×
Lading in uitvoering

SMAW - Black Ops 2 Weapon Guide

2 leden

Facebook: http://facebook.com/XboxAhoy
Twitter: http://twitter.com/xboxahoy

This time, we're covering the SMAW.

First appearing in Modern Warfare 3, the SMAW returns in Black Ops 2, in a role nearly identical to the M72 LAW from the first Black Ops.

The SMAW, or 'Shoulder-launched Multipurpose Assault Weapon' is an American launcher based on an earlier Israeli design - the B-300 anti-tank launcher.

The B-300 was introduced in the late 1970s by Israeli Military Industries: the US SMAW is essentially the same weapon with a few modifications and standardised kit, and was introduced in 1984.

It fires an 83mm rocket, of which there exist a number of variants: the most common include the High Explosive Dual Purpose, or HEDP rounds, ideal for use against bunkers, and High Explosive Anti-Armor, for use against tanks or other heavily-armoured vehicles.

The SMAW also comes equipped with a spotting rifle, ballistically matched to the launcher for better first-shot precision. The spotting round used is a rather unusual cartridge: a 9mm tracer bullet, contained within a 7.62mm casing - with a .22 Hornet blank serving as a propellant.

In any case, the SMAW has proven to be a reliable and accurate means of tackling entrenched positions and enemy armour since its introduction nearly 30 years ago - and it is only in recent years that the US Army has sought a more modern replacement.

In-game, the SMAW is an explosive weapon, and so effective damage dealt is subject to a large number of variables.

Employed against the enemy, the rocket has a blast radius of a few metres, and you'll kill an unprotected enemy outright within a portion of this radius.

When facing an enemy with Flak Jacket equipped, only a direct impact will suffice - otherwise they'll walk away - injured, but alive.

When tackling air support, the SMAW will down anything it comes into contact with with just a single rocket - but any counter-measures the vehicle has will divert your shot, resulting in a miss.

UAVs and Counter UAVs are easily despatched: as are care package helicopters.

Most other scorestreaks will require multiple rockets: stealth choppers and escort drones require two, and the higher killstreaks will need up to three.

Rate of fire is very slow, equating to around 20 rounds per minute - or one shot every 3 seconds - when firing multiple rockets as quickly as possible.

Of course, this is only feasible as long as your supply holds out - given that you only spawn with one rocket, it's unlikely you'll reach this rate of fire outside of a Sharpshooter match.

You can fire rockets freely, or hold your sights for a moment on a scorestreak target to lock-on: this process is essential to reliably hit aerial targets.

Handling is slow all-round: while at least recoil isn't a factor, you'll need to endure the 300 millisecond aim time before you can fire.

In addition, your movement will be slowed to a crawl whilst you have the launcher equipped - at just 80% of the base speed.

Being a single shot weapon, there's no magazine to speak of - after every round fired you'll need to reload.

The reload process is pretty slow, clocking in at 2.5 seconds. Of course, this requires that you use scavenger - and that you have picked up a resupply bag - in order to have a spare rocket.

While I wouldn't recommend centring an entire build around the SMAW, it can form a part of an explosive-centric loadout.

Such a build can be devastating against enemies who tend to run in packs, but beware - your entire strategy can be rendered impotent by the simple application of Flak Jacket.

Effective use of the explosive weapons relies on a certain degree of anticipation of your enemy's movements, and use of map features to enhance your chances of a kill.

Most maps have natural chokepoints that can be exploited to secure multikills - and in objective games, depending on circumstances, there will be emergent chokepoints as your enemy funnels through towards their goal.

It is here that you should strike - taking advantage of predictable enemy movement will yield better reward.

The SMAW is the most versatile launcher on offer - none of the other choices will allow you to tackle both aerial scorestreaks and your enemy directly.

This makes it an ideal secondary for those wanting to cover a larger variety of possibility: with a SMAW and scavenger paired, you can deny the enemy's radar advantage all game long - and clear clusters of enemies near objectives, too.

However, if you seek to specialise, the SMAW's limited supply can be an issue: the FHJ is by far the superior choice for tackling enemy air support, and the RPG is better suited to sustained anti-personnel use.

Otherwise, the SMAW suffers from all the usual downsides of being a launcher: slow handling speeds, and unreliable performance when used against the enemy, courtesy of Flak Jacket's presence.

Still, adaptability is a trait worth more than most realise: and that is the SMAW's key virtue.

Volgende aflevering
S01E118 - QBB LSW - Black Ops 2 Weapon Guide
Bekijk de aflevering

Afleveringen (288)

Seizoen 1

Soortgelijke serie (10)

Let's Game it Out
Let's Game it Out
Honest Game Trailers
Honest Game Trailers
paulsoaresjr
paulsoaresjr
DanAndPhilGAMES
DanAndPhilGAMES
Giochi di Merda
Giochi di Merda
Razbuten
Razbuten
Wisecrack Philosophy
Wisecrack Philosophy
Oscillations
Oscillations
Henry
Henry
Best Indie Games - ClemmyGames
Best Indie Games - ClemmyGames