News - Try These No Recoil Attachments For Mwii & Warzone 2. Lower Recoil On Every Weapon
Today we're focusing on recoil, and there are some little hidden attachments in there that are significantly better than what most people are using, and that's what we're going to focus on today to make sure you get as little recoil as possible. We can see here that when we have a properly built RPK, we get little to no recoil.
I won't control for anything; we'll kind of see what this recoil pattern does, and it mostly just goes vertical, which is the easiest kind of recoil to control generally. You kind of just hold your thumb down, and even though there is slight variation in the recoil pattern in general, it's not that much harder to control, so what we do is here we just aim kind of in the same spot, we pull down, and we can pretty much shoot in the same spot repeatedly.
And this is just like a blank spot on the door; it's not like we have a silhouette of a player. Pretty much, you hold down slightly, and as soon as you find that sweet spot, you really don't have to move obviously. As characters move, you make adjustments based on that sweet spot, but that's a whole other topic.
If you look at this build, it's a little bit different than what we've talked about in the past, and you'll probably see other people post about it, and that's because we've gotten new information from Sim and GG, and we've talked about Sim and GG. In the past, they've pretty much run a bunch of different stats for different various games, and they covered a lot of War Zone at the end of its life cycle, and with the tons of data they've continued to add stuff with the current weapons that are in Modern Warfare 2 as well as War Zone 2 and the attachments for movement speed.
Recoil and sway are now working, but the hipfire stats are still missing, so there is a little bit there, but it'll eventually get there. But the main reason I wanted to focus on this is because it allows you to find the optimal attachments for what you're looking for, especially for long-range weapons, and once you've already picked the meta weapons, as we can see here, which are mostly the lower recoil weapons, you can kind of modify them in Min.
Max the Recoil will better suit your needs. What I mean by that is that we can go ahead and go over here to any of these attachments if we go ahead and go through the muzzle. What you're going to see is that there's nothing on the right-hand side here below my webcam. If I go ahead and put this one here, it's going to show that it worsens your aim over time.
When you release the aim down site, how long does it take to do that? So you're getting two penalties there: your melee damage will increase, and then your melee hits to kill will be reduced. If we go down here, you can go ahead and look for specific attachments that are related to recoil. We have view kick, which is this first stat we can see right here.
If I go ahead and go right here This view kick, which I've highlighted there, is specifically what the gun does vertically and horizontally in terms of the visual. Then we have the gun kick, which is actually what impacts the recoil pattern, so you kind of want to do a combination of both, so we go down here, we'll go ahead and select one, and then now it's going to use that as a point of reference when we compare to another attachment, so if you wanted to remove or recoil from horizontal, we would look for greens in the horizontal category.
If Tzl is not better, you can go down to Cronin. The husher silencer is not better. Titan is not better than polar fire, and keep in mind that we're only looking at recoil; we want to focus on muzzle velocity. We would look for ones that only have that green and muzzle velocity, which would be polar fire.
ZLR Echo, and Echo Line really don't do much for this build, and then we got the Zulu Tempest; this one's helping vertically as you can see there, and then we go to Ty; this is actually only helping horizontally, so if we want to reduce that recoil as much as possible, we could put on the Tie LR8.
And this is one that I haven't really seen a lot of people recommend, and what you can do is minimize almost all horizontal recoil, which is kind of what we saw with that RPK. Then we can go down the line and kind of look at what other stats we're trying to solve for this with since the gun only has a muzzle velocity of 600.
If you're not really in tune with what that means, let's go ahead and take a reference point for some of the guns that were meta within War Zone 1. Luckily, I already have them here built, so we can go ahead and kind of see how that worked. A Max was one of the lower bullet velocities that was within the meta, and if we look at this with the meta build, we can see that its muzzle velocity sits around 1200, and that's on the lower end if we go to the growl, which sits closer to 1600.
AK Most of the colder ones are right around 1530 on XM4, which is the same, and we got the automaton, which comes in at 1430, which is right in the middle there, and then the Cooper Carbine is very, very slow as well at around 1100, almost 1200. So using that information, if you build a gun that has low recoil but still struggles to hit your shots or you feel like you have a bad hit rate, which a lot of people blame the game for having when they have low bullet velocity weapons, you're going to want to solve for bullet velocity along with recoil so that you can make sure that wherever you're aiming your shots are also going because that's a critical and important part because having the lead shots or predicting people's movement can get a little tricky, especially when they're about 80 to 100 meters away, so we can go ahead and try and solve for that, and the number one way to do that is to use high velocity ammunition.
And that's what you're going to pretty much use all your long-range options for. For that reason, it'll allow you to have better bullet registration, but that also limits what weapons we can use because we have to sacrifice an attachment that we would otherwise use on recoil. That's why the meta has been very strict on what is available.
Of that restriction, lowered bullet velocity makes it a little bit harder to hit targets at range, which is kind of a trade-off because otherwise, it'd be me. I guess people complain about that too, and we already have a fast dtk as it is right now using these weapons; then we're going to go ahead and put on a bigger mag all right cool for longer range, so we're going to use whatever optic we use in that place.
So now that we've already used four attachments, we're kind of like, "Damn, we got to figure out what is going to be the best attachment for, recoil, so we can look at all these stocks." We got twos and threes. Like, if I go ahead and scroll up, you can see that there are like twos and threes. Not really all that good for fours and fives, all right.