News - This. Fss Hurricane. Class Setup Is Super Overpowered. Best Class Setup - Warzone 2
So, today we're going to be taking a look at a major sleeper when it comes to Modern Warfare 2 SMGs. And that sleeper is the FSS, Hurricane. Let's go ahead and get straight into that class setup, and then I'll show you some gameplay after the first attachment, which will be the ZX grip, which will be giving us a boost to our recoil and control.
FSS, Hurricane actually does have a little bit of kick to it. The mobility is usually fine with this weapon, but the kick and The Recoil is the main issue that we have to solve so I recommend just sticking with the ZX grip on is a perfect first attachment, for this class setup if you want a faster build then you can use the x10 grip but like I said I think the mobility is perfectly fine on this setup already and, you are going to notice quite a bit of recoil if you decide to use this grip so I recommend just sticking with the ZX grip but if you're a pretty Advanced player and you can deal with some recoil.
then go ahead and throw on the X and grip, but either way, I did max out our sprints of fire speed on the attachment tuning for this weapon, and I definitely want to keep the left slider at zero. I know it says negative 0.03. But that's just because dead zones are broken. I'm pretty sure this tuning interface is going to be fixed in the future so that we don't have to struggle with our dead zones so much, but either way, max out your sprint to fire speed and keep your left slider at zero.
Next up is going to be the T60 factory stock; that is a crazy title, but anyways, we're going to be getting a booster for aiming stability and recoil control with this attachment. A lot of people like to use these demo Quicksilver stocks for their stock attachments on the FSS Hurricane, but once again.
I really don't think you need it because the mobility on this setup is already really good, so I just want to focus on that recoil control and aiming stability, so we can beam people at close and mid-range. With this gun, there's no tuning on this attachment, however, so we're just going to go ahead and move on to the next attachment, and I did something a little bit interesting here.
I usually don't use the Phase 3 grip on the SMGs, but I really do think that if you can make this FSS Hurricane into a no-recoil build, then you're going to have a great time with it. We're getting a boost to our aiming, auto stability, hip fire accuracy, and recoil stabilization with this attachment on, which is all really good for our mid-range gunfights.
I know I've said it a lot already, but I'm going to say it again. And the mobility is already really good on this weapon, so we don't need to do anything with that. And I just realized that I forgot to show you what tuning I was using for the phase 3 grip, so here it is now. I'm just boosting our aim locking speed on the bottom slider, leaving the left slider at zero now for the muzzle attachment, and we are going to be using the compensator for our boost to our horizontal recoil control.
I've done this quite a bit in my last couple of articles, but we really don't need to worry about vertical recoil. On this gun, because there isn't too much of that, but there is a ton of horizontal recoil on this weapon, and even after using this attachment, there's still going to be a little bit of it on the weapon, so that definitely sucks, but at least we're minimizing that as much as possible with this compensator attachment, and with the tuning on this attachment, you already know what I'm doing: I'm maxing out the gun kick control and leaving the left slider at zero.
This is just going to help even more with hitting our shots at close to midrange, and I know I said we don't really need any mobility-based attachments on this build, and that is true. We do not need any mobility-based attachments, but there really is no other spot to put an attachment on this setup.
We also don't really need any extra recoil. Control we don't need to put on a barrel because barrels stick, and on this gun there's no reason for an ammunition attachment or magazine attachment, so we might as well just throw on the FSS. OV, laser for a booster aim down sight speed aiming, stability, and Sprint to fire speed.
Like I said, you don't need this at all, but if you can have it, then you should definitely have it. There's just no other attachment that we can use right now, so we might as well just throw on the laser for this attachment, and that's going to do it for the entire class setup. If you skipped this part of the article just to get a screenshot of the attachments, then that is fine, but I definitely recommend going back to get the weapon tuning as well.
With that being said, let's go ahead and jump straight into gameplay. I really want to get that $200,000 lobby, and I think this could be a good one. I mean, the shipment's here, so we're almost guaranteed to kill 200 lobsters eventually. I've been talking about it a lot in my articles, though. It's just hard to get it with these maps.
Hey, there's another guy camping in there who the attendant killed. But yeah, with shipments, we should definitely be able to get 200 kills eventually. Maybe not today, but we will get it eventually. I gotta recycle these helots during the match, though, and that is a big thing. No, I gotta use my advanced UAV here to get another advantage so I can just keep cycling through the smoke.
I hate to smoke, but God damn, I'm still in the smoke. No, they're just throwing smoke, all right; the gases they're not smoking are my fault. No, there's that, Snipes all right, well, this game's gonna be over. We did not get the MGB very close, like four times, it feels like, and I don't think this is a super high-kill game just a regular shipment game that's all right.
Though we showed off the class setup pretty well in this article, I feel like 95 girls didn't even get the hunter bomb,