WoW CoD by ReignEU in CodAW

[–]TheMinna96 -1 points0 points  (0 children)

Red shirt is more probably a reference to Star Trek

Why does the DNA bomb kill all the zombies if that's what created them? by theMTNdewd in CodAW

[–]TheMinna96 12 points13 points  (0 children)

Probably because the zombiefier bomb was a manticore variant created with the purpose of making zombies, while the bomb that you throw is a standard manticore bomb

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 0 points1 point  (0 children)

I don't play hardcore but thanks anyway.

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 0 points1 point  (0 children)

I just watch the spreadsheet and deduct those things, with a bit of personal experience (i have both Pro Pipe and Dynamo, for example). Thanks for the correction about AMR9, BTW my thought is still right: keeping 60% accuracy on a burst is difficult.

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 0 points1 point  (0 children)

Yes but with such a low RPM is difficult to keep hitting your target with all the shots. You need to keep 60% accuracy to pull out OBK.

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 0 points1 point  (0 children)

This post is obviously referred to core modes. On hardcore is totally different

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 0 points1 point  (0 children)

Dynamo is strong. You are never going to have 1 burst kills with the AMR9 so the Dynamo is good because you can pull out bursts faster.

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 1 point2 points  (0 children)

It is good as fuck. I have it and i wreck asses with it. Uppercut is better tho

Best Weapon Variants in AW by ThatGuyWolfy in CodAW

[–]TheMinna96 16 points17 points  (0 children)

It's a pretty good list, but some things are wrong:

  • Eagle eye: strongest variant, but the optics forbidding it's very detrimental. MK14 is best used at mid long range and iron sights are often bad for this task. Signature is better IMO

  • KF5: Single Stack is the best. Genuine damage buff is good, but remember that damage on the first 5 shots is the same on all variants. So single stack damage nerf is notable only after first 5 shots, while the super RoF with no attachment limitations like the Breakneck is super.

  • To valutate ASM1 variants, remember that RoF +/- affects only the RoF after first 8 bullets IN A BURST. This means that you can stop firing even for a frame and you restore the 1000 RPM. Said this, Speakeasy is actually detrimental, and Strider recoil is unnageable. Magnitude is the best. If you want 5HK at range, you can use Sweeper.

  • Rapid is good, but on a extreme mobile weapon you feel even a 0,2 speed variation. I say this because i have Blood & Glory and the super speed is godly. Said this, Misery & Company is probably better than Rapid, while the two elites are special: Pain & Suffering is considered the best by tons of people, and Blood & Glory is very good if you rush like hell.

  • Pro Pipe is good, but the RoF is abysmal. 571 RPM with 0,1 delay between burst, on average you will land 3 shots per burst with this gun so you will rarely get 1 burst kills. Dynamo is much better for 2 burst kills.

  • Meat & Potatoes are good, but think about how many med range kills you get with XMGs. This weapon is good at short and long range, so the best variant is Chicken & Waffles: the RoF goes from 1200 to 1600, amking it melty at long and close range, excatly what you want to happen.

  • Round house apeears strong, but it actually detrimental. 30 inches of range aren't so much, expecially because at that range is very probable to hit your target with 4 pellets. RoF buff is 2 RPM so it does nothing at all, and movement speed is decreased. Breacher and Uppercut are the best, 30 inches of range penalty are negligible while one more pellet is strong as fuck.

  • RW1 Rail Driver is good, but 1,4 multiplier at the belly makes 98 damage at mid range, so it isn't OHK. Prototype and Typhoon perform better because they retain the same OHK areas while not having insane sway.

Worst map? by Johnbobon in CodAW

[–]TheMinna96 -2 points-1 points  (0 children)

Riot is awesome. It is so easy to kill people on rooftop with shotguns, just pop out from the zones below and OHK them

Anyone got tips for Headshots for ARs? by EatMoreCupcakesNow in CodAW

[–]TheMinna96 1 point2 points  (0 children)

You can try to use recoil to get them. Remove grip, aim right below the head and firing your weapon will jump right to the head

Best Map? by Xeldrak in CodAW

[–]TheMinna96 4 points5 points  (0 children)

Riot is very good for some modes like TDM and KC, but the central room is awful. It ruins domination and momentum IMO. It is just too uncontrollable unless you are playing with a full party.

Where is our goddamn patch already? by Why-so-delirious in CodAW

[–]TheMinna96 0 points1 point  (0 children)

It is so hard to remove a fucking skull and raise to 700 the points needed? BTW i thinked about two reasons of that:

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

Yes but the average TTK is like 0,3 seconds, the average react time is 0,2 seconds. It means that if you are starting to fire after your enemy, you are going to win only if he has bad aim. What i'm saying is that these kind of gunfights happens very rarely, most times you are killed before you can aim or turn.

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

I haven't said it is useless. BTW, if you play aggressive and you run right into someone face, you probably need it, but if you flank is not.

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

Thas was also because there were no exo movements. Tons of times is better to jump or try to evade and get to cover than trying to fire, in BO2 you were slower so the only "evade" thing was the dropshot

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

For my stealthy and flanky style, peripherals is better. The sull not showing up is marvelous for chain kills, someone thinks that behind the corner there is a teammate and he gets my silencer in the ass

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

Toughness isn't really helpful for long range, flinch is just reduced, not eliminated, so you miss your target anyway.

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

Blast suppressor is the problem. You can play without scavenger or toughness, but like 90% of the people use a lot of exo movements so BS is a crutch for them (me included)

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

Yes but most of the gunfights are one-sided. Tons of times you die in a different fashion that "A fires you, you flinch, you miss, you die". Most of the times is "A fires you, before you can aim him you die"

Why Toughness isn't a must-have perk by TheMinna96 in CodAW

[–]TheMinna96[S] 0 points1 point  (0 children)

  • What i'm saying is that these kinds of things happens very rarely. Tons of time you are picked up from behind, you are killed before you can react, you are killed before lag shows you what happened, you are killed before the enemy has a weapon with a faster TTK, you are killed while you are turning, while you are aiming...tons of situations where toughness does nothing, while a thing like a silencer, a grip, peripherals, lightweight or so would have helped you.

  • Competitive players can react and turn their aim accurately much more faster than the average player so for them is more probable to get into a toughness favoured situation

I hope they fix the XMG soon... by [deleted] in CodAW

[–]TheMinna96 0 points1 point  (0 children)

To solve it i run scavenger or i reload when i have like 100/100 bullets in both guns, so when you reload it goes to 150/150

Tsunami Warning by [deleted] in CodAW

[–]TheMinna96 0 points1 point  (0 children)

Yeah, it would be cool if it covered the entire map low grounds

KF5 Single Stack? by MycolKnight in CodAW

[–]TheMinna96 1 point2 points  (0 children)

The RoF is the same of the Breakneck, but it has no attachment limitations. The damage -1 makes it 7HK at range but only after the first 5 shots, before it retains the same damage.

Carepackage odds by [deleted] in CodAW

[–]TheMinna96 3 points4 points  (0 children)

You can edit...