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The RPD is available as soon as you have access to create-a-class. It is a fully automatic weapon.
It is of Russian design, and was developed towards the end of World War 2, entering limited service in 1944.
It fires the 7-point-six-two by 39-millimetre Soviet M43 intermediate cartridge, the very same that the AK-47 uses.
The open-type iron sights resemble that of the AK-47, too - in fact, the RPD is a passable substitute for the AK until you reach level 70.
The RPD has characteristics typical for an LMG - it has a large magazine and deals considerable damage.
You can lay down substantial suppressive fire with this weapon, denying the enemy movement through chokepoints and effectively defending an area.
LMGs don't suffer from damage drop-off at range like most other weapons - with stopping power, 2 hits will kill at any distance.
The RPD's rate of fire is relatively slow, but the devastating damage means this isn't an issue, except perhaps at closer ranges.
One hundred rounds in the magazine is enough for almost 10 seconds of sustained fire, although I would recommend firing only in bursts.
The reload speed is very, very slow. 10 seconds, during which you are very vulnerable.
Movement and aim speed are slow, too - the RPD is a very deliberate weapon.
As the RPD is a slow weapon, Sleight of Hand Pro is a great perk to use as your aim speed will increase - allowing you to compete more evenly at close range - and the reload speed is decreased to a more acceptable level.
Bling can also be used if you can't decide between attachments - Grip and FMJ is a particularly deadly combination, but bear in mind your aim and reload speed will be a lot slower than your typical opponent's.
Stopping power is a must if you want 2-hit kills, but that's not to say the RPD is ineffective without - if you prefer another red perk you can probably still do some damage regardless.
You could use Lightweight if you wanted to counteract the sluggish movement speed of the weapon, but if you want portable firepower an assault rifle or SMG might be more to your taste.
Finally, for your yellow perk you have a free choice - I was using Ninja as it's my usual, but if you are staying still your footsteps are not an issue.
Steady Aim would help in close quarters, firing from the hip to repel flankers and surprise attacks, increasing effectiveness without the need to raise the weapon to aim.
Alternatively, SitRep coupled with FMJ is useful to detonate claymores through walls. SitRep Pro, once unlocked, will also give you a better idea of where enemies are coming from.
The RPD is a force to be reckoned with in defensive objective games, such as Domination.
If you stay in cover, anticipate your enemy's movement, and stay ready and aimed in, there is very little that will be able to break your defence.
It's best not to camp one spot for the entire game, though - stay observant and wise to the enemy's movement through the level. If you can anticipate the path of their offensive push, and are ready in a firing position, you can repel an entire group of attacking enemies before they have time to react.
With FMJ equipped, not even cover will save them.
The LMGs are not a common sight, but they're the perfect match for game modes such as Domination, and the slower, more tactical style of counter-offensive play is rewarding.
There are few weapons that have the power or magazine capacity to kill large groups of enemies quickly and effectively, but that is precisely where the RPD excels.
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