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In this episode we're covering the second assault rifle, the Enfield.
It's the first fully automatic weapon in its category, and is unlocked at level 6.
Hailing from the United Kingdom, the weapon is manufactured by the Royal Small Arms Factory, situated in the London borough of Enfield - hence the weapon's name in-game.
The more formal designation would be the XL64 - Experimental Land Service Designation, from the year 1964.
A bullpup weapon, with the magazine and action behind the trigger, the weapon was designed to fire an experimental round based on the then-nascent NATO 5.56 millimetre cartridge.
Although the XL64 'Individual Weapon' saw little use outside testing, it did lay the foundation for the later British service rifles.
This weapon was the predecessor of what was to be the SA80 series of weapons, which replaced the L1A1 SLR - the British made FAL.
Magazine mapacity is 30 rounds, typical for most assault rifles in-game.
The cartridge fired is known as the 4.85 millimetre SAA, and uses a smaller diameter bullet in the 5.56 case for lower recoil and improved penetration.
Damage is low, but remains relatively consistent at range - you can rely on a 3 or 4 hit kill in almost all situations.
The low damage is coupled with a slow rate of fire - 750 rounds per minute, making the Enfield's damage output lower than most.
This does make the Enfield more controllable when fired full auto, though, as a slower fire rate gives the weapon more time to settle.
There is some recoil, which can be an issue at long range - sustained fire can lead you to shoot above and to the right of your target.
One unique trait of the Enfield is its superior aim speed - at 200 milliseconds, this weapon handles like an SMG when aiming.
Reload isn't so bad, either - a little over 2 seconds is fairly average, but the low rate of fire will help make your magazines last longer.
Our second perk choice, Steady Aim, is a very strong choice for a close-range class - improving both your hipfire ability, and recovery from sprinting with the Pro version.
Given that the Enfield has the same aim time as an SMG, Sleight of Hand Pro is less necessary, as we've the best of both worlds; Fast aim with good hipfire.
Clearing rooms is easy, given that you'll be immune to claymores and swift to deal death up close. The only remaining issue is ensuring we can get close to the enemy.
Our third perk, Marathon, grants infinite sprint distance with the Pro variant and as such is great for classes reliant on getting up close and personal.
Marathon will keep you in the fight at all times, and will allow you to better manouever around your enemy to strike from where they least expect.
The Enfield's favourable handing characteristics coupled with Steady Aim make it a perfect candidate for a faster-paced game.
Take the enemy by surprise, hipfire up close and aim when necessary - essentially employ the weapon as an SMG, but with slightly more balanced long-range characteristics.
Playing aggressively can be a risky manoeuver - you leave youself open to a well-prepared enemy. But the fast aim time, coupled with Steady Aim, will tilt the odds in your favour up close.
By throwing some caution to the wind, and pushing hard against the enemy - you might just find ... who dares wins.
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