News - Ranked Best Guns. Loadout - Warzone 2
With a new edition of season 1 reloaded on January 17th, everyone is wondering what the meta class setups are, and here I'm going to show you what to use. Welcome everyone! Here we drop No Nonsense guides that Subs can request without making everything sound op or broken. Remember to like, subscribe, and enjoy now.
Field, so to start off we're going to be looking at the most used SMG in the game it's the go-to by everyone including the pros and I'll tell you why, so to start off for the attachments we're going to be looking at the muzzle and we're going to be using a purifier muzzle break purely to reduce the horizontal recoil and the con is bullet velocity and range however we're going to counteract that a bit later the next option is a dr6 hand stop, very good attachment because it increases your ads Sprint to Fire and gives you that helpful aim walking, speed, next we're going to be using a grip and we're going to be using a rival Vice assault grip same as before it's increasing your recoil control at all ranges and the only con is aiming Idol sway which some people say is completely useless next up we're going to be using the go-to, marauder stock, and it's the same exact reason we're going to be using the grip, insane recoil control even though it's got a lot of cons that only negate a small amount of.
Stats, and for the final attachment, we're going to be using a barrel, and we're going to be using the clay shot. Barrel, the reason we use this is because it contracts the previously explained bullet velocity and range issue, and the only con is a hip fire and attack stance that's going to be a large amount, so the other ones you don't need to consider because aim walk and sprint to fire are all counteracted in other attachments, so let's take this into the firing range.
So when you're using the gun, you want to be focusing on close range, sometimes mid-range, but never long range because you're just going to get beaten by an MCW right at close range. aim midbody recoil just focuses straight up so just pull down simple close mid-range is the exact, same it's very controllable and like I say even at long range it's still possible to kill however don't I don't advise.
It It's literally a laser. Now the next go-to gun after the Rival 9 is going to be the MCW, starting off with the MCW. It's the strongest assault rifle in the game, even considering all the band options, and the setup has some flexibility. Starting with the least controversial slots, everybody uses an optic due to the rules.
The typical options are the slate reflector or the MK3 reflector. Some people do use the model, but often, between these two, my option is the MK3. Next, we're going to be looking at the barrel. Everyone uses a Cyclone long barrel because it's a no-brainer with a Pros, TX spread hit. Fire doesn't matter, but your bullet velocity, range, fire, and aim stability just let you beam that extra distance.
Now for the next option, we're going to be looking at two main options for this and this is ability break with pure vertical recoil, which just means that your gun literally doesn't move even at long range, and the other option is the L4R flash hider. In Options, one gear has an aim-down sight difference but less recoil control, and the other gear's bullet range and velocity are negative, so it's purely optional.
I personally use a flash hider because I don't want to worry about long range, and the last two slots are purely controversial; typically, people use the underbarrel, the D6R hand stop, or the Phantom 5. One has additional sprint to fire speed, and the other has more walk speed. Your choice; it's these two of the go-to Phantom 5s personally for me, and last of all, the option that people pick is either the stock looking at the heavy.
Stock, some small changes, it's even more recoil control, which some people don't need, and a few cons, but each of them is very small, or the alternative option is the Obby claw, which has even more recoil control like the previous, but the only negative is aiming Idol sway at long range. Personally, I say test the gun out and see which feels more comfortable.
Some people prefer the walking speed at close range, and others prefer using a heavy stock for even more gun kicks, but then you suffer slightly at close range. To see how the gun plays, we're going to go straight into the firing range. It's very manageable recoil; it literally just kicks up slightly, and it's consistent even at all ranges.
Due to the bullet velocity, you can even kill people at far range without a problem. Now the third gun that everybody's going to be considering is a sidearm. You either use a gun or knife; however, the knife is now a two-hit kill due to the hot fix, so everybody uses a retti, and there are no damage attachments available.
No fire rate or anything; it's purely movement speed, so if the options are that you're going to be jumping onto Barrel short competition movement speed, aim down sight, no brainer. And the other attachment is a rear grip rear grip use eclipser. CU With this added movement speed, you can go so quick at the start of the rounds that it's going to be your go-to for pure movement.
Now the final option is an optic; some people choose to use a slate. Personally, I don't. Now that's three most guns you're going to be using, so let's hop straight into the full loadout you're going to use, starting with the vest. The option is just infantry; there is no other option, and it's a solid choice.
It's literally like using the old double time that everybody loved. Next, we're going to look at the tacticals. Due to rulings on smoke and stun only, however, as you can see, items restrict hard points and control. Everybody just uses stun. For the lethals, we either pick the seex or the frag seex, which explode quicker by default.
Frags can be thrown at a preset angle for some cheeky picks at the start of rounds, so it's purely preference. Personally, I use a CeX. Next, we're going to be looking at the field upgrades. The two options are the trophy system and dead silence. Trophy systems are limited in actual CDL; however, rank doesn't include this, so everybody could use one, and the other option is dead silence, which will only run if you're running TCT pads, and you'll understand why soon.
For the glove option, we're either going to be using the assault, which is mainly for the quicker, more aggressive people with like SMGs, so you can Bunny Hop and aggressively Peak. And for the slower players that are primarily using the ARs, you're going to be using the Marksman gloves; these give you more Flinch resist and reduced sway, so it just lets you have more DS at longer range more consistently, and that's literally it.