News - I Used These 5 Classes To Hit Iridescent Warzone 2 Ranked Play. Warzone 2 Season 5
Welcome to this article. In this article, I'm going to be showing you my best class setups that I've used to hit Iridescent in model 3 rank play in season 5. Isashi, for all my Cod live streams, especially for the Modern Warfare 3 beta. I'm going to be streaming the Modern Warfare free beta live on Twitch, both weekends when the beta is live in October, so that's really not too far away, so make sure you follow in the Twitch stream.
Now getting into these classes Here at UPS, I've got kind of like five main classes that I use. So we'll start off with the first main class. This is the first main class that I've been using. I mean, I've got all these different classes here, but here are the five main ones that I use. So starting off, as I'm an SMG, subplayer is the main role.
I've got two subs that I mainly use; the first one is the vas build, so start off with the vas. Here with the vas, going into the gunsmith, we got the spiral sorry, wrong one, spiral flash hi, and muzzle. You're going to lose a little bit of ad speed and stability, but it's all about increasing that recoil and steadiness.
You've got the muzzle flash concealment, but that doesn't really impact it, but the spiral is by far the best muzzle for us on any SMG in this game. Next up, we've got the shark fan underbarrel. This is by far the best underbarrel to use on any sub. For the most part, maybe just because it has no cons, you know you can use certain things, like the Edge 47 grip.
However, as you see, you do lose a little bit of ad speed, so this is by far the best one to use on the VS because you don't need too much recoil or control. On the vasn, and it's going to give you better aiming stability, now next up, we only have four attachments here, as this is the main kind of pro mess up that all the pru.
We've got the true tack rear grip, so you got better Sprint speed, better Sprint to fire speed, or better Sprint to fire speed, sorry, and better ad speed, losing a little bit of recal control, and then finishing off with the OTR stock for better Sprint speed. aim walking speed, so you're able to move around the map a lot faster with the sub.
That's the main role when you're playing a sub. You need to be rotating around hard points breaking hills, and you really want good movement speed; for that, you got to lose a little bit of aiming stability there. Now, finally, if you do want to change this car slightly, you could potentially add the high-velocity rounds here to the ammunition.
You know I'm going to get you a few more war bangs here, and you're going to have a little bit more recoil. But I have made a class on that before, but personally, I like to run the four attached here now when I'm running a sub. I'm running combat knife, stun Grenade on my tactical 7 t on the lethal my perk package personally I choose for double time then bomb squad and fast hands as the bonus perk You know, when you're it's really good for you as well when you using a sub as it does seem like it makes you run slightly faster around the map, especially when you don't have to sprint.
So that's why Fast Hands and, of course, Dead Silence, where you run the sub, are sorry for you. Yeah, it's really important to be running the dead silence; all the AR should be running trophies on your team. Next up for the next subclass we have here is the MP7. Currently, the MP7 is so busted in one rank play that it's been G in certain things, like the XP league in Europe.
So getting into the MP7 here again, we're going to start off with a spal flash of the muzzle. As I said before, it's the key staple of any SMG, whether using the lockman, the vasnev, or the bell, Is by far the best attachment to use again. You got that it's losing a bit of ad speed and a bit of aiming stability.
Next up here, we have the Commando for grip under Barrel. This is by far the best underbar to use in order to increase the recoil stability on the MP7 because this gun can kick quite a bit with the Commando for grip. This thing turns into a laser beam, so it's actually really good for medium- to long-range gunfights with the SMG, even though it really does shred out close with the HED multiplier, losing a little bit of ad speed here.
Next up, you get the 30-round mag; it's going to give you better movement speed again. All about that movement speed with the subtitles moving around the map in time—this is really key. 46 next up, we have the soldier RAR grip for better Sprint to fire speed and better ad speed, losing a little bit of recoil control again there, and then finally finishing off the demo rxt stock for better Sprint speed and better ad speed, losing a little bit of recoil speed, and it's good for that.
Crouch movement to spe You know, maybe if you play Search and Destroy, you try to crouch and walk around the map without making too much noise, allowing you to move around the map slightly faster, which could be really key in certain search and D moments. Now the rest of the class is very similar to what my V build was to: we've got the combat knife, for the melee, we've got the stung grenade Tactical Sensex for the L4, and then for the perk package, it's the same as the best.
I'm running double time with bomb squad and fast hands because you really don't want to be getting Ned when you're trying to hold half points with your sub, or, as you know, a lot of people throw CX grenades where they try to hold a hard point in a block of a location, whereas if you get bombs, it just allows you to take a little bit of explosive damage, which is really handy in half again, finishing off with dead silence.
Now there is one variation I like to use with this class, and it's whenever I'm playing Hydro. Whenever I'm playing Hydro, I use this. I thought it was this class; I might have changed it. But what I do when I'm playing Hydro is go into the gunsmith and put a pistol on rather than a knife because if you're ever in the water, especially when you're kind of going through a flank on a rotation, you can actually use your pistol in the water, which is really handy, especially at the start.
A lot of people dive into that water straight away, so a lot of people have combat knives out, whereas if you've got the pistol in the water, it's going to give you the instant upper hand, and you can just secure that key kill at the start of the game or maybe on a really good rotation when you swim through the water with dead silence trying to flank around the back.
It just means you can pick up a kill in the water, which can be quite handy on a hydro. Next up, the third class I like to use when I'm needing it to use an insertion destroy is the sniper class. So getting into the sniper class here, we have the SPX 80 now. I know this did get nerfed in a recent update; however, it doesn't seem like too much of a nerf.