News - Secretly Broken Loadout Mw2 - New M4 Class Build - Call Of Duty Warzone 2 Guide

Intro

Intro

This M4 loadout is outright unstoppable; I mean, seriously, the speed on this thing makes it feel faster than an SMG at times, and it has all of the angle-holding power that any other assault rifle does. This has really made me realize why the M4 was straight up banned from the Call of Duty League by the Gentlemen's Agreement.

This will likely be my go-to for the competitive game mode coming soon, which you can prepare for by coming and checking out our website, {112}. We are launching our website with tons of educational guides that will make you a pro in no time. The stuff we put there is insanely in-depth compared to the stuff we have here on YouTube, and you can get it for half off today by pre-ordering your subscription.

So let's start breaking down how this weapon plays and how we've gotten it to be where it is, for starters. The M4 is an insanely versatile gun, as it's not only super beginner-friendly but also has a very high potential to be a powerful top-tier weapon.

Class setup

Class setup

The way I have built it today is all about speed and widening that versatility to add in more pushing power, so to do this, we have some very key attachments. For starters, on the muzzle, we have the Echoline GSX. The reason we want this suppressor is because it adds sound suppression and recoil smoothness at the cost of a tiny bit of damage range.

The game that you see is going to have a minus two-year aim down sight speed, and that's not what we want for this. Our goal is to make this better at pushing for the tuning of the ECHO line; we have it maxed out on aim-down sight speed and bullet velocity. That's all you need for the tuning. The next thing we want is a fat, grimy laser.

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On the laser attachment, this one's really good because we are going to want to be able to still hold angles with our M4, and since the laser is visible at the hip rather than when you are aimed down sight, it means that when you're holding an angle, enemies don't get a chance to pre-fire. You can see exactly where you're holding the angle from when they turn a corner, and meanwhile, we also get a nice sprint of fire speed boost, which is exactly what we want; it doesn't increase our aim down sight speed at all, but that's fine because we want this thing to be good at pushing, so that sprint to fire speed is really key, and we're going to get our aim down sight speed from elsewhere.

We are using the X10 grip with the tuning set to aim at sight speed and sprint to fire speed, the same as all the other attachments so far. So far, it's been about sprint to fire speed and aim down sight speed, which are really important for how we're going to have this setup and built, and you're going to see just how quick it is.

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When we get around to our underbarrel attachment, we are going to be using the agent grip, and this is really important because underbarrels actually have their own sort of recoil pattern that they apply to weapons, and the agent grip in particular has a very clean one. It wasn't until recently, when I was doing a bunch of testing, that I realized just how good this grip is for tuning.

We have it just set at the standard between recoil stabilization and aimed on sight speed again, so depending on how you play, if you find yourself pushing more, you can go up in recoil stabilization, or if you find yourself pushing more, you can go towards aimed on sight speed. Either way, you want to keep it right in that sort of middle line for me, but just depending on how you play, you want to change that up, and then for aim and walking speed, you want that to be maxed out at the bottom of your tuning.

That is way more important than naming idle stability. That is what you need for the primary weapon; your secondary is, of course, as always. Your tactical, you are always going to want to use flash grenades; they are completely broken; in fact, they've actually also been banned from Call of Duty due to just how strong they are.

cod m4 class build

My favorite lethal is going to be the semtex grenade; they're honestly just very powerful, and there's not much else to say about them. They have a huge radius in this game, it feels like, and yeah, they do a ton of damage and are great for flushing out angles plus they're also good against riot shields, so there's always the possibility that our perk package is going to be a familiar one to those who have seen my other loadouts; we're going to be using the scavenger that way we have a good source of getting ammunition back when we're pushing a lot of hardened because tactical grenades are insane in this game, and you definitely want this one to sort of nullify the effects of either Hardline or Hardline.

Hardline, or Hardline Or fast hands because I like Hardline because it gives me more kill streaks, but fast hands is also great if you're not that worried about it and instead you just want something that helps you more consistently. Fast Dance is going to come up more often in a match than Hardline will, and then finally, we have Ghost.

cod m4 loadout

Ghost is growing to be a huge one. If you don't pick it, you go for a quick fix. But the reason why I like Ghost is because since we're running the silencer on our weapon, it's good to be able to flank people and not give them any way of actually tracking this down and finding it. The alternative to Ghost is going to be a quick fix.

It's much more aggressive, and you're kind of just hoping that the other team doesn't get any UAVS. That will spot you and make your volume honorable to being attacked, but either way, it has a high risk to it but a very high reward because Quick Fix is completely broken for when you're pushing and getting Quick Change of kills, and finally, for our field upgrade, we are going to want to use Dead Silence.

This is for when you're ready to push and you want to get behind the other team and go for a massive flank and the munition box. This is for when you are holding an angle. This should also be a very familiar setup on the field upgrade side of things, but anyway, that is the class setup, so let's go and look at how I did in game with this. This was taken live, so yeah, let's just let me show you how strong this setup is.

Gameplay

Gameplay

Okay, nice god, wait, where are they now? Shit, we've lost Alpha. I hate not knowing which way their team is going; let's use this: they're all heading towards the sea. No, no man, why is he doing that? Why is he doing anything like that?

And he gets a headshot too. And the team needs to cap some objectives to, like, force them out of their positions here for capping. This guy's going to have no idea I'm running behind him because of the dead silence. Another big thing is that I'm not like walking around with my hip fire out; if I stop sprinting, it's to say, Let's make this the hip fire laser, where it doesn't matter as much and later a nice little spray transfer can be made. Ah.

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