Ultimate Iron Wolf Multiplayer Guide

The Ultimate Iron Wolf Multiplayer Guide is a strategy guide that compliments the Warzone: Iron Wolf multiplayer experience.
=Weapons=
==Assault Rifles==
Assault Rifles are the main staple of modern militaries. Offered in all different shapes and sizes, they are among the most versatile weapons on the battlefield. These weapons feature a good mix of firepower, range, damage and mobility.
===M4A1 SOPMOD===
Standard issue for the US military, the M4A1 SOPMOD performs consistently from a medium range while maintaining fierce stopping power. It does have a hand up in close ranges, the gun itself capable of killing enemies in 4 shots. However, at long ranges the weapon's damage evaporates, forcing the user to use 6 shots minimum. Recoil is low, but can steadily climb up if unchecked, making use of the weapon a bit more difficult at longer ranges. To maintain its effectiveness at medium range, it is wise to avoid long sightlines of where a sniper would dominate or close quarters places where shotguns reign. Remain on the move with this weapon and take advantage of its good rapid fire and accuracy to put down enemies.
This weapon is the default assault rifle and is easy to handle for both new and experienced players alike.
====Strengths====
*Versatile
*Easy to handle
====Weaknesses====
*Recoil climbs with consistent fire
*Ineffective in extreme long or close range due to lowered damage
====Ideal Class Setup====
The M4A1 can have multiple builds that suit it well, but the setup displayed focuses on a running and gunning style, staying mobile and inside the weapon's comfort zone. The following is the recommended attachment for this build.
*Quickdraw Grip: The quickdraw grip will enhance aiming. If you're caught by surprise, this attachment will help bring your sightlines up and ready to kill much quicker.
This class' movement is required to be bolstered. A total of three perks are recommended for this class.
*Dexterity: This will reduce aiming time after sprinting. Since this is the quickest way to move about, it is likely you will be caught off guard. This will be aided by the Quickdraw Grip to bring sights up even quicker.
*Blast Shield: While remaining on the move keeps you difficult to track, it makes running into an explosion much more of a hazard. This perk will soften explosives so that they may be survivable even when you are previously wounded.
*Sleight of Hand: Because the M4A1 SOPMOD depletes ammo fairly quickly, it isn't a bad idea to keep your weapon topped off. However, the time spent reloading could cost your life. This perk will help reduce that time spent being defenseless.
*Recommended secondary: Knife
Recommended grenades are Frags/Semtex and Electrostatic Grenades. The latter can be thrown to disable enemy electronics and if you are ever caught in the blast, the penalty is minimal. It is also very handy to carry a sidearm or loot a dead ally/enemy for a more specialized weapon to cover up one of the M4A1's cheeks.
===AAC Honey Badger===
Developed by the Advanced Armament Corporation, this is a possible replacement for the MP5. This is much more of a specialized rifle. The weapon performs well in close to mid ranges, scoring a kill will require 4 shots or 3 for a headshot. The RPM is a little higher than the average assault rifle, which makes the time to kill a little quicker than some of its cousins. Its integrated silencer does grant the benefit of always being off radar when firing the weapon, however the cost is that it does have limited range and no barrel attachments may be added. When in far sightlines, the AAC Honey Badger quickly reveals how obsolete it can perform at a distance. LMGs and Snipers will have a much better advantage, especially if they're well positioned. Stick to cover and be ready to spring out on unwary foes.
====Strengths====
*Integrated Silencer for stealth bonus
*Higher Rate of Fire
====Weaknesses====
*Obsolete at Range
*Limited Flexibility
====Ideal Class Setup====
This approach to the AAC Honey Badger puts stealth at its core. Remaining undetected to strike when your opponents least expect it. It also includes seeking options as well, letting enemies be unaware of your position, but you always knowing theirs. The following is the recommended attachment for this build.
*Scanner Scope: While it does blur peripheral vision, the Scanner Scope does a fantastic job of tracking enemies obscured by cover. Even enemies in plain sight will be highlighted for targeting. Scope in before heading into a room to find out who may be waiting to ambush you. The Honey Badger is a little less effective at shooting through thicker cover, but can handle thinner ones with ease.
*Dual Mags: The weapon's reload is quick and using Dual Mags can always have every odd reload to be speedy enough to search for your next quarry.
Perk selections are quite focused on stealth and keeping yourself hidden from means of sensing. Once you're discovered, not much has to be done for the Honey Badger to quickly lose its effectiveness.
*Low Profile: This will keep you off the minimap if an enemy UAV is airborne. You will have to remain mobile if there are more. Without your detection, enemies will be less prepared for your arrival.
*Blind Eye: Keeps you protected from non-player controlled killstreaks. In addition, you'll also be able to escape the gaze of Spotter users.
*Eavesdrop: Allows you to share the benefits of your enemy's UAVs. Utilizing this perk allows you to prepare better for enemies ahead, or those attempting to sneak up on you. Combined with Low Profile, it keeps you off the radar, but allows you full observation of your enemy's movements.
*Awareness: Hearing enemies easier makes locating them easier as well. In addition, it will inform if there are more enemies nearby after you've scored a kill.
*Lightweight: Grants a speed bonus to traverse areas faster, minimizing time spent exposed. It also decreases time spent vulnerable while mantling over obstacles.
*Recommended Secondary: USP .45
*Support Upgrades are optional, as there isn't one that will truly boost its power. It is all up to your strategic preference.
Recommended equipment is the Flashbang, which can be tossed into rooms where enemies may be suspect of hiding. Flashbangs disorient enemies longer than concussion, giving ample time to finish them off.
===Mk 14===
The modern adaption of the M14 rifle. The Mk 14 is the only semi automatic assault rifle in the game, with the highest damage and longest range of all rifles. The Mk 14 requires precision, with a one shot kill when the shot hits the head of the opponent. The Mk 14 utilizes almost everywhere a two shot kill, having a 3 shot kill only at extreme ranges. However, due poor hipfire ability, aim time and rate of fire, the Mk 14 is a curse when running around. The player always needs to use a sidearm when repositioning.
This weapon is unlocked at level 7.
====Strenghts====
*Uncompetible range capabilities
*One shot kill ability
====Weaknesses====
*Slower handling speed in the assault rifle category
*Slowest rate of fire in the assault rifle category
====Ideal class setup====
When equipping the Mk 14, the player needs to be thoughtful about the load out. There are many possibilities to minimalize the Mk 14's weaknesses, but in this case, the player wants to focus on boosting the strengths. Efficiency and Suppression tiers are the best choice, when speed and stealth aren't in the comfort zone of the Mk 14.
*ACOG Scope: A sight is always a good choice. However, the ACOG is the superior to the specs of the Mk 14. It can function excellent in long range engagements, but also keeps the ability to engage in medium engagements.
*Grip: With long range engagements in mind, the grip can give the weapon a bit more precision in continious fire when the first shot is missed or isn't lethal.
The class weakness is movement. The player needs perks to help him be safe when digging in.
*Awareness: When laying down and zooming in on enemies, Awareness prevents you to be caught by surprise in your back.
*Low Profile: Laying down on one spot makes you vulnerable for moving enemies. Low Profile prevents enemies heading to your position when their UAV is online.
*Blind Eye: Enemy AI can be difficult to not target you when laying down in one position. Blind Eye grants you the ability to keep outside in one spot without being pinned down by a chopper.
*Sling: Moving around in close quarters is like playing with fire. Use Sling to quickly grab your sidearm to get to your next position next.
*Recommended secondary: USP.45
No lethal grenades are advised, as throwing range is too far if you use the Mk 14 wisely. Only the claymore can provide usefullness. Tactical equipment however can be very helpfull. When scoping, Blue Flare and Throphy system can make the playe difficulter to kill in a good spot.
===NGA X7===
A ceramic coated rifle with a unique muzzle, the NGA X7 performs very smoothly. It isn't the highest damaging or the fastest firing, but it can always be counted on to get the job done. Recoil is very low, among the lowest in the Assault Rifle class. Be wary that damage is quite low as well, requiring 4 shots to kill up to a medium range. The damage dropoff will extend to six at the very edge of its effective reach. The NGA X7's versatility is broader than most other assault rifles, effective for mobile, lockdown or cautious playstyle. It will be outclassed outside of its comfort zone, especially at close range where SMGs and Shotguns have the upper hand and LMGs and Snipers can easily wipe you out. The versatility also is its own downfall, enough to make it better in some aspects than certain competitors but the leading weapon in none.
This weapon is unlocked at level 15.
====Strengths====
*Highly Accurate
*Low Recoil
====Weaknesses====
*Low Damage
*No Specialization
====Ideal Class Setup====
The recommended class for the NGA X7 is one of remaining in its mid range comfort zone, where it can have the uncomfortable distance to enemies specializing in close or long range combat. It emphasizes resistance and efficiency, keeping an arm's reach to earn the high killstreak rewards. It will sacrifice perks in favor of attachments for more favorable odds. The following is the recommended attachments.
*Grip: Adding the Grip can reduce any recoil this weapon has to nearly zero. Keeping the sights rock steady on target is essential for the NGA X7 to prove its advantage in any gunfight.
*Extended Clip: Extended Clip takes its total ammunition capacity to 45 rounds. This can be enough to save your life if dealing with multiple opponents.
*Silencer: This is always an excellent choice, given that damage change is not very big. A portion of the effective range is lost, but it isn't much of an issue, since this class centers of mid range combat. In addition, you will be off radar when firing and the weapon's sound will be muffled.
The class has fewer perks since it focuses more on the weapon, but there are some that will help aiding into attaining high killstreaks.
*Hardline: This makes getting more desirable rewards faster, whether it be specialist, offensive and defensive. In addition, every two assist will be put one kill up towards getting those rewards to reap.
*Scavenger: If unchecked, the NGA can run dry quickly. Scavenger allows resupplying from your dead targets as a means of compensation for the ammo expended. In addition, both lethal and tactical grenades.
*Recommended Secondary: Knife
The equipment advised here varies and should be chosen to compliment your play style. For the Tactical Package, the Outfitted Primary is required to have all three attachments listed as the primary.
===FN F2000 Tactical===
A futuristic bullpup rifle made from FN Herstal. Main characteristics are high damage and rate of fire. Because of this, it isn't a wise choice to utilize in longer range combat due to the very sharp recoil, which peaks in automatic fire. Hipfire performance is much better however, being more controlled. The high fire rate competes with several SMGs for close quarter performance. Damage drops off very quickly, especially the further away the target.
This weapon is unlocked at level 21.
====Strengths====
*High Fire Rate and Damage
*Best hipfire weapon in class
====Weaknesses====
*High Recoil
*Ineffective against moderately distant targets
====Ideal Class Setup====
A good class with the FN F2000 Tactical should be getting up close and maximizing use of its deadly hipfire and performance at a close to medium range. The following is the recommended attachments for this build.
*Laser Sight: This attachment will greatly boost hipfire spread and remains effective in close quarters. While it won't stand up to a shotgun, it will still give SMG close quarter users a run for their money.
*Extended Mags: The weapon burns through ammunition quite quickly and having this attachment will increase your maximum clip and pick up additional ammo.
Perks are a mixed bag of resistance and mobility, both which are important for successful assaults in CQC.
*Blast Shield: In hot contested areas, it is a no-brainer that there will always be explosives planted or thrown in the fray. This will help keep you alive against explosions that may normally be deadly. Be careful against stationary explosives like cars, as the power will be boosted and severely damage you.
*Awareness: Although less than directly useful, this perk can come in handy to enhance hearing of nearby enemies. It may be just enough to hear enemies sneaking up behind for you to prepare accordingly.
*Lightweight: Boost movement speed to capture objectives or get to gunfights earlier. It can also aid to escape in case you run into traps.
*Disposal: This will prolong detonations of claymores and booby trapped Care Packages, giving you ample time to get away. Combined with Lightweight, it will be all but assured that you will successfully spring and escape the trap. In addition, IMS and Sentry Guns effectiveness will be reduced against you.
A tactical insertion will keep you close to the action in case you die. Should you be killed nearby, it has the option to cancel it so that the enemy may be denied a free kill. In addition, plant it nearby while calling in a Care Package to ensure that even if an enemy kills you, you will be ready to reclaim your prize.
===SAR 21===
A newly designed Singaporean bullbup rifle, the SAR-21 is a very unique weapon in the game. The recoil is minimal, incomparable with all other weapons in the game. Damage is considerably high, with up close 3 shots to kill and in a distance 5. However, it also has the lowest rate of fire of all automatic assault rifles in the game, with 650 RPM. However, the first burst is more around 700 RPM, so burst fire is recommended. However, when locked on an enemy in the distance, the SAR-21 will get the kill. However, it is still a very mobile weapon, which suites Battlezone the best of all assault rifles.
====Strenghts====
*Near zero recoil
*High and consistent damage output
====Weaknesses====
*Lowest rate of fire of all automatic assault rifles
*Slow time to kill
====Ideal class setup====
The SAR-21 is a strange weapon and can adapt many playstyles. As not many think, the SAR-21 is one of teh weapons which can suit close quarters if on the move for higher grounds. The attachements and perks need to be chosen wisely, but can be risky.
*Hybrid Scope: A scope is a must, but none fit the role as good as the Hybrid Scope. The SAR-21 favours the Red Dot and Holographic sight in mobility, but to have a better advantage in the long ranges which only the SAR-21 can engage at, the inbuild long range sight modification grants that advantage.
*Collapsed Stock: The SAR-21 needs to be used as a strafing weapon in choke points in battles. It can lock on targets faster and the deadly precision makes sure to drop targets faster in long range.
Perks are selected as a combiantion of movement and precision, which only the SAR-21 utilizes.
*Sleight of Hand: Reload fast to get a quick second chance in choke points when out of bullets. Precision will grant the extra seconds you get to hunt down the fleeing enemy before it gets away.
*Mobile: The SAR-21 user needs to reposition many times in matches. With Mobile, the player can get to his next position easily without loosing much time.
*Hardline: The SAR-21 is a supprt weapon. It will get many assists, but also the ability to stay out of direct firefights gives the SAR-21 user more chance to build up his killstreak. 
*Toughness: Precision is master in long range firefight. Toughness keeps the SAR-21's no recoil at all times,  making the slow fire rate almost not counting if all shots hit target.
*Recommended secondary: Knife
The class would like some aggressive equipment when repositioning. Flashbangs and grenades are considered very usefull, alongside Devil lasers and Semtexes.
===ARX-160===
The newest product of one of the oldest firearm fabricators, the ARX-160 has the potential to spew a lot of shots very quickly. Although less flexible than some of the other options, it excels in its favorable combat zone of close to medium range. Recoil is nearly nonexistent for the first three rounds fired, but the fourth onwards will cause it to start climbing slowly. It holds the fastest fire rate of the Assault Rifles. Remaining in close quarters is for the best, as at distant ranges, most other weapons will shine brighter.
This weapon is unlocked at level 44.
====Strengths====
*Highest rate of fire in class
*Low recoil
====Weaknesses====
*Lowest damage in class
*Short range
====Ideal Class Setup====
Classes with the ARX-160 should come with a mobility approach. Close combat means always traversing the field to engage the enemy. It's a risky tactic, but necessary for the weapon to excel. This build revolves around a surprise mobility class, striking unexpectedly and putting them down before they can react.
*Laser Sight: Hipfire is always faster than taking the time to bring up your sights. The fast fire rate and tighter spread means that you'll remain on target at extreme close range. Avoid hipfiring the further away from the target, as it tends to be ineffective.
Perk selection combines mobility and intelligence together, blending the two to have a shoot first and move on.
*Sling: Switch weapons and throw grenades further. These actions will normally leave you temporarily vulnerable at attack. In addition, you will also be able to plant Claymores and C4 much quicker.
*Awareness: This allows much easier ability to hear opponents approaching for a sneak attack. Staying aware can save your life in case of ambushing.
*Mobile: Sprinting for longer distances allows you to traverse maps quickly.
*Dexterity: Bring up your sights faster while constantly sprinting. Combined with Mobile, you'll be ready for any opponent.
*Eavesdrop: Make good use of enemy UAVs. This will reveal their location as well. Be aware that this build does not have any countermeasures, so the enemy will also be able to see you.
*Lightweight: Boost your movement speed to continue the run and gun style
*Recommended Secondary: AK-74U
Having the Close Support upgrade can increase the duration of certain streaks, further supplementing your advantage. It may also be wise to utilize the Specialist chain to add even more benefits to your streak.
===CZ-805 BREN===
A modular Czech design, the CZ-805 BREN has great ability to perform well in any firefight, with versatility and reliability being it's greatest strenghts. The CZ-805 has high damage with minimum drop off at ranges, being capable of killing in 3 shots up close and 4 at a distance, or 3 when one is a headshot. Recoil is moderate with the rifle climbing up, but the recoil pattern stays the same after a few more rounds. It only has a disadvantage to all SMGs and most Assault Rifles due to the low RPM . However, with the fast reload time and reliable damage output, the CZ-805 can put any choke point into complete lockdown. The iron sights are obstructive and not fitting long range engagements, but they are good to stay on target at close and medium ranges.
This weapon is unlocked at level 52.
====Strengths====
*Reliable
*Suppression ability
====Weaknesses====
*Slow rate of fire
*Obstructive iron sights
====Ideal Class Setup====
The CZ-805 BREN is a prime example of an assault rifle fitting a lot of attachements, mostly to make it better in mutliple engagements without sacrificing it great firepower. The build will focus on holding choke points and letting prey fall into your sights.
*Dual Sight: The Dual Sight offers a great mix of a scope for long range, while keeping iron sights for the medium and short ranges to not be caught by surprise.
*FMJ rounds: The FMJ rounds are excellent fitting the CZ-805 due the low damage drop off while shooting through walls. You may have to get a few bullets through enemy cover to get them in medium to longer ranges and catch them by surprise.
The class' perks are selected on firepower, maximizing out the already high firepower this weapon offers.
*Spotter: To spot enemies at longer ranges faster, Spotter is a great choice. The time to find an enemy at longer ranges is benifitial and is a great combo with low time to kill at long ranges.
*Toughness: With the possibility of the CZ-805 missing a few shots at ranges, Toughness will prevent that the player flinches by the backfire of their target, giving him another oppertunity to finish what you started.
*Ninja: To prevent that the enemies spot you with the long range thermal and scanner scopes and AI support, Ninja is a great choice. You can remain hidden in the distance, long enough to kill your opponent.
*Eavesdrop: Get better knowing of your location with Eavesdrop to not walk into unexpected enemies. Eavesdrop grants you of every UAV in the game, having a sweep checking close quarters for you most of the times.
*Recommended secondary: TDI Kard
Claymores are recommended as your lethal grenade, if you're going to hold overwatch at a point. Otherwise, don't waste any points on the grenades, because you don't want to get close to your enemies. Same with the claymore, the trophy can be benifitial, only when keeping at one place.
===AK-12===
Russia's newest version of the AK-47 platform, the AK-12 offers raw firepower. It sacrifices fire rate and accuracy. Damage is among the highest of the automatic rifles, which quickly can drop off at mid to long range. However, the edge of its effective reach is where it can shine. The mass flexibility allows it to find an edge in any gunfight and when equipped with the right attachments and perks will allow a long streak and a constant thorn in your enemy's side.
This weapon is unlocked at level 58.
====Strengths====
*Heavy Damage
*Lower Recoil in Automatic
====Weaknesses====
*Initial High Recoil
*Shorter Range
====Ideal Class Setup====
This build with the AK-12 centers around aggressive use, a specialty to have the largest chance to win any gunfight. Since recoil is sharp for the first rounds of firing, it is always good to shoot before aiming so that the low recoil shots can be properly directed onto target. This class centers around attachments and a few perks, however useful.
*Collapsed Stock: Useful while aiming, it allows standard walking speed when your sights are up. In closer quarters, this can cause more favorable odds, as strafing will be especially handy when your opponent isn't well prepared.
*Quickdraw Grip: Reaction is all about speed. While the AK-12 has good hipfire spread, aiming is always much more accurate. Especially when you're moving constantly, you will always bump into foes, so having the grip can have your sights up faster. Put this with the Stock and you'll be able to aiming and strafe well before the enemy has time to react.
Perks are centered around mobility, but it also has some aspects of effectiveness.
*Dexterity: This allows the luxury of reloading while sprinting and aiming faster when coming out of a sprint. This is mainly a benefit to those who constantly move about, as both can be time-consuming and the AK-12's reload process is a bit longer than its fellow rifles.
*Disposal: Running around obviously means that sometimes you will find yourself in the path of claymores, sentry guns or other nasty traps. This perk delays their reaction time so that you can sprint away and prevent an unwanted death.
*Recommended Secondary: Glock 31 with Dual Wield: The Glock 31 has a good ability to quickly put down foes with only a few shots. Having two of them in very close quarters can be very powerful and ample to stay around if your rifle is dry or in an inconvienent spot to refill your primary.
A good piece of equipment to have are Semtex charges. Easy to prime and throw, toss one in areas before charging in to kill or wound anyone hiding inside. They stick to surfaces, so frags are a good alternative if you can't properly throw one inside. Double that with the Danger Close upgrade and you'll have two grenades ready to be thrown if necessary.
===HK 417===
A modern battle rifle manufactured by Heckler & Koch, the HK 417 has the only default burst fire assault rifle in game. It has a much longer damage dropoff than the other rifles and deals heavy damage. Having only 20 rounds with its two round burst means that you'll essentially only have 10 shots for 10 enemies. The weapon can kill in two shots out to a middle to longer range.
This weapon is unlocked at level 64. It is the final assault rifle and the final weapon to be unlocked in multiplayer.
====Strengths====
*Capable of killing enemies in one burst
*Longer effective range than most other assault rifles
====Weaknesses====
*Frequent reloads
*Less effective in close engagements
====Ideal Class Setup====
This class with the HK 417 puts emphasis on remaining at the fringe of its effective range and staying within your enemy's weak points. Combined with efficiency, this build will allow easy access to the higher rewards to wreck even more havoc. Much of it will also revolve around support as well, as straight up assault can often lead to a reckless downfall.
*Thermal Scope: Take advantage of this exclusive attachment, only available to one other assault rifle. Highlighting enemies in white easily reveals their locations. This attachment is especially useful in darker areas.
*Grenade Launcher: This attachment fires a single grenade in an arc. It has an impressive blast radius, making any near-hit lethal and dealing heavy damage outside its danger zone. It also can potentially neutralize or soften up ground based killstreaks such as sentries and juggernauts.
The perk selection is a mixed bag, allowing stacking of points so that higher tier rewards can be earned. There are also some reactive elements as well, as you'll constantly be up against enemies changing strategies and staying alive is essential.
*Hardline: This will shorten the requirements for the desired rewards. Not only will it require one less kill, but it will also chain every two assists as one more point. It is beneficial regardless if you or someobdy else gets the kill.
*Sling: Because you'll be constantly be out of range, you'll find that enemies will want to engage you outside your comfort zone. Pack a handy machine pistol or handgun to switch for a better defense.
*Spotter: This perk works well with the Grenade Launcher in highlighting enemies' location should they survive the blast. Also it will mark enemies at longer ranges.
*Toughness: Keep your sightlines steady by equipping this perk. It will reduce the idle weapon sway and keep your flinching upon being shot to a minimum, even in direct fire.
*Recommended Secondary: In the secondary slot, any of the machine pistols are an excellent choice. However, this suggests an MP5K equipped with a beneficial attachment like the Quickdraw Grip. This way, combined with Sling, you'll be ready to blast the closing foe before they have any ample time to react.
A good tactical equipment is the Trophy System. Blast Shield could not be added due to its higher cost and this will be an alternate way to keep grenades and other explosives from harming your current streak. As always, be aware of your surroundings and keep yourself from performing too aggressively.
==Submachine Guns==
Light and compact, the Submachine guns often excel at close range. They spray a lot of lead in a short amount of time. A favored armament for police and law enforcement agencies due to their firepower and smaller size for mobility. While good at a close range, they are much more inadequate at a distance.
===MP5===
One of the most recognizeable weapons of the 21st century, the MP5 often serves as the basic template for modern portable weapons. Dishing out decent damage with a significant kick makes it seem outclassed by the more specialized weapons. Nevertheless, it remains highly forgiving and reliable. The versatility is much more flexible and it continues to be a commonly found weapon in the hands of new and experienced players alike.
Along with the UMP.45, this weapon is unlocked at default.
====Strengths====
*Solid Performance
*Reliable
====Weaknesses====
*Limited Range
*Does not exceed other weapons
====Ideal Class Setup====
Although the MP5 can take on many roles, this particular build puts a defending mobility core, remaining on the move while being very resistant to traps and explosives. That being said, you'll have to remain vigilant for more sneaky foes. The build puts a standard balance between perks and attachments.
*EOTech Holographic: While the MP5's sights aren't particularly bad, it always helps to keep an aid to remain on target. The reticule keeps a good marker of where at to aim.
*Grip: The weapon's recoil is high, especially in automatic fire and can be a little unpredictable if not prepared for. The Grip is the best way to counteract this flaw, which could be pesky especially in the thick of gunfights, where all it could take was just a little kick to throw you off target.
To remain in tandem with the defensive mobile class, the perk selection focuses on speed with a couple of handling and resistance characteristics. You'll be able to react and move quickly while being difficult to disorient through unconventional means.
*Lightweight: Boost your movement speed with this perk. The Submachine guns have the highest mobility of any primary weapon which compliments this very well.
*Dexterity: Sprinting a lot means that your weapon will be unusable during this time. Dexterity cuts the time ot aiming after sprinting so you can focus on your target quicker.
*Tactical Mask: Use this perk to reduce the effects of tactical grenades. Especially in objective modes, enemies will be more than happy to toss disorienting equipment towards you. This will also reduce the effects of your own tactical grenade, should they be thrown off your intended trajectory.
*Recommended Secondary: MP-443
A good piecce of tactical equipment are flashbangs. Although they take a hair longer to arm, their effects are purely visual and last longer. Because Scavenger isn't equipped, they should be used wisely. The Tactical Mask will reduce the effects if one is misthrown.
===UMP.45===
The spiritual successor to the MP5, the UMP.45 inherits many traits from the weapon. It has the lowest magazine capacity of all the Submachine Guns, but makes up for that in damage per shot and a controllable rate of fire. Recoil is relatively low, which means that the UMP can tackle enemies almost at an assault rifle range. It can be used for a variety of roles compared to its peers.
Along with the MP5, this weapon is unlocked at default.
====Strengths====
*Controllable Recoil
*Highest Damage in class
====Weaknesses====
*Low Rate of Fire
*Low Ammo Capacity
====Ideal Class Setup====
This class build with the UMP.45 centers around its major range advantage over other close quarter weapons. While this is rather inferior to the longer ranged LMGs and Sniper rifles, it will still be able to pick off single foes and give a constant return fire. Keep your distance in the close quarter gunfights. This build enhances its range.
*Long Barrel: Being one of three Submachine Guns to have this attachment, this will increase the maximum range. While it will not buff its damage over the extension, any damage is better than none at all.
*Extended Clip: Another good attachment to utilize, this will increase the magazine capacity to 37 rounds, although barely above assault rifle standard, it will be enough to contend with the low damage at long range with more available shots.
The perk selection puts a focus on all possible tiers. It will add one additional perk in sacrifice of equipment.
*Awareness: Due the slow rate of fire, the player can be caught by surpirse in close quarters by other SMGs. Awareness makes teh player hear enemy movement better, so they can prepare for incoming enemies.
*Dexterity: Being more deadly at distances, Dexterity grands a faster ADS to aim at targets in the distance. Dexterity is also usefull for the low rate of fire, because every shot the UMP fires counts, as other SMGs otherwise will blast you away.
*Toughness: ADS is important for the UMP and Toughness prevents flinching. This gives teh player a better chance of taking out enemies furhter away.
*Blind Eye: Since the weapon is in the middle of a rushing and conservative playstyle, the player can be caught in open space easily. Blind Eye prevents AI killstreaks to see you and spotters can't as easily spot you as before.
*Dead Silence: You're vulnurable in close quarters against other SMGs. Dead Silence prevents the player being heard in those moments and gives the player an edge to catch his enemy by surprise.
As mentioned before, use the UMP as a hybrid of an Assault Rifle and Submachien Gun. Keep moving around, but don't make yourself vulnerable for surprises. The UMP can be a great lockdown weapon in enemy territory, as you can kill enemies at furhter distances than normal SMGs, but also can reposition faster than Assault Rifles.
===K7===
A South Korean submachine gun with an integral suppressor, the K7's damage is the second lowest in its tier, only trailed by the Skorpion EVO.
===P90===
This unique weapon from FN Herstal is one of the first personal-defense weapons, carbines and submachine guns that fit the purpose of personal-defense and perform very well against body armor. Offset by lower damage, this weapon sports low recoil and a magazine capacity far exceeding most other weapons. The lower range makes it good at a medium distance at best and it plays very well defensively.
This weapon is unlocked at level 18.
====Strengths====
*Large ammo capacity
*Low recoil
====Weaknesses====
*Low damage
*Quick range dropoff
====Ideal Class Setup====
The P90's generous ammo capacity makes it suitable for a variety of roles. This build centers on the capability of maximixing its range and mimimizing any unexpected risks.
*Compensator: This will extend its maximum damage out even further to a medium-long range. Targets afar will begin to survive even after being hit multiple times. Refrain from engaging unless the terms are heavily in your favor.
*Reflex/EOTech Sight: These attachments give a comfortable reticule to use as well as extending the range. This allows a much more clear sight to sort out enemies.
The perk selection focuses on keeping sights clear and minimizing any dangers. If you're careful and don't take foolhardy risks, this weapon will shine brightly.
*Lightweight: This perk allowes quick movement speed to traverse open grounds or sprint away quickly to escape hazardous situations. Combined with the SMGs' high base speed, you'll have the upper hand in maneuverability. Mantling over obstacles becomes less of an issue.
*Hardline: The P90's generous magazine allows a single choke point to be locked down. Multiple foes can be cut apart by a barrage of automatic fire. Oppurtinities like these are not to be missed and racking up points is even easier with Hardline. Even if the kill goes to someone else, as long as you assist, you'll still be able to share the benefits.
*Tactical Mask: Keeping your sights on target and movement unhindered is essential. Especially in objective games, enemies will make full use of their tactical grenades. With this perk, you'll be able to shrug off a reduced stun from flashbangs and other tactical grenades.
*Toughness: This perk reduces the redness onscreen and flinching whenever shot. Remaining with sights on target can often decide who is the victor in the firefight.
*Recommended Secondary: Caracal
Many tactical and lethal options are good for the P90. This build supports disorienting equipment, favoring flashbangs and concussion grenades. However a Tactical Insertion can be a good fit as well, for quickly jumping back into the action.
In-Short: Spray and Slay
===PP-2000===
A Russian compact machine pistol developed at the beginning of the 21st century. The PP-2000 is often outshadowed in magazine capacity by its Russian cousin and the P90, yet it still can hold its own in close quarters. Recoil is moderate, fire rate is decent and its damage is much better than most competitors. The Iron sights are small, compared to the rest of the viewable weapon when ADS. At close range, this weapon can take on multiple enemies without having to reload.
This weapon is unlocked at level 27.
====Strengths====
*Powerful in close quarters
*Assault rifle grade piercing
====Weaknesses====
*Small ironsights
====Ideal Class Setup====
The PP-2000 has a good setup for shredding enemies at close range. Its quick mobility along with the rest of the SMGs allows it to rapidly traverse the battlefield into its ideal distance. Since the sights are a bit small, an optic is added along with a second attachment that grants this weapon a unique benefit.
*Reflex/EOTech: Any of the following sights are acceptable along with a reticule that the player feels comfortable using. This will slightly extend the weapon's maximum effective range and make aiming the weapon easier when not hipfiring.
*FMJ Rounds: FMJ rounds gives the PP-2000 better penetration against cover than an unmodified Assault Rifle. This is also a popular choice since this weapon has plenty of rounds to fire, plus a faster aim time and quicker reload.
The perk selection focuses on maximum disruptive tactics, using the enemy's support against them and striking from a different perspective.
*Sleight of Hand: Makes the reload even quicker and always a nice bonus to have. Just make sure that topping off a magazine doesn't become a habit. It could be costly, despite its brief time.
*Eavesdrop: Use the enemy's radar bonuses against them. Stack this with UAVs of your own to have complete coverage of the battlefield.
*Sitrep: This perk allows hidden traps and equipment to be visible. Combined with FMJ Rounds, will allow the weapon to easily shoot through thin walls and neutralize the equipment and possibly eliminating the stunned user as well.
*Recommended Secondary: Glock 31
The PP-2000 primarily varies on the attachments and perks that work with it as it can suit many playstyles. Stick a Semtex or Frag Grenade to help in clearing out viewed traps. Close range engagements are always the best and the need to reload is minimal thanks to the large magazine and Sleight of Hand.
===MPX===
A strong export competitor with the MP5, the MPX is manufactured by Swiss company SIG Sauer. In reference to its moderate damage, it is chambered for the .357 SIG. The damage of the weapon changes very little out to its maximum range and thus it can be very forgiving and easy to use whereas other SMGs can falter. Recoil can be moderate and it does kick sharply when initially firing, but it stabilizes quickly afterwards.
This weapon is unlocked at level 35.
====Strengths====
*Minimal damage dropoff
*Manageable handling
====Weaknesses====
*Initial recoil
*Lower fire rate
====Ideal Class Setup====
This setup with the MPX is to maximize its potential to react against mid-ranged threats. The slower firing rate means that the weapon will struggle when head-to-head against shotguns and most CQC automatics. Keeping a distance gives a greater chance of taking less damage while dealing indifferent damage of your own.
*Dual Mags: Only one other SMG can use Dual Mags and this essentially negates any need for Sleight of Hand. The attachment can hasten the MPX's quick resupply time to be even faster.
*Laser Sight: In closer quarters, it may be more useful to hipfire this weapon rather than take the time to ADS. The Laser Sight tightens the hipfire spread to make it more controllable, especially with the first few shots kicking upwards. If you find yourself fighting targets a little more distanct frequently, it may also be a good idea to equip a Reflex or EOTech Holographic instead.
The perk selection focuses all on awareness and stability, to ensure this wildcard weapon has the best chance of winning.
*Dexterity: Much of this class has sprinting emphasis, especially when traversing the battlefield. While you'll be unable to aim or use your weapon, Dexterity can bring the sights up faster and it can be crucial into who wins the gunfight.
*Awareness: Listen to enemy movements easier with this perk. Many players often make their presence known before they are even seen. It also sends out a brief radar pulse to sense enemies near both your position and that which your adversary died at.
*Toughness: This perk decreases weapon idle sway, although it isn't significant with an SMG. Its better effect, is keeping a steady sightline on target, reducing your aim being thrown off if shot.
*Blind Eye: Killstreak chains of both types can be obstructive and Blind Eye will make you nearly invisible to them. If you're packing a SMAW, another bonus is that the lock-on time will be halved. Beware player-controlled killstreaks and UAVs.
*Recommended Secondary: USP.45
Flashbangs and Concussion charges are useful in being able to disorient foes and their effects last long enough to be finished off.
The MPX is frequently in the shadow of its peers, as it has no master attribute that really shines. However, used in the right hands, it can be a very effective weapon. However, it isn't wise to make a head-on tackle with enemies, as it falls behind more specialized weaponry.
In-Short: Close Ranged Wildcard
===PP-19 Bizon===
This uniquely shaped weapon differs from all other featured in-game due to its helical magazine parallel to the barrel. It holds a whopping 64 rounds, being able to spew more firepower than most other weapons already, even when unmodified. The weapon does sacrifice bullet power for the capacity, as it has one of the lowest damage rates of the class. Its aim time is also a hair slower than the others as well.
Still, the weapon enjoys being one of the most popular loadouts online.
====Strengths====
*Best ammo capacity of any weapon besides LMGs
*High fire rate
====Weaknesses====
*Increased recoil through sustained fire
*Fast damage evaporation
====Ideal Class Setup====
This class setup maximizes the Bizon's advantage of its power to saturate an area with a lot of bullets. Knowing the map terrain is crucial and especially in picking fights.
*Over-gassed Action: This will up the Bizon's fire rate to be nearly unmatched. This is a great way to specialize in CQC, putting more bullets into your target will increase odds of scoring a kill. The weapon does trade this off for having to reload often and the kick being much more noticeable.
The perk selection
*Scavenger: Almost a necessity when paired with Over-gassed Action. The Bizon will often find itself running dry of ammunition even with the perk, however ammo for other weapons and equipment will find themselves replenished depending on how liberally used.
*Toughness: Getting shot will throw off the aim and the rapidly firing weapon can lose a significant amount of its ammo count. Use Toughness to minimize this penalty and to also reduce idle weapon spray.
*Dexterity: The aim time for the Bizon is also a bit slower than its peers and slightly faster than Assault Rifles. Normally, a player should always be ready, but occasionally, eagerness can overtake their senses and a faster recovery from running means that more shots can be put out.
*Recommended Secondary: Knife
A Tactical Insertion beacon can provide usefulness especially in objective gamemodes, where a death can spawn at a desired place to jump back into the action.
The PP-19 Bizon is the ideal spray-and-pray weapon, with an awesome 64 rounds and a quick fire rate to barrage helpless enemies. Few other weapons can match it in close range gunfights. This high capacity means that the weapon will have to be reloaded less often. The downsides are that the reload is longer and without Sleight of Hand, its possible to be left vulnerable with enough time for an enemy to take advantage.
In-short: Bullet Hose
===Skorpion EVO 3 A1===
The next-generation design of the infamous Skorpion machine pistol, the EVO 3 A1 continues its high fire rate and low recoil style. The final SMG to be unlocked, the weapon kills extremely fast. The lowest bullet damage in-game means that more shots will have to be put on target which is thankfully remedied by its pro traits. The damage will also begin to fall very quickly and its penetration damage is also extremely low, only able to go through paper-thin cover.
====Strengths====
*Fastest firing weapon in game
*Low Recoil
====Weaknesses====
*Obsolete at Range
*Frequent Reloads
====Ideal Class Setup====
*Grip: This will reduce any recoil to very low and make automatic fire more manageable to aim onto target.
*Silencer: Players unable to stand being on radar when firing will find comfort in the Silencer. It muffles its distinctive gunshot sound and keeps you off radar.
The perk selection puts conservation of ammo and speed at its core.
*Scavenger: Essential with any fast-firing build. Ammo for the Skorpion gets burned through fast and few other weapons match its appetite.
*Lightweight: Grants an increased movement buff to get to objectives quicker. Can be useful for a sprinting escape out of a line of fire.
*Ninja/Low Profile: Both of these options offer stealthy benefits which will counter enemy electronic assistance. It is primarily dependent on which is encountered more, with Ninja leaning towards Scanner and Thermal Scopes and Low Profile towards UAVs.
*Recommended Secondary: TDI Kard
A tactical option such as Flashbangs or Electrostatic Grenades are always helpful especially when facing multiple foes or needing to reload. The Skorpion EVO's rapid fire will require time to resupply often, even with its Extended Clip modification. Staying into the weapon's ideal range is essential for best results, but sometimes, there isn't a choice. In contrast, firing any of the SMGs at extreme sightlines is merely an open invitation to an embarrasing death.
In-Short: Speed Stinger
==Shotguns==
Shotguns are among the oldest firearms, being used ever since gunpowder could be ignited to propel metal projectiles out of a tube to inflict damage. Today, shotguns can be found in civilian markets, but are also preferable by military and police units as well for their sheer stopping power and usefulness in close quarters combat.
===4 Gauge===
Manufactured by Beech Defense, the 4 Gauge Shotgun is the one of choice for a player seeking a reliable semi-automatic close quarters weapon. It has the highest damage in its class, but the power will be lost rather quickly, especially with the weapon's limited range. Remaining mobile is a good way to rack up kills and even forcing other CQC specialists into ambushes or counterattacks can prevail nicely.
This weapon is unlocked at level 18.
====Strengths====
*Highest damage in class
*Semi-automatic capability
====Weaknesses====
*Very limited effective range
*Frequent reloading
====Ideal Class Setup====
The 4 Gauge does nicely in a mobility set. However, this class is putting emphasis on getting as close to the enemy as possible to maximize lethality. A blend of stealth and resistance is key to get the drop on unsuspecting foes as well as being able to survive traps for future ambushes.
*Grip: The Grip will reduce recoil, an aspect that no other weapon can rival to. The 4 Gauge is the hardest kicking weapon in the game. Although it won't completely eliminate the issue, it is enough to keep sights somewhat on target as well as not dislocating a shoulder.
The perk selection is a blend of stealth and resistance.
*Tactical Mask: Especially in objective-centric games, tactical grenades will be frequently used. Use this perk to reduce their effects.
*Low Profile: Using this perk will eliminate you from a UAV's eyes. Remaining on the move is essential especially if there are multiple scanning the area. You'll find enemies less ready for your arrival and you can put a dervish of buckshot into them before they have ample time to react.
*Blast Shield: This perk will decrease explosive damage taken. Claymores, C4s and even rigged Care Packages are survivable in cases where it could be lethal otherwise.
*Recommended Secondary: .44 Magnum w/Long Barrel
Using Flashbangs as a recommended Tactical is a strong choice due to their ability to temporarily blind enemies as well as lasting for a longer period than Concussion grenades. Sticking to paths less traveled or watched can prove to be disastrous for enemies, with stealth options that can fool them into thinking that it is all clear. Use the .44 Magnum with a Long Barrel to eliminate enemies out of the shotgun's reach, as it is the best weapon to mirror the 4 Gauge with firepower. Firing as fast as possible is not a recommended idea, as it kicks way off target and accuracy becomes terrible. Shooting at a comfortable pace is key.
In-Short: Point-Blank Surprise
===M1014===
The Benelli M4 proves itself as a rugged, reliable and ease of use in nearly any environment in demand of combat. Compared to its peers, the M1014 seems to struggle. It has the lowest range of the class, a small magazine and has a tendency to be an underdog in the shotgun contender. However, used in the right hands can be very devastating. The weapon can tap into certain factors that normally may be overlooked. The secret to the weapon's use is getting very close and maximizing potential output into the foe.
This weapon is unlocked at default.
====Strengths====
*Quick Handling
*Quick Reload
====Weaknesses====
*Very Short Range
*Small Magazine
====Ideal Class Setup====
Because of the M1014's small magazine and improved handling traits, this class setup will instead focus more on creating an environment where the M1014 wrecks the most havoc. The small magazine means that the popular Sleight of Hand is not needy as with some other shotgun options. Out in a direct fight, the shotgun will usually fall prey to longer ranged weapons. Up close means that a target can be assaulted with multiple shells to combine damage and secure the kill.
*Laser Sight: Don't worry about being accurate with the M1014. As long as the enemy is within the lethal range, firing in the general direction will at least damage them. The pellet spread of the shell is tightened as well, leaving a small area to shoot in, but at the same time, increasing the lethality inside the window.
*Compensator: While the Long Barrel may increase the M1014's maximum range, the Compensator is a far better option due to the fact that it will decrease the distance of its lower damage. It's better off with this weapon to increase the high damage range for kills than to merely tickle opponents at the fringe of an increased max range.
There are only perk selected in this loadout since many points will also be put towards equipment.
*Lightweight: Increase your mobility speed with this perk. It comes in good use especially when flitting from cover to cover. The more time you spend out in sight is more time long range specialists will be able to take you out.
*Awareness: Being in the thick of combat may mean that enemies may also be lurking nearby. Awareness grants an increased sense of sound to allow detection of some indications normally missed. However, its best ability in this loadout is to be able to find nearby enemies after scoring a kill.
*Tactical Mask: Good for objective centric games, Tac Mask reduces the effects of flashbangs, concussion and the shock effects of electrostatic grenades. Enemies will be liberal in tossing them to soften up opponents and using this perk means that their disorienting effects will be dampened.
*Recommended Secondary: SMAW
The SMAW is a longer ranged companion worth consideration. Its explosive power can eliminate most opponents and their killstreaks in a wide radius. Make good use of its anti-air abilities as well, especially if their UAVs are a common appearance. For equipment, Claymores in the lethal option to guard lower traffic entrances and usually can snare an unwary foe in its explosive trap. Tactical Grenade option is the Flashbang grenades to blind rushing adversaries. With the weapon, you'll have to be more creative in combat. Use a bit of trickery, fleeing from lopsided gunfights can put a pursuing overconfident...or desperate foe right within a trap or unexpected attack.
In-short: Shell Storm Cutter
===USAS-12===
Manufactured by South Korean company S&T Daewoo, the USAS-12 or Universal Sports Automatic Shotgun-12 Gauge is a powerful asset for close quarter combat, allowing selective fire modes. It is the only fully automatic shotgun in-game, however this cycle is at a lower rate than the firecaps of the M1014 and 4 Gauge. The fire rate means that entire rooms of enemies can be cut down through a hailstorm of fire and the combination of multiple shells means that even targets at a bit of a distance can still be seriously damaged. Because of its incredible output in reactive situations, there will be little to stop a rampage of pellets breathing down your neck, making this any sniper's bane.
This weapon is unlocked at level 26.
====Strengths====
*Automatic Fire
*Close Quarter Monster
====Weaknesses====
*Lowest range of the shotgun class
*Frequent Reloading
====Ideal Class Setup====
The USAS-12's best asset is its fire rate. Clusters of enemies won't stand a chance against a close ranged brutal assault. While it can attain one shot kills, it isn't particularly good to rely on it. While the combination of a Long Barrel and Laser sight can maximize lethality and is a popular choice with any shotgun, this build will instead make a name for itself as a dominator in tight corners of buildings.
*Extended Clip: While it is an increase of only two shells, the increased capacity can be decisive since any USAS-12 will be in the thick of a gunfight. Having two extra shells means that there will also be a slight increase in ammunition carried as well.
====Perk Selection====
All perks in this build will compliment the close quarter specialization the USAS-12 holds.
*Blast Shield: Dampening explosive damage means that you'll be able to walk away from most detonations only slightly injured.
*Tactical Mask: Enemies that are aggressive with their tactical grenades will find this perk to be a thorn due to its weakened effects.
*Disposal: While Tactical Mask and Blast Shield will take the heat of enemy equipment, sometimes it is rather inconvienent to escape its lethal radius. Fortunately, Disposal prolongs traps from being sprung temporarily. To add insult to injury, it may be rather easy to eliminate a curious investigator.
*Sling: This perk speeds up weapon switching and equipment usage, making it invaluable. This makes clearing areas ahead much easier, liberally throwing flashbangs or concussion grenades to disorient foes.
*Recommended Secondary: MP9
Ideally, something with a good mid-range output will compliment the USAS-12 to hit foes out of the shotgun's reach. Two Flashbang grenades are equipped to help soften up the opposition. Throw one into a room where enemies are lurking to blind them from your inevitable approach. Paired with Sling, any situation that unexpectedly pops up can be addressed. Whipping out a secondary or tossing a Flashbang can be a lifesaver provided that the reaction is fast enough.
In-Short: Camper's Nemesis
===KSG===
This unusual bullpup twin-tubed shotgun developed by Kel-Tec of Florida behaves much different than the other shotguns. Instead of the pellet spread of buckshot shells, the KSG in-game will primarily fire slug rounds. Due to its different ammo type, the KSG has the farthest reach with its maximum range leaving the rival Stoeger 350 in the dust. Buckshot shells can be used with the unique Select Ammo attachment, however they have a much shorter range, just inferior of the 350. The slugs require a very skilled and accurate player to be put to good use, thus precision must be priority one.
While it is capable of exterminating an entire enemy team nearly three times over without reloading, it is considered wise to top off the magazine whenever possible.
This weapon is unlocked at level 40.
====Strengths====
*Longest Range in Class
*Recoil Not a Factor
====Weaknesses====
*Lacks Pellet Spread
*Demands Accuracy
====Ideal Class Setup====
Like it was described, any user of the KSG must put accuracy at the top of their focus. It has a very low fire rate, so every shot must count as a miss can be costly and it's possible you may not live to fire off another one. This build will be putting that focus, making sure that the chances of landing shots on target will be maximized.
*Long Barrel: While the Compensator isn't a bad choice, the Long Barrel is superior due to its ability to extend the one shot ability, provided that the lethal round is a headshot. Targets hit at the extended range can still be seriously damaged and open for a second shot to score a kill. Even without this attachment or a Silencer, the KSG's slugs have an impressive reach, but the Long Barrel gives the KSG unmatched range in the shotgun class and is capable of competing with Submachine Guns and Assault Rifles.
*Quickdraw Grip: This will greatly enhance your reactive capabilities, giving you more time to properly aim to put a slug through your enemy.
====Perk Selection====
*Dexterity: The faster recovery will allow a player to aim quick when transacting from sprint. Paired with the Quickdraw, it gains the fastest possible time to be battle ready from running.
*Lightweight: The KSG requires a lot of moving around and Lightweight will ease the slower movement speed than the other similar weapons.
*Toughness: This will minimize the chances of being knocked off target and missing a critical shot. While the other shotguns can afford this luxury, the KSG's slugs lack the pellet spread and landing the shot home is very important.
*Blast Shield: Bearing the brunt of enemy explosives, this perk will allow the survivability from most enemy grenades and killstreaks and is particularly useful when playing defensive in objective gamemodes.
*Recommended Secondary: Knife
A Throwing Knife is a good reflexive piece of equipment to use, especially since it can be armed in a hurry and it mirrors the KSG's accuracy centric style. A pair of Concussion Grenades suit the tactical slot. Toss one into a hotly contested area to slow enemies enough for a good time to aim and put them down.
In-Short: High Risk, High Reward
===Stoeger 350===
This pump-action shotgun is ideal for hunting game. With twelve rounds at its disposal, it comes off as a mobile hard hitting weapon. While it has less modularity in the real world, the game incarnation has many options that have multiple different strategies.
Compared to its peers, the Stoeger is superior to every one in terms of range, except for the KSG. However, its main advantage is the pellet spread ability, somewhat negating the requirement for precision.
This weapon is unlocked at level 57.
====Strengths====
*Reliable
*Excellent range
====Weaknesses====
*Long empty reloads
*Wider hipfire
====Ideal Class Setup====
In order to take advantage of the Stoeger 350's one shot potential, this class puts its focuses on perks and equipment to combat different style of enemies.
*Grip: While the Long Barrel could be a more sensible choice, the shotgun's kick isn't potent, but it can be enough to briefly obscure your sightline up front. The Grip maintains stability from firing its wider paced shots.
====Perk Selection====
*Lightweight: This perk grants a bonus to movement speed. Useful whenever traversing open areas quickly or needing to make a grand escape from an inevitable attack.
*Sleight of Hand: The Stoeger takes a long time to completely empty and it takes even longer to reload all twelve shells in one go. Sleight of Hand will mitigate this somewhat. In terms of knifing, any stabbing motions will be recovered in a quick manner.
*Sitrep: Particularly good when in objective games or just enemies who rely on claymores and C4. Seeking these traps and other equipment can help plan moves according to the setup.
*Tactical Mask: Excellent to keep your mobility and visibility clear from flashbangs and concussion grenades. This will come into play in close quarters. Infiltrating enemies will often throw a disorienting charge inside to impair those behind walls.
*Dead Slience: Footsteps are often factors that are overlooked, Dead Silence also removes other aspects as well. Such include the player character calling out reloads and equipment deployments to have no sound whatsoever. This will make more attentive foes more vigilant and potentially unaware of your position. As a bonus, you'll also escape the notice of nearby Guard Dogs as long as you remain out of sight.
*Recommended Secondary: USP.45
Sometimes there will be fights at distances that are not suitable for the Stoeger, so packing a ready and reliable pistol such as the USP.45 is a solid choice.
Taking the path less traveled will allow you to frequently flank and keep putting a deadly hail of buckshot shells into hapless foes. The two primary things to be aware for are its short range and long reloading time. While it does have an edge over most Submachine Guns and Shotguns, be wary of longer ranged foes, as they'll be able to put a shotgun runner out with little to no threat to themselves. Instead, make good use of walls and pieces of cover to locate ranged enemies and work your way over to when they'll least expect it.
The slow reloading process can also be a big weight. It's fairly good to top off magazines whenever possible, but even with Sleight of Hand, you'll be vulnerable for quite some time.
In-Short: One Shell Surprise
==Light Machine Guns==
Light Machine Guns aren't very light at all. They come as full automatic support weapons, having high caliber rounds at a quick fire rate. Unmatched in ammo capacity and firepower, they have the potential to be a serious threat anywhere on the battlefield. Many of the light support weapons are portable, allowing greater flexibility wherever needed.
===MG4===
Heckler & Koch's standard belt-fed weapon incorporates similar designs to other weapons in its class. Designed in the 1990s, it did not enter service with any military force until the Bundeswehr in 2004.
In-game the MG4 has very low damage, being at the bottom of its tier. Its assets, however are numerous. Recoil is extremely low, nearly to that of the SAR 21 and it has a controllable rate of fire for excellent accuracy.
This weapon is unlocked at default.
====Strengths====
*Decent firing rate
*Very low recoil
====Weaknesses====
*Long reload
*Low damage
====Ideal Class Setup====
The MG4 is likely the most forgiving of the Machine Guns, often being underrated due to the key aspects of putting high damage bullets into targets at a quick pace. However, when it is employed in the right hands and circumstances, it tends to shine brightly. This build is going to lockdown choke points and flush hidden enemies out of their perches.
*Scanner Scope: This scope will briefly give anyone looking through a good sight of enemies behind cover at a limited distance. Using a bit of patience, a skilled player can find wounded or waiting enemies and punch through the wall to score a kill.
*Extended Clip: While FMJ rounds would increase the weapon's piercing ability, it is incompatible with the Scanner Scope. Extended Clip gives the MG4 the biggest benefit of any Machine Guns and also will increase the starting supply to give more rounds to put into cover.
====Perk Selection====
These perks serve to augment the MG4's destructive power, there are some speed elements as well as keeping awareness of the enemy's location.
*Sleight of Hand: The MG4's reload is painfully slow, even a partial one takes longer than any other weapon in the game. The Sleight of Hand perk will cut that down significantly, but it will still require some time to perform.
*Hardline: Combine this perk with UAVs and other low streaks to have frequent helping for awareness and light support. Activate the scanning killstreaks and you'll be able to get glimpses of a hostile's general position. Even obtaining assists from kills will continue to count towards your streak.
*Scavenger: Firing through walls and cover can exhaust any ammo supply in a quick manner. Use Scavenger to pick up an extra ammo clip and with the Extended clip, will fill up according to the modified magazine size.
*Sitrep: An important part to this build, Sitrep allows viewing of emplaced equipment and ground killstreaks. Claymores and IED traps can often give away entrenched enemy positions, prompting you to plan moves accordingly. If you're lucky, hitting a charge through cover could catch its master right in the explosion and potentially doing lethal damage.
*Spotter: Often an underused perk, Spotter assists with marking targets at a longer distance and paints targets on both the minimap and HUD for nonlethal explosive damage. This can especially be useful for the Scanner Scope, as it is capable of identifying players behind cover as they are revealed by the electronic gaze. Helpful if hunting one particular enemy.
*Recommended Secondary: XM25
Since this build relies heavily upon electronic assistance, it may also be a worthy choice to equip Hardened to escape the effects of Electrostatic Grenades or EMP Blasts. The XM25 launcher is excellent for flushing out hidden enemies and cooking off C4 or Claymore mines. This weapon performs best when at an arm's reach, staying out of CQC specialist range and using its powerful stream of lead to your advantage.
In-Short: Long Ranged Suppression
===KAC Stoner 96===
Developed by the Knight's Armament Company, the KAC Stoner 96 weighs at a mere 10 pounds and is the successive replacement of the aging Stoner 63 support weapon. It entered competition for light support weapon contracts by the US Military, but it fell in favor to other designs. The KAC Stoner 96 does see frequent use by mercenary contractors due to its compact size and weight.
In-game the Stoner 96 has an impressive fire rate, burning through its magazine within seconds. At a range, its effectiveness is reduced fast with recoil and lower damage both conspiring against you. The movement speed of the weapon is also a bonus, just barely slower than the Assault Rifle tier.
This weapon is unlocked at level 15.
====Strengths====
*Highest rate of fire in class
*Faster movement speed
====Weaknesses====
*Obsolete at range
*Heavy recoil
====Ideal Class Setup====
This weapon is a powerful contender in close range combat, giving the fast firing rifles and Submachine Guns, a run for their money. This class will cut corners and act as a big magazine machine pistol. Staying on the move is a good idea to maximize the chances of racking up kills. The KAC Stoner 96 also deals surprisingly good damage against enemy killstreaks with a skillful player able to shoot UAVs and homing Yellowjackets right out of the sky.
Starting out the attachments will be the Outfitted Primary upgrade, allowing the use of three attachments.
*Grip: The KAC Stoner 96 kicks with the energy of a feral bronco. Players not used to it will find themselves missing many shots that could be critical to survival. Equipping the Grip instead reduces the wild kick and turns it into a more controlled climb instead. There will be some unpredictable recoil, however it will be increasingly mild. Also nice to have is the Laser Sight, especially if one intends to be in the thick of battle often.
*Collapsed Stock: To go toe-to-toe with the Assault Rifles and Submachine Guns, the KAC Stoner 96 must have the quickest movement speed possible. The Collapsed Stock will promote movement speed while aiming to the standard. The key is to strafe perpendicular to the direction of the enemy to increase their bead on you.
*Compensator: This Machine Gun has a pitiful range effectiveness compared to its peers. Putting this barrel attachment on will expand the maximum damage out to the middle ranges and secure more distant kills easily.
====Perk Selection====
The perks take a mobility focus in mind and also put a stealth bonus.
*Lightweight: Grants a slight bonus to this weapon's already buffed movement speed. Sprinting with the speed of the rifles means that you'll get closer to the fray. Mantling obstacles can also leave any player vulnerable for a split second, but is halved by this perk.
*Dexterity: Dexterity allows a faster aim time after sprinting and allows the capability of reloading during sprint. Since Sleight of Hand isn't being used with this, the ability to quickly cover ground while resupplying a magazine will work wonders.
*Mobile: This perk combines nicely with both Lightweight and Dexterity to always give the player at least a brief boost of speed for longer distances. Mobile also recharges the sprint distance much faster.
*Blind Eye: While this build lacks any anti-aircraft capabilities, Blind Eye will keep pesky Yellojackets and other computer controlled killstreaks from finding your location.
*Recommended Secondary: Knife
The KAC Stoner 96 has a wonderful potential to spew a lot of lead in a short amount of time. Its fire rate and range are enough to rival many of the Submachine Guns and sometimes even excel class leaders. The Stoner also gains another advantage by a large magazine size, capable of tackling numerous opponents without the need to reload. However, the process is very slow, despite it being the quickest of the belt-fed weapons. You'll need to pause for a brief moment to fully rearm yourself before jumping back into the action.
In-Short: Shoot First, Questions Later
===Ultimax 100===
Made by the Singaporean company ST Kinetics, the Ultimax 100 depicted in-game is the Mark 5 variant, able to accept M16 STANAG clips or Beta-C Mags. However, this variant uses a fictional 75 round drum.
This is perhaps the most unusual Machine Gun on offer due to the fact that holds low recoil and a high damage profile. Firing this weapon can liberally saturate any area with serious firepower that can make smart foes think twice before attacking. The low recoil is also another notable trait about the weapon, on par with the MG4, showing that it was extremely accurate and reliable in heated conditions. Pleasantly, the Ultimax 100 has a quick reload, just under 5 seconds and provides respite to the sluggish reloads of its belt fed cousins.
This weapon is unlocked at level 26.
====Strengths====
*Quick reload
*Very low recoil
====Weaknesses====
*Unreliable up close
*Slow movement
====Ideal Class Setup====
Machine Guns work best when players are employed with a sound strategy and this build with the Ultimax 100 is going to be maximizing its effectiveness as an offensive weapon while at the same time, keeping breathing room from incoming attacks for longer survivability and access to the more valuable killstreaks. This build emphasizes on long ranges to stay out of the danger areas of CQC specialists.
*ACOG Scope: The Ultimax 100 shares its fellow Singaporean SAR 21 for having incredibly low recoil and using the ACOG Scope can increase your range while at the same time, minimizing increased kick.
====Perk Selection====
*Toughness: Decreases the amplified idle sway by the ACOG Scope and will steady the aim whenever shot. Because this weapon has a lower fire rate, every shot must count.
*Awareness: This perk allows enemy movements being easier to hear and allowing a brief scan of nearby enemies after a kill. While they are normally overlooked factors, it could be enough to alarm you in preparation for an upcoming surprise attack.
*Hardline: Utilize this perk to combine team-wide killstreaks such as UAVs and Ammo Crates to become an excellent support player. This will allow more killstreaks per life via kills or assists and can greatly benefit an entire coordinated team.
*Ninja: This will allow you to escape electronic means of detection by player-controlled killstreaks, Thermal and Scanner Scopes and removes the red name above your character. It's true purpose is to mask the announcement of your frequent killstreaks being booted online, denying the enemy knowledge of support.
*Recommended Secondary: MP5K w/Extended Clip. The Ultimax 100 is in desperate need of a close range brother and the MP5K works especially well with clearing rooms for a good positioning with the Machine Gun.
For the lethal slot, a C4 charge is equipped to act as a proximity bomb or can be detonated in mid-throw as a surprise attack.
The Ultimax 100 is unusual for a Machine Gun, being that it incorporates many contradicting traits and can be difficult to use. High damage combines with a low fire rate and a slow mobility can offset many streaks, but when in a prepared position, it can do some real damage. It favors tight areas where enemies fall right into traps and holds a swift reload in the class, leaving most other options lagging behind.
In-Short: Ranged Firepower
===LSAT===
This modern Light Machine Gun utilizes caseless ammunition to reduce the overall weight of weapons. The LSAT Light Machine Gun is a step up in such regard, easing reliability and maintenance requirements. The weapon and research is still in the protoype stage and has yet to enter mass service in any armed force.
In-game, the LSAT shares the highest damage with the Ultimax 100, requiring a minimum of 3 bullets to kill. Even at a range, the variation will be narrow with the longest sightlines having foes sucumbing to a minimum of 5 unmodified shots. The LSAT also gains the highest gain of any weapon from Extended Clip, at a 50% increase. Interestingly enough, the LSAT's reload always remains the same, regardless of the amount of ammo left.
This weapon is unlocked for use at level 39.
====Strengths====
*Versatile
*Good firepower
====Weaknesses====
*Slow reload
*Lacks sole specialism
====Ideal Class Setup====
The LSAT has among the best versatility of the LMGs, with nearly every attachment being largely benefitting its performance. This build is going to be a stealthy defensive one, able to lay down cover fire while denying the enemy team potential advantages. Start the attachments out with the Outfitted Primary Tactical Package.
*Silencer: This barrel attachment is considered unusual for a Machine Gun build, but it will keep any shots fired off radar. Remaining in one position can allow a covert defense that can last a long time. Few groups of unprepared enemies can react in time stumbling right into an LSAT's sights and the silencer will mask your position to others in the area.
*Thermal Scope: A Thermal Scope will highlight enemies without Ninja; a white against a darker background and can be toggled to vice versa. This attachment works particularly useful with Smoke Grenades.
*Extended Clip: The LSAT has the most benefit from this attachment and experiences an increase of its magazine size by 1.5x. Using this attachment also permits additional ammo to start out and contributes to putting sheer volume of suppressive fire downrange.
====Perk Selection====
The perk selection is various, featuring a wide variety that can often put unconventional factors into an enemy drive.
*Scavenger: Scavenger replenishes a healthy amount of ammunition per blue bag dropped by enemies and also refills grenades and explosives.
*Blast Shield: There is no doubt from a single prepared position that enemies will attempt to dislodge you from your perch with thrown grenades and explosives. Blast Shield will help sponge up the otherwise fatal damage and provide the resistance of a roach.
*Blind Eye: Gives you invisibility to computer controlled killstreaks and halves the time required by a SMAW to lock-on to aircraft. Beware that you are still susceptible to getting killed by such killstreaks such as standing nearby a player without the perk, although Blast Shield can alleviate this somewhat.
*Recommended Secondary: SMAW
The SMAW combined with Blind Eye can make short work of airborne killstreaks with a quick lock on and having extra rockets available with Scavenger. It can also be a handy explosive to be shoved into a clustered enemy position to dish out some serious hurt. The lone obvious equipment choice is Smoke Grenades, being able to cloak yourself in an open sightlines or thrown into enemy positions to impair their own vision. With Scavenger, the Smoke Grenade supply remains ample, allowing a sound strategy to be repeated on unadapting foes.
In-Short: Resilient Defense
===MG36===
The light support weapon version of Heckler & Koch's G36, the MG36 features a Beta-C 100 drum magazine and a heavier barrel for longer range engagements. The MG36 has a tighter hipfire spread than the other Machine Guns and when combined with high damage, can be used to great effect in closer quarters. Up close, only 3 shots are required for a kill and may need 5 at a distance.
Like the Ultimax 100, the MG36 reloads slightly slower than an assault rifle and proves useful with a minimum of 100 rounds at its disposal. In this regard, it is slightly slower than its Singaporean counterpart. The reload however, does briefly obstruct much of the player's center vision during its process.
This weapon is unlocked at level 50.
====Strengths====
*Tight hipfire
*Versatile
====Weaknesses====
*Slow handling
*Reload obstructs vision
====Ideal Class Setup====
====Perk Selection====
This build will take maximum advantage of its versatility and will completely forgo any attachments to open the most points possible for perks from all four tiers to handle anything that can be thrown in your way.
*Sleight of Hand: The MG36 has somewhat of an awkward reloading animation and fortunately, a conservative player will only have to reload after a handful of kills. Sleight of Hand minimizes any downtime spent in the process and allows a clear view of the changing environment to help attain senses better.
*Mobile: Although being more of a defender, this perk comes particularly in handy with traversing long distances or making a hasty escape from danger. Mobile will increase the duration of the sprint allowing a greater distance to be covered and making up for the Machine Gun's slower speed.
*Hardline: Allows the quicker obtainment of killstreaks via one less kill and two combined assists to constantly support the friendly team or punish the enemy one.
*Blast Shield: Part of the defensive focus, this perk will shrug off enemy explosives such as a surprise C4 or Claymore. Remaining in a position means you're more susceptible to equipment use.
*Tactical Mask: Another section to the defensive loadout, Tactical Mask in turn will reduce the harmful disorienting effects of tactical grenades.
*Toughness: The final part of the defense, keeping sights on target is key. Using Toughness will reduce idle weapon sway while aiming and stem any means of flinching off target when being fired upon.
*Dead Silence: The underused perk of Dead Silence will negate any damage sustained by dropping down and will reduce your auditory presence by silencing footsteps and any vocal phrases whatsoever. You'll also be able to escape indirect senses of nearby Guard Dogs.
*Recommended Secondary: Knife
With zero slots for equipment, you'll have to rely on the MG36's raw firepower to give an edge. Remaining defensive and not taking crazy risks can definitely go a long way. Figuring out enemy playstyles can contribute greatly on how a situation can be approached.
Overall, the MG36 plays a bit different from its cousin weapons. It has a unique ability to excel without any particular attachment and in contrast, accepts most of them graciously.
In-Short: Hammer Slammer
==Sniper Rifles==
Sniper Rifles are designed to neutralize hostiles from a long distance using the fewest ammunition possible (One shot). They have multiple designs and calibers from light marksman rifles for portability and long range combat to heavy high-caliber anti-material rifles which are devastating to enemy infantry and light armor alike.
With unmatched acccuracy and range, the sniper rifles are a whole different ball game from the other weapons.
===SVDK===
A similar design to the familiar Dragunov rifle, the SVDK's armor piercing rounds can make short work of targets. It deals the lowest damage of the sniper tier, having a one shot kill zone in the head, shoulders and upper chest. Dealing a kill with a single shot requires the utmost precision and a skillful player. Equipping the silencer does shorten the one shot capability to only the head, but retains its two shot kill. Therefore, it might be the best option for a silenced sniper rifle.
Despite the low damage, the SVDK does have low recoil and a good firecap. Aim is seldom drastically thrown off when firing and it is prime to follow up with a second shot to finish off a wounded quarry.
This weapon is unlocked at default.
====Strengths====
*High rate of fire
*Low recoil
====Weaknesses====
*Small one hit kill zone
*Slow aiming
====Ideal Class Setup====
This class puts the SVDK's versatility to nearly its best potential. Rather than suit it to a primary sniping role, the weapon instead is placed in a designated marksman type of playstyle. Much of it will be reliant on knowing the enemy's location and planning their next move before they can act.
*Variable Zoom: This will enhance the weapon's flexibility between a lower and a higher zoom option. Remaining in a good sniper position means that foes at all ranges will eventually appear. The two zoom settings can be quickly adjusted to suit such needs.
====Perk Selection====
The perks to this build are essential in keeping aware of enemy locations, but masking your own and it also requires crucial accuracy, as a near miss can prove costly.
*Spotter: Spotter's ability to identify distant targets is crucial, especially in environments where visibility is impeded. All enemies except those with Blind Eye can be easily seen and disposed of.
*Toughness: Remaining steady even while taking fire is also essential to the setup. Less intensive flinching can prove surprisingly useful; sometimes gunbattles with precisely aimed shots can triumph over sheer firepower.
*Ninja: Ninja's best asset is that it will remove a your red name when being targeted by enemies. You will also be able to escape Thermal and Scanner scopes and enemies will not be alerted whenever you call for support in the form of killstreaks.
*Blind Eye: It takes just one killstreak of any kind to ruin your sniping spree. Use Blind Eye to avoid detection by AI support.
*Awareness: Although underused, Awareness provides a keen-eared player with enemy movements amplified, providing enough warning of an ambush attack. It also sends out a ping which can highlight nearby enemies attempting to sneak up after scoring a kill. This is handy regardless of what range a hostile was neutralized, any blind spots can be covered momentarily.
*Recommended Secondary: TDI Kard
Any of the sidearms are useful, however since sniping can be a dangerous act and others enjoy taking them at a close-range disadvantage. The TDI Kard is handy for it's extremely quick drawing time and sufficient rate of fire to quickly dispatch a close range attacker. While it does have a high level unlock, a useful alternative is an MP5K, which is available much earlier.
In-Short: Deadeye's Skill
===DSR-50===
The anti-material production of Germany-based DSR Precision. This massive bullpup bolt-action rifle is a go-to option for tackling single enemies with a powerful punch. In contrast to the SVDK, the DSR-50 has the ability to neutralize almost any armored target at any range. The impressive accuracy and handling make it a huge danger to anyone opposing it on the battlefield. Like many snipers, it will struggle in close combat situations and it's lower rate of fire ousts it from being a favored choice in the middle of heated gunbattles.
This weapon is unlocked at level 12.
==== Strengths ====
* Excellent OHK zone
* Easy to use
==== Weaknesses ====
* Small magazine
* Poor hipfire accuracy
==== Ideal Class Setup ====
The DSR-50 is best used to maximize its one shot kill potential. It has slower reflexive abilities like most of the snipers and its dismal hipfire abilities means a sniper will require aid of other equipment to keep their streak alive. This setup's primary focus will be that on having the perfect conditions so that a well placed sniper will be both well-prepared for ambushes and the ability to dominate sections on the map where opponents will think twice about venturing openly into.
* Thermal Scope: The Thermal Scope highlights foes in a bright yellow, making them easily stand out in an environment where they can be well hidden. Nearly any shot to an opponent will either kill or seriously damage them. Many will also use smoke grenades or the cover of foliage or darkness to conceal their movements and a Thermal optic does a fantastic job at rendering this act useless.
* Ballistics CPU: While Variable Zoom is also a good candidate, the sniper scope does give off a very significant sway. Holding breath works well to steady the aim, but the Ballistics CPU will lessen this drawback in order to pull off a possibly crucial shot.
==== Perk Selection ====
The Perks will be a combination of resistance and reflexive to help alleviate the key weakness of your blind side whenever sniping.
* Tactical Mask: Use Tactical Mask to lessen the effects of flashbangs and other stunning equipment that may be thrown in your direction to delay your reaction.
* Toughness: Toughness decreases both flinching and idle weapon sway to make a steady aim when combined with the CPU.
* Hardline: A careful sniper can easily rack up kills on careless opponents and reach the higher tiered killstreaks with ease. Use Hardline to boost this ability.
* Sling: Although this perk costs only one point, it is a key factor in the reactivity part of the setup. With Sling, a secondary weapon can be ready to use in less than a half second to put down a guns blazing attacker intent on ruining a sniper's day.
* Recommended Secondary: P90 via Overkill Tac Package w/Reflex Sight
The Overkill Tactical Package gives up a secondary weapon which nearly any of the submachine guns will compliment the loadout nicely. The P90 is a good pick due to the fact that it has plenty of ready and reserve ammunition to spray in the immediate direction of an approaching enemy. Shotguns will also work, giving reliable quick go-to firepower.
In-Short: Long Ranged Terror
===MSR===
===M110 SASS===
===OSV-96===