News - This Is Secretly The Best Sniper Warzone 2
One-shot snipers are back in War Zone 2, but they're more challenging than ever. The new Explosive rounds that have been added to one-shot snipers make One-Shot snipers some of the most challenging we've had in War Zone today, forcing you to compensate for bullet velocity, bullet drop, and also how you aim and lead your targets way more than anything we've had before.
I really like this system, and I think it makes it much more balanced and a little bit more like Pubg in terms of sniping, and I appreciate that because if the snipers were as good as they were in Warzone 1, ultimately I think it would change the meta in a very bad way, and it would be far too easy to kill opponents with snipers.
But with these changes come lots of questions about which snipers you should be using, why you should be using them, and which one I'm going to recommend for you today.
1000 likes So to start with, there are three sniper rifles for one-shot sniper rifles: the Intervention or FJX Imperium, the McPr300, and the Victory XMR, and your choice of sniper rifle is going to heavily depend on what it is that you're trying to do. If you're trying to hit targets under 50 meters or under 100 meters, there is one answer, and there is a certain sniper you should use, but if you're trying to be a sniper that's useful for all ranges, then the answer is very different.
The biggest driving factor for One-Shot sniper rifles is that they all have to use Explosive rounds, which cut 400 or so meters per second in velocity. Normally, that equates to around 40 odd percent of the overall velocity of the sniper rifle just disappearing, and the problem that poses is that you're then left to compensate for the loss of bullet velocity with all the attachments, and those attachments tend to incur penalties in terms of the speed of the sniper rifle, making them slower to aim down, slower to reload, slower to pick up or drop down when you're switching weapons, and, generally speaking, transforming them into heavy snipers to some extent.
The problem with going with a speedy sniper rifle using a 3.5 x or 4 x scope is that unless you intend on using it instantaneously, For extremely quick headshots in extremely small Windows chances. Are you going to be beaten by most assault rifles and most medium-range weapons, generally, unless you're using a piece of cover that you're moving in and out of very rapidly? Don't think close range sniping in this game or using one with a 3 or 4X optic is worth your time because I think you'll end up making the same success rate with something like an assault rifle or lmg over those ranges and you would probably get similar time to kills without relying on a single shot and a skill shot in particular because you will have to hit the head, so whilst I don't recommend it if you want the fastest close range sniper rifle build that is the fjx Imperium, and you will be using the intervention, there are lots of drawbacks to that it's got the slowest reload out of all of them.
Best sniper build
It's got the slowest re-chamber timeout of all of them, despite having the fastest ad speed and general mobility. It just doesn't really do very well in terms of velocity over range, so the fjx Imperium is effectively a sub-100-meter Boomstick, and if you want to build it effectively, you're going to be maximizing velocity with as many attachments as possible and then using the rest for speed.
So for this intervention build, you would want the Nilson 90 suppressor, the Fahrenheit 29-inch barrel, the VLK 7 milliwatt laser, the 408 explosive rounds, and then a short-range optic of your choice to really maximize the overall ad speed, something in the range of 3 to 5x. But if you want the best sniper overall, the answer is a lot clearer, and that is the McPr300.
On screen right now are all of the statistics that relate to these sniper rifles, and all of them have been built for the best possible velocity while maintaining the best amount of mobility. Also maintaining the ability to one-shot, it's a hell of a triangle to balance because you're balancing speed with velocity with one-shotting and they all incur different penalties, and these builds, which are the meta-build so to speak for one-shots over range, are what you get, and, whilst the fjx Imperium does excel in terms of fire rate and in terms of velocity ever so slightly and in terms of ad speed ever so slightly, it isn't good enough in terms of the middle of the road; the reload time is the longest.
The re-chambering time is the longest; the time to drop the weapon and raise the weapon is one of the longest as well, and it only has five rounds now. The reason I recommend the MCPR 300 is that the differences between it and the fjx Imperium are fairly minor, but the bonuses are fairly major, so, for example, it has a slightly slower rate of fire compared to the fjx Imperium or Intervention A.
Slightly slower bullet velocity, but it has 10 Rounds instead of 5, and it reloads faster, it empty reloads faster, it re-chambers faster, and there's only a 20-odd millisecond difference in terms of aim down sight speed, and it compensates as well by also being faster to exit aim down sight. You can also drop the weapon for an SMG or an assault rifle in your secondary slot faster than the intervenntion, and it does have a longer raise time, but honestly.
I don't think that makes a huge difference in terms of using things like fast hands, which are kind of a necessity for One-Shot snipers. You're going to lose a very minor amount of Mobility for a very large amount of firepower, and in my view, this is absolutely worth doing because it doesn't matter how good a sniper rifle you are in this game, and I'd like to consider myself definitely up there in the ranking of things you're.
You're going to miss shots, and you're going to need some shots to inform you about the future shots that you should make, so With a 10-round magazine, if you miss one shot because you aim too low or you didn't lead enough for the shot if they were moving, then you've still got nine or eight more to go in order to make that land, but with a five-round magazine on the intervention, you don't have that option, and if you're sniping multiple targets or playing in squads, then you end up in these messy situations where you could have a squad of three or four who are in the same area.
You've already missed one shot because you've just gotten something wrong, whether that's a lead or a drop, and then you have to make four perfect shots in order to get those Downs or kills, and I don't think that's worthwhile with a 10-round mag and an MCP, despite some of the trade-offs. Not only can you down opponents, you can down multiple opponents; you can even finish some of them and still have ammunition to spare.