News - Best Loadouts Based On Player Skill Level. Which Loadout Are You. Warzone 2 #buildgod
So anything up to 100 meters from the target will do 50 damage, and then anything beyond 100 meters will do 25 damage. Obviously, these are not actual numbers. I don't recommend using them because obviously, on SMGs it's a different scenario because the damage range and the damage falloff is going to be a larger deal just because the gunfights are so much closer.
At distance, adding, you know, 10 to 15 extra meters before the final damage drop off isn't going to make that much of a difference, especially given the fact that overranged, the damage is drastically decreased, and then getting into the vasnes built on the muzzle, we're going to have the brew and pendulum for the undershot.
Barrels have the agent's grip for the magazine. I have the 45-round mag for the stock; I have the Mark Eve R7 stock; and then the barrel; the Cavs won a 381, again, in millimeters. For that 80-foot walking speed because, obviously, walking is your best friend in this game, we have the agent grip making a return all around.
This setup is again for the mid-level player, but pretty much all players can use it. Again, this is considered a mid-level loadout, but this is kind of your "do it all" loadout. Okay, last but not least, we have the pro-level loadout. This is going to be the hardest to use, but it's going to have the best damage output and the most mobility.
The secondary is what makes it a pro-level loadout. This loadout is for players that are always in control of the gunfights; they can decide when they're going to push first, so the start of the loadout is going to be the cast-off 762. This is a high-damage High-recoil weapon: this thing literally just shoots nukes.
It does 38 damage to the body, but the absolute kicker part of this and why it's made for these high-level pro players that have insane accuracy is because it does 54 damage per headshot. If you could somehow manage to hit all headshots, you could kill somebody in five bullets. That is insane. Fast again The recoil on this is going to be a little bit thick, so the setup reflects that again; this is for those players that are going to be in control of the gunfights.
They're going to know the ranges that their weapons are effective at, and they're going to be able to put themselves in a position to go ahead and use them to their maximum potential. The secondary that I am rocking with this setup is going to be something for Max Mobility. A weapon that I think has the most finesse, takes the most skill to use, but overall can be the deadliest is going to be the Lochman sub.
This thing has insane mobility specifically, with the setup I have built, and the reason I have it set up for Max Mobility obviously is that way you can finesse and all that kind of stuff, but also for changing your position as quickly as possible. If you're going to be in control of the gunfight, you're going to have to be able to get from point A to point B as quickly as possible and get yourself in position with your team in order to control the gunfight.
Alright, so getting into the setup for the cast off 762, It has the ZLR Talon 5 muzzle. The underrail is the F-TAC Ripper 56 for the magazine. I have the 40-round mag for the optic, the AIM Op V4, and then for the barrel, I have the Kaz 10-584 millimeter barrel. Now, obviously, with attack 56, the reason that you don't want to use a barrel is because they don't extend the damage range, but the reason you want to use a barrel on this weapon in particular is because this barrel does help with your recoil control.
This weapon has insane recoil, again making it for elite level players, but adding the barrel and tuning it the way I have tuned it will help mitigate some of that, making it a little bit easier to use because at the end of the day you're going to be wanting to go for head shots with this obviously.
With the more vertical and jarring recoil if you aim at the chest, you could probably mix in a couple of headshots along the way, thus dropping the ttk drastically. And then, getting into the Lochman sub-build, this is your Max Mobility Lockman sub again. Max Mobility is going to be for players that need to get places fast and are in control of the gunfights, and when they want to push, they want to do it with overwhelming force, and this build reflects that for the muzzle.
I have the Bruin cubic comp for the underbelly of the agent's grip yet again in the magazine. I have the 40-round mag for the rear grip. I have the Lachman TCg10, and then the thing that makes the mobility so, so incredibly fast and so incredibly great is going to be the LM stockless mod, basically the no stock on the MP5.
You can zoom around the map with the mobility being so high, which throws people's timing off. For example, most people know that if they see somebody crossing the street, they can kind of figure out where the person is going to be, but because you're moving so fast, you're going to be there a lot faster than they're expecting, thus being able to catch people off guard and take an advantageous position anyway.
And pros, feel free to use any of the loadouts; use what's best for you. For me, somebody who plays all day. I'm one of the people that wants kind of the do-it-all loadouts, so the mid-tier loadout works best for me, but I did use the RPK obviously, as you guys saw in the gameplay, and it was absolutely insane; I enjoyed it a ton, and then obviously, the cast-off 762.
I was shocked with some of the kills I was getting. It was killing so incredibly fast anyway. As always, I hope you have a fantastic rest of your