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In this episode we're covering Rapid Fire.
Starting life as the Double Tap perk in COD4, the faster-firing effect became an attachment in Modern Warfare 2, and has remained present as such ever since.
In real life, it would certainly be possible to alter the cyclic rate of a weapon by modifying the action: lighter parts and altered springs could work to this effect.
In practical terms, this is rarely done: such modifications would run the risk of harming feed reliability, and in any case fully automatic fire has little practical application in typical military doctrine.
In game, Rapid Fire is available for just the SMGs and LMGs.
It is entirely compatible with all other attachments, too - unlike its appearance in the first Black Ops.
The attachment's effect is quite pronounced, with major effect on your weapon - both positive and negative.
The principal intent of Rapid Fire is as its name suggests - to increase the rate of fire of your weapon.
It does this by quite a large degree: a 51 percent increase for SMGs, and 33 percent for LMGs.
This will ramp up the amount of damage you can dole out in any given time, and make a very noticeable difference to your performance in close quarters.
Of course, this faster consumption has intrinsic downsides: you'll empty your magazine more quickly, and will need to reload more often.
A faster fire rate will make the weapon's recoil more difficult to control - and in addition to this there is a 15 percent centerspeed penalty when using Rapid Fire, too.
Furthermore, your weapon's range will be reduced: LMGs will see a 40% reduction in effective range, whereas most SMGs will see their range cut by 60%.
The Chicom CQB and Skorpion EVO are hit hardest, however: with 75 percent of your range lost in exchange for the faster rate of fire.
As if this wasn't enough, your hipspread will worsen, too: LMGs will see a 20 percent increase to hipfire spread, whereas SMGs will see a 30 percent increase.
All in, your weapon will have a faster rate of fire - but at the cost of increased recoil and ammo consumption, decreased ranged damage and worse hipfire performance.
Rapid Fire is an attachment that can greatly increase your potential damage output, but it is a choice that comes at great overall cost.
It can prove effective with some weapons, however - the Mk48 and LSAT can be employed in a more aggressive, close-range way with the attachment, as the LMGs take less of a hit to performance.
The Vector K10 and MP7 prove quite usable too - their lower damage differential means the range loss is less of a factor than with the higher damage options.
Nevertheless, Rapid Fire will harm ranged performance across the board - so if you value your ability to effectively tackle opponents at a distance, it might be best to avoid this attachment.
The loss in ranged ability is most visible in the high-damage SMGs - the PDW and MSMC - and as such it is wise to preserve your ability at the periphery of your effective range.
The HAMR is probably best left without the attachment, too - the initial flurry of faster-firing shots are unaffected by Rapid Fire, so you can simply burst fire the weapon to achieve a similar level of output.
Still, at a close range there's no denying the increase in effectiveness that Rapid Fire can confer - and such additional damage can prove decisive in close quarters battle.
Should you seek a rapid response to quench an enemy threat, double tap this attachment to turn your gun into a bullet hose....
....and spray your opposition down.
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