiful, but if you hit an Assault in the face and he's fully armoured you'll do about 120 damage, so he'll definitely be sh*tting himself a little bit), but magnum ammo and careful shooting remedies this. Alternatively, headshot them once and then shoot them in the chest.

Earlier sniper rifles: Slightly less awful since the devs (silently) upped the sniper headshot multiplier from 1.5x to 1.7x, so whereas an SRS SD used to be unable to one shot a Specialist, they can now take out unarmoured Assaults. It also has little sway and a good settle time.

M1014: The AE version is great again, and always has been, because when I updated my review a little while ago I said it had a 0.7s ready time. When I had a muzzle brake on it. *sighs at own stupidity* Anyways, while the AE still does quite a lot of damage, I'm not sure about the base variant. I haven't even tested it in the shop. It has a significantly lower damage per shot (160 vs. the AE 176) and a longer reload than the AE. But of course, the AE isn't available, but if my some divine miracle the devs add back for a weekend or something (at a non-absurd price), then I would say get it.

Time for some new guns Very Happy

First up is the MG36, the long range variant of the MG36 K. Definitely a great purchase that I have yet to make. You get to test this one as a level 25 Specialist. Although I couldn't change any of the attachments while trialling it, I would say upgrading the magazine size is optional, as 30 rounds works pretty well with a good reload time, and upgrade the zoom; 1.5x is hardly long range Razz Compared to the L86 SV (which I bought but didn't review because I had the same opinions as Nast), it has a higher fire rate and more damage, but with slightly less control and accuracy. But chances are that you're firing two or three shots at a time, rather than full auto, so it isn't a huge deal.

Next is the MG36 KV DPM. Y'know, that gun from that event that just finished... I'm a helpful reviewer >.> Compared to the MG36 KV (close combat version of the MG36 KV), it has a higher fire rate (789 vs. 750 (and 553 dps!)), shorter ready time and less control. But bloody hell is that control loss ignorable. By default, this gun has 0.4s ready time (MG36 KV has 0.5s), but if you want you can remove the flash hider and take it to 0.35s. Pistol level. Good grief this is silly... Anyways, I don't recommend getting rid of that flash suppressor, because this is a gun that has a LOT of recoil if you don't get a muzzle brake (which would bring the ready time to 0.45s), even when hip firing. No sights are really needed; default ironsights work well for CQC and it's too inaccurate for long range. For magazine choices, you can take the default 30 rounds and have a good reload speed, or upgrade to 50 rounds with quite a noticeable increase in the reload time.
...OR, you could equip a 100 round magazine. And equip a muzzle brake. And have a ready time of just 0.6 seconds. If you want to get the regular MG36 KV, then you could just ditch the muzzle brake- the control stats are about the same once the DPM gun has a muzzle brake.

Finally, we have the NS2000 DPM. My first impression of this was that it was a slow, cumbersome gun with ridiculous firepower. That impression was correct. This version of the gun has 240 damage per shot (30 damage per pellet) against the original 224 damage per shot. It also has less accuracy, however, and a longer ready time (by 0.1s). Compared to a semi-automatic shotgun, this is actually kinda poor in combat. Being only able to fire one shot per second means that if you miss your first shot, then you're almost guaranteed to be screwed. You're also unable to do much against multiple enemies if you're on your own. But, like I said, the damage is incredible. You only need half of the pellets to hit in the upper body to kill a Recon. I recommend that you just go with the ironsights, since they work pretty well, but for all shotguns I prefer to hip fire (the circle turning red is a great indicator of if your shot will hit or not). I think that this particular gun works best when you're using your devices: walking along with AEGIS (with HEAT backup, preferably) and this is very effective, as is using it to 'clean up' after using Blackout. Also remember that you can use it with the Assault; I've heard it works best with Blitz, since the after effects of HEAT don't last a huge amount of time.

Alright, that's me done... Until all of my opinions are inevitably turned upside down by the next patch, at least Very Happy

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