News - Reduce Recoil & Increase Range Warzone 2. Explaining Weapon Tuning & How To Build Your Gun
3 most important things
Today, I'm going to teach you how to build and tune your weapon. As you know, weapon tuning is a brand new feature in Warzone 2, and it is absolutely necessary for you to have success and get more kills. It is something that all the pro players are doing, and it really allows you to create that perfect gun for yourself now that we're talking about building and tuning a weapon.
There are three main things that we're balancing in advertising: speed, range, and recoil. Now, with submachine guns, we're also factoring in mobility, but for the most part, it's going to be all about range and recoil.
Explaining types of recoil
Let's go ahead and start with the recoil right here. You've got recoil steadiness, Recoil stabilization You have recoil smoothness, and you have recoil control.
Why they have four different types of recoil, I have no idea, but here's the overarching theme: recoil. Stabilization doesn't do much for you to recoil, and smoothness does not do much for you to recoil. Stability helps a little bit, and recoil control helps the most, so you just want to keep that in mind when actually choosing your attachments.
Attachments
now, First things first, let's go ahead and start off with it. This is an AR; this is a lock. I'm going to tune it out exactly how I like to and really show you my process for tuning this gun. We're going to throw on some polyatomic here just because I love the camo, and we're going to go ahead and start with the 60-round bag.
60-round mags for an AR are definitely necessary in, you know, the bigger map, and when challenging quads, of course, if you're playing solos, you can do it a little bit differently. You generally have a Big Mac, but let's really just focus on the lockman here. 60-round mag, no tuning. Now I'm going to build the gun, and then I'm going to tune the gun.
Next up, we're going to go to High Velocity. High velocity helps with bullet velocity, which really helps on the big map because it gets the bullets to the target quicker, allowing. You know there's less bullet drop, so if you're fighting somebody at 70 or 80 meters, you can potentially still hit headshots.
Now, let's go ahead and talk about the muzzle here. There are a lot of different options for muzzles, and one thing that I like to keep in mind is that sound suppression is not an issue. You don't pop up on the mini map when you're actually shooting, so I'm not looking for a sound suppression, and you lose a lot of ad speed, but again, this is how you go about building your gun.
You do get a little bit of bullet velocity and damage range. I tend to lean towards the back here, which is vertical and horizontal recoil control; now, this is all just testing out, and I'm going to show you exactly how I test it, but let's go ahead and let's go ahead and throw on one that I wouldn't use right now; let's go ahead and throw on the X10-ported one right here; let's just try it out and see how it feels, and I'll show you how I go about finding the perfect one right here for you.
I know I don't need movement ads. Speed recoil controls both velocities; that's good damage, rage, and bullet velocity; that's a good one right there; let's go ahead and go with this one through the lockman wrap. Barrel, we've got bullet velocity, we've got damage range, and we've got recoil control right, which helps with the range and helps with the recoil, so let's go ahead and equip that, and then we kind of have a few options.
Right here, a lot of people are running the F-tap gripper, as I said, with recoil, stabilization, and stabilization. does not do a whole lot for you, so let's go get the rear grip first and see what happens when we put it on. Okay, so there's nothing to do with recoil; control is my main focus. Let's go to the stock here.
By the way, I am running no optic, so you can actually get away with it; it's kind of scary how much you can get away with it, but you don't need like a 3X or 4X optic for the most part. So, we've got recoil control and aiming stability. Sprint speed Sprint speed is okay, so let's go ahead and go with recoil control right here.
So that's our initial build. Let's take a look at it on the firing range real quick, which is down at the bottom, so the recoil feels okay. You know, if I were to just let this go, it's got a little bit of vertical recoil that feels pretty good right there, and there's not too much horizontal recoil, obviously. Reload time is right there; ABS time is slow, so now we need to adjust a little bit.
How to tune your weapon
I actually kind of like this a lot, and this is one where, like I said, I hadn't used the port, but the port is actually kind of nice, so let's go ahead and go to the ammunition first. You know, in terms of this, we're kind of going to leave that balance alone.
We've got damage range, and let me explain this weapon tuning right here, and I want you to focus on the graph first. First of all, look in the bottom right-hand corner of the screen and see the little chart right there. Now, this may not be the best one; let me see if we go to this one. Okay, this is a good one.
See how in the bottom right-hand corner of the screen, accuracy and recoil are increased, while mobility and handling are decreased. Okay, so you know when we're looking at tuning, it's still going to give us that increase or decrease. This changes is the amount, so as I go to the ads speed, you can see that the ads speed gets a little bit better and I don't need to aim for walking steadiness.
I'm never going to be walking around a corner with my AR; I'm going to have my submachine gun out, so I'm going to be using AD speed. Do I need aim walking speed? I don't really need aiming stability, yeah, because that's going to allow me to be more stable at range when I'm not actually shooting somebody; I'm just looking.
The other thing I want to talk about here is a kind of law of diminishing returns, so, you know, that's not really a great example. Let's go ahead and jump to let's go to jump to here now; let's go ahead and put in some recoil stabilization, see. How do you get to a point where, you know, the left side of handling just starts to bounce you?
You don't always have to max this thing out. Now this one I do want to max out because, of course, look at the recoil right, so that goes all the way up but then the ads speed actually pops back out a little bit, so we're going to put that all the way up and then we're actually going to go to gun kick control.
This is a great example right here. The Recoil See how the recoil doesn't really move from here to there? What I'm actually going to do is I'm going to bump this down a little bit. I'm going to go to the point where, you know, I get good gun kick control but I still have pretty good aiming idle stability; it doesn't fully take it off right there.