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This is the series where I go into great detail with all the stats as well as some excellent attachment combinations for every gun in Modern Warfare 3. In today's episode, we're going to be getting back into the battle rifle category and covering the MTZ 762.

Full auto damage & multipliers

Full auto damage & multipliers

And this is going to be a bit of a longer one due to all of the different damage profiles whether you're in full auto or semi-auto and whether or not you're using the aftermarket part so let's just Dive Right into this and we're going to start it off with our full auto damage profile, and with this in full auto we have an infinite four-shot kill potential, however in the minimum damage range at the longer ranges, it can drop off to a five shot kill but that's assuming every single shot hits him in the leg or the lower part of the arm which is honestly not going to be happening very often at all it would be difficult to do that so effectively speaking this is just an extremely consistent four-shot kill at effectively any range.

Full auto rate of fire & time to kill

However we can get a three- shot kill with this gun in the maximum damage range by mixing in just one single head shot and that's one of the big up sides of this gun it's incredibly effective, with mixing a head shot in when you're in full auto mode so I'd highly recommend that you try to make that happen whenever viable, as for a rate of fire in Fato this is 541 rounds per minute which means our four shot time to kill potential is 333, millisecs, now that's not an incredible Time to Kill by any means it's not so painfully slow that you can't keep up with anything but it is below average and you will be outgunned by a lot of the other guns in the game unless you mix that headshot in which case we're now killing in 22, 2 milliseconds.

Which is extremely fast and competitive for this game, so that's full auto and honestly not a bad gun at all in full auto mode, especially if you can mix that headshot in it, which actually makes for quite a solid gun.

Semi auto damage & multipliers

Semi auto damage & multipliers

Now let's move into our semi-auto damage profile, which, just like with all of the battle rifles, gives us a significantly different damage profile, and we even get some different body multipliers here, so with this, it's now going to have a three-shot kill potential at any range if you're hitting your shots to the Torso and upper arm.

However, it is also worth noting that we deal less damage to the leg, and we deal a little bit more damage than the leg but less than the Torso damage to the forearm and the hand, so we actually have three different body multipliers. And then, of course, we have our headshot damage, which, with this in the first two damage ranges, we're actually capable of getting a two-shot kill to the head in semi-auto.

Semi auto rate of fire & time to kill

And when we take a look at our rate of fire potential, it appears this is actually the exact same as our full auto rate of fire. However, for many people, reaching 541 rounds per minute is pretty difficult in semi-auto but definitely possible, and if you are capable of getting that rate of fire, this means our three-shot time to kill potential is 222 milliseconds that two-shot kill to the body, but it definitely takes a little more skill and effort to make this happen compared to just using the gun in full auto. Additionally, if we manage to get that two-shot kill to the head, we're now killing in 1111 milliseconds, which is practically untouchable in this game.

Ranges & velocity

Ranges & velocity

As for ranges, it turns out we have the same damage range drop-offs in full auto or semi-auto mode; it's just going to take one extra shot to kill if you're in full auto, and it's also worth noting that the maximum damage range isn't amazing by any means; it's only about 19 M, so therefore, in full auto, for instance, if you're trying to mix that head shot in, this is only really worth doing if you're within 19 M.

Also, our bullet velocity is excellent at 790 m/s; that's more than enough velocity for most of the gunfights you'll find in 6v6. And then let's just take a quick look at hardcore modes, and there's not much to say here aside from that this gun will always be a one-shot kill anywhere in the body at any range in full auto or semi-auto in hardcore game modes.

The only reason it should ever take more than one shot to kill is if you're shooting through some form of cover.


Next, let's have a look at hip fire. It's pretty standard for a battle rifle; it's exactly the same as the bass B, and while standing still, our hipfire spread is excellent. However, when you start moving or as you're continuing to fire, that maximum hipfire spread is pretty wide, and therefore. I wouldn't necessarily recommend hip firing unless you happen to be right up close and personal.

Recoil (full auto & semi auto)

Recoil (full auto & semi auto)

And now let's get into recoil, and we're going to start this off with our full auto recoil, which, as you can see here, is nothing too crazy; it kicks upward with a bit of a lean to the right; however, there is a little bit of side-to-side bouncing there; and also, with those initial shots fired, there's a bit of randomness.

As you can see on the left plot, my shots were bouncing around quite a bit within a small area, whereas on the right plot, they kicked up very normally, so you definitely have to be ready for some potential randomness when you first start firing this gun, but we can also tighten that up with attachments, as we'll see in just a little bit.

As for our semi-auto recoil, it's quite interesting; we actually have a little bit more recoil when in semi-auto mode, and that's a bit counterintuitive. You would think in semi-auto you'd have a more accurate gun on your hands but that's not the case it is the same general recoil pattern it's just you see slightly more recoil when in semi-auto assuming you're hitting that maximum fire rate cap , then let's get into our handling stats and our aim down sight speed is unfortunately the slowest in the battle rifle category for Modern Warfare 3 Battle rifles at 280.

Handling & reload add time

Milliseconds, however our Sprint of fire time is the same for all of the battle rifles at 231. Milliseconds, then when it comes to our reload ad time this is 1.65, seconds which is not bad not great it's just kind of an okay reload but one thing to keep an eye out for is the reload empty time when you fire your magazine all the way down to zero this is significantly slower at 2.6, seconds so that's something you really want to avoid with this gun in particular it's got a very slow reload empty time and then finally for the base stats of this gun Let's have a look at our mobility stats.

Welcome to Modern Warfare III Gun Guides! This is the series where I dive deep into the stats of a gun and share the best attachment setups based on tons of testing and data collection! In today's episode, we're breaking down the MTZ-762.
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