News - Best Loadouts Based On Player Skill Level. Which Loadout Are You. Warzone 2 #buildgod
In today's YouTube article, I'm going to be going over the top three loadouts that I think each player should be running. There's going to be a specific loadout for each player level, so one for a novice player, one for a mid-level player, and then one for an elite or aggressive high-level player. The skill level attached to each is just kind of a recommendation, so getting right into it means starting off with the novice level.
Loadout, it's going to be the rpk with the fennec. The RPK is one of the most overpowered weapons in the game right now; it does 30A of damage to the chest and 52 damage per headshot, so it gives you an insane TTK all while having virtually zero recoil. Loadout now: the secondary that's going to accompany the RPG, like I was saying earlier, is going to be the Fennec.
This thing is the most broken SMG in the entire game at this exact moment, and it's best for new players to be using it. A lot of the time, newer players simply don't have control over the gunfights; they can't control whether they're going to be in a close range or far range engagement, and a lot of the time since they're lacking that control of the gunfight, in a lot of instances it ends up being a super close range gunfight, and that's where the Fennec shines.
The Fennec does 27 damage to the chest. It's nothing to write home about, nothing special, but it does 42 damage to the head, and when you pair that up with the 1091 rounds per minute fire rate, this thing is absolutely insane. It literally deletes people. People move so fast that I died to one the other day; I thought I got hit by a shotgun.
That is how fast I died, so getting into the loadout for the RPK, the muzzle, I have the ZLR Talon. I have the F-TAC ripper under the barrel for the ammunition, high velocity for the rear grip, the demo, and then the optic. I have the AIM Op V4; again, this is more of a beginner style; low it out so it is set up for recoil control.
The way through this is that the gun, like I said, has very little recoil; it's phenomenal; it's over range; and the best part is that since it's an LMG, it doesn't have to have a magazine, so the ads are not that bad but you still get to have 75 rounds in the gun. There are circle rotation articles and a lot of other content around Warzone 2 in the works, so if you guys are screenshotting these, again, please consider subscribing.
As you can see in the ZLR, Talon 5 The tuning is 1.4. On the up and down arrows and then one on the left to right, if we go in game, you obviously have the up and down on the left, so this is tuned to 1.4, and then on the left and right on the bottom, you have the bullet velocity, which is tuned to 1.
I just wanted to quickly go over how to kind of read the graphic and work it. Now that you understand it, let's go ahead and get into the Fennec build. So here we are at the fennec build. For the muzzle, we have the synguard, or MKV, muzzle. For the underbarrel, we have the agent grip. We have the Fennec 45-round magazine again.
This weapon is for new players because it has that thousand rounds per minute fire rate, so you're definitely going to want a little bit of an extended magazine on it, so I have the 45-round magazine on there for the stock. I'm using the Agile Assault, 7-stack, and then for the optic, it is obviously preference, but the one that you're seeing in the article is going to be the Sigma IV optic a little.
The pros don't seem that helpful, but what you do is, when you go into the tuning, you obviously can do recoil stabilization, and that will help out a lot more than people think, and it doesn't hurt your ad speed. Moving on to the next tier, which is going to be your mid-level player, which is kind of like your FPS player who has played Call of Duty in the past, has pretty good aim and can get a little bit more aggressive, so they can have a setup that's a little bit more mobile and agile because they're going to be getting slightly more aggressive and they don't need as many rounds in the magazine.
This is just your basic all-around mid-level. Player, and this is personally the build that I like running the most, if I'm being completely honest, for this loadout is going to be the TAC 56, which is basically the equivalent of the Scar in this game. This weapon is insane for the fact that it has phenomenal mobility, has basically zero recoil with the setup I'm going to give you here in a minute, and the advertising is really, really good.
This weapon does 34 damage to the body and 43 damage to the head, so headshots are going to help, but overall, just hitting them in the upper chest or the torso is going to allow you to get a very good ttk, and while having really good damage output, the main selling point for this weapon for me at least is the pretty much zero recoil over range.
Obviously, getting kills over range is very difficult in this game just because the damage falloff seems to be pretty significant, so being able to consistently hit shots over a great distance will pretty much give you the upper hand in almost all games because you're able to get a knock at distance and then go ahead and push.
I do recommend pairing this up with the Vasnev, 9K. This seems to be what most of the wager players are using, and this is going to kind of be your do-it-all SMG. The reason it's kind of a do-it-all SMG is because it's kind of like the scar kind of that do-it-all AR. The Vasnes does 34 damage to the chest and 47 damage to the head, so if you can mix a couple of headshots into the mix whenever you're in a gunfight, it definitely will pay off greatly, but the Vasnes has that phenomenal mobility.
Ads walking speed is really, really big with SMGs in this game because obviously footsteps are super loud, so being able to ads walk whenever you're in close quarters combat is definitely a benefit, but aside from that, it has zero recoil, which makes it great not only for those close-range fights but also for mid-range fights.
I always swap over to the vanes because of that zero recoil and the damage falloff not being terrible, it will allow you to help pick up a couple of those kills that you might otherwise not have gotten all right getting into the build for the SCAR or the attack 56. On the muzzle, I have a nine-mono gauge for the under barrel.
I have the F-TAC Ripper 56 for the ammunition. I am using high velocity for the magazine, obviously, which is a 60-round mag, and then for the optic, it's the AIM Op V4. I'll answer that for you basically: all barrels do is help extend the damage range just a couple of meters; it's really not going to give you that much of a benefit, so just to put this into perspective or give a little bit of an example, let's say the last damage falloff of the attack is at 100 meters.