News - Does The Amr9 Actually Suck Warzone 2. Stats & Best Attachments
This is the series where I go into great detail with all of 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 moving on to the AR9.
Damage & multipliers
And starting off as always, let's have a look at our damage profile and generally speaking this gun is going to be a five to seven shot kill although with leg shots it could potentially take you up to nine shots to kill at longer ranges, in saying that though at least for that five shot kill in the maximum damage range it's very forgiving as long as you land one shot to the Torso or arms it will maintain a five shot kill potential and honestly it would be hard to hit six leg shots in a row without Landing a torso shot additionally, if you manage to land two head shots mixed in with body shots up close, you can reduce that to a four-shot kill, just like with the WP9.
I would say head shots are moderately effective, but only in close-quarters engagements beyond that maximum damage range. Head shots are literally useless for you.
Rate of fire & time to kill
Next, let's get into our rate of fire, which is pretty decent at 790 rounds per minute. What this means for our time to kill potential is that with a five-shot kill, this is 304 milliseconds, which is definitely on the slower side for an SMG.
Now, it's not so slow that it's completely uncompetitive and unusable, and you will still hold your own against a lot of the assault rifles. I just want to point out that it's not great by any means when it comes to time to kill.
Ranges & velocity
Next up, let's have a look at our range values. As we can see here, our five-shot kill range extends out to 16 1/2 M, which is not bad for a maximum damage range for SMGs, and then it's six-shot kill potential will extend out to 38 M, and anything beyond that is going to be at least a seven-shot kill.
It's also worth noting that we have an amazing bullet velocity for an SMG at 625 m/s. This is the fastest in the SMG category by a noticeable margin. Then, getting into hardcore game modes, we do get a one-shot kill as long as we're hitting the torso and arms in that maximum damage range, so from 0 to 16 to 12 M, and then we can still maintain a one-shot kill potential to the head out to 23 M, but anything beyond that is always going to be a two-shot kill, and also at any range, if you shoot them in the legs, it'll be a two-shot kill.
As for hitfire, it's basically just bang on average for SMGs. Here, our minimum hitfire spread is 2° per second, whereas our maximum when moving is 6.1° per second.
And now let's get into recoil, and this is finally an area where the amr9 does itself, or an SMG. At least, as you can see here, it kicks basically straight upward; it doesn't really lean super hard either left or right.
However, you will see a little bit of a zigzag as it kicks upward. And on top of that, it is worth noting that the initial recoil is higher than when you continually fire the gun, so for the first several shots that you fire, we'll see a bit more of a vertical climb than the rest of the shots that you fire in a magazine. In general, though, this is definitely one of the more accurate SMGs in the game, and that's one of the few upsides with the AR9.
Handling & reload add time
Now let's get into our handling statistics. Our aim down sight speed is quite slow for an SMG at 240 milliseconds; that's much more along the lines of what you'd see with an assault rifle, and unfortunately, it's got a terrible sprint to fire time for an SMG at 206 milliseconds for our standard sprint out time and around 300 milliseconds for a tactical sprint out time.
Again, this is right around average for an assault rifle, and it's horrible for an SMG, so at least when it comes to handling. I really like to make sure I'm treating this like an assault rifle, not an SMG. In saying that, though, at least there's one solid upside to handling, and that is our reload ad time, which is just 1.33 seconds, which is very fast, and honestly, this is one of the reasons I tend to stay away from the bigger magazines on this.
I'd rather not hurt my handling ability even more, and instead, I like to use that attachment slot elsewhere.
Now, finally, for the base stats of the AR9, let's have a look at our mobility stats. For all of these areas, it's either the worst or at least tied for the worst within the SMG category, and most of these stats are more along the lines of what you'd see with an assault rifle, with the exception being the aim walking speed.
While it is the slowest in the SMG category, it's still at least noticeably better than assault rifles in this game, so you can really see they're trying to position this gun as an SMG assault rifle hybrid, and that's going to wrap up all of the basic stats of this gun. I do want to point out that we are expecting an aftermarket part to come at some point throughout season 1, and apparently this is going to be a double barrel mod for the AR9.
Amr9 - accuracy build
However, what I found is that in order to get that, you would be sacrificing so much to your aim-down sight time that it just doesn't make for a very viable gun, at least for regular multiplayer, and with this build, our aim-down sight speed is at least somewhat viable at 285 milliseconds. This is still extremely slow for an SMG, but if you're treating the handling as if it's an assault rifle, this isn't too bad.
Additionally, our sprint-out time is very slightly improved but still very slow for an SMG. We do get an 11 and a half% boost to our damage range, though, which is really nice, so that five-shot kill potential is especially extended a bit more, and our bullet velocity is also improved up to just about 650 m/s. So that's a perfectly viable build if you're trying to be really accurate with the AR9 and not play Super aggressively.
Amr9 - stealth build
Next, I want to share my balance stealth build, and this is actually my preferred method of running the AM9. And with this one, we're using the tectonic micro-integrated suppress barrel, the DR6 hand stop once again, the SA ZX grip, the DAV 15 light tactical stock, and finally, once again, the Mark II reflector.
I'm just not a huge fan of the iron sights on this gun, and with this particular setup, it's still pretty accurate. It's definitely more accurate than the base version of the gun, which is nice. Our aim-down sight speed is also much more along the lines of what you'd actually expect out of an SMG at 209 m/s.