News - I Created The "secret" Meta Warzone 2 Multiplayer. Best Lachmann 556 Class Setup
Intro
So in today's article. I'm going to be using the Lochman 556, and here's what I can tell you about the thing: it's actually very comparable to the MCW, you have a super low recoil pattern, you have a very good damage range by default, and overall, it's not a really slow-paced weapon. It's a very overlooked one, in my opinion.
In this game overall, a lot of people tend to go back to when they used Modern Warfare 2 weapons to the tack 56, the M4, the MP7, and the Vasnev because those are the MW2 metas. This thing is ridiculous. Let's just say that it's definitely the best MW2 weapon that you can be running here in Modern Warfare 3, and I have a ton of fun using it.
I think you guys are as well. You guys definitely have to throw on these attachments and give this thing a try.
Secret meta
We're going to start our build here with a stock of the Lockman S76, a factory stock that gives you aim walking speed and sprint speed, just to help your mobility a little bit. This is a very versatile weapon.
It's good at close range, medium range, and long range, so you're going to need some mobility to help you with your, you know, close range engagements or your movement. I'm going to hide my screen here or my face cam so you guys can see that you are gaining, not much to overall movement but the ad's movement speed.
Stray speeds are what you're really going to gain here for a magazine. I'm going with a 40-round mag. Keep in mind that you don't have to use this one, but with the increased ttk, I do like to run extra bullets or a larger magazine size. There are a lot of my weapons in this game if you want to Chuck a laser sight, so feel free to do so.
Maybe an optic is the attachment you can take off for an ammunition type. I have the 5.56. NATO high-grain rounds to give us a bullet velocity and damage range increase. I personally don't like to run barrels, especially on the MW2. I'll show you in a second those barrels and why I don't run them.
This is going to give you an increase of 15%. So our damage range is 38.3 M, which is above the MCW. After all of the Nerfs to the weapon and our bullet velocity is also on par with the MCW as well, so statistically, it has a very similar overall damage value and damage range; it actually might be better than the MCW, so I'm sure somebody's going to do some testing on that, like exclusive Ace we'll see, but I'm going to Chuck go over to some barrels.
You can see that, so while some of the barrels do give you some better statistics, the big glaring negative is going to be the loss of movement and aim-down sight speed. Specifically, aim-down sight speed here is 36% lost. 15.2%—even 11% when again another 14.9, at the end of the day with my setup, we're at 282, milliseconds for the aim down sight speed; these are all over 300, so the high green rounds definitely do a good enough job.
You don't need to Chuck on a barrel for the underbarrel; here I have the Curo Reno 3 vertical grip, so this is going to give you gun KCK control for vertical recoil control aiming. Auto wayway and fire aiming stability, so one thing Sledgehammer talked about or Sledgehammer Gams The developer of Modern Warfare 3 says that in order to control the shake of the Modern Warfare 2 weapons, they implemented fire-aiming stability.
Certain attachments will have fire aiming stability, which will more or less control the visual recoil that is on the Modern Warfare 2 weapons, so I wanted to cover that, but I also wanted some recoil in return as well, and we're getting 14.1 for the gun kick control and 12% for the vertical recoil.
And, on top of that, we're getting that fire stability, which controls that shake, and our final attachment is the Z35 compensated flash H. It's going to give you a shorter radar ping by 30%; you're going to show up on the radar 30% or come off of the radar 30% quicker than if you weren't running this.
We also get vertical recoil control, horizontal recoil control, and then even more fire aiming stability, probably the most important attachment of this build. I would say, and that's not crazy in the form of recoil 5% to the horizontal 15% of the vertical, but it's that fire aiming stability when you match that up with the barrel.
The shake is almost non-existent. Here are all of your attachments on the screen. If you guys needed to pause the article and copy that down, I highly recommend you do so because this one's super fun, and like I said, it might just be the best assault rifle in the game. Actually, here's also the rest of the loadout that I was running for the gameplay.
If you guys also wanted to copy that down, we're going to be heading over to a couple of maps here that got some changes in hardpoint to the hill rotation, so, as you guys are going to see. I'm not very familiar with them, but overall. I actually think they are positive changes, and they feature the weapon really, really well.
We get to feature it in close range, medium range, and long range. As always, let's get into it. I hope you guys enjoy it.
Terminal game 1
So in this article, there's going to be two maps that are new—hardpoint rotations—that I'm not familiar with. I didn't even realize it, but the second game is going to be high-rise. I didn't even know they changed. A hard point on that map. I guess I just missed it in the patch notes. I know for a fact they changed it on Terminal, but I think for Terminal sake, it's actually much better like much better The only thing is that I don't like this first hill; I'm not sure I'm there.
I don't think they know what game mode they're playing; it doesn't look like they know what game mode they're playing because there is no aggression here. Okay, you got it. You got it. I almost didn't want to kill him off, though. Stand the target, area we got a swarm, but I'm definitely not touching.
Are they leaving again? They're leaving again. That's so unfortunate because I'm popping off. It always happens when I'm popping off. You know, it's never when I'm doing terribly that it wouldn't make sense. It wouldn't make sense for them to be leaving games and doing terribly when I'm popping off.
You know what I mean. 1735 is pretty embarrassing, I do say so myself. The hill rotation seems good; I think it's an improvement. Listen, if you're going to leave, I'm cool with it, like you can leave, but don't waste my time here changing mags, SEC. Wait, that thing kind of melts. That thing was kind of good.
I saw the scope, and I'm like, eh, hell no, but wait a minute, that thing was kind of, well, super, surprisingly, really good for what it's worth, like it had no recoil. I was extremely surprised. Sometimes it's those weird attachments that end up being good. All right, they got the hill. This game's lasting a little bit.