你是否对如何为队员配备装备感到困惑?是不是觉得有太多功能相似的枪支?我会尽我所能为你提供帮助,并给出一些关于如何使用队员的指导方针! 前言 大家好,这份指南我已经重写了好几次,说实话我确实需要一个编辑。随着我对不同派系的经验越来越丰富,我会尽力整理好这份指南,但我计划对其进行一次真正简洁的重写。由于生活总会有各种事情干扰,请大家耐心等待。 本指南的目的是帮助玩家快速了解每个派系以及他们可使用的各类武器,并分享关于如何考虑部署哪个派系/小队以及何时/为何部署的信息。你可能已经注意到这份指南有多长了。我迟早会整理它的,保证。在看到章节标题中带有【过时】标签并提及v1.09之前,先使用第一部分内容,从开头到该标签之前的所有内容都应该是可用的。 《破门而入2:北方特遣队》中的三大派系——游骑兵、中央情报局、诺瓦赫拉基特警 《破门而入2:北方特遣队》中有三个派系(计划中的第四个尚未推出):游骑兵、诺瓦赫拉基特警和中央情报局。 游骑兵 至少在测试版期间,游戏中约90%的内容都是明确围绕游骑兵设计的。他们有几个特点: - 每名队员最多可携带7枚破片(或闪光)手榴弹——如果你不想麻烦,甚至不必进入房间就能清理它们,只需投掷足够多的破片手榴弹覆盖整个房间即可。你需要另外攒点数来购买PVS-31双筒瞄准镜——如果你逐个任务进行并根据每个任务的需求调整的话,10点确实不少,但一旦开始进行战役,点数积累会比你想象的快得多。PVS-14单筒夜视仪对于早期的夜间地图来说已经足够,但它的视野会更窄。 阵营概述 - 游骑兵【阵营职业与子职业】 没错,当你拥有一个游骑兵单位时,你可能会像我刚开始玩时一样,因为选择太多而感到不知所措。让我通过几个概念来帮助你梳理思路: 在游玩这款游戏时,主要有两种战斗模式需要考虑:室内近距离战斗(CQC)的房间清理关卡,以及可以用足球术语“中场”来形容的较长视野范围战斗。无论距离远近,最好使用能最快开火的武器,这样你的队员就能比敌人先开始射击,可能压制住敌人,避免自己先受到伤害(当然,假设没有使用任何辅助道具来创造优势)。因此,在清理房间时,你不会想要使用攻击速度较慢的笨重武器(狙击步枪、轻机枪[有一个明显的例外]);而在较远射程时,你也不会想要使用冲锋枪(此时狙击步枪或其他远程武器更具优势)。因此就有了近距离战斗单位与中距离战斗单位的划分。 请注意,“近距离战斗单位”或“中距离战斗单位”的角色有多种配置方式,所以当我使用这些术语时,指的是承担特定通用职责的士兵。 游骑兵有4个职业:突击、支援、狙击和掷弹。 突击:你有8名突击兵。在进行战役时,这通常足以同时应对所有地图;如果同时使用其他士兵,即使有士兵受伤,人数也通常足够。对于普通地图,突击手确实是几乎所有任务的绝佳首选职业。 突击手在使用装备时无需将武器背在背上——他们会将步枪挂在吊带上,武器垂在身体前方,这使得操作物体(如跳过窗台、操作门、使用装备物品)的速度更快。 突击手可使用冲锋枪、突击步枪和战斗步枪,这些武器的举枪和收枪速度都比其他游骑兵职业快……当然也有少数例外,尤其是在架设武器和应对远距离目标时。他们拥有其他职业没有的专属武器,即MP5A5和MP5SD6,这两款武器是出色的室内清场利器,而且体型非常小巧。因此可以得出结论,突击兵是出色的近距离战斗职业,应该是你清房时的首选单位。他们的装备中还有一些优秀的远程武器,使他们能够胜任中场角色。 不过,前两句话有一个重要例外,但突击兵大体上可以根据主武器的选择分为两个角色或子职业:【近距离战斗单位】和【中场单位】。我很快会讲到例外情况——先让我介绍其他职业。 简而言之,突击兵几乎能很好地应对各种情况,而对于他们无法应对的情况,他们拥有可以切换的战术装备或其他武器,以另一种方式解决问题。 支援兵:支援兵几乎专门使用弹链供弹的轻机枪。它们需要一年半的时间来重新装填,但弹带容量至少为100发(请注意,XM338是唯一一款配备50发弹匣的型号),并且天生具备全自动攻击模式。需要注意的是,这些攻击模式与突击手的武器相比,接战速度明显较慢,但这一问题可以通过两种方式缓解:一是让他们躲在掩体后方,这样他们就能架设武器(轻机枪会切换为架设攻击模式);二是手动选择“压制射击”(这仍需手动操作——实际上其接战速度甚至比突击手的攻击模式快50毫秒,但代价是反应时间延长和精度下降)。轻机枪的枪身也相当长,因此在碰到墙壁时,他们会在更早/更远的距离就放下武器,而且重新举枪也需要一段时间(在被压制时这点也很重要)。他们的武器主要分为两类:5.56毫米轻机枪或更重型的通用机枪,其两个子职业在很大程度上也据此划分。因此可以得出结论,支援兵在近距离战斗中表现欠佳,这是因为他们的武器射速较慢且操作起来也更迟缓。别误会,轻机枪其实非常出色……一旦开始射击,但在没有支援的情况下,它们的表现要么平平无奇,要么就需要玩家投入大量注意力和操作,而且并非每张地图都有合适的掩护位置,能让他们舒适地架起枪守住一条视线。 支援兵有两个子类:装备轻型轻机枪/班用自动武器的机枪手,他们会随小队移动,相当于一个近距离战斗/中场混合型单位;以及装备通用机枪的重型机枪手,他们会移动到一个架设位置并驻守在那里,监控更长的射角。 让支援兵单独行动是不明智的。在我看来,强烈建议安排一名支援型中场单位与他们一同射击。这主要是因为AI一次只会瞄准一个敌人,但这在应对侧翼突袭时也很有帮助——配备步枪的支援中场能够比轻机枪手更快地转身瞄准并开火。 狙击手:狙击手大致可以扮演两种角色:Mk17 LB中场或狙击手。游戏中只有4把狙击步枪,因此虽然我会在后面的部分介绍其他职业的武器,但这里我会快速介绍狙击手的可选武器: Mk17 LB的显著特点是在装备近距离和中距离 burst fire 战术时可以实现全自动射击,它也是唯一能从这一变化中受益的狙击手主武器。这为神射手提供了显著的灵活性,使其能够应对试图侧翼包抄的敌人。虽然SCAR步枪在近距离战斗中相比其他选项更为迟缓,但LB自动步枪拥有所有自动步枪中最高的基础暴击率(每发子弹固定45%),因此它有极高的几率在最多3发子弹内消灭侧翼敌人(该步枪本身就是3枪毙敌,但可能在第三发子弹前就触发暴击)。 此外,M14EBR在15米以外拥有最高的暴击率和接战速度,但无法消音。 Mk20 SSR和M110A1 SDMR性能大致相当,且均可消音。 不要让神射手使用小队精确射手步枪。它很糟糕。真的,买任何其他武器来替代使用都比这个好。发布后的接战速度最快,因此如果你不想到处扔手榴弹,正面交锋是完全可行的。 拥有丰富的瞄准镜和弹药类型选择,武器数量足以覆盖游戏中几乎所有你能想到的特定需求(除了消音霰弹枪,但这款游戏里没人用这个)。 通过单一战术选择即可实现近距离精准点射,再选择第二个战术还能将点射有效距离延伸至中距离。 他们还能使用一次性破墙炸药,并且可以给每个突击队员配备一个。虽然这会占用大型装备槽,但仍能让你炸出很多自定义路径。这就是【铁锤】选项。 诺瓦赫拉基特警:说实话,诺瓦赫拉基特警是充满挑战性的职业。狙击手的实用场景并不多,因为游戏中的视线范围通常较短,M16A4步枪已经完全够用。使用Mk17LB(或者M1014,我接下来会提到)是他们最常见的最佳使用场景。这并不是说你永远不会需要在30米外进行精准射击,但大多数情况下,通过让队员靠近目标或者由于地图通常没那么大,所有情况都能应对。 掷弹兵:他们的武器是突击兵步枪的略微迟缓版本(体现在拔枪/收枪时间、举枪/落枪时间上),但他们的主要特点是配备下挂式榴弹发射器。 40毫米 grenades 可以在空中引爆,或者在与物体碰撞时引爆(希望是撞到墙壁,而不是撞到冲进门的敌人)。这本质上相当于给你5枚免费的破片手榴弹,引爆时间为0毫秒,但代价是投掷时需要与目标区域保持视线。瞄准也存在一定误差……而且它是抛射物,所以你不能指望在像素之间精准投掷,并100%确保爆炸能到达你想要的位置。不过,它们非常适合从远处快速炸开脆弱的门。因此,掷弹兵是出色的全能中场单位,可以承担类似近距离战斗的角色——他们的40毫米 grenades(榴弹)使他们不太适合作为第一个进入房间的士兵,但他们几乎能立即投掷出一片杀伤区域的能力弥补了这一点。如果让突击手承担近距离战斗职责,他们在破门突入房间时应处于第二或更靠后的位置,否则他们作为“中场”角色表现非常出色。 阵营总结 - 游骑兵【全职业武器】 M1014霰弹枪和副武器:关于突击手是总体使用以及特定近距离战斗中最佳职业的观点,有一个重要例外,那就是全阵营通用的副武器和M1014霰弹枪。使用霰弹枪时,你可以将任何单位转变为霰弹枪近距离战斗单位,而非他们原本的主武器。霰弹枪威力强大,但实际上,最好将其用于支援兵或狙击手,让他们有机会升级——并非每张地图都需要轻机枪或狙击步枪,而且霰弹枪的交战速度极快。手枪:考虑到游骑兵的主武器性能出色,手枪在多数情况下作用不大,但仍有一些特定用途: 手枪的举枪和收枪时间极短,几乎难以察觉。因此,当队员因其他队员或墙壁阻挡而不得不降低瞄准姿态时,他们能迅速重新举枪瞄准。这一点在需要队员开门时也很重要——如果无法从安全侧开门,让持长武器的队员切换到手枪来开门,以便让近战单位突入(或使用手榴弹等战术装备),这样近战单位就能随时准备立即投入战斗。即便持枪者需要收起手枪来操作门(或 gadgets),他们较长的主武器也意味着在行动前可能还是得先收起主武器,所以至少更快的拔枪/准备时间能让他们更快投入战斗。 手枪和霰弹枪在最佳射程下的交战时间最快,均为200毫秒。 遗憾的是,手枪只能半自动射击,但至少它们开火速度很快。我之后会详细介绍游骑兵可使用的特定手枪(以及武器)。 定义角色和子角色【主要针对游骑兵,其他单位也适用】 好的,我们简要定义一下游戏中你会遇到的一些角色。 CQC单位:CQC单位配备的武器经过优化,适合在逐房清剿场景中消灭敌人。他们的武器在7米范围内效果最佳(紧急情况下可延伸至15米)。突击兵的大多数武器都适用于此角色。若对 grenadiers 进行微操作以避免其武器撞到墙壁,他们也能胜任该角色。40毫米下挂式发射器使用起来略有不便。精准射手实际上只有 Mk17 LB 可用,且仅在选择了 burst fire 战术时才行。M1014 霰弹枪是任何士兵执行近距离战斗任务的首选近距离战斗武器。它的射速比所有突击手的主武器都要快,但需要注意弹药管理,频繁的装填是免不了的——不过至少装填过程可以中断。 中场单位:中场单位可以概括为那些主武器并非为室内近距离战斗清场优化的单位,因此当你的室内近距离战斗人员在清理房间时,他们会负责守住更远的角度。安排他们守住走廊,或者让他们在派室内近距离战斗人员进入检查盲点前,通过“切角”战术(slice-the-pie)观察小巷或敞开的门,以确认远距离的视线范围。 需要注意的是,中场单位的武器明确设计用于提供火力支援,其交战距离通常在7米以上。我认为将最后两个单位(底行右二)配备中距离武器是明智的选择,例如M4卡宾枪(标准版或URGI版),或者直接保留默认的M16A4。 支援兵的轻机枪通常对于这个角色来说过于笨重,只有在至少有一个可以架设武器的位置时才考虑使用。 掷弹兵默认的M16A4/203非常适合这个角色——他们本来就需要一定的射程(以避免被40毫米爆炸的溅射伤害波及),而且他们初始就配备了M16A4,这使得这些单位成为中距离掩护的理想人选。架设单位:从掩蔽处射击是个不错的主意,但由于地图布局限制,并非总能实现——不过仍会有利用这一战术的机会,而且对于能从中受益的单位来说,这通常是必要的。 剧透警告:突击手和掷弹兵都无法使用此功能。只有支援兵和神射手能承担这一角色。 支援兵的机枪理想情况下应在掩蔽处使用,这样他们可以通过架设来获得更快准备时间的攻击类型(他们还能射出更多子弹!)。5.56毫米轻机枪应在近距离交火中使用,而7.62毫米及更重型的通用机枪则应从较远距离使用。 对于神射手,Mk17 LB狙击步枪在大约4米以外架设使用时能获得收益,但只能切换为半自动模式;其他狙击步枪则完全使用半自动模式。剧透警告:5-25倍瞄准镜能让其他狙击步枪在15米外获得100%的有效暴击率,这使得这些狙击步枪能在15米外实现一击必杀。虽然它对单个目标的攻击速度较慢,但至少能消灭几个敌人。 在为关卡配备或选择队员时,还需要记住一些次要角色/任务: 破门手/破门单位:很简单,如果有需要打开的门,就得有人去开。你有几种选择: 直接开门——如果可以的话,从侧面开门,这样就不会被里面的敌人击中。他们的接战速度较慢,也没有太多游骑兵无法做得更好的独特技巧,但他们有一些有趣的特点: 他们的APC9冲锋枪可能是游戏中最好的冲锋枪。 他们的突击兵可以携带M249轻机枪——由于你能获得8名突击兵,因此最多可以有8挺轻机枪进行火力压制。如果你喜欢,也可以选择PKM机枪。尝试让不会第一个进入房间的人来执行此操作——让中场(或切换为副武器的支援/神射手)为你的近距离战斗单位开门是个不错的选择。 如果门不坚固,投掷手榴弹或 grenadier 的40毫米榴弹可以将门炸开——这需要你的士兵退到足够远的地方以免被震晕,但门打开后士兵也能立即行动。 如果门是加固的,使用【Slap-Charge】可以将门炸开,让士兵退后并做好准备。 上锁的加固门需要使用游骑兵配备的类似撬棍的工具手动破拆,或者使用【Slap-Charge】。如果从侧面开门不安全,那就考虑直接把门炸掉,而不是冒险造成损伤。如果没有工具,至少安排第二名队员守在门边,一旦开门就准备射击(如果距离足够近,你可以透过队友瞄准) 破墙单位/突破小队:你可以使用火箭筒和破墙炸药。不喜欢房间布局?那就自己创造入口。消耗后,队员的重量惩罚也会被移除。 我个人建议你配备2名突击队员(位于底部一行,左数2个),并且所有掷弹兵都携带破墙炸药——把它装备上并一直保留,这样你就总能有这个选择可用。装备专家:你并不总是希望你的队员携带7枚破片手榴弹,有时你会需要粘性炸药来破门,或者使用间谍摄像头来判断是使用破片手榴弹还是闪光弹(比如在解救人质时,或者现场有平民的情况下)。 我个人建议,无论你给谁配备霰弹枪,都要同时给他们三枚粘性炸药。M1014霰弹枪能够破拆锁着的门的时代已经过去了(不过有相关模组可以实现这一点),而破门炸药无论如何都是个不错的选择,所以既然霰弹枪在近距离战斗中威力巨大,你完全可以安全地将这两个概念结合起来。 除此之外,没错,让装备专家携带间谍摄像头是个好主意——不过我建议给他们配备一把中距离武器,而不是近距离武器,当然这只是个人偏好。顺便说一下,这是霰弹枪破锁模组。 游骑兵 - 快速优化武器以适应角色/子类 因此,我强烈建议你考虑以下配置: 突击组: 上排:4名优化CQC(近距离战斗)的队员 下排左2名:CQC突破手(实际上和上面的配置相同,只是他们配备火箭筒或破墙炸药) 下排右2名:中场支援手 突击队员可以不装备副武器,但你也可以随意配备——不过我建议选择轻量化的副武器。 给所有CQC队员配备MP5A5或Mk18 CQBR。为你的两名中场队员配备默认的M16A4或M4卡宾枪(普通版或解锁后的URGI版)。 虽然掷弹兵本质上能让中场队员更具多功能性,但突击兵在武器的拔出/收起以及举枪/收枪动画上仍更快,因此让几名突击型中场队员协助你的突击近距离战斗单位并非不明智之举。 在我看来,两种SCAR变体的优势并不足以值得解锁,但你也可以自行查看。 同时,XM7的射速比SCAR系列更快,使其在每秒伤害上优于SCAR系列,或许值得研究。我会记下来之后再查看。 支援兵:全面配备M249轻机枪,副武器可任意选择。建议使用霰弹枪来帮助他们升级,或者如果你需要更多近距离战斗人员的话。 狙击手:我建议默认给他们配备Mk17 LB,并将其作为中场支援使用,或者为他们装备M1014霰弹枪(我个人通常配置2名Mk17 LB狙击手和2名霰弹枪狙击手)。如果你想要射程更远的狙击枪,也可以进行更换。 掷弹兵:说实话,默认的M16A4/203对于一般用途来说已经足够了。考虑到40毫米爆炸半径,你肯定不希望让他们承担近距离战斗任务,但他们的灵活性足以充当伪突击手。我通常还会给他们配备破墙工具包,并尽量在每个任务中都安排一名掷弹兵。副武器:如果你真的想在M9的基础上升级副武器,可以选择M1911以获得原始威力(弹容量较少),或者选择G22,它能提供略高的暴击率加成且弹容量更多。G22的伤害与9x19mm口径的M1153弹药相同,同时拥有更高的暴击几率。 游骑兵快速配置最终说明:虽然这只是我对人员配置的个人建议,但你可能会对某些武器有不同的使用体验,因此我鼓励你进行尝试——不过,给20名士兵配备装备确实有些繁琐,这也是我制作本指南的原因。 游骑兵 - 弹药、护甲、瞄具及其他细节 弹药:5.5.56x45mm和9x19mm口径的武器有多种弹药类型可供选择,但在此告知各位,对于游骑兵单位,最佳选择是第三种弹药:5.56x45mm武器使用Mk318 62gr SOST普通弹,9x19mm武器(包括HK MP5SD6)使用M1153 147gr JHP弹,因为这两种较重的弹药具有最小的声音传播范围。 这类弹药能造成更高伤害,但暴击率较低。尽管暴击率降低令人不满,但它能让所有使用该弹药的武器在约18米范围内(具体距离因武器而异)对普通敌人达到三枪击杀的伤害阈值。由于其更快的接战速度、射速和弹容量,使得许多辅助性主武器选择(尤其是战斗步枪)变得过时或不再适用。护甲:SAPI钢板足以抵御AK系列武器。部分武器(如SR-3M或SVD等)使用穿甲弹,这时你就需要配备ESAPI钢板。 切勿仅使用软质护甲,或任何防护等级低于III级钢板的护甲(这对CIA派系尤为重要)。敌人几乎清一色使用AK系列武器,使用冲锋枪或手枪的敌人极少,因此不值得为了减负而降低防护水平(当然也有例外,比如CIA派系具备潜行绕过敌人的能力,但目前暂不讨论)。 近距离战斗单位可以使用突袭战术背心,我个人也推荐这种装备以保持其灵活性。 对于需要进行定点射击的单位——主要是支援兵或狙击手,尤其是需要在掩体后进行射击时,可考虑配备扩展战术背心或SAPI战术背心。为了弥补他们机动性的不足,可以让他们从一个掩体冲刺到另一个掩体——机动性惩罚对冲刺没有显著影响。 瞄准镜:对于突击手来说,全息瞄准镜是近距离战斗中最快的瞄准镜,而且令人惊讶的是,它在远至50米的距离上也能提供不错的速度加成,足以满足中距离使用需求。但如果你需要中场突击手射击超过20米的目标——这大约是全息瞄准镜的速度开始慢于远距离瞄准镜的距离——那么可以考虑使用低倍率可变倍瞄准镜(LVPO)。如果重量是一个考虑因素(有些出生点的机动性为8),那么你的中场突击手应该使用4倍战斗瞄准镜。他们有12名民兵——虽然单独作战时能力平平,但能派上不少用场,比如额外携带一组手榴弹、为你的队员开门、配合护甲更厚的队员推进以及提供压制火力等。 他们也配备燃烧瓶,但除了僵尸模式外,我发现其用途并不特别大,即便在僵尸模式中表现也不尽如人意。 他们的工兵职业还可以使用3个 demolition charges(爆破炸药)来破墙,这让该单位在物品槽效率方面有了独特优势——否则他们在小型装备槽中只能携带1个破片手榴弹。这些单位的效率非常高。这就是“推土机”选项。 中央情报局(CIA)相当于《军团要塞2》中选择间谍职业。掷弹兵无法使用更高级的瞄准镜,因此只能选择全息瞄准镜或战斗4倍瞄准镜——后者默认解锁,实际上我建议你给所有武器都装上它;使用它没有任何惩罚,不过在7米内也没有任何加成。 支援兵同样应根据情况选择:如果预计在20米内交火,选择全息瞄准镜;如果预计要对付20米外的目标,则选择6倍机枪瞄准镜。不过,如果你能将敌人控制在5米到30米之间,3.4倍M145机枪瞄准镜也是一个选择。考虑到你使用的要么是5.56x45毫米班用自动武器,要么是更重型的通用机枪,我个人建议班用自动武器搭配M145瞄准镜,通用机枪搭配6倍瞄准镜。射手的瞄具在很大程度上取决于你选择的步枪——对于Mk17LB,默认的4倍战斗瞄具已经足够,但如果你想在7米内获得更好的接战效率,可以考虑1/4倍双用途瞄具。专用狙击步枪应始终配备5-25倍远程瞄具,因为它在15米外能提供巨大的暴击率加成,足以让所有狙击手无论面对什么目标都能一击必杀(100%暴击)。 霰弹枪显然应该选择全息瞄准镜。 消音器使用:进入下一个职业前的最后一点是消音器的使用。有时你需要在特定地图(例如阻止处决地图)上安装消音器,遗憾的是游骑兵没有太多选择,但最重要的选择是突击兵获得的MP5SD6(花费4个战斗荣誉)。你可以压制敌人的主武器,但如果在45米范围内开火,敌人仍能清晰听到枪声(大多数地图都小于这个范围)。 游骑兵真正的其他选择只有Mk27 Mod 2手枪,但它同样需要战斗荣誉,而且作为副武器,把它作为优先解锁的选择确实不太理想。 物品解锁顺序:按优先级,我建议: 首先用星星购买MP5A5冲锋枪给突击手。 第二和第三优先级可以是M1014霰弹枪或Mk17长枪管,将Mk17长枪管装备给神射手以提升其作用,霰弹枪可以给任何角色使用,但我建议给支援兵或神射手,让他们能发挥更多作用。 有机会的话就购买全息瞄准镜。红点瞄准镜用于一星难度也没问题。 攒分购买10点的PVS-31双筒夜视仪,它需要10星。 墙体破门炸药、间谍摄像头、断线钳都是不错的选择,还有3倍投掷物。 其他装备或多或少只是提供更多选择,而这些选择已经能满足你所需的特定功能。 角色与子角色应用——制定你的地图清理策略 现在我们来探讨如何部署你的队员清理地图的理论构思。这需要你在游戏中积累更多经验后才能掌握,但至少让我分享一个我知道有效的策略。 举个现实中的例子,我简要说明一下英国军队如何将小队分为两组——突击单元和支援单元:你只能获得4名士兵,但他们拥有【伪装平民】能力,并且在大多数地图(并非全部——注意那些红色的禁止潜行区域)中可以潜入地图,从容不迫地逐个消灭敌人。在测试阶段,人们通常认为该派系能让你反向攻略地图,但随着正式版对其攻击类型的削弱,他们需要更长时间才能发起攻击,更适合被描述为需要你小心操控士兵进行【背刺】敌人(或者至少在敌人未察觉时射击他们)的派系。战术技能也没有太大帮助,但至少你可以通过战术技能解锁他们的近距离连射能力。他们的特点是: 通过【扮演平民】实现有效隐身——卧底探员可随时使用该能力,而黑色行动队员则需要【雨披】道具才能使用,且在进入交火状态前只能解除一次伪装。他们在扮演平民时也能使用装备,并且可以悄悄行动。 拥有种类繁多的消音武器,其效果虽存疑,但可能具备极低的声音传播范围。 拥有最多的弹药类型,尽管实际意义有限。 这是一种【精准手术刀】式的选择。你必须巧妙地运用这些队员,但至少这种“巧妙运用”充满乐趣。当你成功用一名队员清理掉半个地图时,会立即获得满足感。派系概述 - 游骑兵【快速杂项提示】 当你刚开始游戏时,或多或少会立即进入“新手成长之路”中的两个初始任务。本指南并非完整攻略,但当你完成这两个任务后,将获得在任务中途更改装备的能力。 完成这两个任务也很重要,因为之后你可以游玩犰狳私人军事公司模组中的两个战役。完成这些战役后,你将获得足够的战斗荣誉点数来解锁游骑兵的MP5SD6冲锋枪。稍后我会详细说明,以下是该模组的相关信息: 该模组包含一个派系和两个战役。我强烈建议你先完成【白都南部】,然后再去【镀金暗影】——【镀金暗影】有许多地图需要进行长距离交战,而通过完成第一组地图获得的额外星星能让你拥有所需的装备,从而获得更好的游戏体验。既然提到了战斗荣誉解锁,通过游骑兵可解锁的物品如下: 头盔:下一代头盔,2点战斗荣誉值(可阻挡AK子弹) 战术背心:全方位ESAPI防弹插板,1点战斗荣誉值 副武器:Mk27 Mod 2手枪,3点战斗荣誉值(说实话是个不错的选择,但游骑兵的副武器重要性不如主武器) 突击主武器:MP5SD6冲锋枪,4点战斗荣誉值(这应该是你的首要选择) 突击主武器:XM7 NGSW-R步枪,8点战斗荣誉值(这个可以等等) 支援主武器:XM338 LMMG轻机枪,战斗荣誉值 支援主武器:XM250 NGSW-AR自动步枪:战斗荣誉值

感谢油管用户“Battle Order”。 虽然这并非完美类比(游戏中没有直接对应的布伦机枪,且在《破门而入2:北方特遣队》中对机枪手的支援需求有所降低,我仅建议安排一名步枪手在后方与机枪手协同射击目标),但我希望能解释清楚突击小组与支援小组的区别。 支援小组的常规战术是在中距离进行交火(最好利用掩护以发挥架枪射击模式的优势),同时突击小组向近距离推进,例如执行清房等任务。以下是按照距离从近到远,我建议你在心中对单位进行分类的方式,以及它们的适用情况: 重温基础策略术语: CQC单位(近距离战斗单位)配备冲锋枪、霰弹枪或其他短枪管武器,其开火速度快于敌人反应速度(敌人的最短反应时间为300毫秒——游骑兵能达到这一速度,但手枪和M1014霰弹枪更优,仅需200毫秒)。它们的职责是尽快消灭7米范围内的敌人。CQC单位应始终编入突击小组,但也可额外用于为支援单位守住近距离侧翼。 中场单位配备较长枪管的武器,能有效攻击7米以外的敌人。这对于监控走廊或建筑物侧面非常有用。他们的角色是在5米至15米范围内提供精准且快速的火力支援,同时也能有效打击远至45米的目标——尽管在这些较远的距离上并非最擅长,但仍具备作战能力。更重要的是,他们无需依托掩护即可进行射击。中场单位具备灵活性,既可用作突击单位,也可用作支援单位,在突击分队推进进入建筑物后,能很好地充当突击元素的伪支援力量——当你的近距离作战单位向内推进时,他们可以控制更长的视线范围(例如监视门口或控制走廊)。 架设单位几乎普遍需要依托掩护才能发挥作用,即便如此,他们的接战速度也足够慢,以至于在15米的距离阈值内,面对近距离武器时无法有效应对。这些是你的轻机枪单位和狙击单位。架设单位的活动范围仅限于它们能找到的掩护,但一旦到达那里,它们就能凭借自身优势封锁某个角度、小巷或走廊。除轻型轻机枪外,所有轻机枪都被视为支援武器;除枪管较长的Mk17步枪因具备足够灵活性可用于中距离作战外,精准射手也被视为支援单位。 在本指南中,我将使用【近距离作战】、【中距离作战】和【架设】作为主要术语来区分各类主武器。不过,让你的“突击”单位近距离机动,同时用远程“支援”单位提供掩护,这是一种小队级战术,我建议你学习掌握。《火力与机动》:在建筑物内,先用中场单位控制瓶颈区域,再让近距离战斗单位推进房间直至肃清。可将中场单位留在后方,监视关闭的门,以防有人被噪音吸引前来查看。 户外作战时,用中场单位协助机动单位进入阵地——中场单位在非机动状态下也能有效开火,因此可让他们掩护机动单位,随后与机动单位协同肃清区域。之后,中场单位可与近距离战斗单位配合肃清建筑物,同时机动单位负责控制开阔视野。 在距离方面,建议按以下顺序考虑: 近距离战斗单位 - 中场步枪兵 - Mk17LB 神射手/5.56 弹链机枪支援单位 - 狙击手/通用机枪支援单位 5.56式班用机枪的独特之处在于其重量明显轻于7.62x51毫米通用机枪,因此可用于室内清剿任务。LAMG轻机枪无论是否架设,在15米范围内都能保持架设状态下的射击效果;而M249轻机枪则拥有所有轻机枪中最高的每秒伤害输出。如果使用“压制射击”命令(该命令下达后250毫秒开始射击),理论上可以比其未架设状态下400毫秒的射击准备时间更快,有可能在敌人开火前对其发起攻击。但需要注意的是,压制射击需要手动激活,这种手动操作可能会显得有些繁琐。任务队员选择:在为任务挑选队员时,最好优先选择能填补特定职责的队员: 如果附近有可登上的掩护物,可以考虑带上支援单位并让其驻守在该掩护物上,以便他们能对视野内的所有目标进行有效打击。 留意那些可以突破的墙体,如果你确实想通过破墙开辟自己的路径,就挑选能够执行破墙任务的队员。 检查是否有关闭的门,并制定计划决定使用何种破门工具,例如游骑兵配备的类似撬棍的哈里根破拆工具、粘性炸药、40毫米爆炸物、火箭筒等。 若拿不定主意,掷弹兵是不错的中场选择。由于手榴弹的范围伤害,他们必须保持相当远的距离。而且,由于他们的枪支在撞到墙壁之类的东西后,普遍需要更长时间才能重新举起来,所以他们其实根本不想在室内过多移动。 当你选好了所有支援角色,队伍还有空位时,你可以放心地用突击兵(即游戏菜单中指定的职业)/近距离战斗单位来填补剩余的队员名额。 实际应用1 - “消磨时间”(游骑兵)[1/2] 让我举一个“火力与机动”的例子,或许能帮助解释我所说的内容。 我们将使用“新兵欢迎”任务组中的“消磨时间”任务。

这里有四名特遣队员,每名队员都被选派执行特定任务。 出生点正南方有一扇上锁的门。在首轮交火后,我知道敌人会踹开那扇门并蜂拥而入,所以留下一人盯着那扇门(以防出现更多侧翼敌人)是个不错的选择。我让带有青色轮廓且手持轻机枪的特遣队员到汽车另一侧进行支援,因为我不确定他所瞄准的特定角度在他向即将被打开的门射击时是否会被火力压制。 地图中央的开阔区域有3名敌人,任何人都可以消灭他们。 右下角的房间里有一扇不坚固的门——门内有一名反应速度极快的敌人,因此破门时需要小心。这里还有一面可以突破的平整墙壁,但在这个存档中,我没有足够的星级点数来购买破墙技能——不过可以从北面的墙壁突破。 地图上最暗的房间,其窗户会在交火中被打破(黄色队员负责),所以我的计划是突入那个房间。一名擅长近距离战斗的突击队员最适合从窗户突入。因此,我选择的4名队员如下: 1. 支援型M249(青色轮廓) 2. 突击型MP5A5(黄色、橙色轮廓) 3. 掷弹兵M16A4/203(橙红色轮廓)

不出所料,随着三名敌人被解决,黄色突击队员射穿了窗帘,现在暗房里出现了一个清晰可见的敌人。他没有面朝我们,而是指向那扇他为了探查听到的“动静”必须经过的门。这并不会改变我们选择派谁参战的策略,但谁不喜欢来点小小的解说呢?

黄队在暗室中与敌人交火,青队此时正将武器对准车辆(获得架设加成),恰好车库区域的门打开了。

青色队员解决了第一个好奇开门的敌人,紧接着又解决了紧随其后推门进来的第二个敌人(标记1和2)。橙色队员率先到达暗室位置,结果在之前击倒敌人(标记3)的同一个暗室里又发现了另一个敌人(标记4)。

此时第三名敌人(标记5)冲了出来,青色队员将其消灭。 我正打算让橙色队员移动到中右侧的房间(标记问号处),这时门突然打开。 我的计划是让掷弹兵鲑鱼瞄准正在打开的那个带圈的门以及其南侧的门——他配备了一把精准度更高的长枪,因此完全可以守住这些长距离角度。 橙色队员将检查问号房间,而黄色队员则从现已肃清的暗室进入。

幸好我没推进去!那个房间里还有另一个敌人,【鲑鱼掷弹兵】发现我之前用问号标记的房间门是开着的,所以敌人肯定是从那个开着的门(标记为X)进来的,然后又打开了通往外面的门。

这就是中场队员保持视线的重要性所在——【鲑鱼掷弹兵】正盯着【黄色】队员前方的门,一名敌人为【黄色】打开了门。【鲑鱼】已准备好交战,并立即对南侧房间内的敌人发起攻击。 与此同时,【橙色】队员确认了我标记为问号的房间确实为空,证实了我的推测。

这主要是为了展示我在移动近距离战斗单位时会规划的路线。在这里,我正将橙色单位移入南侧房间——我的打算是朝着西侧(朝着我的轻机枪手方向)进行清理,先把那些房间清理干净,再处理东南侧的房间。 在这种情况下,我们的【Salmon Grenadier】无法看到门框东侧或西侧的角度,所以这时近距离战斗单位就派上用场了——让他们进入以清理那些盲点。

我们得到了两条重要信息。 首先,地上的那个敌人处于我们的视野盲区——幸好我们派了一支行动迅速的近战单位进去。 其次,通往下一个房间的门是开着的。那个房间的视线更长,如果门开着的话,视线甚至会更远。要是门开着,里面还有三个敌人要对付,那可就糟了。 我们可以往里面扔几颗手榴弹,但更经济的办法是让我们的【鲑鱼掷弹中场手】移动到合适位置,以控制这条视线。

我也让黄队进入了房间。看到黄队和橙队没有处于【死亡漏斗】区域了吗?他们正对着门口,可以应对任何冲进来的敌人——说曹操曹操到,又有一个敌人直接冲了进来,然后被击倒了。 你还会注意到子弹从东南方向的门内射向门口。这是典型的行为,他们通常会待在里面……他们拥有更棘手的攻击类型,但我们稍后再处理这个问题。

鲑鱼已就位,正在观察那个较长的房间……我们发现里面有一名手持AKS74U的敌人。那是一名资深叛乱分子,并且很可能会——

敌人的火力比我们强,但幸运的是我们的队员扳机扣动速度更快。如果是经验不足的队员,情况通常不会这么顺利——【突击射击】属性低的队员可能比敌人射击速度慢,而这通常意味着受伤或死亡。

我的下一步行动是为进入下一个房间做准备。鲑鱼会从我让他停留的位置透过窗户向外观察(我没有给他下达看向那个方向的指令),而黄队将突入下一个房间并在门口停下。橙队留在后方,以防我判断失误,敌人会从那扇门冲出来。

原来在赛昂的视线范围外正好有一名敌人。

他被迅速解决了。幸运的是,萨尔蒙最终所处的角度让他能看到敌人。如果我错误规划他的移动路径,他可能会面朝墙壁——那也就意味着死亡。

黄队成员进入位置,注意到远处的门是开着的。看,有敌人和黄队成员一起冲进了房间。


他因自己的行为吃了一记枪托,还挨了一发9x19毫米子弹。

检查完停车场的其他区域后,我觉得去查看那个小房间不值得,于是扔了一颗破片手榴弹。

没有命中……这意味着最后一个敌人就在那个房间里。 在拍下这张照片之前,我命令【鲑鱼】对门使用40毫米榴弹。【奥兰治】处于眩晕半径范围内,所以他跑了回来。 实际应用1 - “消磨时间”(游骑兵)[2/2]

这是少数几次说“哎呀”不会立刻导致死亡的情况之一。不过这也是40毫米榴弹的另一个特点,如果你不想上前去踢门,一枚40毫米榴弹(或手榴弹)就能帮你炸开房门。注意爆炸范围。

我已标记出右侧的敌人,因为他处于可见状态——你还能在烟雾中看到另一个敌人。

哈哈,老兵被压制了。第一个敌人已被消灭。

片刻之后,奥兰治用他的冲锋枪射出第二波子弹,击毙了老兵。任务完成。


本节的核心要义是将你的队员部署在能发挥其最佳能力的位置。突击队员(Rangers)通常在远程交火中比敌人更具优势,但你也需要清理房间,因此务必减少近距离战斗人员(CQC guys)暴露在远程火力下的风险,并让中场队员(Midfielders)保持在能施展其能力的合适距离。 我强烈建议根据队员的角色来更改他们的名字——例如,将你的突击手命名为CQC1、CQC2、CQC3、CQC4,破门手(Breacher)命名为Breacher1、Breacher2,中场队员命名为Midfield1、Midfield2;支援队员命名为LMG1、LMG2等;狙击手(Marksmen)命名为Mrksmn1、Mrksmn2等,具体取决于他们的预期职责。 突击队员(Rangers)——战术树(Doctrine Tree)与点数分配(Point Allocation) 这部分我花了些时间思考,但我认为至少应该涵盖一下。另有玩家已制作了完整指南。 手枪部分:优先级最低。如果你打算让轻机枪支援兵或精确射手/狙击手执行近距离战斗任务并想搭配手枪使用,可选择【短距离训练】,然后选择【射击精准度】。 从技术角度讲,【双发速射】也相当不错,因为其射速更快且暴击率更高,但在我看来并不值得投入。 步枪部分:虽然从技术层面而言,【连发战术】并非必需,但它在快速消灭敌人方面极为有用——默认情况下,突击队员使用非轻机枪武器时为半自动射击,因此全自动射击是一个不错的改变,能让所有武器的威力都有所提升。Mk17CQC将在4米范围内使用【卡宾枪自动火力重型模式】,随后在5米范围内使用【非自动连发重型模式】,接着在7米范围内再次使用该模式(不知为何此处重复列出)。 【冲锋枪自动火力模式】可发射3-9发子弹,【卡宾枪自动火力模式】可发射2-6发子弹,而【卡宾枪自动火力重型模式】在350毫秒后(与基础半自动版本时间相同)发射1-4发子弹,之后进入重置时间(以防首轮射击子弹不足)。这使得MP5A5具有独特之处:搭配合适的弹药(M1153)时,它不仅很可能对首个目标实现1次扫射击杀,还可能继续发射足够数量的子弹,转而攻击其瞄准目标后方的目标。对于Mk18来说,情况有点难以抉择(即使使用最好的SOST弹药,其可能的两发点射模式也意味着你的队员可能需要再次射击),而Mk17CQC可能只射出一发子弹,然后需要为下一轮射击碰运气。 情况变得更有趣了,所以我会将下一组数据与中距离点射模式一起说明。 对于MP5A5,【SMG点射】在4米到7米的距离内,射击间隔均为350毫秒,之后会切换为【SMG远程点射】模式,在12米距离时最大瞄准时间为600毫秒。无论距离如何,它都进行3发点射。如果【SMG远程点射】需要再次射击,重置时间为200毫秒,速度极快。对于Mk18,在相近的瞄准时间限制下可发射2-3发子弹,重置时间为450毫秒(此次最大射程13米)。 对于Mk17CQC,可发射1-3发子弹,重置时间高达550毫秒。 总之,在激活【连发战术】前,Mk17 CQC或STD(在伤害范围上有适度提升,暴击率增加5%,代价是略微笨重一些)可能是你在近距离战斗中的最佳步枪选择。一旦激活该战术,MP5A5就会成为一把名副其实的“子弹软管”——即便一次连发无法击杀敌人,它也能以极快速度再次射击。Mk18 CQBR似乎是一个稍显灵活的同级选择——使用SOST弹药时,它同样能实现3发击杀,而使用M1153弹药的MP5则需要4发才能击杀。或者直接用霰弹枪就好啦 游骑兵 - 为角色选择合适的武器【突击近距离战斗,2/2】 M1014在7米范围内使用Rangers_SAShotAimedFire,在14米范围内使用_SAShotAimedFireLong。 _SAShotAimedFire的瞄准延迟时间为300毫秒至400毫秒(值得注意的是,超过3.5米后,它会比其他步枪慢),发射一次后重置时间为100毫秒(时间不长,因为其基础射速比这更慢,实际上这使其成为一种“持续射击直到目标倒下”的攻击类型)。 _SAShotAimedFireLong的瞄准延迟时间为400毫秒至900毫秒(步枪大约在40米左右才会变得这么慢,上下浮动),如果第一枪没有杀死目标,将每隔一秒发射一次。 请注意,M1014仅从其弹药本身就有12%的暴击率,【每颗弹丸】(它有9颗弹丸!)在0米距离时,给它装上瞄准镜,就能成为一把在近至12米距离内几乎可以一击必杀的武器。 听着,我不建议专门给突击手配备M1014霰弹枪,而是建议将其交给支援兵或神射手,让他们充当伪近距离作战单位或破门手,同时让突击手保留使用自动武器。 我还需要单独提一下MP5SD6冲锋枪——这是突击队员唯一真正能使用的、具有显著静音效果的 suppressed武器(忽略M9手枪吧,求你了),而且它同样能受益于其他自动武器所使用的burstFire战术和攻击类型。除此之外,M4卡宾枪和URGI的功能与Mk18大致相同,只是在撞到墙壁后重新举枪的速度稍慢一些,但在中距离表现上明显更优。如果你想为所有突击手配备一种枪械,给他们全部装备M4卡宾枪也不会有太大问题。 最后一个选择是默认的M16A4。它的显著特点是能以极快的速度进行三发点射(需要装备【连发火力】战术),并且使用SOST弹药时,在约18米范围内,一次点射即可可靠击杀目标(我在指南的其他部分做过计算)。不过,它重新举枪的速度慢得令人难受,但在你学习游戏的过程中会非常好用。我通常让掷弹兵保留默认的M16A4/203,并将他们作为中场支援,而突击手则优化为近距离作战。接下来我们来谈谈如何优化中场区域的特遣队员配置。 游骑兵 - 中场 假设你为特定地图的近距离突击队员配备了MP5A5冲锋枪,或者可能还搭配了霰弹枪以增强火力。 这些武器在超过7-12米的距离上会处于火力劣势,对吧? 这时你就需要携带一把射程更远的武器来覆盖较长的视野范围。7-25米这个射程区间,拥有一把高效武器是非常重要的。 不过别误会,12米已经是相当远的距离了——即便是MP5A5在这个距离上依然能发挥不错的作用。值得注意的是,神射手的Mk17长管步枪也能通过这些战术获得连发功能,因此他们能从近距离作战的短板转变为实际表现相当不错的单位。 精准射击是必选的战术,它能在15米内提供+20%的固定暴击率,15米至25米范围内则提供+10%的暴击率。无论使用半自动还是连发模式,这都是必选的战术。请注意,此效果仅适用于【步枪和精确射手步枪】,手枪的等效战术为【精准定位】(仅在7米内生效)。 其他战术的作用都比较直观,选择你觉得合适的即可。 游骑兵——为角色选择合适的武器【突击近距离作战,1/2】 接下来我们将介绍不同角色的特定武器,首先从游骑兵开始。突击兵 突击兵是大多数任务中的主力兵种——游戏中90%的内容都适合突击兵执行,其中90%的任务甚至无需其他兵种的武器就能完成。不过,突击兵的装备搭配仍有一定灵活性,其武器选择大致可分为两个方向:近距离作战和中距离作战。 近距离作战武器: 我已经多次提及,近距离作战武器专为室内清剿优化。这类武器的特点是枪身较短(在转角时更不容易撞到墙壁)、举枪/收枪速度快(即使撞到物体也能迅速重新举枪,这在对抗压制时也很有帮助),以及瞄准速度快(瞄准速度慢意味着敌人可能会先开枪)。突击手可选用的近距离格斗武器包括: 手枪,值得注意的是,它是射手/支援兵在建筑物内移动时的选择——手枪拥有最快的近距离格斗瞄准时间(装备“紧急开火”和“双发控制”技能时为200毫秒)。 M1014霰弹枪,其射击速度略快于冲锋枪或步枪(300毫秒)。 MP5A5和MP5SD6。 Mk18 CQBR。 M4卡宾枪是近距离格斗和中距离作战之间的良好“灵活”武器。除非你想尝试SCAR-H CQC,否则不要选择比这更重型的武器,但无论你选择哪种武器(手枪和M1014除外),你的士兵发现敌人后,它们都会在350毫秒后开始射击,这不包括其突击射击属性带来的惩罚或加成。以下是突击职业主武器的速度与精准度数据: 武器 就绪时间 警戒时间 精准度起始值 精准度结束值 M1014 450 200 130 10 MP5A5 350 160 200 150 MP5SD6 400 180 200 130 Mk18 CQBR 325 160 200 200 M4卡宾枪 350 180 230 200 M4 URGI 335 175 230 205 M16A4 450 220 300 300 Mk17 CQC 350 200 210 210 Mk17 STD 400 220 250 250 之前没有提到过,M4 URGI大致上是M4卡宾枪的小幅升级版。它的射速略慢,但半自动射击速度稍快,其他操控数据也略有提升。除了手枪和M1014在其最快攻击模式下的初始攻击速度略有提升外,对于近距离战斗武器而言,真正重要的是其准备时间和收枪时间——即武器在遇到障碍物时举起和放下的速度。手枪的准备时间和收枪时间均在100毫秒以内,因此当你转身时游戏检测到有物体过近,或者在转角处预瞄敌人等情况下,手枪能以闪电般的速度重新拔出。每次武器被放下再举起时,你的队员都需要花费以毫秒为单位的准备时间和收枪时间,这在队员被压制时同样适用,因此使用较轻的武器至关重要。这使得Mk18 CQBR在数据上几乎成为基础版MP5A5的全面升级版,具有更高的精准度和更快的部署速度。 让我将MP5A5和Mk18的攻击类型进行对比——我也会加入Mk17CQC。 当没有技能点时,这三把枪都使用Rangers_RapidFire攻击类型。其中MP5A5和Mk18的射程为7米,而Mk17CQC的射程为5米。该攻击类型总是在350毫秒后开始攻击,至少发射2发子弹,并以每秒7发的射速持续射击直到目标被击倒。从技术上讲,这是Mk17CQC唯一的优势点,因为它的基础伤害和暴击率是最高的。MP5A5的射程从7米调整为12米,Mk18的射程从7米调整为15米,这两款武器均使用Rangers_RapidFireMed;Mk17CQC使用Rangers_RapidFireMedHeavy,射程为5米至14米。RapidFireMed和RapidFireMedHeavy在最近射程时的开火延迟为350毫秒,在最远射程时为600毫秒。MP5A5和Mk18的射速为每秒6发,每次射击会发射2-4发子弹;而Mk17CQC的射速为每秒5发,每次射击会发射1-4发子弹。如果设定的射击次数不足,游戏会等待由【resetTime】(150毫秒)决定的时间,然后重新生成射击次数并再次射击。这种攻击类型还有+20的暴击几率,因此不选择中程 burst 战术也是一个合理的选择。从这里开始,这三款武器均使用【游骑兵卡宾枪瞄准射击】模式——MP5A5的有效射程为20米,Mk18为35米,Mk17CQC为39米。它们的瞄准时间为600毫秒至900毫秒,之后以每秒2发的射速进行射击,每次射击为1至2发的弹组。 可以这么说,尽量不要使用MP5A5(如果可以的话,MP5SD6在超过12米的距离也不要使用)。 如果我们加入【短距离 burst 战术】,情况会有所不同,因为现在我们要比较武器的射速和子弹伤害——此时每秒伤害(DPS)的影响会大得多。 MP5A5在4米范围内会使用【冲锋枪自动射击】模式,在7米范围内使用【冲锋枪 burst 射击】模式。 Mk18在3.5米范围内会使用【卡宾枪自动射击】模式,在7米范围内使用【非规则 burst 射击】模式。

如你所见,左侧队员与地图中央已被消灭的敌人之间的大部分距离都在其有效射程内(看到那个8角星喷泉了吗?)。 不过,有些地图会要求更长的射击视野,此时最好配备一把不会在开始射击前就衰减到900毫秒(M1014)甚至600毫秒(MP5系列)的武器。 以下是一个你可能需要考虑进行远距离攻击的地图示例:

这是来自任务组【LEAD THE WAY】的【Tuff Nut Crackers】。地图中右部分的沙袋和汽车周围有许多敌人,当你将队员移动到北部建筑时,你必须对付左上角桶后面的敌人,以及从建筑内部和建筑最左侧外部出现的更多敌人,更不用说从南部建筑增援的敌人——这里会有多次在近距离战斗范围外与敌人交战的机会。 游骑兵步枪通常在大约15米到45米的距离会切换为卡宾枪瞄准射击模式,具体取决于步枪型号,但你还必须考虑精度——武器精度太差,你实际上会开始射失目标。我个人认为Mk18卡宾枪(Mk18)在大约15米的距离上才能达到最低精度要求,因为我曾见过它在更远距离射击时完全打偏目标。 游骑兵卡宾枪精确射击(Rangers_CarbineAimedFire)的参数如下: 最小瞄准时间="600",最大瞄准时间="900",每秒射速覆盖="2",最小射击数="1",最大射击数="2",重置时间="200",精度修正="-120",后续射击精度修正="10",暴击率修正="10" 简单来说,士兵每秒射击两次,攻击模式为每次齐射发射1或2发子弹(这意味着士兵在切换到下一个目标前可能会意外多射一发子弹),同时带有大幅精度惩罚——但如果士兵未能击杀目标,下一发子弹的精度会略有提升。或者你可以利用任何可能的掩护来架设轻机枪或精确射手步枪等武器,以获得加成。之前的部分简要提及了神射手的【精准射击】和【架枪精准射击】攻击类型,接下来让我展示一款典型的轻机枪进行对比,即M249 SPW: <攻击类型 名称="游骑兵_轻机枪短扫射" 掩体覆盖替代="游骑兵_轻机枪短扫射架枪" 射程米数="3"/> <攻击类型 名称="游骑兵_轻机枪扫射" 掩体覆盖替代="游骑兵_轻机枪扫射架枪" 射程米数="7"/> <攻击类型 名称="游骑兵_轻机枪中距离扫射" 掩体覆盖替代="游骑兵_轻机枪中距离扫射架枪" 射程米数="15"/> <攻击类型 名称="游骑兵_轻机枪远距离扫射" 掩体覆盖替代="游骑兵_轻机枪远距离扫射架枪" 射程米数="40"/> <攻击类型 名称="游骑兵_轻机枪超远距离扫射" 掩体覆盖替代="游骑兵_轻机枪超远距离扫射架枪" 射程米数="9999"/> 如你所见,对于每个射程增量,都有一种架枪状态不同型号的武器存在差异。在近距离时,即便是架设状态的轻机枪,其瞄准时间也比站立步枪要慢(M16A4的开火准备时间为350毫秒,而M249轻机枪在未架设时为450毫秒,架设后则为400毫秒)。不过总的来说,将轻机枪架设在掩体或其他地方进行射击,能使其射速更快,并且每次齐射的子弹数量也更多(精确射手步枪则会获得瞄准时间、重置时间以及暴击率的加成)。 因此,我的建议是,只有当支援兵能够找到合适的掩体进行射击时,才部署他们。有三个值得注意的例外情况:霰弹枪在近距离战斗中用于补充火力/获取经验值。让他们切换到副武器,直到到达所述掩护位置,然后可以换回轻机枪,例如,如果建筑物内有某个位置,而你不想进行微操作,下一点:手动选择压制火力会使他们在250毫秒后向你指定的任何扇形区域射击——他们的准确性明显低于单纯试图击杀敌人时,但如果你需要让他们用轻机枪立即向“那里”的目标射击,这会让他们开火。狙击手与上述情况类似,但在大约20米以外(具体取决于瞄准镜加成,我现在不想查看)比其他步枪手的接战速度更快。因此可以大致得出结论,在游骑兵:使用7米范围内的近距离战斗单位,例如清理建筑物。中场单位在5米至20米范围内较为有用。精确射手步枪在超过15米后开始发挥作用,并且在该距离外能可靠地攻击敌人。轻机枪在无支援时较为迟缓,但你可以手动命令它们射出压制火力锥,而且你绝对应该尝试将你的精确射手步枪和轻机枪移动到掩蔽处,以便它们能从架枪攻击类型中获益。 游骑兵——支援单位,或者当你真的只需要更多火力时使用。 我本想总结每个职业的角色,但后来我注意到其中一款新轻机枪在不在掩蔽处时也能获得架枪状态。那应该是LAMG,但让我快速从概念上介绍一下轻机枪。 轻机枪和精确射手步枪一样,从进入架枪状态中获益。在游骑兵-车载武器与远程战斗部分,我简要介绍了M249 SPW及其攻击类型。作为参考,M240L轻机枪在未架设状态下使用带有通用机枪前缀的攻击类型: <AttackType name="游骑兵_通用机枪短点射" inCoverOverride="游骑兵_轻机枪短点射架设状态" rangeMeters="3"/> <AttackType name="游骑兵_通用机枪扫射" inCoverOverride="游骑兵_轻机枪扫射架设状态" rangeMeters="7"/> <AttackType name="游骑兵_通用机枪中距离扫射" inCoverOverride="游骑兵_轻机枪中距离扫射架设状态" rangeMeters="25"/> <AttackType name="游骑兵_通用机枪远距离扫射" inCoverOverride="游骑兵_轻机枪远距离扫射架设状态" rangeMeters="60"/> <AttackType name="游骑兵_通用机枪超远距离扫射" inCoverOverride="游骑兵_轻机枪超远距离扫射架设状态" rangeMeters="9999"/> 通用机枪扫射类攻击类型普遍接战速度较慢,且每轮齐射发射的子弹数量较少。如果武器处于掩护状态,这一情况并不普遍适用,因为突击队员的所有轻机枪都只有轻机枪扫射架枪(LMGStrafeMounted)变体,所以此时重要的是射速、伤害(理论上弹匣容量也很重要)。 M249、Mk48和XM250使用轻机枪扫射(LMGStrafe)攻击类型,而M240L和XM338使用通用机枪扫射(GPMGStrafe)攻击类型。 LAMG在未架枪时使用一些轻机枪扫射架枪(LMGStrafeMounted)攻击类型,在14米范围内模拟架枪轻机枪的效果,使其成为支援职业出色的中距离选择,因为它在该距离的交战速度大致与中距离步枪(例如突击队员M16A4)相当。 不过,我们来谈谈伤害和射速,因为理论上这些武器都可以设置为压制火力,并在250毫秒后开始持续射击。武器 射速(发/秒) 伤害 伤害衰减距离阈值 击杀100生命值敌人所需射击次数 弹匣容量 M249 13 28-20 75米 4-5 200 LAMG 9.6 28-20 75米 4-5 200 Mk48 10 38-30 约23.3米 3-4 100 XM250 13 35-29 约13.875米 3-4 100 M240L 9.2 40-30 32.66米(重复) 3-4 100 XM338 10 45-34 不适用 3 50 如你所见,M249在75米范围内只需4发即可击杀敌人,且射速高达13发/秒。每秒3发,这与任何能以每秒10发达成3枪毙敌的轻机枪持平,而且它拥有200发子弹。任何其他想要与M249竞争的轻机枪都需要具备某些更擅长的独特优势才能具备竞争力。假设所有弹链供弹机枪同时开火,M249的击杀时间将与Mk48、M240L和XM338相同,并且射速会超过LAMG。 需要注意的是,LAMG在未架设状态下的接战速度比M249更快,但仅限14米范围内。这并非毫无意义——我曾提到这能让支援兵拥有一个中场作战选择,同时保持足够的灵活性以在掩护物之间移动。在这样的射程下,M4卡宾枪可能都不够用,但你初始配备的M16A4肯定是够用的。你还可以考虑精确射手武器——我通常不会考虑,因为它们在架设状态下表现更好,但我还是会把它们也列出来进行比较。它和M249的每发子弹暴击率均为15%,且忽略攻击类型(实际上只有一种攻击类型能提供额外暴击,但该效果仅在4-7米的范围内生效,且仅增加3%的暴击率,因此, DPS的重要性相对更高一些)。同时,你还能恢复部分机动性,所以它可以算是M249的轻量化替代选择,若尝试为那些【8点机动性生成点】进行极致优化,这能为你提供更大的操作空间。 XM250大约是你通过战斗荣誉解锁MP5SD6后,唯一值得期待的直接升级版武器。它拥有与M249相同的射速,弹链容量明显更小,但在近距离时伤害有所提升,并且在远距离也能保持这一伤害优势。此外,XM250的架枪模式拥有更远的有效射程,可达65米,而其他7.62x51mm/338口径的轻机枪在60米时效果就开始减弱。它还拥有24%-20%的暴击率。 XM338确保能三枪消灭敌人,但代价是50发弹链。不过它至少有30%-25%的暴击率,使其成为弹链武器中的“战斗步枪”,以弹匣容量和射速换取了原始伤害和暴击率。 Mk48是更轻的M240L,在其 dps 低于M249之前,伤害衰减距离更短。Mk48的伤害衰减大约在23米左右,而M240L的伤害衰减则在32米左右。Mk48的重量不会比M249更让你感到负担,但M240L会减慢你的士兵速度。我最终认为Mk48是一种降级,不过至少它在未架设时使用LMG扫射攻击类型——而且降级并不意味着它也不好用——100发子弹且可能三枪 kill 的火力持续性还是很强的。 除了LAMG那显著的中距离作用外,所有这些轻机枪的作用大致相同——无论效果好坏,你都可以向敌人倾泻大量子弹。当敌人进行反击时,这其实没那么有用——毕竟你自己也得应对被压制的情况,但有一个模组确实为轻机枪提供了实际的使用场景: 没错,就是一个僵尸模组。说实话,这是个不错的节奏变化,它强调使用更远的交战距离和更大口径的武器,因为它让那些天生具有高暴击率的武器能够瞬间击杀僵尸,这是一种与单纯靠 DPS 消灭敌人同样有效甚至更有效的方法。 我注意到,尤其是重型轻机枪对付僵尸效果很好——我在诺瓦赫拉基特警队的短暂体验让我相信,他们配备的 PKM 机枪在对付僵尸时明显比 M249 更有效——同样,对于游骑兵来说,Mk48(22% 暴击率)、XM250(24-20% 暴击率)、M240L(22% 暴击率)和 XM338(30-25% 暴击率)在使用这个模组时可能会有发光发热的机会。不过就一般游戏玩法而言,我会选择M249作为架设武器使用,或者选择LAMG用于机动性稍强的中场作战。如果你需要长射程,那么拿出M240L/XM250并将其架设到汽车之类的物体上,能很好地应对快速反应部队的增援波次——只要记住永远不要让架设单位单独行动,你就不会有问题。 ...顺便说一句,游戏对轻机枪的优化其实不太到位——它们本应是杀敌最多的武器,但我发现M1014/M16A4这类武器反而更担得起这个称号。 角色与子角色应用——再谈火力与机动 好了,既然我已经定义了三种“角色”【近距离作战、中场作战、架设作战】,那么如何使用这些单位来清理地图呢?当然,你要指挥你的士兵朝着敌人的方向前进,别误会,游戏在这方面教得很到位。 让我举一个地图的例子,在这个地图中,这三种战术组合都能非常轻松地派上用场。武器名称 精准度上限 攻击类型及射程 M4卡宾枪 200 卡宾枪精准射击,15-40米 M16A4 300 卡宾枪精准射击,15-45米 Mk17 CQC 210 卡宾枪精准射击,14-39米 Mk17 STD 250 卡宾枪精准射击,15-39米 神射手型Mk17长枪管 300 DMR精准射击,10-45米 神射手型M14 EBR 450 DMR精准射击,8-60米 神射手型Mk20 SSR 450 DMR精准射击,8-48米 神射手型M110A1 450 DMR精准射击,12-48米 此外还有DMR攻击类型的架设版本,可提供约100-150毫秒的瞄准时间加成,在架设状态下足以压制敌人。游骑兵_DMR精确射击的参数如下:最小瞄准时间=650,最大瞄准时间=750,每秒射速覆盖=1,最小射击次数=1,最大射击次数=1,重置时间=200,精准度加成=0,后续射击精准度加成=20,暴击率加成=30。而游骑兵_DMR架枪精确射击的参数如下:最小瞄准时间=400,最大瞄准时间=550,每秒射速覆盖=1,最小射击次数=1,最大射击次数=1,重置时间=0,精准度加成=0,后续射击精准度加成=20,暴击率加成=35。简而言之,如果神射手未架枪(假设使用M14EBR),其使用的DMR要在超过22米的距离才能真正发挥作用;但如果能让DMR找到可架枪的掩护位置,它从一开始就能与中距离步枪竞争(M14EBR/Mk20为8米,M110A1为12米),仅落后50毫秒。这就是问题所在。不过,你并非总能奢侈地躲在掩体后。我们接下来会讨论架设武器,但在此先简要提及,以便你们了解“若有掩体,务必让你的神射手(和支援兵)利用它”这一概念,将其纳入任务战略规划中。 换个角度说,你的“中场人员”是那些武器在近距离战斗中过于迟缓的士兵,但在7米以外的距离却相当实用,且能轻松应对远至约20米的目标。超过这个距离后,交火速度会明显下降,这时你就需要派出神射手(他们使用5-25米瞄准镜时,在15米外可实现一击必杀!)或配备机枪的支援兵(压制火力,宝贝们!)了。为此,M16A4是绝佳选择,而掷弹兵配备的203榴弹发射器意味着我个人推荐让掷弹兵担任默认中场角色——M16A4不仅是出色的全能武器,而且掷弹兵配备的M203下挂榴弹发射器在近距离使用风险较高,不过只要在5米以外射击就没问题!M16A4在15米外仍保持极高精度,而Mk18(考虑到相似的精度数据,M4卡宾枪和Mk17CQC也是如此)则很难命中目标。Mk17 STD是突击手作为伪精准射手的选择——其弹药天生拥有40%的暴击率,且精度明显高于Mk17 CQC(高出40点精度,不过这已经很有帮助了),但射速比5.56口径的武器略慢,并且需要 reload前的弹量少了33%/10发。 一个值得注意的点是,如果你启用了连发战术,精准射手可以承担中场角色,足够灵活地应对近距离战斗。在4米范围内,精准射手会使用CarbineAutoFireHeavy攻击类型;4米到6米范围使用_UnregBurstHeavy;6米到10米范围使用UnregBurstHeavyMed;超过10米后切换为_DMRAimedFire。当精准射手处于架设状态且距离在6-10米之间时,不会进行全自动射击。如果你想使用战斗步枪,这是我的推荐,它能让你兼顾两者——全自动模式有助于清理走廊,而精确射手模式则能在远距离更快接战。 接下来我们将介绍架设武器——支援步枪和精确射手步枪,但先简要说说掷弹兵:他们的武器与突击兵的武器拥有相同的攻击类型,但移动起来有些迟缓(有移动惩罚,就绪时间/警戒时间更慢),不过精准度相当——留意40毫米的爆炸半径,你其实可以用它们来做任何事。我总觉得突击手更适合破门而入或近距离作战,而不是担任中场角色。而且由于掷弹兵无论如何都需要与爆炸保持适当距离,M16A4在近距离战斗中的弱点也就无关紧要了。所以我给他们配备SOST弹药,这就足够了。 游骑兵——车载武器与远程战斗 上一部分有很多零散的想法,但简而言之:中场角色使用的武器比近距离战斗武器精度更高,旨在守住从走廊到整栋建筑长度的较长视线范围——大约5到20米左右。 本节将介绍15米以外的战斗策略,答案大致是尽可能让你的中场和近距离作战单位靠近敌人,并利用掩护物提供的战术装备来致盲或消灭敌人。

这是来自任务包【卡牌组】的【一对八】任务。 如你所见,这里有非常长的视野范围——而且还是在黑暗中——在这里部署至少一名携带轻机枪的支援兵和/或一名携带精确射手步枪的神射手是完全可行的,让他们移动到其中一辆载具旁并面朝地图右侧。敌人会从地图中央或右上角进行增援,这意味着你的轻机枪支援兵/精确射手步枪神射手将拥有一片类似射击场的区域来进行交战。 同时,你可以让你的中场队员和近距离战斗人员进入地图南半部分的两座房屋(个人建议带一名破门手,用来炸开地图最底部的墙壁,以便从一个后院进入另一个后院)。使用中场手(Midfielders)来占据更持久的射击角度,同时让近距离战斗人员(CQC guys)突入各个房间。这相当简单,只要留意可能出现的侧翼敌人就行。 记住,只要有可能,先用中场手进行“切角”(slice-the-pie)战术探查门口,然后再让近距离战斗人员清理房间和盲区。另外,游骑兵(Rangers)的手枪开火速度比任何主武器都要快,你也可以考虑这一点。 游骑兵——角色与武器快速回顾 我已经在指南后面部分深入分析过武器了,但之后的版本可能会删掉这部分内容。你可以看看之前版本里的这些想法……或者不看也行,我在这里总结一下。【加粗武器是我的个人建议】。一旦解锁【诺瓦赫拉奇特警队】,只需点击主菜单右上角的【小队】按钮即可。突击兵:你确实应该让这些家伙用于近距离战斗,但如果你愿意,他们的数量也足够灵活应对中场作战。 近距离战斗武器:M1014霰弹枪、MP5A5冲锋枪、Mk18 CQBR突击步枪、M4卡宾枪可作为全能武器使用 中场武器:M4卡宾枪/URGI突击步枪、M16A4突击步枪、Mk17 STD突击步枪也可以使用,因为它有40%的基础暴击率 备注: MP5A5是我挑选的最佳近距离战斗武器,因为其每次连射的子弹数量较多。Mk18 CQBR使用SOST弹药时可以发挥作用,但我多次遇到它只射出2发子弹后敌人未被消灭,反而遭到反击的情况。 我更倾向于将M16A4用于中场作战,但你也可以把它留给掷弹兵,这样就有M4卡宾枪或Mk17 STD作为中场选择——我个人认为M4卡宾枪用于中场已经“足够好”,而且足够灵活,在紧急情况下也能用于清理房间。Mk17CQC在所有关键方面都可以说是Mk17STD的直接降级版,虽然它的敏捷性与M4卡宾枪相当,但弹容量更少,而且我遇到了和Mk18 CQBR(近战步枪)类似的令人失望的情况。至少Mk17 STD拥有更好的伤害范围和更高的暴击率。更新:XM7步枪与使用SOST弹药的5.56口径步枪大致相当,但穿透力更强,并且在所有关键方面都优于Mk17CQC。 MP5SD6在就绪时间/警戒时间方面明显更为迟缓,但如果你需要一把消音武器,确实没有其他选择,所以至少值得一提它的存在。 M1014霰弹枪最适合支援兵/神射手使用,因为突击兵专属使用自动步枪。掷弹兵:使用默认的M16A4/203,配备SOST弹药,可在15米内享受单发 burst 消灭敌人的快感。此外还拥有40毫米榴弹。其其他武器在机动性、举枪时间/警戒时间方面均不及突击兵的同类武器,但如果你确实想换下游戏中综合性能最佳的武器,关于这些武器的说明同样适用。 神射手:若无法让敌人进入掩体,可在20米外使用。 伪中场武器:Mk17长 barrel,因其在10米内可自动射击。 DMR( loud):M14EBR,因其射程更远。 DMR(消音):Mk20 SSR——除消音状态下声音半径为37米(M110A1消音状态下声音半径为47米)外,其余方面与M110A1基本相同。 若为神射手配备M1014霰弹枪,他们也可承担近距离战斗任务。支持武器:伪中场机枪:LAMG 通用机枪:M249 从数据上看,LAMG的每秒伤害(DPS)低于M249,但在推进房间时需要的微操作更少。意思是你可以命令携带LAMG的队员使用压制火力,使其射击速度比一般机枪更快。在所有攻击类型中,除了手枪外,它的射击速度都更快,但需要队员保持静止,而且精准度中等。不过,LAMG在14米范围内会模拟架设状态,所以只要能避免LAMG因碰撞墙壁或队友而降低,它在室内就能成为强大的火力输出。 如果想要使用弹链供弹机枪,否则就选择M249。 其他武器本质上都是有缺点的替代选择。XM250在常规使用中几乎是M249的全面升级版,建议有条件就购买。 按射程排序:要开门的队员应尽可能从侧面开门,或者直接炸开房门。如果必须从正面手动开门,让他们切换到副武器,并且/或者让另一名队员紧跟其后,保持一定距离,确保步枪已准备好且尽量靠近门。 M1014在12米范围内表现出众。 5.56口径步枪的 burst fire(点射)有效射程约为15米左右,MP5系列则为12米。MP5系列武器明显较短且举枪速度快,因此意外撞到队友或墙壁的后果不会太严重。Mk18在各方面几乎都可以被视为MP5的直接升级版,但武器尺寸是个例外。在7至15米无依托情况下,M16A4使用SOST弹药时能实现可靠的1发点射击杀,从而发挥其优势;而LAMG在14米范围内未架设时会启用LMGStrafeXXXMounted模式,这使得你的队员能在该距离进行自动射击,其子弹数量多于2-6发的点射(后者可能无法完成击杀)。 超过15米则是精确射手步枪的领域,任何长度与M4卡宾枪相当或更短的武器都会面临精度问题。M16A4在紧急情况下表现相当不错,但精确射手步枪配备5-25倍瞄准镜时能获得100%的暴击率。轻机枪(和精确射手步枪)架设到掩体上时,在这些距离也因其更快的接战速度而表现出色。我希望这能让你明白关于室内清理(近距离战斗)与中远距离(中距离/架设武器)的区别,以及你应该如何根据任务/地图的需求来选择单位。 派系总结 - 诺瓦赫拉基特警队 [快速杂项提示] 完成10张单人任务地图后,你将解锁诺瓦赫拉基特警队。我个人建议下载Spiny Stubbles模组,前几张地图相当简单,能让你获得更多选择,而不只是新手欢迎部分的内容。 他们还有一些纯近距离战斗的战役可供体验——这有助于为不同派系刷经验,而且不会太复杂。完成10个单人任务后,你将解锁【诺瓦赫拉基特警】派系。 我听过有人把游骑兵称为游戏中的“锤子”,中情局称为“手术刀”。如果真是这样,那诺瓦赫拉基特警大概就是“推土机”打法——行动迟缓、略显笨拙、精准度不高,但如果你确实需要破开每一面墙,他们有相应的工具来实现这一点,并且在破墙之后,他们能立即向敌人倾泻弹幕。 与游骑兵相比,诺瓦赫拉基特警是相对较弱的派系,他们依靠火力压制、墙体突破(以及火箭筒),还有独特的民兵职业(部署成本减半,但能力明显更弱)来让更多的队员向目标区域射击。

当你拥有第二个派系后,需要点击该派系(它会高亮显示为白色),以便查看不同派系的士兵。你将获得1名领袖、8名突击队员、2名工兵和12名民兵。

诺瓦赫拉基特警派系……条件比较简陋。看看初始装备里少了什么? 他们一开始没有护甲。要通过完成单人任务获得4颗星,才能为领袖/突击职业的所有人配备仅有的前板(单块SAPI板),而且还得再为民兵职业付费——而这需要2个战斗荣誉!既然我先提到了游骑兵的战斗荣誉,那我也来梳理一下特警的战斗荣誉选项: - 队长可以花费3点战斗荣誉获得一把AK-47M SF卡宾枪,这把枪顶多算平庸。 - 突击手可以花费3点战斗荣誉获得一把G3战斗步枪。 - 突击手可以花费4点战斗荣誉获得一把HK21E轻机枪。 - 突击手还能获得盾牌,其中四级盾牌需要8点战斗荣誉。 - 所有非民兵职业可以花费4点战斗荣誉获得一把HS-45手枪。 - 所有非民兵职业可以花费1点战斗荣誉获得殉道者护甲,该护甲能提供速度加成。 - 所有非民兵职业可以花费5点战斗荣誉获得ESAPI/SAPI复合护甲。 - 队长和突击手可以花费8点战斗荣誉获得低切头盔。 - 头部装备方面,有头带/PVS-7夜视仪可选,需要3点战斗荣誉。 - 显然,还有多种弹药类型可以用战斗荣誉购买。战斗荣誉也是如此。9x19毫米口径有M1153 147格令JHP(空尖弹)作为例子,这为诺瓦赫拉基特警的APC9 K提供了基础伤害和暴击加成,还能让他们使用亚音速弹药配合消音器。 特警的初始表现看起来不太理想,但仔细想想,你真的需要全套防弹板吗?前面有一块就够了,对吧?至少它只有4星难度…… 诺瓦赫拉基特警的APC9 K,堪称“游戏中最佳武器”的有力候选。 至于游骑兵,有两把武器在正确使用的情况下,基本上可以被认为是游戏中最出色的武器: 使用SOST弹药的M16A4,其交战速度与所有其他近距离战斗武器(霰弹枪和手枪除外)相当,并且一个3发点射就能消灭敌人。我再强调一遍,这款武器有多出色——实际上,我之前的指南版本已经充分赞扬过它了。 M249(架设状态下)一旦开火,大多数武器都会相形见绌,而且如果让队员使用压制射击,其射速甚至能超过M1014霰弹枪。XM250几乎是M249的直接升级版,但200发的弹容量需要更长时间才能打光。 这两款武器均为诺瓦赫拉基特警队可用,此外还有一个游戏中综合最佳武器的有力竞争者——APC9 K。 必须承认,它的伤害有点不尽如人意,从21降至19(在50米距离时——在25米距离时达到6发击倒的阈值),但其射速却高达惊人的每秒18.3发。其攻击类型也很出色(只要你不选择快速射击战术)<攻击类型名称="NWS_步枪556快速射击"射程米数="15"已禁用="true"/> <攻击类型名称="NWS_冲锋枪未训练自动射击"射程米数="25"/> <攻击类型名称="NWS_冲锋枪可控点射"射程米数="25"已禁用="true"/> <攻击类型名称="NWS_冲锋枪瞄准射击"射程米数="25"已禁用="true"/> <攻击类型名称="NWS_步枪未训练长距离自动射击"射程米数="31"/> <攻击类型名称="NWS_卡宾枪长距离瞄准射击"射程米数="31"已禁用="true"/> <攻击类型名称="游骑兵_卡宾枪XX瞄准射击"射程米数="9999"/> 暂时忽略_Rifle556FastFire、_smgAimedFire和_CarbineAimedFire,因为它们都是半自动:启用点射战术可改善冲锋枪的使用将_SMGUntrainedAutoFire修改为_SMGControlledBurst。在25米范围内: <AttackType name="NWS_SMGUntrainedAutoFire"> <ModifiableParams 最小瞄准时间="400" 最大瞄准时间="600" 最小射击次数="5" 最大射击次数="8" 重置时间="0" 精度修正="-20" 后续射击精度修正="-21" 暴击率修正="-10"/> <AttackType name="NWS_SMGControlledBurst"> <ModifiableParams 最小瞄准时间="390" 最大瞄准时间="600" 最小射击次数="5" 最大射击次数="7" 重置时间="400" 精度修正="-20" 后续射击精度修正="-15" 暴击率修正="-10"/> 而在25-31米范围内: <AttackType name="NWS_RifleUntrainedAutoFireLong"> <ModifiableParams 最小瞄准时间="600" 最大瞄准时间="700" 最小射击次数="3" 最大射击次数="6" 重置时间="600" 精度修正="-33" 后续射击精度修正="-10" 暴击率修正="-18"/> 这么说吧:在25米范围内,默认情况下你的APC9 K角色会射出所需的5发子弹无论如何都要击杀敌人,即使稍有偏差,也很可能对敌人造成大量压制。如果你没有投入【连射】战术,他们会持续射击直到敌人被消灭(我的意思是在25米范围内),而激活该战术时,你将获得精准度加成和瞄准时间缩短——投入2点技能点可将【SMG受控连射】的瞄准时间降至350毫秒,这与突击队员相当,考虑到诺瓦赫拉基特警的默认最小瞄准时间通常为400毫秒,这是一个非常必要的升级。派系总结 - 诺瓦赫拉基特警队 [派系职业与子职业] APC9 K,或者说(可能是)游戏中综合性能最佳的武器。我注意到APC9 K在25米范围内全自动射击效果显著,最近发布的G3步枪也有着不错的有效射程,所以我确实应该好好研究一下所有枪械,但这不是一小时内能完成的事。 我没有在这里全部打出来,而是整理到了记事本里。这是我的研究结果。

简单说一下,现有的【速射】战术有点让【诺瓦赫拉基特警】失去了特色,我强烈建议你别用这个。你需要的是大量的子弹。因此,虽然我还没有明确为大家详细介绍不同的攻击类型,但请允许我以游骑兵的M4A1为例提醒大家: <AttackType name="游骑兵_卡宾枪自动射击" rangeMeters="4" disabled="true"/> <AttackType name="游骑兵_速射" rangeMeters="7"/> <AttackType name="游骑兵_非正规短点射" rangeMeters="7" disabled="true"/> <AttackType name="游骑兵_非正规中距离短点射" rangeMeters="14" disabled="true"/> <AttackType name="游骑兵_中距离速射" rangeMeters="15"/> <AttackType name="游骑兵_卡宾枪瞄准射击" rangeMeters="40"/> <AttackType name="游骑兵_卡宾枪瞄准射击XX" rangeMeters="9999"/> 关键在于【游骑兵_非正规中距离短点射】的射程为14米。PKM机枪必定四枪击杀,射速略高于每秒10发(取决于所使用的弹药类型——7n13弹药射速略快且暴击率略高)。尽可能在架设状态下使用它。 HK21E机枪无论距离远近均以1-3发点射模式射击。除非你打算手动命令队员使用压制火力,否则它基本不值得使用。需要注意的是,其射速为每秒13.3发,伤害为40-30(伤害衰减距离约为22.5米),因此它几乎就像是诺瓦赫拉基特警版的XM250——你只需要多进行那一点点玩家操作。简而言之: 队长: 狙击:若能到达架设位置则使用SVD,否则SVU也足够优秀 掷弹兵:M4/203更为出色 输出手:APC9 K 突击手: 轻机枪:M249,若面对僵尸等情况,PKM是可行的替代选择 其他情况:APC9 K。若确实想要步枪,可选择G3A3或M16A4 盾牌手:副武器使用迷你乌兹 工兵:APC9 K几乎是唯一选择 民兵:M16A4总体而言是他们的最佳选择 诺瓦赫拉基特警队 - 一些总结思考 重申一下,诺瓦赫拉基特警队在7米至40米距离表现出色。他们在近距离战斗中比游骑兵稍显迟缓,但能在远超游骑兵全自动射程的距离外持续使用全自动射击,这意味着敌人会被压制而无法还击。你的特警队员每发子弹的杀伤效率会比游骑兵略低,但他们通过强大的火力以及在使用破墙炸药时高效的物品栏管理等其他技巧来弥补这一不足。 他们很快就能发挥出自己的优势,我强烈建议你尝试使用他们! 别忘了,你需要战斗荣誉来获取民兵装甲板以及一些升级项,比如APC9 K的M1153弹药(在我看来不是必需的,因为APC9 K本身的火力就已经很强大了)和其他选项。 派系总结 - 中央情报局【快速杂项提示】 中央情报局自测试版以来变化很大,而且大多是往坏的方向发展。他们已经从“数量少但质量高”变成了“数量少且质量差”。完成多达30个单人任务后,即可解锁中央情报局(CIA)单位,这意味着你几乎能立即解锁其装备库中提供的重要工具。 你将获得: 2名卧底单位 2名黑色行动单位 4人中央情报局单位在理解难度上既比其他职业简单,同时又复杂得多。 游骑兵每个职业约有两个专长,且拥有许多用途相似的工具。 诺瓦赫拉基特警(Nowheraki SWAT)每个职业约有三到四个专长,但其中存在不少无用内容,这实际上使得行动选择变得相当明显。相反,中央情报局(CIA)拥有大量装备,但可配备的队员数量却很少,这意味着你必须用更少的队员来完成任务。幸运的是,如果你想以这种方式进行游戏,他们可以潜入敌后,“反向解决地图”。你实际上可以在任何地方“开始强攻”,甚至可以灵活切换战术,先保持静默状态移动到地图的另一区域,然后再继续向敌人发起攻击。 中央情报局可以在多种武器中进行选择,而这些武器的选择至关重要,因为声音范围是你所有选择中的关键因素——毕竟,“偷袭”带来的额外暴击几率是必须保持的。关于战斗荣誉,有几点需要注意: 轻机枪(LAMG)需要6个战斗荣誉即可解锁 Raiders PDW冲锋枪需要5个战斗荣誉 被压制时,可以为AKS74U购买7U1 80格令亚音速弹药。我需要仔细查看物品列表,敬请关注后续内容。 阵营总结 - 中央情报局(CIA)[阵营职业与子职业] 中央情报局每个职业仅有两个单位,但在装备配置上仍有一些值得注意的变化: 卧底:配备一把消音武器,即“间谍” 全副武装的步枪手,又称伪清道夫黑色行动 黑色行动:伪卧底(披风雨衣,手枪暗杀) 清道夫(利用披风雨衣进入位置,然后脱下以“反向清理地图”) 无披风雨衣(高调行事...关于中央情报局(CIA)的决策与其他派系有显著不同——对于其他派系,你可以采用“设置后就不用管”的装备配置,但对于中央情报局,你的单位数量要少得多,因此必须注意你想要执行的任务,尤其是一旦你的黑色行动人员脱下雨披,他们就无法再次进入隐蔽状态。 不过,近距离战斗(CQC)、中距离战斗与车载武器的概念仍然适用,但由于中央情报局的人员必须具备更高的灵活性(因为你的士兵数量较少),你不能使用过度特化的进攻工具。 请注意,你可以过度特化你的武器装备,但这与我试图强调的该游戏中近距离战斗和中距离战斗的要点相悖。卧底探员:卧底探员的使用方式很大程度上取决于你是否打算采取强攻策略。他们配备三级突袭背心和M4卡宾枪,因此当你选择带领中央情报局单位正面强攻、无需顾虑潜行时,他们可以充当一线战斗人员。否则,其作战思路是将他们悄悄部署到敌人的视线盲区,从侧后方发动突袭。游戏中存在一个隐形的潜行攻击加成机制,具体原理尚不明确,但据推测该加成能略微提高特工的击杀成功率,确保目标被有效消灭。在测试阶段,我曾遇到过这样的情况:一名配备Mk IV“安静小狗”手枪的卧底探员连开四枪都未能击杀敌人,结果反被对方击倒。不过,除非你为他配备战斗装备,否则不同的消音手枪选择主要是在声音范围、原始伤害和弹容量之间进行权衡。你可能会根据具体需要——是更需要精准命中,还是更需要保持安静——来切换不同的选择。但它们本质上都是消音手枪,功能大致相同。当然,我会在指南后面更详细地介绍武器,但可以说,“间谍使用消音武器进行暗杀”这一领域,卧底探员有很多选择可供挑选。黑色行动:由于你只能部署2名黑色行动干员,纠结于近战、中距离还是架设武器的选择其实是舍本逐末——你完全可以利用雨披让黑色行动干员进入更多位置(或者直接用卧底干员作为移动摄像头来监视盲区),从而让任何武器配置都能发挥作用。不过,即使有战术点数,你能带入任务的装备依然有限,所以你的战术大致可分为两类:雨披战术或“强行突破”。雨披战术可以让黑色行动干员扮演“伪卧底”的角色,与卧底干员的“移动摄像头”功能互换,为卧底干员提供视野,只在必须同时消灭第三名敌人时才拔出武器。这与其他所有游骑兵的自动武器(不含机枪)大致相当。相比之下,你会发现第一种……好吧,第二种停止全自动射击的武器在25米时就会如此,而且那还是一把冲锋枪(民兵的迷你乌兹),而根据武器不同,你可能在40-45米外仍能进行全自动射击!否则,携带更重型的主武器意味着要牺牲装备,甚至可能牺牲护甲,因此这意味着要确保尽可能高效地利用你的武器和装备选择。 游戏中确实有一些狙击步枪、一些奇怪的轻机枪,以及许多步枪和冲锋枪,但除非特定地图有需求,否则你可能会找到两三种特别喜欢的武器,并尽可能一直使用它们,或者在需要第三名安静的手枪手执行手枪任务时,将它们换成伪卧底装备。 再次强调,中情局单位的人员数量要少得多,因此很难像其他派系那样轻松地推荐固定不变的装备配置。CIA的利剑 - 长武器 和诺瓦赫拉基特警队一样,我最好将武器按视觉效果分组。有人要求我查看AK105,所以展示它的直接对比对象可能是值得的。要知道,你需要多个战术点数才能让自动射击真正精准,但这仍然会极大地改变你对地图的考量方式——诺瓦赫拉基特警的武器通常足够通用,无论特警队员选择何种武器,都能兼顾支援和近战任务,而不是让中场队员提供支援、让近战单位突入。他们会在中距离全自动开火,而且你总能通过靠近目标,让队员的不精准度最终变得无关紧要。 如果队员的命中率低于未命中率,他们很可能仍然在压制敌人。 这是个不错的选择。只需记住,他们与敌人交火的速度可能会比你使用游骑兵时预期的稍慢,但至少他们会撕碎任何瞄准的目标。我查看了攻击类型,总体而言,由于自动火力的交战距离更远,中距离瞄准时间的衰减范围比游骑兵更靠外,这使得诺瓦赫拉基特警在中场距离反而能更快接战,真是出乎意料。此外,由于攻击类型相对单一,子弹伤害和自动射速对于优化士兵的武器选择更为重要。 举个主要例子,APC9 K的默认弹药(M882)射速高达每秒18.3发,但伤害仅为21-19(在25米处伤害降至20以下——巧合的是,这正是它切换为NWS_RifleUntrainedAutoFireLong或其他超远程半自动攻击类型的距离)。 通过5个战斗荣誉可获得M1153弹药,这会将射速降至17。每秒5发(速度依然快得离谱),但伤害提升至32-26,这使其能确保4枪击杀(忽略护甲,反正护甲几乎不存在)。 APC9 K因此树立了极高的标准,此外,APC9 K可供所有非民兵单位使用,是一把出色的全能武器。 你知道还有什么也是出色的全能武器吗?M16A4,无论是民兵还是特警突击单位使用,都能在45米距离内进行(至少)3发点射。即便子弹无法3枪击杀,M16A4也拥有出人意料的不错暴击率,一轮点射就可能完成击杀,即便未能击杀,敌人也很可能被压制得无法在你的单位射出下一轮子弹前反击。不过说实话,这存在一个机会成本问题——M16A4可能更适合你的民兵使用,因为你的突击队员更愿意使用APC9 K或者我接下来要推荐的武器: M249是我建议你尽可能给突击队员使用的另一种武器——实际上,它在诺瓦赫拉基特警队身上比在游骑兵身上更有效,因为两者各自的攻击类型(attackType)射程更远: 游骑兵的_LMGStrafeShort射程为4米,而诺瓦赫拉基特警队使用该攻击类型的射程为7米。 游骑兵的_LMGStrafe射程为10米,诺瓦赫拉基特警队使用该攻击类型的射程为15米。 游骑兵的_LMGStrafeMed射程为19米,而诺瓦赫拉基特警队使用该攻击类型的射程高达35米!诺瓦赫拉基特警队的实力从某一阶段开始大幅下滑,而游骑兵在40米距离内会获得几种额外的攻击方式,但他们的接战速度更慢,子弹数量也更少! 反正需要在35米以上距离射击的地图并不多,所以不用担心,只要在条件允许时靠近目标就行。 正是因为在30米左右的有效交战距离,我建议不用费心尝试狙击——你唯一的真正选择是SVD狙击步枪,而且使用它时确实需要架枪。不过别误会,这把枪还是能派上大用场的,但它不像游骑兵配备的7.62x51毫米口径步枪那样能保证一击必杀。但至少在那些较远的交战距离上,你会比游骑兵的接战速度更快。 不要使用霰弹枪或AK系列步枪,这样你就能玩得很顺利。作为参考,AK系列武器的伤害为24-21点(通常需要5发子弹消灭一个目标),射速约为每秒10发;M4的伤害为28-20点(在约37.5米的距离仍能保持5发消灭一个目标的伤害阈值),射速为每秒12发,整体性能与AK系列大致相当。 RPK的射速和伤害与AK系列相同,唯一的优势是可手动选择的压制火力模式。 霰弹枪的表现极不稳定,射击间隔长,上膛动作也非常缓慢。你也需要切换到00号鹿弹,这样你就能节省出10颗星用于其他任何用途。 G3步枪本质上就是射速稍慢的SCAR——唯一的优势在于其首次自动射击模式下,每次 burst 至少能保证发射4发子弹,因此被它攻击的目标都会被击倒,而这一点在任何Mk17系列步枪上都无法保证。在超过15米的距离,你可能无法实现一击 burst 击杀,但经过训练后仍能射出3-6发子弹。不过我还是更愿意使用APC9 K、M249或M16A4,但至少G3能完成它的任务。 我想除了PKM和HK21E之外,其他内容都已经涵盖了。

武器在很大程度上可以按相似的作用进行整合,但需要注意的是,对于大多数能够全自动射击的武器,你的中央情报局士兵在超过约6米的距离时会使用半自动模式射击——PM63、迷你乌兹和轻机枪除外。 自然,有时需要强行突入,但由于中央情报局士兵在多数情况下都会使用半自动射击,所以如果决定强行突入,最好关注武器的原始伤害。说到这里,伤害最高的武器是VSS Vintorez(使用SP5弹药时),在15米范围内每发子弹造成50点伤害。M110A1和M1A Scout的伤害为43点。Mk17STD在约20米范围内是三枪 kill,其伤害范围与Rattler相同,除非你使用超音速弹药,这种弹药基础伤害为35点(同样是三枪 kill,但会破坏潜行能力)。5.56口径步枪则使用Mk318 SOST弹药,在约16.5米范围内是三枪 kill,并且步枪的弹药量也更多。 选择你的武器:M110A1可以加装消音器(效果如何就看你了),弹容量为20发。VSS更适合近距离暗杀。而Rattler、M4卡宾枪和Mk17STD在远距离时精准度会大幅下降,Rattler下降40,M4/Mk17STD下降50。M1侦察步枪略有提升,但其精准度仅在150至100之间——至少在近距离作战中还算可用,不过它本质上是Mk17STD的换皮版本,用近距离全自动模式换取了15米外的暴击率。 因此,你的中情局干员并非神射手……但值得一提的是,M110A1是远程作战的唯一可靠选择——它不仅拥有稳定在450的精准度,还能装配5-25倍瞄准镜,从而在15米外获得100%的暴击率。 顺便说一下,SVD的精准度从30米时的200下降到70米时的100——用于中距离作战尚可,但不值得费心。 在大约6米至15米的距离内,你将依赖CIA_RifleAimedFire攻击类型,或者CIA_FastFireMed与CIA_FastFireHeavyMed攻击类型。【步枪精准射击】每秒发射4发子弹,【快速射击中型】每秒发射5发,【快速射击重型中型】每秒发射4.5发,射速有小幅提升,并且取消了射击次数限制,改为“持续射击直至目标被消灭”,而【步枪精准射击】在再次射击前会先发射1到2发子弹并稍作停顿。 至于近距离,【近距离连射】和【近距离重型连射】会以全自动模式进行短点射,发射2-4发子弹;而【近距离快速射击】以每秒6发的速度持续射击,【近距离重型快速射击】则为每秒5发。这与游骑兵基于射速使用【游骑兵中型速射】和【重型中型速射】攻击的方式类似,但只有在5米左右的范围内才能达到如此快的射速。我个人认为,射出更多子弹比更快的半自动射击更好,因为快速射击类技能只能提供4%的暴击率加成——还是直接用火力压制敌人更好……但即便如此,这也只在大约5米范围内有效。 需要注意的是,这对于中情局(CIA)的预期任务来说已经足够了——在极端近距离使用消音武器进行暗杀。 不过,你那些在中距离开火的枪械至少能提供掩护。对于卧底干员而言,M4卡宾枪几乎是你唯一的选择。而对于黑色行动干员,你还可以考虑Mk17STD和M1A侦察步枪。其中,Mk17STD在5米范围内可全自动射击;M1A侦察步枪则具备DMR攻击模式,在15米外有30%的暴击率加成,但其效果有待商榷。如果必须强行突破,选择适合任务的武器即可。 不过,我不建议默认选择强行突破。接下来我们谈谈消音武器选项。 在此之前,最佳的强行突破手枪是M1911或G22。G22能完成所有9毫米手枪能做到的事,且有约10%的暴击率加成;M1911则拥有更高的基础暴击率、更强的伤害以及比HK45更远的射程。同样值得一提的是迷你乌兹和PM63,因为无论战术如何,它们在5米外都能全自动射击。我的意思是这还行,但你基本上会像使用配备迷你乌兹的民兵那样使用它们——可行,但你有更好的方式来部署你的士兵。在这两者之间,迷你乌兹射速更快,且不会低于5发击杀。 补充:实际上LAMG看起来好得多,它能像架设状态一样在15米范围内射击。如果你需要让中央情报局小队强行突入,让两个装备这种武器的士兵四处行动其实是个不错的主意——只需记住15米对士兵来说算是一个相当严格的限制。解锁它需要消耗6个战斗荣誉。 中央情报局的匕首——消音武器 至于消音选项,老实说有不少选择可供使用:

要说【绝对最安静的武器】,MkIV的声音半径为2米,但必须在这2米范围内才能获得55%的暴击率。 亚军则是配备M1153弹药的MP5SD6,其声音半径为2.5米。幸运的是,它是一把 burstfire(连发)武器,这意味着你可以用它在6米范围内横扫敌人。 除此之外,卧底干员在击杀概率和声音半径之间需要做出选择: PPK只有6+1发子弹,但作为手枪,它的声音半径是次小的,为3.5米。凭借隐蔽战术,你可以携带额外装备。 VSS Vintorez是一款声音半径为3.5米的长枪,它的威力相当惊人,在其连发范围内只需2发子弹就能击杀敌人。 G19则是一款全能型手枪,4.5米的声音半径和15发子弹的弹容量使其用途广泛。Mk24在1.5米至4.5米范围内(不要过于靠近)每发子弹的有效暴击率为68%,但其声音半径为5.5米。MP5K则是一把可靠的击杀武器,每次射击的子弹数量超过必要需求,声音半径同样为5.5米。响尾蛇是另一款相当有效的武器,安装消音器后仍能保持极佳的静音效果,在近距离需要3发子弹才能击杀,声音半径为5米——与MP5SD6相比各有优劣,不过其射速不错(每秒13发,而MP5SD为每秒11.5发)。对于中距离的消音步枪,你唯一的选择要么是使用VSS(Vintorez),要么是拿出AK-105——尽管它的各项数据平平,但它(以及AKS74U)是中情局特工唯一能装配安静亚音速步枪弹的步枪。有人建议我关注一下——不过你需要战斗荣誉来获取弹药(需要2个)。 CIA - 武器速览 没错,简要回顾一下,CIA的枪械选择很大程度上要根据具体任务需求来定——你有4名队员,所以必须合理分配才能发挥作用。 你的装备配置取决于你是否要采取强攻模式。 卧底强攻:配备Mk318 SOST弹药的M4卡宾枪,三级突袭背心 黑色行动强攻:根据交战距离,你有以下几种选择: M4卡宾枪搭配Mk318 SOST弹药仍然是室内清房的首选——7米内可全自动射击。 如果你需要更远距离的全自动火力,LAMG可一直全自动射击,其架设攻击类型的有效射程可达14米!为满足你的所有狙击需求,M110A1是唯一精准度超过200的武器,其设计模仿了游骑兵的步枪。副武器推荐M1911(除非你喜欢G22或其他型号) 隐蔽行动,保持安静:这是一个在杀伤力与安静程度之间的权衡选择,说实话,你得根据情况来决定。 MkIV Hush Puppy在2米范围内有55%的暴击率,但你将完全依赖这一点。 PPK同样需要在2米范围内使用,并且需要装备DoubleTap战术,不过它能提供45%的暴击率,且声音半径固定为3.5米。 消音G19需要在1.5米之外、5米之内使用,配合DoubleTap9mil战术可将暴击率提升至约45%。 Mk24在1.5米至4.5米范围内有68%的有效暴击率,但声音半径为5.5米。 或者干脆使用MP5K,用5发左右的全自动子弹扫射,哈哈。5米声音半径 VSS Vintorez在5米内造成50点伤害并以 burst fire(连发)模式射击,但它属于步枪,无法利用隐蔽枪套战术;不过它拥有3.5米的声音半径作为弥补。 【黑色行动,悄无声息】:若追求极致安静,MP5SD6具备全自动模式,声音半径为2.5米,全自动射程可达6米。 除此之外,AK 105 Alpha的声音半径为4米,全自动射程8米,半自动模式在24米的中距离也有不错表现,适合中距离作战。 关于披风的使用,你需要自行试验何种装备组合能保持隐蔽状态,因为携带装备的数量是否会引起怀疑,取决于你的装备和战术选择。 不过,这些信息应该能帮助你入门了。补充说明:更多【火力与机动】示例(含模组及其他案例) 我想分享一些额外的队员运用示例——根据地图选择队员并进行战术机动。

这是一张随机生成的地图,已激活僵尸模组。玩家出生点位于地图左下角。使用的小队是诺瓦赫拉基特警队。参与行动的单位包括两名特警突击手(一名使用PKM机枪,另一名使用M249机枪)、一名工兵(配备M4卡宾枪)以及两名民兵(配备M16A4步枪)。 在僵尸模组中,交战规则有所改变——敌人的生命值比标准的100点更高,而且敌人几乎总会试图拉近与玩家的距离,进入近战范围并进行近战攻击造成伤害。该模式的主流玩法基本是“使用轻机枪,偶尔部署其他队员掩护轻机枪手,或执行其他任务(比如炸开墙壁或解救平民)”,但即使有了这个模组,整体概念仍与我之前描述的近距离战斗/中距离/架设单位类似。 在这个例子中,Salmon和Cyan都使用轻机枪,他们前方的白色箱子能让两人利用轻机枪扫射架设攻击类型,这对轻机枪来说是最理想的。我让他们从一个掩体交替掩护前进(在这个场景中,他们最初从左下角的蓝色皮卡车处开火,然后在清理完僵尸后慢慢移动到现在的位置)。这与主线游戏有所不同,但两名民兵(绿色和黄色)比我的轻机枪手和工兵速度更快,因此他们可以充当诱饵来吸引僵尸的注意力。他们的射击速度比非民兵单位慢,但即便如此,他们的3发点射也让他们在消灭僵尸时具有一定的实用性。 与此同时,工兵(橙色)在徒步状态下拥有最快的交战速度,因此他展示了另一种不同的战术思路应用——还记得我曾建议让一名步枪手与你的车载单位协同射击吗?在这种情况下,橙色工兵旁边的卡车太高,无法越过射击,所以我暂时将他部署在一个既能掩护轻机枪手,又不会直接陷入交战的位置(僵尸会被民兵和轻机枪手吸引)。这一点很重要,因为当敌人跑过时,你的盟友可能会停止射击(无法足够快地追踪目标——我在使用轻机枪的士兵身上见过这个问题)。以下是我想表达的一个直接例子:

我将爆破手移动到下一面墙,同时让民兵单位移动到爆破手原来的位置——一只僵尸从拐角出现,他们5人同时开火。这与我之前的例子类似:我让一名近距离战斗单位守住门口,同时让中场单位准备好通过近处和远处的门口进行直线瞄准——近距离战斗单位近距离坚守,以便向任何冲向门口的敌人扫射;而在这张最新的僵尸图片中,则展示了敌人冲向我方单位的例子。 补充:建议解锁顺序,如何利用你的士兵(取决于属性) 你是否曾点击过重置进度的按钮?或者你可能是第一次开始游戏,并且是个追求极致效率的玩家?在钢铁侠战役中如果出现人员死亡,是否会重置所有进度? 以下是我的一些强烈建议: 首先,【Spiny Stubbles】模组会提供多个额外关卡,为反复尝试通关早期地图带来足够的多样性。 我还推荐【Shotgun Breaching】模组。它为突击队员配备了一把副武器霰弹枪——这一点很重要,因为许多队员初始属性较低。 首先,这里有几个直观示例:

这是一名1级突击队员的示例。这位名叫艾克斯的队员,其枪法和突击射击能力都相当可怜。 幸运的是,在大多数地图中,枪法的重要性并不高,但突击射击能力对他而言简直是个实实在在的诅咒,尤其是考虑到他使用的是射速较慢的狙击步枪。 为了弥补这一缺陷,我为他购买了1911手枪——如果你玩过《破门而入》第一代,就会知道“尖兵”职业,以及他们使用手枪时的快速开火能力。所以,一个直接的解决办法,也是我的建议是,艾克斯可以在比赛开始时切换到手枪,并负责操控门,让你的步枪手能够透过门进行射击。 此外,他的战场技能数值相当高,因此让这名狙击手负责安放震荡炸药、拆除炸弹等任务是个不错的主意。相比之下:

Pascal here has a mostly ideal spread of stats for an Assault trooper, having the only stat that really matters: Assault Shooting above 5. You see, enemies don't seem to have stats, and tend to shoot at the same time as your trooper if your Assault Shooting is 5 or so. If you buy an optic for your guns, you can outshoot them whenever, but there's still that first map you have to beat them on. The rest of his stats don't matter so much with the short distances, and the starting M16A4's accuracy on the Rangers compensates for bad Marksmanship by a wide margin. For early item buys, I recommend in no particular order [for the Rangers, obviously]: M1014 Shotgun - Equip to troopers with bad Assault Shooting stat to speed them up; especially consider for Support and Marksman troopers MP5A5 SMG or M4 Carbine or Mk18 Carbine (pick one) - Upgrade for CQC for Assaults Mk17 Long Barrel - shoots burstfire and does good enough at range, straight upgrade for Marksmen Holo Sight - best CQC optic 1911 Pistol - Excellent sidearm that serves a similar role to the M1014 in letting troopers with bad Assault Shooting to attack faster than their primary rifle - Equip to everyone unless you have something else you prefer 3x Slap Charges - Some halls are going to be too tight to breach from the side, this is where slap charges come in 1x Wall Breach Charge - Heck, some doors are too unsafe that maybe you'd want to make your own 'door'. Spy Camera - Might as well check under the door ahead of time, huh? For Nowheraki SWAT (in no particular order): Handguns are mostly useless, you can skip them Get single plates on everyone ASAP. You'll have to get 2x Battle Honor points to equip your Militia with them. Leader can equip Riot armor M4 carbines and the APC9 K are the ideal weapons for anyone that can equip them (don't forget the Western Weapons Doctrine). Leader can equip M4/203 M249 LMG by itself gives the SWAT something the other two squads can't - potentially 8x machine gunners all going HAM. This is more a luxury buy, get this after the M4 Carbine/APC9 K and armor for your SWAT members - just remember that this is best either micromanaged with suppressive fire or fired from cover; because by default the other weapons have slower minAimTimes that actually match the M249 LMG, this actually becomes a sleeper hit, but you're still better off treating it like a support gun.. M500-MEK Shotgun is borderline unusable without the 4 star 8 PEL 00 Buckshot ammo type. Normally I wouldn't recommend it, but its use as a weapon to breach doors with the Shotgun Breaching mod in of itself is pretty good. It also by default shoots faster than the other weapons out to like 5 meters, so that's worth considering, using it as a breaching weapon. This is a Doctrine, not a weapon, but the US Weapons Familiarization doctrine helps a LOT. [*[ Also a doctrine, but [b]DON'T[/b] take Rapid Fire. If you bought the M68 Red Dot 1x, then it's available for Nowheraki SWAT. The best use of Battle Honors is getting your militia plates. You only need 2 Battle Honors. The only other thing that's even close to worth it is the subsonic M1153 147gr JHP ammo for the APC9 K, which you'll need 5 Battle Honors for. The G3 Rifle otherwise is fine. The HK21E MG isn't worth it unless you're using Suppressive Fire or using it as a psuedo-DMR with 100 ammo. I don't play with shields, but it requires 8 battle points sooooo...[/list] CIA: Make your choice between the Glock 19 (the one that can equip a suppressor), the Mk24, and the MP5K for Undercover. The MkIV Hush Puppy is...doable, since it's essentially a coin flip whether or not you'll get the kill within 2m, but tbh having a gun that either shoots in bursts (MP5K) or kills in 3 bullets anyway (Mk24) is worth it IMO. PPK suppressed gives you an extra meter or two less sound radius and does roughly the same damage as the Glock but you have less than half the reserve ammo - doable, at least. M4 Carbine is 'good enough' for loud use, and once you get the doctrines up and running your CIA agents become pretty competent. You'll need Battle Honors to unlock the 4m sound radius subsonic ammo for the AK105 Alpha. It also unlocks the Undercover AKS74U suppressed-subsonic ammo, but it's like 6m or 6.5m or so. This ammo type does decently mediocre damage but it's probably your best suppressed primary for your Black Ops. MP5SD6 is the other best suppressed weapon Black Ops can use. 2.5m sound radius. M249 is the only other loud weapon I'd recommend since it's one of the top 3 guns in the game outright, just remember it's best used from somewhere you can mount it. There's a specific map in the mod 'Longer Day's Work' where having your two Black Ops dudes with LMGs vs enemy QRF is a godsend I don't recommend the Rattler Note to Self: To-Do [END OF GUIDE] Eventually I gotta clean up the rest of the guide. Probably going to keep the detailed explanation of the attackTypes, maybe go into deeper comparison of weapons, IDK right now. The rest of this guide is moderately outdated, though some things haven't changed so it's worth a look through Definitely want to directly compare weapons though. I think I'll do: Rangers - Compare Primaries Assault: MP5A5 vs Mk18 CQBR Assault: M4 vs SCAR-H CQC Assault: M16A4 vs SCAR-H STD Assault: M16A4 vs M7 Assault: URGI vs the others Support: Comparing the LMGs outright - M249 overall best with LAMG having the non-mounted niche Marksman: Comparing the rifles should be easy Grenadier: since their weapons are used at range All-class: Go over pistols SWAT - cover primaries Compare M4/M16A4 to the AKs ??? CIA - Compare primaries I guess - some times you're wanna go loud, while other times you need quiet Also compare sidearms - suppressed versions are roughly similar but sometimes you're wanna go loud Introduction [Outdated, v1.09 from here on] Prelude: I am currently adding information regarding the full release [v.1.09 upon editing], but earlier version is included for sake of reference. A lot of the information was relevant during the last beta version [v.36] and the fundamentals of how the game works still applies, with the only major difference being the addition of Doctrines and the edits to guns' attackTypes. Those topics will be explored later. Hey, I'm a bit of a gun nut and I used to be into coding, and after some playing, I figured it might be wise to have a guide that focused on highlighting the different tools this game gives you (the guns, namely), as well as wanting to help you guys out with general mindsets for how to play your different Squads [Rangers, CIA, SWAT]. There are other guides for specific tactics, but I'll also go over the gadgets briefly and give suggestions for loadouts. What this guide is: Primarily geared towards Beginners to Door Kickers 2: Task Force North Helps you sort out how to use all the guns and in what roles they should be used Tells you briefly the difference in playstyles (and some basic tips on how to play into them) Gets you basic loadouts for your crew and tells you how to use em - you're openly welcome to experiment after you unlock more gear Hopefully a way to sort through dozens of gun names by thinking about the game in terms of engagement ranges What this guide isn't: I don't intend to hand-hold you for tactics for individual maps. I don't intend to give specific tactics for playing the game outside of when to use specific gun types This guide isn't mandatory to follow. Bro, play the game how you want - this should at least help you get started with your first few purchases Please note that after doing research on the ammo types, I desperately need to go back through the CIA guns...however, Rangers and Nowheraki SWAT should be good to go for reading purposes. Rangers [Quick Loadout Suggestions] Did you know the M16A4 is the best overall rifle in the game? Because oh my god did I just come out of a rabbit hole. I'll explain later, but here's what you wanna do for each class: Assault: The starting M16A4 is the best at every range that matters. It's highly advisable to give it Mk18 SOST ammo. I'll explain why in later sections. The only other guns to consider are: MP5SD6 is a special case since it's the only Primary that Rangers get that can get to 2.5m sound radius. It's a tool, and it's not perfect, so it doesn't directly compare - great out to 8m, and can reach a little further, but it's not designed for heavy range fighting. M4 URG-I is an okay sidegrade to the M16A4 for range use [past 5.5m], its claim to fame makes it better than the M4 overall, but for 20 bloody stars I had to grind for this after playing through all the maps. This weapon gets its own section in the guide. M1014 is best CQC weapon in the game, but the Assault class would rather be using the more flexible rifles I used to do 4x Mk18 Pointmen, 2x M4 Pointmen, 2x Mk18 Breachers based on suggestions from another guide, but since the M16A4 is the best rifle, I might just adapt that as: 4x Pointmen - Holo Sights with MP5/M16A4's 2x Midfielders - M16A4 or Mk17 Carbines with LVPO 1-8x - buy the Dual Role Optic 1/4x since it's the best option on your Grenadiers, and upgrade to the LVPO 1-8x when you can 2x Breachers - 2 more Holo Sight guns and Wall Breaching Charges Support: The starting M249 is the only LMG you'll need. Did you know you could use Suppressive Fire to make your machinegunner start shooting faster than the Assault Class's Rifles? It's only by 50ms but the gunners will shoot full auto and likely suppress the enemy! It's a bit taxing to micromanage that much, but damn if it aint effective. 4x M249's. More on this class in its own section. Swap in shotguns for sake of training. Grenadier: M16/M203. The grenadier rifles share the same properties (ammo, which dictates damage, damage range, crit chance and crit falloff; attackType, which dictates how fast, how accurate, and how much the weapon is fired; 2x CQC Grenadiers with Holo Sight 1x and have them go inside buildings with your Pointmen 2x Midfield Grenadiers that stay outside with Dual Role Optic 1/4x's [best they can equip, should be your first optic purchase since you can slap it on LMGs and your Midfielders too] Marksman: DO NOT USE SQUAD DM RIFLE. If you need a Marksman, just use M16A4 until you can save up for a sniper rifle. Only two Sniper rifles for you to consider Can't attach a suppressor, but it's whatever, the Rangers don't really care. M110A1 is the most maneuverable rifle that can attach a suppressor., while Mk20 SSR starts using the 30% crit bonus AttackType soonerWhatever you pick, LR Optic 5-25x is a guaranteed 100% critical hit past 15m. LR Optic 3-18x is a better pick for ranges within 50m, though. You never need 4 snipers, so having Marksmen be your first set of guys to use shotguns is a good call for training or long-term use All Class: M9 is fine, M1911 is best handgun. Handguns are MUCH faster to initiate combat within 7m. Other handguns are insignificantly different sidegrades with generally worse ranges than the M9 M1014 Shotgun is an all-class gun that shoots faster than rifles and has like a 90% chance to kill in one blast and a very fast follow-up shot. Its magazine size isn't big, but its reload can be interrupted in case something happens. Superior to MP5 in practice. Raid Vest is a decent speed upgrade over the basic armor. IV plates slow you down Extended Vest / SAPI exists... I never used it. High cut helmet will give you some speed back. Dual Tube NVG's are better than single M1553 is best 9mm ammo type. Mk318 SOST is best 5.56x45mm ammo type. REMEMBER TO EQUIP IT 2x Frag, 2x Flash should do for everyone. Holo Sight for anyone pushing a building 1-8x LVPO for anyone that'll stay outside, though Combat Sight 4x's are faster around 15m LR Optic 3-18x for Marksmen, consider 5-25x for extreme ranges [>25m exclusively] Everyone gets access to M136 AT4 Launchers!!! I typically don't use them since the Rangers are accurate enough, but it's an option Final Suggestions: I tend to use 2x Marksmen as shotgunners - I give them Holo Sights and specifically give people running the shotguns 3x slap charges so they can prep a breach and then move onto another task I tend to give my Grenadiers 1x Wall Breach Charges and use them to breach walls as a first pick rather than Assault Breachers. If i need more than 6 walls breached, just give someone a rocket or something idk CIA [Undercover - Quick Loadout Suggestions] CIA play so crazy different than the rest of the game, it needs its own guide. Here's a brief summary of guns for them, though: Undercover don't get LvIII Armor - you probably noticed this. If you want to stay Covert, my suggestion to you is to stick with no armor and take one of the following: Mk24 suppressed has >80% Crit out to 10m. JHP 185gr has a slightly larger sound radius but gets up to 89% crit within 5m, and it's a pistol, so if you need to attack offensively, it'll outshoot rifles vs enemies already aiming at you. 8 round magazine, but that's fine. 5.5m sound radius with FMJ, 6.5m with HP185gr. HIGHLY RECOMMENDED If 8 rounds for the Mk24 isn't enough for some reason, try the Mp5K suppressed. Guaranteed kill within 5m thanks to a 5-8 round burst; between 5-11m, it's shooting at 6 rounds per second with about a 50% crit chance, and will kill by the 4th bullet. Don't use past 11m. Not-serious runs can have fun with the Double Barrel shotgun. It's surprisingly effective, but obviously loud. For a more serious suggestion, the G19 Pistol (not Custom) is only 2 stars and can accept a suppressor - it's a cheap option if you need a suppressed gun first time you CIA, but it's strictly inferior to the Mk24. It still got me through the game easily enough, even if it's slightly slower in overall kill times. 15 rounds will be easier to manage as well for anyone just starting out.Undercover units are unique due to their ability to Play Civilian, so you want to focus on suppressed weapons with an excellent chance to kill, and are preferably supremely quiet. The VSS Vintorez is...a double-edged sword. It's best case scenario is naked on the Undercover, and can reach out to 15m with it doing 50 damage per shot. The PSO-1M2 4x scope gives it another 10m where it'll get a whopping 90% crit chance, but the problem is that your units will raise this weapon back up slowly if they get shot, as opposed to the pistols which lose little time if they get suppressed - the scope makes it even worse. I've tried a few times to engage an enemy only for us to shoot at the same time, and my Undercover agent promptly gets shot at 6 times and dies cuz he could only get the first shot off. The Vintorez has the best sound radius out of my suggestions for the Undercover's weaponry at 3.5m. It draws/holsters faster than secondaries, so transitioning in and out of Playing Civilian is significantly faster, but this shouldn't be a deciding factor to use it. ...Just remember it IS NOT to be used as an offensive tool. If an enemy sees you with this out, your agent WILL be attacked first and WILL be suppressed, and your Agent WILL die. Also it prevents you from taking one of your two gadgets and still be Covert, so in hindsight the juice isn't worth the squeeze - stick to the Secondaries. Your two best choices are the Mk24 and the Mp5K. If you end up taking the Vintorez, use it like an MP5SD6 that you can holster and please don't hate the game if it gets you killed - yeah, it's...it's not fast to engage. That's why I say use the pistols instead. Note: Don't engage with either secondary past 10m. Unless it's the double barrel on joke runs, that thing's crazy good out to 15m. As for equipment, 2 frags let you play "Catch the Potato" with stubborn groups of enemies. Essentially, get behind some hard cover and chuck a frag into a group of enemies that are problematic to take out quietly - just be sure to walk away from the newly created suspicious zone where you threw it. The following guide explains it a little better than I am: https://steamcommunity.com/sharedfiles/filedetails/?id=2611806579 CIA [Black Ops - Quick Loadout Suggestions] To work on There's a few ways to use the Black Ops. For starters, if you want to give your Black Ops Agent a Poncho, you could either take a pistol and armor or take a loud primary - you can't take a suppressed primary and armor and still be Covert. Mk24 Suppressed is the best choice. If you can't afford 5 stars, then the G19 Pistol [NOT customized] is a decent alternative. You can't Play Civilian once you Go Loud as a Black Ops dude though, so at that point you've got a single Pointman [reference to the Door Kickers 1 class - they get pistols only, but are fast to engage and have good movement speed] and you can switch your two Undercover units to be mobile cameras to spot enemies for your Black Ops dude This should be your general use for the Undercover Agents once you get all the easy kills taken care of. Babying a Black Ops agent who's already Gone Loud becomes a fun playstyle in itself as enemies try to charge the dude - too bad their rifles are slower than your pistol! I wouldn't recommend Poncho use with out Armor. For Armor + No Poncho, you're going loud from the outset, but with the exception of single digit numbers of maps where you'll be engaged right away, that's fine - it's a matter of using your Undercovers as cameras to ensure you can get your Black Ops units in as close as they can get. There's only 2 primaries to consider: M110A1 isn't quiet, but the LR Optic 5-25x gives it a 100% crit chance past 15m. It's 6 stars... MCX RSAR has the stats of the Mk17 Carbine [3-4 shot kill, 35% flat crit chance] while having a sound radius of 3m for subsonics and 30 rounds. Supersonics make this always a 3 shot kill. Need I say more? Use with LVPO 1-6x since that's the best you get. It's 10 Stars, but this is your go-to weapon once you get it - unlike the M4 URG-I, this is absolutely the CIA's best primary in the game.If you can't afford the MCX RSAR, you still need 2 Stars to buy a suppressor for the starting M4. It's alright, I guess, but you'll attract enemies. Either buy the G19 pistol for 2 stars or just spend 5 stars for the Mk24 and get used to 'backstab kills' with it until you clear enough maps for the MCX RSAR. If you really want another primary though, the MP5SD6 is decent enough as a budget primary - just note that CIA DOES NOT SHOOT FULL AUTO!!! Mk24 should be your first purchase for this class, and using it exclusively on small maps is a viable strategy. You also get LMG's as well for some reason. I wouldn't; out of them, the M249 is the best LMG in the game, but you'd really rather be doing other things than holding a single angle with your CIA Agents. Nowheraki SWAT [Quick Loadout Suggestions] Where the Rangers have excellent accuracy, options to great 3-4 STK weapons and good critical hit chances, and the CIA get access to the superior VSS Vintorez and MCX RSAR, the Nowheraki SWAT get subpar weaponry...but can still get by if you expand your mindset out a bit. Single SAPI Plate - equip to everyone [Sappers and Leaders can use Sappers Combat Vests, if you want] Mini UziI cannot stress enough that while weak and easily suppressed, your Militiamen will be a fantastic asset for you. First, they cost half a deployment slot, so you get a lot of them Second, their weapons are deceptively good. Mini Uzi Militia are quicker to engage than the only other SMG, the APC9 K, and they will shoot bursts up to 25m away, so you're going to either kill or suppress whatever they start shooting at. M16A4 Militia will shoot 3-round bursts out to 45m, but keep them within 30m so they shoot faster. While unlikely to kill in a single burst, these weapons suppress very easily! FAL Militia are coded to act as Iron-sight Mk17 Carbines - yes, the very same one from the Rangers! It'll even start shooting faster than your other Militia weapons!I recommend 4x Mini Uzi, 6x M16A2, 2x FAL, but you can mix it up. If you don't know how to use them, you could: have one tag along with another SWAT trooper as a second rifleman and enjoy your free suppression Mini Uzi is good enough to clear a room, though i would send 2 [*[ Any time you want someone pulling security, you can put an M16A4 dude or 2 to hold - they're pretty good at defense since they always shoot 3 round bursts out to like 45m FAL as pseudo sniper - they use Ranger DMR attackTypes! From there, Buy the M249 for the Assault class. You can have up to 8 of them. OH MY GOD THIS IS SO MUCH FUN, even if it's a bit high-maintenance. M16A4 on SWATAssault has Ranger AttackTypes! This means they'll start engaging faster than all the other guns (unless you're using handguns or the M249 Suppressive Fire) Also, RPG-26, give one to each Assault. You get 8 of these as well. Enjoy. APC9 K is S-Tier - FULL OUTO OUT TO 18m! M500-MEK shotgun (get the alternate ammo for the shotgun) are decent choices for Sappers - equip them with 2x Door Breaching charges and 3x Demolition charges.Buy the M4/203 if you want to use a grenadier rifle, it's faster and hits harder than the AKM. Speaking of which, dont use AK's. They're terrible and generally are 24-20 damage...lower than 5.56x45 Leader Grenadier Rifle: M4/M203 is strictly better than AKM/GP34. It has one fewer shot to kill out to 18m or so. Similar crit rates thanks to attack types. The rifle's mediocre otherwise since it's stuck to M855. Probably the best route due to being the only 40mm unit on the team. Sniper: You get the Dragunov, but honestly, let your Militia use their FALs for ranged attacks, they'll attack faster and with >55% crit at mid-range even without optics. The SVU-A is like a Vintorez from the CIA - it gets full auto fire out to 3m. It's not bad, but for snipers i prefer one shot kills. Look, just because it's an option doesnt mean it's very good... My preferred route is to use the APC9 K for another person breaching interiors, it shoots full auto out to 18m! If it did any better at range it'd be my top pick for a weapon You get Sappers Combat Vest as an armor option on the Leader, and that synergies with the APC9 K exceptionally well. The reduced movement speed is negligible because you can just tell your Leader to run. Assault Have you ever tried 8x M249's in a mission? There's no alternate AttackTypes to make the M249 shoot more slowly, so aside from suboptimal optics, they will handle the same as on the Rangers. ...And CIA, if you're crazy like that. Otherwise, APC9 K is an excellent close-midrange weapon. It's a little slow to start shooting, but is full auto out to 18m. Obviously don't use it at range, but it can slap harder than the MP5 can M16A4 is probably the Assault's best rifle otherwise. The M16A4 is coded to be the same as it is for the Rangers, and is a 4stk out to 50m. It is the fastest to start shooting and past burst fire rang Assaults are better off using the M249, though.e 15m gets >50% crit chance; >65% with an ACOG! Assault troopers get RPG-26's as their large attachment option (aside from dynamic hammers, which...ew), so have fun blowing stuff up. Sapper Probably best off using M500-MEK shotguns. purchase the 00 buckshot ammo - idk how math works with percentages, but it's 12% per pellet out to 7m. That's, what, 96% chance for one of them to be a crit? 9 damage per pellet within that range as is, so you only need 2 shots. Otherwise, they get APC9 K SMGs. Given that the shotgun's a pump action, this becomes a better pick overall.Sappers get Door Breaching Charges and Demolition charges for busting holes open in walls, so by process of Absolute Advantage, I recommend 2x Door Breach and 3x Demo charges for their equipment. As for Armor, Sappers get...Sappers Combat Vests. I never use them personally but it couldn't hurt if you're using them to push rooms. Remember you can tell your trooper to Run if they move too slowly. SWAT is a different way of thinking over the map. See that wall? ...That's your mentality. Oh, Molotovs are useful for blocking off pathways so you can't be flanked, but I just prefer giving everyone frags. Don't forget pistols are fast for indoor clearing too. M9 is fine G17 is a modest equip speed/magazine size upgrade over the M9. The .45 pistol is cringe, the SWAT team can't shoot it faster than once a half-second past 2.5m...do not use Final note: Aside from APC9 K, Mini Uzi [Militia and otherwise], the M16A4 [Militia and otherwise], and the M249, all guns are fired semi-auto. You're gonna need to plan around that... Recommended Purchase Order Because there's a little too much going on. Remember, 5.56 gets Mk318 SOST ammo, 9mm gets M1153 ammo RANGERS Priority 1 Don't bother with Combat Sight 4x unless you can control enemies to be within 15-25m. Red Dot is strictly worse I'd say a different rifle for the Marksmen but early maps don't require one so you can wait on that a whileThen, In Any Order: Dual Role Optic 1/4x is the best optic Grenadiers can use, and it's usable on Support LMGs and Assault rifles. It's not as good as Holo Sight or the Combat Sight 4x, but your LMGs need something flexible. Consider it for your Midrangers if you plan on having them push inside - you can't change optics mid-mission after all, so if they'll for some reason be seeing 0-7m fighting and 15+m fighting (not impossible), this'll at least give them an edge. It's worth it to specialize, though. M1014 Shotgun whenever you want to see the power of God slapping your enemies Pick one: M14EBR or M110A1 for your Marksmen. M14EBR is better from 8-15m, M110A1 can equip a suppressor. LR Optic 3-18x and 5-25m for your M110A1 Marksmen. 3-18m is good all-around past 7m, save the 5-25m for maps you'll be dedicated to shooting past 25m. Raid Armor, both Lv III and IV MP5SD6 will solve all your suppressor needsLower Priority Purchases M1911 is best sidearm XM338 as an alternate LMG. Be aware, it only has 50 round capacity. MG Optic 4x or 6x depending on range: 4x between 7-25m, 6x past 15m. The Dual Role Optic 1/4x is a good intermediary in the meantime but these two will give better boosts - they're slower though, so I'd use this if you're just going to mount up in a single location and can control for distance. M4 URG-I is probably best summarized as a weak upgrade, sacrificing range for faster semi auto fire rate. That's not nothing, but it isn't a priority. LVPO 1-6x is superior to Dual Role 1/4x sight past 15m if you need a better optic for Assault Midfielders/Pseudo-Snipers, but its best range is >15m and you're sacrificing some CQC speed. LPVO 1-8x is even more exaggeratedly better at long range - it's worth it if you can keep enemies out in the 25-50m range. Low priority purchases There are some night vision maps - you start with single tube, but the dual tube won't slow you down and gives you better vision. It's worth the purchase but you might not be there when you first get a night map.And from there it's a matter of taste CIA Budget MP5SD6 will work as a primary if you're saving up for the MCX RSAR [and you absolutely should!!!!] M4 Suppressor is 2 stars - just don't use it. I cannot put into words to you how important suppressors and quiet guns are for the CIA, and the M4 is just too loud. Priority 1 Mk24 Handgun, comes with suppressor. If you can't afford it, G19 is 2 points, comes with suppressor. MCX RSAR is also a Priority 1 purchase, but it's 10 stars - pretty expensive. You can buy up to an LVPO 1-6x. This is going to be your workhorse, so you're going to want the more flexible optics since you'll be in and out of buildings and extreme distances. Use the LVPO for maps where you know you'll need to make 25-50m shots, Holo Sight out to 15m; Dual Mode 1/4x is an ok middle-ground, since a single CIA Black Ops agent is going to need to be very flexible. In Any Order: Lockpick Machine M110A1 - You'll want it eventually, but the first few missions you can use the CIA are all smaller maps and it's not so necessary LR Optic 3-18x for the M110A1. 5-25x is pretty good too but only use it for cross-map shots - you slow down significantly withn 25m. Raid Vest Lv IV. III is ok tooLower Priority: RPG-26 to bust a hole open in a wall in a few maps, best used by Black Ops when it's clear Bump or Ballistic Helmet and Night Vision for Black Ops units for night maps. NOWHERAKI SWAT Priority 1: Mini Uzi for Militia, and while we're at it, get all the Militia off that damned ak47 underfolder. I recommend 4x Mini Uzi, 6x M16A4, 2x FAL. Single SAPI Plate, put it on everyone It's already unlocked, but until you get better weapons, the M16A4 uses the same attackTypes as the Rangers and is therefore the fastest primary for Assault and Sapper troops (sans M249 use)In Any Order M4/M203 GL for Leader. It's good, but not great - still, only the Leader gets a grenade launcher M249 for Assault RPG-26, put it on everyone you can (minus Sappers, since they can get 3x Demolition charges) Red Dot 1x/Combat Sight 4x, put them on relevant troopers APC9 K is an excellent SMG and can accept a red dotLower Priority M500-MEK, and ABSOLUTELY buy the ammo upgrade for the M500-MEK G17 Pistol is a modest swap speed/magazine capacity upgrade over the M9 Non-Militia get Mini Uzi SMGs for a sidearm choice. Not a bad idea.There's also Shields, but they're whatever imo, use em if you like them What the bloody hell do you MEAN the M16A4 is the best rifle?! Before I continue, DONT USE THE SQUAD DM RIFLE. I DO NOT MEAN THAT ONE. Buy another sniper rifle ASAP [M14 EBR, Mk20 SSR, or M110A1] and just use that. Allow me to take you down a rabbit's hole. The weapons in this game are three parts: Optics [which can be ignored to an extent for sake of individual weapon comparisons] Ammunition Type [specific to each weapon, but generally pretty similar between weapons of the same caliber / using the same ammo type. There's a few nuances, though] AttackType [Usually one CQC, one mid-range, one long-range, one extreme range out to 9999m] Firstly, let's go over the ammunition types that the M16A4 can use. <to name="556FMJM855_M16A4"/> <Params roundsPerSecond="15" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="30" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="35" end="15" startDist="0" endDist="60"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> <to name="556FMJM855A1_M16A4"/> <Params roundsPerSecond="15.5" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="30" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="35" end="17" startDist="0" endDist="60"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> <to name="556FMJMk318_M16A4"/> <Params roundsPerSecond="16" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="36" end="25" startDist="0" endDist="100"/> <CriticalChancePercent start="25" end="20" startDist="0" endDist="60"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> <to name="556FMJMk262_M16A4"/> <--- CIA only <Params roundsPerSecond="6" audibleSoundRadius="100" physicsImpactForce="2.5" damageType="0" silenced="0"> <Damage start="30" end="30" startDist="0" endDist="100"/> <CriticalChancePercent start="40" end="20" startDist="0" endDist="60"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> <to name="556FMJMk262_M16A4Marksman"/> <Params roundsPerSecond="6" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="30" end="30" startDist="0" endDist="100"/> <CriticalChancePercent start="20" end="20" startDist="0" endDist="100"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> The last two - Mk262 - is match-grade ammo, and it is pretty much inferior to the other amo types you have access to for two very important reasons. First, you have the ammo's damage value of 30; while that's pretty good, the other ammo types match this, and you have a worse critical hit chance [except out past 45m]. Mk318 SOST ammo has a significantly higher damage value of 36 at 0m (which immediately becomes 35m, but that's a tangent), which means within 24m the M16A4 with Mk318 SOST ammo requires one fewer shot to kill at all ranges vs its other ammunition types. And that's significant because of the first AttackType, but we're getting ahead of ourselves. The second reason is the roundsPerSecond being just 6. In essence, it's shooting about as fast as the average person can click/pull a trigger. It's also the fire rate of the most important mid-range AttackType, but again, we're getting ahead of ourselves. Mk318 SOST ammo has a roundsPerSecond value of 16, so whenever the M16A4 is shooting its burst fire attackType [details coming up, promise] at its natural fire rate, it's getting those three bullets off super fast - faster than virtually any other weapon - and with enough damage that the 3-round burst will kill an enemy, pending IV armor or a missed bullet for some reason. Now, by itself, roundsPerSecond being only 6 isn't terrible. In fact, it's on par with the semi auto attackType called "Rangers_RapidFireMed". It's probably the most important attack type, as it shoots semi-auto the fastest and has the highest critical hit chance. Let's go over that now. A Crash Course on attackTypes, or "oh my god i lost a week to this" Allow me to share the attack types that the M16A4 uses to designate how your Troopers use it. <AttackType name="Rangers_BurstFire" rangeMeters="5"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="45"/> <AttackType name="Rangers_CarbineAimedFireXX" rangeMeters="9999"/> The way this works, the game takes the AttackType that starts with the lowest rangeMeters value and applies that from 0m out to the designated maximum range [in this case, 5m]. Outside of this range, the game is essentially running "if-then statements" (or hopefully something a bit more efficient, code-wise) to calculate the the appropriate AttackType based on distance. Let's take a look at BurstFire first, since it's the first one - and the most important one for my general argument. <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="3" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="-5" critChanceAdd="-5"/> The .xml document is nice enough to supply details. Quick note, the game lists these as: "<ModifiableParams> - all of these can be modified by abilities" min/maxAimTime = This is the time it takes from when the weapon is ready&aimed at the enemy and until we shoot. The final aim time is interpolated between min/max distance to the target (minDistance = minAimTime, maxDistance = maxAimTime). roundsPerSecondOverride = if defined (!= 0), it will overwrite the "roundsPerSecond" parameter listed in the weapon's ammunition stat block. minShots = greater or equal to 1. if greater, then the min number of shots will be fired, even if the target is dead. The fire rate is either based on what's listed in the Ammunition block or the roundsPerSecondOverride maxShots = number of shots before waiting "aimTime" again. A value is chosen randomly between min/maxShots, -1 to shoot continuously resetTime = once a shot sequence has finished, we wait for this amount of time before the next shot sequence begins. Essentially means the amount of time the trooper spends assessing whether or not he killed the dude before shooting again accuracyAdd = modifier for the base accuracy of the weapon. 0 = exactly the weapon's base accuracy followupShotAccuracyAdd = simulates recoil by adding to accuracyModiferPercent for each subsequent shot after the first one critChanceAdd = percent to add to the base critical chance of the ammo Rangers_BurstFire has an aim time that's the same at min and max distance, so you'll get a consistent amount of time once your trooper is actually aiming at the target before he fires. This is influenced by Assault Shooting stat and any optic they have - Holo Sight 1x gives the best bonuses. Then, they shoot. For BurstFire, it's coded to shoot no less and no more than 3 shots - a perfect number to kill with the Mk318 SOST ammo within this damage range; we might even get an unnecessary critical hit, but that's not too likely since we're losing 5% crit chance with this AttackType on every shot. After shooting, if the first target is alive, your trooper will wait 300ms (influenced by Assault Shooting and Optics) before attacking with another burst. ...With SOST ammo, this is highly unlikely to happen with the 3-round burst (~35 damage*3 rounds = 105 damage), but I've seen it happen where somehow the trooper misses, and even less frequently when your targets wear armor. accuracyAdd and followupShotAccuracyAdd modifies how accurate your ranger is. To be fair, -100 accuracy penalty is a little rough, and in hindsight explains why you'll occasionally have a burst not kill, and you lose 5% accuracy with each shot, so that last bullet has a -110 accuracy, turning the base 300 accuracy down to 190. That's a bad accuracy cut, but we're still within 5m so that's fine. This kind of accuracy cut matters more for the longer ranges obviously, but I'm mentioning it now since I'm trying to be thorough. There are brief summaries of each stat in the .xml, minus this last point with accuracy. Anyway let's take a look at a full auto carbine's equivalent AttackType, "Rangers_CarbineAutoFire" <ModifiableParams minAimTime="350" maxAimTime="350" minShots="2" maxShots="6" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="-5" critChanceAdd="-5"/> Please note, this is the same AttackType between the Mk18 and M4. The M4 URG-I uses a slightly different AttackType, i'll go over that later. So far the only difference between CarbineAutoFire and BurstFire is the number of shots - you have randomly a 2-6 shot spread. Let me emphasize that point again: You have a chance to NOT SHOOT ENOUGH BULLETS You have an even GREATER chance to SHOOT TOO MANY BULLETS, which wastes timeIt's even worse on the Mk17 battle rifles! <ModifiableParams minAimTime="350" maxAimTime="350" minShots="1" maxShots="4" resetTime="350" accuracyAdd="-100" followupShotAccuracyAdd="-10" critChanceAdd="-5"/> One to Four! You have a 1/2 chance to not shoot enough bullets to kill in CQC! And on top of that the Mk17 rifles have a base fire rate of 10 roundsPerSecond. Also, spoiler alert, Mk18 and M4 have reduced full auto fire rates with Mk318 SOST ammo compared to the M16A4 too! ...Well, they do in general - Mk318 actually speeds up the fire rate a little for these weapons, but that's yet another tangent...see the rabbit hole I'm crawling out of? We also have to take the range of this AttackType into account but I'll explain the importance to that in a bit. After the CQC full auto/burst range, the 5.56x45mm uses "Rangers_RapidFireMed", while the Mk17 uses the Heavy variant. Rangers_RapidFireMed, or why fire rate doesn't matter <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="5" minShots="1" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> This is the code for Rangers_RapidFireMed. Oops, wait, that's RapidFireMedHeavy. Here's RapidFireMed: <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> ...Did you spot the difference? minShots and roundsPerSecondOverride. Let me explain what this AttackType does: roundsPerSecondOverride sets the fire rate to something that a human would be able to reasonably match (or even beat) if simply clicking a mouse or if holding a firearm in a way so that you are just pulling the trigger as fast as you can.........as opposed to using the weapon's natural fire rate. They're shooting 2-4 rounds...though with the resetTime being 150ms, if the target's still alive, they'll continue to attack without much pause. slightly less important, but maxAimTime is now larger, which means the Rangers are taking notably longer to begin engaging at whatever the maximum range is for this attacktype. For the Mk18, M4, M16A4, and even the Mk17's variant, it's out to 15m for all of them You're getting +20% crit chance on every shot vs the ammo type's natural crit rate, on top of whatever your optic is adding So what does that mean? At this range there is no significant difference between the 5.56x45mm rifles. Other stats like Damage Range begin to matter, since we want to make sure we're staying above that >33.34 damage threshold in order to 3-shot-kill We have a notable but insignificant boost to critical chance that means we might kill on the first or second bullet instead of needing all three - This might make a difference if you're not using Mk318 SOST ammo, like with Nowheraki SWAT, but two things: the SOST ammo guarantees the 3 shot kill, and we're likely to keep attacking anyway, whether the game didn't RNG us to attack enough times in the first volley (and have to wait for resetTime) or if we rolled a 4 shot volley Side note, the Mk17 Carbine (both, honestly) continues to be noncompetitive with its lower fire rate, with its only advantage being a better base critical chance, a flat 35%. That's not nothing, as the 5.56 rifles are degrading, but it's at best ~12% more likely than 5.56 rifles in this AttackType... And it's also shooting slower anyway. (CQC has 30% flat crit which is why I don't recommend it at all)This is the specific point at which fire rate no longer matters, and instead the damage and crit chance of the ammo type and optics matter most - And the 5.56 rifles all do the same damage and crit. Rangers_CarbineAimedFire, why the Mk17 Carbine isn't really worth it, and why the Squad DM Rifle is REALLY BAD. Actually I'm slightly off - the 3rd attackType for all of the 5.56x45 rifles and both Mk17 rifles is when Fire Rate no longer matters. See, all of them use the Rangers_CarbineAimedFire attackType. Before I go into that, I need to share the damage ranges for the weapons with you. Assuming Mk318 SOST ammo: Mk18, M4, and the previously unmentioned M4 URG-I has a damage drop-off of about ~16.64m - past this point, the weapon is dealing sub 33.33r damage, which makes it a 4 shot to kill. It drops to 25 damage at 100m, but you won't be taking shots that far out. Mk17 CQC has a damage drop-off at 9.94m. It also has a crit chance of 30, which is strictly worse than the Mk17 Carbine. Just don't use it. Mk17 Carbine has a damage drop-off of ~20m M16A4 has a damage drop-off of about ~24.25m All of these weapons have a 3htk within this damage drop-off, and a 4stk past it. That didn't matter in the previous AttackTypes - CarbineAutoFire/BurstFire, or CarbineRapidFire. Now it does. Another thing that didn't matter so far is the ranges of the AttackTypes. CarbineAutoFire has different range values, but the M16A4's BurstFire range was 5m; the Mk18's Auto Fire was 3.5/4.5m, the M4 and Mk17 Carbine's was 4/5.5m - there's a / between the numbers to account for the increased range with a suppressor. This next attackType, CarbineAimedFire, starts at 15m for all weapons (a little further out for the suppressed versions of the Mk18, M4, and Mk17 Carbine at 18m, but we'll be here all day if I keep adding the split; this is the last attackType that goes out based on suppressor use, incidentally. Also the URG-I has its own type but I promise you I'll share more details later). Mk18 shoots this out to 35m, M4 out to 40m, Mk17 out to 43m, M16A4 out to 45m: <ModifiableParams minAimTime="600" maxAimTime="900" roundsPerSecondOverride="2" minShots="1" maxShots="2" resetTime="200" accuracyAdd="-120" followupShotAccuracyAdd="10" critChanceAdd="10"/> We're getting even slower to engage, and now we're at 2 shots per second. We additionally are losing innate accuracy to actually hit things - the M4 especially the Mk18 are going to be a harder time actually hitting things out this far. On top of that, as stated before, we're starting to push into 4 shot-to-kill range. On top of that, we've lost 10% crit rate from CarbineRapidFireMed/-Heavy. Incidentally this is the ideal range for the Mk17 Carbine at this rate due to: Its innate flat 35% crit chance from ammo Attack type grants +10% further crit chance [45%] If we give it the LVPO 1-8x, we get a further boost - +20 up to 25m, and +25 from 25-43m [technically 50m, but the attackType changes to a worse one], bringing it up to 65-70% crit....which makes the Mk17 have a niche as being a Pseudo-sniper. Critical hits kill the instant one is rolled and lands. 5.56 rifles' Crit damage is dependent on the weapon type - Mk318 SOST ammo goes from 25% crit at 0m to 20% at the maximum range: Mk18 at 35m, M4 at 42m M16A4 at 60m, though we're talking single digit differences between the 5.56 rifles - all the more reason to pick the M16A4 since it's still doing the best. Now look, given the same scope on both rifles, we're still dealing with a 10-15% increased crit chance taking the Mk17 over the 5.56 rifles - I don't think it is worth it over reduced performance within 15m - not for the Ranger Assault units. You could use other units for longer ranges. One of the classes is the Marksman. Now if you don't mind, I want to tell you about why you should NEVER use the Squad DM Rifle that the Marksmen start with. You only get one ammo type - Mk262. It does 30 flat damage, and 20% flat crit chance [Flat means no increase or decrease over distance] It's only shooting semi auto Let me share the CQC AttackType: "Rangers_DMRRapidFire". <ModifiableParams minAimTime="500" maxAimTime="500" roundsPerSecondOverride="5" minShots="1" maxShots="-1" resetTime="400" accuracyAdd="-20" followupShotAccuracyAdd="20" critChanceAdd="-30"/> 500ms to start shooting! 5 rounds per second!! -30% Crit Chance!!! Oh, the -1 for "maxShots" is coded to mean "just shoot until target is dead, no excessive bullets". We won't have to worry about shooting a dead body. So yeah, the Squad DM Rifle is shooting single shots in CQC range and is doing it at the same rate the Mk17 shoots semi auto. At least it's always a 4 shot kill, but come on! Things get better past 4m with the Squad DM Rifle (well, DMRs in general, but we'll get to that) with the "Rangers_DMRRapidFireMed" AttackType <ModifiableParams minAimTime="500" maxAimTime="650" roundsPerSecondOverride="5" minShots="1" maxShots="4" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="10" critChanceAdd="0"/> Look familiar? This is approximately the same values for RapidFireMedHeavy, with a few exceptions Aim time is longer - minAimTime especially. We're still taking longer to switch targets/resassess thanks to that resetTime No Crit BonusThe range for DMRRapidFireMed on the Squad DM rifle is 4-10m, but then the real magic starts happening for the sniper rifles with the next AttackType: "Rangers_DMRAimedFire" <ModifiableParams minAimTime="650" maxAimTime="750" roundsPerSecondOverride="1" minShots="1" maxShots="1" resetTime="200" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="30"/> Compared to Rangers_CarbineAimedFire, the DMRAimedFire gets: Faster maxAimTime by 150ms No Accuracy penalty A whopping 30% critical chance! Our paltry Squad DM Rifle is now getting baseline 50% Crit before the optic! We can take better optics like the LR Optics, but with the LVPO 1-8x, we're getting 70% crit from 15-25m and 75% crit from 25-40m, where this attack type goes away. With the LR Optic 5-25x, crit chance becomes 72% from 15-25m, 100% from 25-40m, and 70% from >40mSo even this feels like a sidegrade to the Mk17, right? Even worse in CQC, but that 100% crit chance from 25-40m? Well, what if i told you that there was a weapon that uses the same attackTypes as the Squad DM but does so with 100% crit past 15m? Enter: the Marksman's 7.62x51mm rifles. Well to be honest, the Marksman rifles [M14EBR, Mk20 SSR, M110A1] all are similar except for a few critical stats, but I'm going to go over the M110A1 since it's the best choice the CIA team gets: It uses the same attackTypes as the Squad DM Rifle - all the Marksman rifles do. Let me show you the ammo data: <Params roundsPerSecond="5" audibleSoundRadius="100" physicsImpactForce="4.0" damageType="0" silenced="0"> <Damage start="50" end="50" startDist="0" endDist="100"/> <CriticalChancePercent start="30" end="50" startDist="0" endDist="10"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> ... Here, I'll point it out to you: 50 Damage at all ranges. If you don't crit, you only need a second hit. Crit chance increases over range, very rapidly to 50% chance at 10m. Mind you, the M110A1 is using DMRRapidFIreMed at this range, so it's not getting a crit chance bonus.So long as you can use it only past 15m, the M110A1 is a 100% crit weapon past 15m. No bonus from 0-7m 7-15m: Minor aimTime bonus, 13% crit chance (63% crit chance past 10m, not bad) 15-25m: +22% Chance, and we're now using DMRAimedFire for another 30%; add the rifle's base 50% chance and we have 100% > Might take them a while, and that means enemies might score lucky hits - especially if you have more than one enemy to kill. At least you'll be hitting back. The best Marksman Rifle in the game: the M14EBR (M110A1 is fine too, though) I swear, writing this guide has been a series of like 4 to 6 nested thoughts at any given time. I need to talk to you about the Marksman Rifles for a moment. The M14EBR has shorter minimum ranges for its AttackTypes: DMRRapidFire is 3m while DMRRapidFireMed is 8m...and extends out to a whopping 60m!! The other snipers top out at 48m! Wow! This means the M14EBR gets to the 30% crit chance just after the MP5 stops shooting full auto - a suppressed M110A1 gets there at 15m, which is why up until now I've been emphasizing that gun - it's still great for the CIA but ho baby! You know what that means? ...Okay it's not 100% by itself, as the ammo reaches 50% crit at 10m, but once you're at that 10m, the DMRAimedFire AttackType is active and you're getting another 30% crit - 80% before taking scopes into account! You've got something with the crit chance of a M1911 (and a 2 stk anyway!) out past door kicking range! I never considered this until now, but "best scope on the M14EBR" is a bad thing to ask, as the starting range for Rangers_DMRAimedFire starts at 8m rather than, say, the M110A1 starting at 12m [14m suppressed]. On the other side, the M14EBR's +30% bonus crit from the Rangers_DMRAimedFire AttackType extends out to 60m, so the AimSpeed not reduction makes the M14EBR engage super quickly. It's flexible enough to actually be useful whether you're going midrange or >15m, but it'll be slower to engage, so picking a scope for your optimal firing range becomes a little more necessary. In the past I was suggesting the M110A1 with a LR Optic 5-25x and just saying to be done with it: <AttackTypeModifier minRange="7" maxRange="15"> <AddTo minAimTime2="-20" maxAimTime2="-80" resetTime="+20" accuracyAdd="+20" critChanceAdd="+13"/> <AttackTypeModifier minRange="15" maxRange="25"> <AddTo minAimTime2="-80" maxAimTime2="-250" resetTime="-50" accuracyAdd="+75" critChanceAdd="+22"/> <AttackTypeModifier minRange="25" maxRange="50"> <AddTo minAimTime2="-250" maxAimTime2="-350" resetTime="-150" accuracyAdd="+100" critChanceAdd="+50"/> <AttackTypeModifier minRange="50" maxRange="100"> <AddTo minAimTime2="-350" maxAimTime2="-500" resetTime="-150" accuracyAdd="+100" critChanceAdd="+50"/> And let's look at the DMRAimedFire and DMRAimedFireXX Fire Types <AttackType name="Rangers_DMRAimedFire"> <ModifiableParams minAimTime="650" maxAimTime="750" roundsPerSecondOverride="1" minShots="1" maxShots="1" resetTime="200" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="30"/> <AttackType name="Rangers_DMRAimedFireXX"> <ModifiableParams minAimTime="750" maxAimTime="750" roundsPerSecondOverride="1" minShots="1" maxShots="1" resetTime="200" accuracyAdd="-50" followupShotAccuracyAdd="10" critChanceAdd="0"/> The differences in sniper rifles become more nuanced than just explicitly saying "The M14EBR is strictly better because the DMRAimedFire starts at 8m rather than the M110A1 starting at 11/12m." While you're getting a spicy 30% crit, you're already at 650ms to start shooting. Before we cover mid-range scope options, indeed, the LR Optic 5-25x is important on the M110A1 since it's granting 22% crit starting at 15m - there's only a 3-4m difference depending on suppressor use on whether or not you're getting 100% crits. So long as you keep your sniper at a decent distance, the scope by itself is giving you 100% crits past the 48m AttackType maximum range. But on the M14 EBR? You've got 8-15m to worry about too. You're already at 80% crit from DMRAimedFire coming online earlier, so we might as well consider making aimTime faster in midrange. The weakest scope you can apply is a Combat Sight 4x [ACOG], which has the following stats: <AttackTypeModifier minRange="7" maxRange="15"> <AddTo minAimTime2="-40" maxAimTime2="-120" resetTime="-30" accuracyAdd="+20" critChanceAdd="+10"/> <AttackTypeModifier minRange="15" maxRange="25"> <AddTo minAimTime2="-120" maxAimTime2="-120" resetTime="-50" accuracyAdd="+50" critChanceAdd="+15"/> <AttackTypeModifier minRange="25" maxRange="50"> <AddTo minAimTime2="-120" maxAimTime2="-50" resetTime="-50" accuracyAdd="+25" critChanceAdd="+5"/> -120 ms between 15-25m until we engage is pretty good, certainly, but we're losing out on that guaranteed critical hit - we need 20% in order to get the confirmed kill - we can get that by Mounting the rifle on some cover, Rangers_DMRAimedFireMounted gives +35% crit. LVPO optics and heavier grant 100% crits past 15m, though, so at that point optimizing for engagement range is important. LR Optic 3-18x is a good middle ground between the 5-25x. It has the same speed bonuses the Combat Sight 4x has at 15m (weaker initial bonus for 7m), but grants even stronger bonuses and gets you that guaranteed critical hit. <AttackTypeModifier minRange="7" maxRange="15"> <AddTo minAimTime2="-50" maxAimTime2="-120" resetTime="-40" accuracyAdd="+15" critChanceAdd="+10"/> <AttackTypeModifier minRange="15" maxRange="25"> <AddTo minAimTime2="-120" maxAimTime2="-250" resetTime="-100" accuracyAdd="+75" critChanceAdd="+22"/> <AttackTypeModifier minRange="25" maxRange="50"> <AddTo minAimTime2="-250" maxAimTime2="-350" resetTime="-200" accuracyAdd="+100" critChanceAdd="+50"/> <AttackTypeModifier minRange="50" maxRange="100"> <AddTo minAimTime2="-350" maxAimTime2="-400" resetTime="-120" accuracyAdd="+100" critChanceAdd="+40"/> In conclusion, for optics: ACOG loses 100% crit but if you mount, you get it back [15-25m]. Mounting has faster engagement profiles anyway. It's only recommended if you need to get some Mobility back - it'll give you back 2% move speed, but if you need a Sniper out of a 8 Mobility spawn you gotta do what ya gotta do. Remember, 95% crit aint bad outright; it's just that your rifle 2-shots anyway. LR Optic 3-18x is excellent all-around since you have similar 7-15m engagement speed bonuses as the ACOG and similar speeds as the LR Optic 5-25x out to 50m LR Optic 5-25x exclusively for >25m, cross-map sniping. I should probably summarize why the M16A4 is the best rifle that the Rangers get. Right, so where does that leave us. Assuming Mk318 SOST ammo: All 5.56x45mm rifles have the same number of shots to kill and crit chances, though they have different damage dropoff and crit ranges - the M16A4 has the best range in these regards [minus the Mk17 Carbine having a flat 35% crit chance, but it's all it has going for it] M16A4 has the best non-suppressed range with its BurstFire at 5m, making it surprisingly useful in CQC. Other unsuppressed weapons are at 3.5-4m. So long as all weapons are fully raised up, Rangers will engage with CarbineAutoFire or BurstFire at the same time - 350ms The burst is a clean 3 shots [105 damage], whereas the auto rifles might shoot too few and have to shoot again, or too many, therefore potentially wasting valuable milliseconds while they shoot at nothing. The rifles all use similar RapidFireMed ranges. The Suppressor gives a negligible increase to range RapidFireMed makes the shorter rifles' auto fire not matter since they're all shooting semi auto anyway, and at the same fire rate of 6 rounds per second CarbineAimedFire's maximum range matters less since maps rarely go that far anyway, but the M16A4 has the longest range at 45m The penalty for CarbineAimedFire is enough to make the Mk18 unusuable past 15m, but the M16A4 is still usable I know that M4 Suppressed has better ranges for CarbineAutoFire and RapidFireMed, and you'll feel that difference between RapidFireMed and CarbineAimedFire, but that's not enough of a reason not to have a more consistent weapon. What's a good reason to not use the M16A4 for the Rangers is if you're using a heavier Marksman Rifle, a shotgun, or an LMG, but for the former two, you're specializing in a range, and for the latter, you're not allowed M16A4's on the Support class anyway. The M16A4 in Door Kickers 2 is a fine weapon, and I daresay it's the best overall weapon, and should be considered the Ranger's best rifle. You wanna know who else considers the M16A4 their best rifle? My mom Nowheraki SWAT! Nowheraki SWAT - They still consider the M16A4 their best rifle! ...Now while the M16A4 is the overall best rifle for the Rangers, it most certainly is the best rifle for the Nowheraki SWAT. Now look, you saw the M4 URG-I, shotguns, and LMGs mentioned, I'll get to that, promise. But first I need to talk to you about parallel universes why the AKM is so bad. First, let's talk ammo. <Params roundsPerSecond="10" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="24" end="21" startDist="0" endDist="100"/> <CriticalChancePercent start="20" end="17" startDist="0" endDist="40"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> Ouch. 5 shots to kill without any other ammo types to improve this Inferior crit chance, too 10 Rounds per second, which SPOILER ALERT isn't even used!The Nowheraki SWAT AKM (and the Leader's AK-47M SF Carbine, and AK-47 Underfolder on Assault/Sappers, frankly) uses the following AttackTypes: "NWS_RapidFire" out to rangeMeters="5" "NWS_RapidFireMed" out to rangeMeters="10"/> "NWS_AKAimedFire" out to rangeMeters="25"/> "NWS_CarbineAimedFireLong" out to rangeMeters="45"/> "Rangers_CarbineAimedFireXX" out to rangeMeters="9999"/>See something missing? Try not to think too hard on this, I'll just share the first attack type's code <ModifiableParams minAimTime="400" maxAimTime="400" roundsPerSecondOverride="6" minShots="1" maxShots="-1" resetTime="300" accuracyAdd="" followupShotAccuracyAdd="10" critChanceAdd="0"/> I'll break this down for you, since it's a few pages up since we talked about the M16A4's Burst Fire. aimTime is 400ms, which is 50ms longer than the Rangers' rifles minShots is 1 while maxShots is -1. Huh, that's strange, isn't it? No crit chance either, it's almost like... roundsPerSecondOverride="6" means we're shooting semi auto, oh no...Yep, that's right. Nowheraki SWAT shoot their AK's semi auto. At least the non-militia troopers do, anyway. Same goes for the M4 Carbine on the SWAT team. Just quickly glancing through the primaries on the non-militia teams here, here's a few notes: Leader's Grenade rifles use semi-auto as well, but the AKM/GP34 uses the "RapidFireMed" type out to 12m, it's missing the faster CQC semi-auto fire type Militia members use a differently coded set of AK47 Underfolders, Mini Uzis, M16A4's, and have a FAL as an option as well. They're weird, i'll cover them later APC9 K and Mini Uzi are the only two weapons (besides the RPK/M249 LMG) that are shot full auto There's code for the Mk17, a AKM Militia variant, and a RPK Militia variant, but they don't have classes assigned to them [apparently the Militia had access to the RPK but it was OP on them so it was dummied out. Bruh you could potentially have had 20 RPK's shooting at once!? holy crap i missed out] The mini uzi sidearm uses CIA AttackTypes while the militia mini uzi uses its own NWS_Uzi variantsAll that distraction to tell you that the M16A4 on the SWATAssault class uses the Ranger AttackTypes. Yep! They get the faster-to-fire attack types AND shoot in burst fire with better crit chance bonus! Here, let me show you NWS_RapidFireMed. This is from 5-10m. <ModifiableParams minAimTime="400" maxAimTime="650" roundsPerSecondOverride="5.4" minShots="1" maxShots="3" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="10"/> We're already at 650m to aim at 10m, and only getting 10% crit chance and attacking slower. It gets worse with NWS_AKAimedFire... This is 10-25m <ModifiableParams minAimTime="650" maxAimTime="900" roundsPerSecondOverride="1.9" minShots="1" maxShots="2" resetTime="550" accuracyAdd="5" followupShotAccuracyAdd="4" critChanceAdd="7"/> [internal screaming] This is still where Rangers are using Ranger_RapidFireMed. I'm not even going to bother with the other attack types - in essence they're taking almost a full second to attack where Rangers are twice as fast. It gets worse outside of 45m; at least the Rangers were capped at 900ms to aim! SWAT AK's go even slower and have a cap of 1500ms!!! (tho that's 9999m, so in effect they're simply a little more than 900ms) That means the following guns are borderline useless for SWAT: AK/GP34 AK-47 SF Carbine AKM AK47 Underfolder if used by Assault/Sappers - especially since it has no optic M4/203's only saving grace is the grenade launcher and the NWS_CarbineAimedFire AttackType out to 34m, which is a 9m increase to get to 900ms to start shooting at max range. Base M4's merely superior to these other options Vulcan isn't worth looking at either Dragunov imo isn't worth using over APC9 K. It's, well...fine, but SWAT isn't really a sniping faction, and you can't get 100% crits with the Dragunov. I'll bring it up when we talk about the Militia.Actually tell you what, let me show you the Vulcan "NWS_RapidFire" out to rangeMeters="5" "NWS_VulcanRapidFireMed" out to rangeMeters="14"/> "NWS_VulcanAimedFire" out to rangeMeters="22"/> "NWS_CarbineAimedFireLong" out to rangeMeters="45"/> "Rangers_CarbineAimedFireXX" out to rangeMeters="9999"/>I'll just give the notable changes: VulcanRapidFireMed is out to 14m instead of AKM's 10, maxAimTime is 550, and has a 13% crit chance. So far a straight speed upgrade over NWS_RapidFireMed Aaaand then it goes to crap as it slows down faster, increasing to 900ms aim time at 22m rather than the AKM's 25m, with slightly faster fire rate/resetTime Identical otherwise ...Yeah, so we have semi-auto only and slower aim for every gun but the RPK / M249 both sharing the superior LMG AttackTypes, but otherwise the M16A4 is...you'll never guess. Okay, look, you're using the inferior M855 ammo, <Params roundsPerSecond="15" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="30" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="35" end="15" startDist="0" endDist="60"/> <ArmorPenetration start="5" end="5" startDist="0" endDist="100"/> So you're dealing with a 4-5 shot kill. BUT IT USES RANGER ATTACK TYPES!!!!! Even with mediocre ammo you're still engaging with it faster than every other weapon type at all ranges! [Okay, fine, SMGs, LMGs, and the shotgun are pretty good too] Militia and where the M16A4 really shines. Help it's past midnight We're gonna skip ahead and talk about the Militia before we cover SMGs or LMGs [and why you shouldn't use the Dragunov]. The M16A4 is an option on the Militia. It shares the M855 ammo type, meaning ie's donig 30-20 damage, but what's interesting is its fire types. "NWS_MilitiaBurstFire" out to rangeMeters="30"/> "NWS_MilitiaBurstLong" out to rangeMeters="45"/>...You catch that? BURST FIRE OUT TO 45m, BAYBEEEEEEE This thing is just a DREAM at suppressing your enemies. Oh, you thought I was going to say it kills fast? Let's look at the code: NWS_MilitiaBurstFire <ModifiableParams minAimTime="450" maxAimTime="750" minShots="3" maxShots="3" resetTime="450" accuracyAdd="-38" followupShotAccuracyAdd="-8" critChanceAdd="-25"/> MilitiaBurstLong <ModifiableParams minAimTime="900" maxAimTime="900" minShots="2" maxShots="5" resetTime="700" accuracyAdd="-30" followupShotAccuracyAdd="-10" critChanceAdd="-10"/> ...Did this thing just become an M16A3? lmao Okay, it's kinda slow to start shooting, and it's somewhat inaccurate, but you're still getting 3-round bursts. Put two of your M16A4 Militia dudes to hold a line of sight and whatever they start shooting at ain't shooting back. I would like to repeat myself in that the M16A4 so far is: Burst fire out to 5m for SWATAssault and all relevant Rangers that can shoot it - all of the above use the Ranger profiles The Ranger's M16A4 is superior in accuracy and attackType ranges to the other rifles and is therefore superior to SWATAssault's other weapons [Minus SMGs/Shotguns/LMGs, but we'll get there] If I haven't convinced you it's the best overall rifle in the game yet, you probably either prefer sniping, pistol use, SMG use, LMGs, or the M4 URG-I [we'll get to that later too, promise] Let's see, we covered the M110A1's superiority past 15m... Let's finish that ranged thought thread with the Dragunov and the FAL The Leader's Dragunov, the Militia's FAL, and another reason why the M16A4 is a good weapon. Let's start with describing the Dragunov. Ammo: <to name="762R7N1_SVDCIA"/> <Params roundsPerSecond="3.5" audibleSoundRadius="100" physicsImpactForce="6.0" damageType="0" silenced="0"> <Damage start="50" end="40" startDist="0" endDist="100"/> <CriticalChancePercent start="30" end="20" startDist="15" endDist="40"/> <ArmorPenetration start="5" end="3" startDist="20" endDist="60"/> <to name="762R203GR_SVDNWS"/> <Params roundsPerSecond="3.5" audibleSoundRadius="100" physicsImpactForce="7.5" damageType="0" silenced="0"> <Damage start="60" end="45" startDist="0" endDist="100"/> <CriticalChancePercent start="33" end="14" startDist="20" endDist="45"/> <ArmorPenetration start="2" end="2" startDist="0" endDist="100"/><to name="762RAP7N13_SVDNWS"/> <Params roundsPerSecond="3.5" audibleSoundRadius="100" physicsImpactForce="6.0" damageType="0" silenced="0"> <Damage start="40" end="30" startDist="0" endDist="100"/> <CriticalChancePercent start="25" end="20" startDist="15" endDist="40"/> <ArmorPenetration start="6" end="6" startDist="0" endDist="100"/> ...That's going to be a solid "Yikes" from me, Batman. The AttackTypes are familiar but are at worse ranges than the M110A1 <AttackType name="NWS_DMRAimedFireShort" inCoverOverride="Rangers_DMRAimedFireMounted" rangeMeters="10"/> <AttackType name="Rangers_DMRAimedFire" inCoverOverride="Rangers_DMRAimedFireMounted" rangeMeters="35"/> <AttackType name="Rangers_DMRAimedFireXX" inCoverOverride="Rangers_DMRAimedFireMounted" rangeMeters="48"/> <AttackType name="Rangers_DMRAimedFireXX" inCoverOverride="Rangers_DMRAimedFireXXMounted" rangeMeters="9999"/> Of note, if you can get the DMR mounted, it acts like how the Rangers's AimedFireMounted attack type, which grants 35% crit chance (which applies from 0-48m) If we take the PSO39 into play, then we get: 7-15m: +10% 15-25m: +22% 25-48m: +30% [goes up to +50 but the attack type changes] Luckily, so long as we mount it, we get half-decent crit rates, assuming we pick the 203gr ammo 0-7m: 68% 7-15: 78% 15-20: 90% 20-25: 90-86% 25-45: 94-79% 45-48m: 79%Now look, that ain't bad for a sniper. It's not 100%, and you HAVE to be mounted or all these values lose 35% [fiddles with calculator] ...Well, okay, it's not that bad. NWS_DMRAimedFireShort grants 40% Crit. 0-7m: 33 [ammo] + 10 [7-15m, scope] + 40 [AttackType] = 73% 7-10m: 83%Rangers_DMRAimedFire grants 30% crit 10-15m: 33 [ammo] + 22 [scope] + 30 [AttackType] = 85% 15-25m: 33 to 29.2 [Ammo] + 22 [scope] + 30 = 85-84.2 25-35m: 29.2 to 21.6 [Ammo] + 30 [scope] +30 = 89.2-81.6Well, it's not bad. Not perfect, but it'll kill in 2 shots, whether it's based on damage [it's got like 66.66r meter range before the 203gr ammo drops to a 3stk] Look, if you're going to mount the Dragunov on cover, you're getting some real reach out to 48m. If you need to take a shot within 35m out to that range, you're still getting a good deal, it's like you're using a M1911 at range. But if I might make a suggestion? You might want to employ a Militia unit using a FAL instead. You see, the FAL is coded to use Mk17 Carbine ammo. If you recall, that's a base 35% chance (and it's a 3HTK out to 18m as is - that increases to 4stk past that, but) The FAL uses Ranger DMR attack types. Remember that crappy Squad DM Rifle? the DMRAimedFire attack type (from 10-30m on the Militia's FAL) gets +30 crit. That's right, THE FAL IS GETTING 65% CRIT WITHOUT COVER. And if you get the FAL dude behind some cover, you can safely add another 5% for that attack range. for 70% crit. That's ~91% chance to kill in 2 bullets. And one FAL dude only takes up 0.5 Deployment slots! You can easily be doing something more important with your leader like using a M4/203 for the 40mm grenade or a APC9 K. Mind you, this is only out to 30m, if you need a sniper past that, then yeah, Dragunov mounted up should kill within 2 shots, fine, fine. I'd just rather be using the grenadier rifle since long range is kind of accounted for with the FAL. Or the M16A4 that the Militia's use. Or heck I'll just use cover to get closer. Or use the eight Assault troopers to use the M249 and just use suppressive fire at extreme range, lmao Heck an Assault rocking an ACOG on an M16A4's doing pretty good work too Starts at 30% crit, and a 3-round burst within 5m is probably a kill anyway. 7-15m you're shooting 6 rounds per second semi auto and get >60% crit chance 15-25m, M16A4's only attacking twice per second while the Dragunov's shooting once, getting ~53% crit chance 25-45m, M16A4 is still shooting twice per second, but we're closer to ~38% crit Honestly, if I use the SWAT Leader, I'd rather use the M4 for the grenade launcher utility or just give him a APC9 K Speaking of which, let's talk about why SMGs as it stands are mediocre at best. Submachine Guns - Mini Uzi, MP5A5/-SD6, APC9 K, and why they're useful but underwhelming So, quick recap: The M16A4 is as fast (or faster) to engage than all the other weapons discussed so far in CQC With Mk318 SOST Ammo (Rangers), it's a consistent 3-round burst that will kill If you forget to change it or are using SWAT, M855 has better crit rates out to ~45m over SOST ammo, but you're no longer guaranteed a 4stk - M885 ammo makes the burst inconsistent (90-88 DMG per burst) but makes up for it by having a decent crit chance (at least 28% per bullet within 5m), and at least the burst is fast and a followup burst comes out pretty quick. SWATAssault M16A4 uses the Rangers' AttackTypes, so it's attacking faster (faster aim time, 6 shots per second out to 15m; 2 shots per second out to 45m) and with more accuracy, especially past 15m, and is still a 4stk out to 50m, whereas the AK rifles are always a 5stk (and shooting slower/less accurately). Militia are firing 3 round bursts out to 45m as well, so they're reliably hitting at least once and at least doing a good job suppressing the enemy they're shooting at - this is in comparison to the other rifles either shooting potentially too few or too many bullets and at as shorter range [Mk18 3.5m, M4/Mk17 4m]So yeah, overall the M16A4 is pretty good! If a comparative weapon is going to have any chance at being better, it needs to specialize at this point. We already talked about the Mk17 having ~70% crit with LVPO 1-8x past 7m - a modest crit chance increase over the M16's 55-60% with the optic (SOST ammo), but it is shooting semi auto more slowly out to 15m Sniper rifles are getting guaranteed crits past 15m and is engaging faster than M16A4 past ~18m, The only downside to using rifles is that they don't shoot full auto past like 4m; the M16A4's so far got the longest "auto" range of 5m. That's where SMGs come into play. You see, their AttackTypes are - well, let's just look at the Rangers' MP5A5, first. Ammunition <to name="919FMJM882_Mp5ASMG"/> <Params roundsPerSecond="13.3" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="25" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="43" end="20" startDist="0" endDist="50"/> <ArmorPenetration start="3" end="3" startDist="0" endDist="100"/> <to name="919FMJM1152_Mp5ASMG"/> <Params roundsPerSecond="13.3" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="25" end="20" startDist="0" endDist="50"/> <CriticalChancePercent start="47" end="20" startDist="0" endDist="35"/> <ArmorPenetration start="4" end="3" startDist="0" endDist="100"/> <to name="919JHPM1153_Mp5ASMG"/> <Params roundsPerSecond="11.5" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="32" end="26" startDist="0" endDist="35"/> <CriticalChancePercent start="48" end="26" startDist="0" endDist="30"/> <ArmorPenetration start="3" end="3" startDist="0" endDist="100"/> For 9mm weapons, M1153 ammo is generally the best choice because it's a guaranteed 4stk, but for the MP5A5 it slows the fire rate down. The ammo's base critical chance is notably higher than 5.56x45 SOST's 25-20% as well, so within 12m you've got a realistically great crit chance to account for that extra shot to kill...or at least I could safely say that with the third AttackType, but before we hop to that, M1152 is a reasonable alternative on the MP5A5 due to the fire rate not being reduced; M1153 is more consistent with a stronger STK profile, but you're shooting full auto slower than the 5.56 rifles; at least you're shooting bullets further out, but it really is a toss-up for the MP5A5. Quick note on MP5SD6: M1153 becomes the only ammo worth taking since the other ammo types drop to a 6htk and have worse crit rate by more than 10 points reduced where it matters - CQC. Sound radius is 2.5m on the M1153 with the MP5SD6 so if you're gonna use a suppressed weapon on the Rangers, you should be using this SMG with this ammo type. Attack Types <AttackType name="Rangers_SMGAutoFire" rangeMeters="4"/> <AttackType name="Rangers_SMGBurstFire" rangeMeters="8"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="12"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="20"/> <AttackType name="Rangers_CarbineAimedFireXX" rangeMeters="9999"/> Spoiler alert: the SMGs get auto fire to longer distances than the rifles, importantly from 4-8m for the MP5A5/-SD6 (ranges are the same with the MP5SD6, though performance is generally slightly worse) Let's take a look at SMGAutoFire and SMGBurst Fire. <AttackType name="Rangers_SMGAutoFire" rangeMeters="4"/> <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="9" resetTime="200" accuracyAdd="0" followupShotAccuracyAdd="-2" critChanceAdd="-8"/> <AttackType name="Rangers_SMGBurstFire" rangeMeters="8"/> <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="3" resetTime="200" accuracyAdd="-100" followupShotAccuracyAdd="-2" critChanceAdd="-5"/> In comparison to the CarbineAutoFire attack type, SMGAutoFire: Is just as fast to start shooting at 350ms Is shooting 3-9 bullets, rather than 2-6. There's a few takeaways from this: With the increased base crit chance from the ammunition, you have 37% crit chance within 4m as opposed to the Carbines' ~19% crit chance in this range There's a significant chance you'll shoot too many bullets, and while that's inefficient for single enemies, you could keep spraying and hit an enemy behind the first, and with up to 9 bullets (and that crit chance), you have a chance to kill them as well. I don't like relying on this, but at the very least the possibility existsSMGBurstFire shoots 3 round bursts with a similar negligibly-different crit chance compared to SMGAutoFire, as opposed to the rifles shooting semi auto. With 5.56 weapons, that means for every two trigger pulls of their rifle, we're more-or-less shooting a 3 round burst with superior crit rates - it's therefore not foolproof, but still a very good performance over the longer rifles. Try to not let your MP5 dudes shoot past 12m; past 8m, we're borrowing the rifles' RapidFireMed profile. It's still okay, since our ammo's base crit chance is still [M1153: 42.13-39.2]+20% from the attack type, so we're getting upwards of ~60% crit before accounting for the optic [Holo Sight grants +10% from 7-15m] here, but the problem arises with the maximum distance of 12m - it means we're taking longer to aim out towards 12m (maxAimTime=600ms) where the 5.56 rifles start getting faster on single shots out to 15m. Past 12m, the MP5 is using the slower CarbineAimedFire attack type, but they're only shooting twice a second and are engaging notably slower than rifles. The Crit Chance is sharply declining at these ranges too; the Holosight 1x is no longer giving crit bonuses past 15m, the AttackType is only giving 10% crit, and the M1153 ammo is giving [39.2-33.3]% crit chance. 5.56 rifles are just starting to use CarbineAimedFire, and if you're planning to post a trooper at these ranges intentionally, you're likely giving them at least a Combat Sight 4x, which is now granting 15% crit to compensate for 5.56 having weaker innate crit rate. In summary: The MP5A5 out to 12m is out-performing rifles with its higher crit chance once it starts firing, and you're likely giving it the HoloSight 1x to further improve its engagement speeds and crit chances, and should be your go-to tool for dedicating a Ranger to interior redecorating if you want an automatic weapon. M16A4 still kills within 5m faster with its 3-round burst having a whopping 16 roundsPerSecond, but the MP5A5 is a no-brainer choice for room clearing. Just quickly glancing over the APC9 K for the SWAT team now... Ran out of space, here's the APC9 K ammo "919FMJM882_APC9K" <Params roundsPerSecond="18.3" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="21" end="19" startDist="0" endDist="50"/> <CriticalChancePercent start="23" end="21" startDist="0" endDist="34"/> AttackTypes <AttackType name="NWS_SMGAutoFire" rangeMeters="7"/> <ModifiableParams minAimTime="450" maxAimTime="500" minShots="5" maxShots="-1" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="-5" critChanceAdd="-14"/> <AttackType name="NWS_SMGAutoBurst" rangeMeters="18"/> <ModifiableParams minAimTime="500" maxAimTime="650" minShots="3" maxShots="6" resetTime="200" accuracyAdd="0" followupShotAccuracyAdd="-3" critChanceAdd="-9"/> <AttackType name="NWS_CarbineAimedFire" rangeMeters="20"/> <AttackType name="NWS_CarbineAimedFireXX" rangeMeters="9999"/> So there's a number of details that strike me as intriguing. First thing that strikes me is the first AttackType is notably longer to start engaging - we're now at 450ms minAimTime vs the Ranger's baseline of 350ms [remember I said for SWAT the non-militia M16A4 uses Ranger AttackTypes? This is where it becomes important] The second thing that I notice is that damage profile. 5-6 STK, ew. At least the range for the 6stk is 25m - we won't be engaging that far out. The damage dropoff is also less of an issue since we're guaranteed to shoot at least 5 bullets within 7m, and continue shooting until the target's dead; see MaxShots="-1"? That's listed that way because once the SWAT dude sees his initial target dead, he'll immediately stop shooting, but will continue shooting until that last bullet hits. This is the first time we've seen this in this game - it was a bit more common in Door Kickers 1, but it's important because it especially means we're only going to shoot the necessary 5 bullets! We're also shooting long bursts out to 18m, where the would have been shooting semi-auto since 8m. The Damage drop-off is 25m to start being a 6stk - we're likely to only need 5 bullets, but because the burst size is 3-6 bullets, the APC9 K dude might stop shooting. At least the resetTime is a very quick 200ms, so he's shooting that second burst quickly! The fire rate is also a blistering 18.3 roundsPerSecond. Once the APC9 K starts shooting, whatever it points at is either dead or rapidly suppressed.I'm honestly very impressed/satisfied with the APC9 K. It's rapidly becoming my favorite weapon for the Nowheraki SWAT, even if the M16A4 is still a great all-around rifle. I typically put it on the Leader and Sapper units if I'm not using M4/M203 on Leader/Shotguns. Well, that is if you really wanted to. Did you know that the Nowheraki SWAT get Mini Uzis? They're even equippable as sidearms for non-Militia! [you can also give it to Militia units as a primary] Let's look at that now: The Mini-Uzi, or Reason 1 why the Nowheraki SWAT prefer bullet-hoses I'm having fun with these section titles lmao Ammo <to name="919FMJM882_MiniUzi"/> <Params roundsPerSecond="16" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="23" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="25" end="20" startDist="0" endDist="30"/> Sidearm AttackTypes <AttackType name="CIA_UziAutoFire" rangeMeters="9"/> <ModifiableParams minAimTime="350" maxAimTime="400" minShots="5" maxShots="8" resetTime="350" accuracyAdd="0" followupShotAccuracyAdd="-5" critChanceAdd="-15"/> <AttackType name="CIA_UziBurst" rangeMeters="18"/> <ModifiableParams minAimTime="400" maxAimTime="550" minShots="3" maxShots="6" resetTime="450" accuracyAdd="0" followupShotAccuracyAdd="-8" critChanceAdd="-10"/> <AttackType name="CIA_UziBurstLong" rangeMeters="30"/> <ModifiableParams minAimTime="550" maxAimTime="800" minShots="2" maxShots="6" resetTime="450" accuracyAdd="0" followupShotAccuracyAdd="-7" critChanceAdd="-10"/> <AttackType name="CIA_UziAimedFireXX" rangeMeters="9999"/> Militia AttackTypes <AttackType name="NWS_UziAutoFire" rangeMeters="7"/> <ModifiableParams minAimTime="400" maxAimTime="400" minShots="10" maxShots="16" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="-4" critChanceAdd="-20"/> <AttackType name="NWS_UziBurst" rangeMeters="15"/> <ModifiableParams minAimTime="400" maxAimTime="450" minShots="6" maxShots="12" resetTime="450" accuracyAdd="-5" followupShotAccuracyAdd="-5" critChanceAdd="-20"/> <AttackType name="NWS_UziBurstLong" rangeMeters="25"/> <ModifiableParams minAimTime="450" maxAimTime="550" minShots="4" maxShots="8" resetTime="450" accuracyAdd="0" followupShotAccuracyAdd="-2" critChanceAdd="-20"/> <AttackType name="CIA_UziAimedFireXX" rangeMeters="9999"/> The ammo type is the same, so I consolidated the Militia and Sidearm [Leader/Assault/Sapper] versions. The main problem with the Mini-Uzi being a sidearm is that it's a sidearm and takes time to switch to, but once it's out: It's a guaranteed 5stk Within 9m you're engaging faster than the other weapons [excluding the M16A4] It shoots as fast as M16A4 SOST burstfire [you don't get SOST ammo on SWAT] Within 9m, you're shooting 5-8 rounds (5 is enough, but you're dealing with possible base inaccuracies here, so more bullets is fine) Coin flip on whether or not one burst kills between 9-18m since it's 3-6 shots, but i mean it's still probably enough to suppress the enemy You're engaging faster from 18-30m, and while it might be less accurate than semi-auto fire, 2-6 bullets is a good amount to suppress someone; 550ms starting at 18m, and 800ms at 30m, notably faster than primaries!Overall, not bad. Not my first CQC pick for SWAT, but if your leader's rocking a Dragunov, taking the time to switch to this to clear a room [say on Lone Wolf runs, or just to help out] isn't a terrible choice. As for the Militia: We're shooting bursts out to 25m to varying levels of effectiveness within 7m, we're shooting vastly too many bullets - 10-16 rounds. This is overkill territory, so if they're pointed at multiple enemies when the militia unit starts shooting, they're likely to get 2 kills. Same deal with 7-15m, though it's fewer bullets, so a second kill is slightly less likely - 6-12 bullets. 15-25m, we're shooting 4-8 bursts, and engaging faster than the rifles - at 25m we're beginning to attack at 550ms...that's DMR speeds [not accounting for optic], and At 15m we're even faster at 450ms, which is faster than even the M16A4 is able to start engaging enemies at [600ms and climbing, sans optic]. Every uzi attack type has a -20% crit penalty. You're not getting critical hits.Where the Rangers prefer mid-range with semi-auto rifles (or heck, 7x frag grenades, lmao), the SWAT unit do VERY well with automatic SMGs. Or is at least suppressed. I still hold that the M16A4 is a great weapon overall, but Marksman rifles are the first weapon set [at range], and the SMGs are the second weapon set [CQC] that have a niche over the M16A4. Before we hop to the last two weapon types [Shotguns, LMGs], let's finish up the Militia's weapons. We talked about the FAL being equivalent to an Optic-less Mk17 Carbine, and how it serves as a serviceable ranged weapon - enough to not need your Leader to rock the imperfect Dragunov, but there's two other weapons the Militia can use: The M16A4 [go figure] and the AK47 Underfolder. The Militia M16A4 and AK47, or Reason 2 why the Nowheraki SWAT prefer bullet-hoses M16A4 Militia Ammo <Params roundsPerSecond="15" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="30" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="35" end="15" startDist="0" endDist="60"/> AttackTypes <AttackType name="NWS_MilitiaBurstFire" rangeMeters="30"/> <AttackType name="NWS_MilitiaBurstLong" rangeMeters="45"/> <AttackType name="Rangers_CarbineAimedFireXX" rangeMeters="9999"/> AK47 Underfolder Militia Ammo <Params roundsPerSecond="10" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="24" end="21" startDist="0" endDist="100"/> <CriticalChancePercent start="20" end="17" startDist="0" endDist="40"/> AttackTypes <AttackType name="NWS_MilitiaAutoFire" rangeMeters="30"/> <AttackType name="NWS_MilitiaBurstLong" rangeMeters="40"/> <AttackType name="Rangers_CarbineAimedFireXX" rangeMeters="9999"/> I briefly covered the M16A4 for the Militia before. It shoots 3-round bursts out to 30m, then is inconsistently shooting 2-6 rounds out to 45m for some reason. Since the AK47 Underfolder is the last weapon the Militia get (aside from sidearms), let's take a look at its AttackTypes. MilitiaAutoFire <ModifiableParams minAimTime="450" maxAimTime="750" minShots="5" maxShots="13" resetTime="450" accuracyAdd="-38" followupShotAccuracyAdd="-6" critChanceAdd="-10"/> MilitiaBurstLong <ModifiableParams minAimTime="900" maxAimTime="900" minShots="2" maxShots="5" resetTime="700" accuracyAdd="-30" followupShotAccuracyAdd="-10" critChanceAdd="-10"/> In short, don't use it outside of room clearing. 5-13 bullets is more than enough to kill something indoors, so long as it actually scores hits. I'm not quite sure how reasonably far out full auto fire will work, but it's there. 5 shots to kill at all ranges hurts to look at. At least it's full auto. I'd much rather have a Mini Uzi (room clearing) or M16A4/FAL (accuracy at range) on militia, though. Curiously all of the Militia's primaries [aside from the FAL] are Burst or Full Auto. This makes them great tools for suppressing enemies while your better units take aimed shots. Speaking of suppression... The M249, or Reason 3 why the Nowheraki SWAT prefer bullet-hoses ...Ho baby! The M249 is the other fully automatic weapon that your SWAT team gets [and Rangers], and IMO it's the best option for your SWATAssault troopers overall. It's so good I'd even recommend it as your main LMG for Rangers! ammo <to name="556FMJM855_M249SPW"/> <Params roundsPerSecond="13" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="28" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="15" end="15" startDist="0" endDist="100"/> attacktypes <AttackType name="Rangers_LMGStrafeShort" inCoverOverride="Rangers_LMGStrafeShortMounted" rangeMeters="3"/> [7m for Militia] <AttackType name="Rangers_LMGStrafe" inCoverOverride="Rangers_LMGStrafeMounted" rangeMeters="7"/> [15m for militia] <AttackType name="Rangers_LMGStrafeMed" inCoverOverride="Rangers_LMGStrafeMedMounted" rangeMeters="15"/> [35m for Militia] <AttackType name="Rangers_LMGStrafeLong" inCoverOverride="Rangers_LMGStrafeLongMounted" rangeMeters="40"/> [not used for Militia] <AttackType name="Rangers_LMGStrafeLongXX" inCoverOverride="Rangers_LMGStrafeLongXXMounted" rangeMeters="9999"/> There's no alternate ammo type for the M249 on the Rangers, so details here will be similar between Rangers and Militia. One thing I noticed is that while the AttackTypes are the same, the Militia use the Short/[normal]/Med AttackTypes out to further ranges and skip over Long and go straight to LongXX. Let's go over the unmounted AttackTypes. Rangers_LMGStrafeShort <ModifiableParams minAimTime="450" maxAimTime="450" minShots="4" maxShots="12" resetTime="300" accuracyAdd="-40" followupShotAccuracyAdd="-2" critChanceAdd="0"/> Rangers_LMGStrafe <ModifiableParams minAimTime="450" maxAimTime="700" minShots="3" maxShots="10" resetTime="300" accuracyAdd="-30" followupShotAccuracyAdd="-2.5" critChanceAdd="0"/> Rangers_LMGStrafeMed <ModifiableParams minAimTime="700" maxAimTime="1000" minShots="3" maxShots="7" resetTime="500" accuracyAdd="-10" followupShotAccuracyAdd="1" critChanceAdd="0"/> Rangers_LMGStrafeLong <ModifiableParams minAimTime="1000" maxAimTime="1000" minShots="2" maxShots="4" resetTime="500" accuracyAdd="-15" followupShotAccuracyAdd="2" critChanceAdd="0"/> Rangers_LMGStrafeLongXX <ModifiableParams minAimTime="1000" maxAimTime="1200" minShots="1" maxShots="3" resetTime="500" accuracyAdd="-30" followupShotAccuracyAdd="-2" critChanceAdd="0"/> Mounted, for comparison Rangers_LMGStrafeShortMounted <ModifiableParams minAimTime="400" maxAimTime="400" minShots="7" maxShots="25" resetTime="100" accuracyAdd="-30" followupShotAccuracyAdd="-0.5" critChanceAdd="1"/> Rangers_LMGStrafeMounted <ModifiableParams minAimTime="400" maxAimTime="600" minShots="5" maxShots="25" resetTime="120" accuracyAdd="-15" followupShotAccuracyAdd="-0.5" critChanceAdd="3"/> </AttackType> Rangers_LMGStrafeMedMounted <ModifiableParams minAimTime="600" maxAimTime="800" minShots="4" maxShots="14" resetTime="120" accuracyAdd="-7" followupShotAccuracyAdd="1" critChanceAdd="0"/> Rangers_LMGStrafeLongMounted <ModifiableParams minAimTime="800" maxAimTime="1000" minShots="4" maxShots="8" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="2" critChanceAdd="0"/> Rangers_LMGStrafeLongXXMounted <ModifiableParams minAimTime="1000" maxAimTime="1200" minShots="1" maxShots="3" resetTime="250" accuracyAdd="-20" followupShotAccuracyAdd="0" critChanceAdd="0"/> Yes, I know that's a lot at once. Let's start with comparing Unmounted to Mounted Each relevant Mounted type matches up with its equivalent Unmounted AttackType for both Rangers and Militia, so there's no worrying about thirty levels of calculus like how AttackTypes and Optics have different ranges when doing something like calculating Crit Chance - this'll be easier to compare Unmounted/Mounted Mounted is nearly universally faster to acquire targets, excluding LongMounted's MaxAimTime and LongXX and LongXXMounted having the same AimTime values for Min and Max Excluding LongXX/-Mounted, Mounted versions shoot more bullets per burst ResetTime is universally faster. 100ms [ShortMounted] vs 300ms [Short] all the way up to 250ms [LongXXMounted] vs 500ms [LongXX], which means if the trooper needs to shoot at the same target again, Mounted will see a minuscule break before firing again, while unmounted will be noticeable. SWAT units use the closer-range AttackTypes out to further distances, making them even faster for the SWAT units, and... If you've been paying attention, these AimTimes are competitive with SWAT's other weaponsThe full auto AttackTypes by themselves is enough to make the M249 an excellent all-around weapon. The Rangers have faster options for weapons in terms of shooting the first shot, but once the M249 starts shooting, whatever it's aiming at is either dead or suppressed, and for the SWAT, it's probably their best weapon outright. BUT WAIT, THERE'S MORE Suppressive Fire is a manually-activated attack that sets every LMG to shoot a specific way no matter the distance or whether or not the trooper is mounted or not. The cone of fire is even shown to you, so you can force the trooper to be more (or less) accurate! <AttackType name="AreaSuppression_Auto"> <ModifiableParams minAimTime="250" maxAimTime="250" minShots="8" maxShots="12" resetTime="500" critChanceAdd="-25"/> This can be activated at any time, so long as your LMG dude isn't being suppressed (and his LMG is up - try not to bump into him with other troopers, LMGs are slow to ready. Flat 250ms to aim! That's faster than even the M16A4...theoretically. In practice, you're likely to pause after you already see an enemy, so your troopers are already aiming within the split-second between when you, the player notice an enemy, so you've likely lost time to actually aim the weapon...therefore, the 250ms is simply 'how long it takes after giving the order to Suppress before the trooper starts shooting'. It's still a very good time! 8-12 shots per burst! This'll make even the heavier LMGs shoot more bullets per burst! No accuracy penalties, since you can manually set the cone of fire (and direction); the circle you can manually put down is the weapon's maximum cone of fire, so you can push that past the enemies you want to attack in order to make your spray more accurate, or in front of it if you want to make sure you catch a wider cone of fire. Reset time is 500ms, but that's fine since the gunner's not wasting time trying to actually aim at individual enemies - aiming by itself takes upwards of 400ms Suppressive Fire is also useful enough so it can perform indoors, easily outperforming rifles and being competitive with SMGs! Its only downside is that you're locked in place while using it, plus you have to manually set it, which costs time, and it's pretty easy to get to the point where your dude's already shot 20 bullets past what's necessary before you realize you need your gunner to stop shooting.Bullets! Lots of Bullets! You can have up to 4 LMGs on any map on the Rangers, and up to 8 for the Nowheraki SWAT! The M16A4 is still equippable on more classes overall, which is why I say overall the M16A4 is best, having great overall performance, but the M249 rewards increased effort (read: manually setting suppression fire). The only downside is that Suppressive Fire locks your trooper in place, and if you're not using suppressive fire, your gunner's mounted behind cover or is moving to cover and is manually engaging enemies somewhat slower than rifles. Quick Comparison between the LMGs, or why the M249 is the best LMG Briefly covering the LMGs together: M249 shots at 13.3 rounds per second, has a damage profile of 4-5stk with a damage drop-off at a whopping 42.55m, and 200[!!] rounds Mk48 has no damage drop-off [4stk], a slower fire rate [10 per second], and 100 rounds. It otherwise uses LMGStrafe AttackTypes. It's not worth picking over the M249 - while the M249 slows down past 40m, you could just oh i dunno manually select Suppressive Fire for it M240L uses GPMG AttackTypes, which universally take longer to aim and shoot fewer rounds [3-5 in close quarters and as few as 1 round 'bursts' for the GPMGStrafeMed AttackType and further out. Uses LMGStrafeMounted AttackTypes, so it's not unique. 9.2 rounds per second and 100 rounds; easily the worst. CIA get a PKP Pecheneg. First off, using LMGs on the CIA Black Ops troopers feels wrong; they need more flexible, suppressed weapons to perform multiple duties. It uses LMGStrafe AttackTypes out to 8m, which isn't worth it. The only thing interesting about it is that it gets AP ammo, but otherwise is sharing stats with the Mk48 in terms of damage XM338 uses the worse GPMG attacktypes when unmounted but is a 3htk. 10 rounds per second 50 rounds and a ungodly slow 4100ms reload time, though... It's the only other LMG that stands out for the increased damage.All of the LMGs use the same LMGStrafeMounted AttackTypes, so what matters for them is their fire rates, their damage and damage ranges, their magazine capacity [or belt capacity, if you care about technical terms], and their unmounted AttackTypes. M249 is the only LMG that shoots faster than 10 per second. 13.3 isn't terribly fast, but it's fast enough that if the XM338 shoots at the same time as the M249, the M249's 4th bullet comes out almost exactly the same time the XM338 shoots its third bullet - for both guns it's the kill shot if all bullets hit. M249 is the only LMG that has over 100 rounds, making the other LMGs obsolete within 42.55m, and past that, it's just one more bullet to kill, and the M249 is shooting faster anyway. LMGStrafe is better than GPMGStrafe, so the M240L shouldn't even be looked at So yeah. M249 is the best LMG, and the only reason it's not the best weapon in the game is because of needing to be mounted or babysat [suppressive fire is what carries it tbh] and otherwise its availability: Rangers can only have 4, SWAT can only have 8, and CIA would rather be doing other things anyway, but you could have 2. It's also great in CQC once it gets firing, but SMGs don't require manually activating suppressive fire, and there are two weapon types that are faster to engage indoors: handguns aim faster but shoot slower, while shotguns are fast and hit like a truck. The M1014, or Reason 1 why the MP5A5 isn't good enough The M1014 is an odd beast. 7+1 capacity, loads one shell at a time - this is automatically interrupted if the Trooper sees an enemy, as the trooper will stop reloading and engage nearly immediately Shoots 9 pellets at once, each with independent damage and critical rolls Does enough damage so that if each pellet hit, it's a guaranteed 2stk out to 31.68m, giving it some mid-range flexibilityHere's the ammo data: <Params roundsPerSecond="4.5" audibleSoundRadius="50" physicsImpactForce="3.0" damageType="0" silenced="0"> <Damage start="10" end="3" startDist="0" endDist="50"/> <CriticalChancePercent start="12" end="5" startDist="0" endDist="25"/> <AttackType name="Rangers_SAShotAimedFire" rangeMeters="7"/> <ModifiableParams minAimTime="300" maxAimTime="400" minShots="1" maxShots="1" resetTime="100" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="0"/> <AttackType name="Rangers_SAShotAimedFireLong" rangeMeters="14"/> <ModifiableParams minAimTime="400" maxAimTime="900" minShots="1" maxShots="1" resetTime="500" accuracyAdd="-10" followupShotAccuracyAdd="0" critChanceAdd="-1"/> <AttackType name="Rangers_SAShotAimedFireLongXX" rangeMeters="9999"/> <ModifiableParams minAimTime="900" maxAimTime="1100" roundsPerSecondOverride="1" minShots="1" maxShots="1" resetTime="1100" accuracyAdd="-50" followupShotAccuracyAdd="0" Now look, the M1014 slows down considerably past 7m, but is at least shooting twice a second out to 14m. But look at that minAimTime! Within 3.5m, the M1014 is getting the first shot off faster than your MP5/5.56 rifles! I don't know how to calculate chance when you have multiple pellets rolling critical hits at the same time, but if just one of them needs to be a critical hit to kill (which is true), it should be that within 3.13m is an effectively guaranteed kill - it's not, of course, but in practice, the M1014 tends to kill in one shot, with a follow-up shot coming up within the next quarter second. I've even noticed that the M1014 performs decently out past 14m, even - it's a little over one shot per second, and it's not landing every pellet, but it's still doing solid hits. It performs so well that I would rather use it rather than an MP5A5 - the MP5 matches rifles' initial aim speed and bursts down enemies, sure, but the aimtime differences and immediate dispatching of enemies seems to make it far more effective. And if you want even faster, there are the handguns. Pistols, their swap speed and middling accuracy, and why these stats don't matter Not going to touch on CIA yet, but: Rangers and Nowheraki SWAT get the M9 as a starter handgun. Rangers can also purchase the M17, M18, G19X, G22, and 1911 pistols. Nowheraki SWAT can get Mini Uzis, G17, and HS-45 pistols. For 9x19mm handguns, only the base M882 ammo type has any differences: M9 - 5 roundsPerSecond, 20 damage, 25% crit at 0m, 0% at 100m M17 - 5.5 roundsPerSecond, identical otherwise M18 - 5.5 roundsPerSecond, identical otherwise G19X - 6 roundsPerSecond, identical otherwise G17 [SWAT] - uses G19X stats Rangers get the choice between M882, M1152, and M1153 ammo. SWAT don't, so for they're pretty easy to summarize - G17 is a modest fire rate / draw speed increase over the M9. I'll go over the weapon handling stats for the other weapons at some point, but 'changeInTime' becomes more important for handguns. Let's cover the SWAT choices, since there's only 4: Mini-Uzi accuracyStart="70" accuracyEnd="35" accuracyStartDist="7" accuracyEndDist="40" The Mini-Uzi has...a changeInTime of zero? I guess that means once your trooper pays the ChangeOutTime for their primary, there's no additional time spent drawing it. M9 accuracyStart="85" accuracyEnd="60" accuracyStartDist="0" accuracyEndDist="40" The M9 is the default handgun and is nearly identical between Rangers and SWAT. If you bump your trooper against a wall, then turn away, their ability to fully aim their handgun again is nearly instantaneous. The only difference is that SWAT takes an extra 200ms to draw - numbers listed are for the SWAT version. They have different AttackTypes as well, but you were probably expecting that. You'll also notice i'm including accuracy now. The handguns' accuracy generally degrade out to the same distance, but for indoor work, it's not so important. Just don't push them to the point where they start invoking their relevant "PistolAimedFire" AttackType and you'll be fine. I promise you I'll go over the accuracy of the rifles in a later section, but it's less important G17 accuracyStart="90" accuracyEnd="45" accuracyStartDist="0" accuracyEndDist="40" G17 is a 100ms speed increase to draw over the M9, but is losing out on accuracy a bit faster. HS-45 accuracyStart="90" accuracyEnd="60" accuracyStartDist="0" accuracyEndDist="45" A side-grade for speed, but the HS-45 has some negative traits going on with its AttackTypes. Before we get to AttackTypes, let me cover the Rangers' handguns. M9 Faster than the SWAT version, and superior accuracy. Note that the accuracyEndDist is 100m for all the Rangers' handguns, so any decreases to accuracy isn't very significant - what's more significant is that the M16A4 has a baseline accuracy of 300 while the Mk18 has a baseline accuracy of 200 - the attack type past 15m makes the Mk18 inaccurate out to longer ranges. But for handguns? Sub-100 accuracy is good enough for indoor work. M17 accuracyStart="80" accuracyEnd="75" accuracyStartDist="0" accuracyEndDist="100" M18 accuracyStart="75" accuracyEnd="65" accuracyStartDist="0" accuracyEndDist="100" Fastest Swap speed while having superior accuracy to the G19X. G19X accuracyStart="70" accuracyEnd="60" accuracyStartDist="0" accuracyEndDist="100" G22 accuracyStart="75" accuracyEnd="60" accuracyStartDist="0" accuracyEndDist="100" G22 has a higher crit rate than 9x19 and is a guaranteed 4stk. For those reasons, the G22 is a low-maintenance (don't have to remember to equip M1153 ammo) upgrade at face value. M1911 accuracyStart="85" accuracyEnd="60" accuracyStartDist="0" accuracyEndDist="100" M1911 is its own can of worms and is overall the best handgun, but like the other handguns on the Rangers, you still have to switch to it. This isn't even counting the rifles' changeOutTime. I'm going over this now because if you're going to use handguns for CQC, you need to keep them outside of the line of fire to safely draw their guns - even the fastest handgun, at 700ms, is too slow in a firefight. But if you prepare a handgun ahead of time... Pistols Part 2, or Reason 2 why the MP5A5 isn't good enough Edgy section title, huh? Well let's compare apples to apples. I mentioned M882 ammo for handguns, so let's introduce the best ammo type for handguns, M1153 9x19mm. <Params roundsPerSecond="5.5" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="29" end="26" startDist="0" endDist="30"/> <CriticalChancePercent start="38" end="26" startDist="0" endDist="30"/> M1153 ammo grants a superior crit chance and a guaranteed 4 shot to kill. Here's the MP5A5's M1153 ammo type again: <Params roundsPerSecond="11.5" audibleSoundRadius="50" physicsImpactForce="2.0" damageType="0" silenced="0"> <Damage start="32" end="26" startDist="0" endDist="35"/> <CriticalChancePercent start="48" end="26" startDist="0" endDist="30"/> 10 additional crit chance in cqc, a negligibly higher higher damage value in cqc (doesn't matter, still a 4 shot to kill), and of course a full auto fire rate. And since I need to mention it, here's the G22's JHP 180gr default ammo <Params roundsPerSecond="5.6" audibleSoundRadius="50" physicsImpactForce="2.8" damageType="0" silenced="0"> <Damage start="31" end="25" startDist="0" endDist="30"/> <CriticalChancePercent start="46" end="33" startDist="0" endDist="20"/> Only real thing to note is the crit chance. We're still needing to compare apples to apples, so let's show the pistol Attack Types out to 8m, where the MP5A5 is shooting full auto: <AttackType name="Rangers_EmergencyFire9mil" rangeMeters="1.5"/> <ModifiableParams minAimTime="200" maxAimTime="200" minShots="1" maxShots="-1" resetTime="150" accuracyAdd="-20" followupShotAccuracyAdd="3" critChanceAdd="0"/> <AttackType name="Rangers_DoubleTap9mil" rangeMeters="4"/> <ModifiableParams minAimTime="200" maxAimTime="200" minShots="2" maxShots="2" resetTime="250" accuracyAdd="20" followupShotAccuracyAdd="-3" critChanceAdd="17"/> <AttackType name="Rangers_ControlledPair9mil" rangeMeters="8"/> <ModifiableParams minAimTime="200" maxAimTime="400" roundsPerSecondOverride="4.5" minShots="2" maxShots="2" resetTime="250" accuracyAdd="10" followupShotAccuracyAdd="0" critChanceAdd="17"/> <AttackType name="Rangers_PistolAimedFire9mil" rangeMeters="15"/> <ModifiableParams minAimTime="400" maxAimTime="800" roundsPerSecondOverride="2.5" minShots="1" maxShots="2" resetTime="300" accuracyAdd="0" followupShotAccuracyAdd="11" critChanceAdd="10"/> This is the M9's attack types out to 15m. M17 is the same except PIstolAimedFire9mil, which drops to 13m. M18 is the same except PistolAimedFire9mil, which drops to 11m G19X has DoubleTap9mil out to 5m, ControlledPair9mil out to 9m, PistolAimedFire9mil out to 13m G22 uses the same attack types; DoubleTap9mil out to 4.5m, ControlledPAir9mil out to 8.5m, and PistolAimedFire9mil out to 14mIf my math is right... The M9 is firing its first shot faster than the MP5A5 (no optic) out to 7m. It might be a single shot, but DoubleTap9mil/ControlledPair9mil get +17% crit (1.5-8m). With the ammo type granting 37.4-34.8%, handguns have an impressive >51.8% crit in this range. That's >76.76r% chance for a crit within those two bullets; pretty good! Past 8m, the handguns slow down quite a lot, but you're still getting +10% crit chance - that's as much that the Holo Sight 1x gives from 7-15m, so it's still decent G22 has a higher crit chance, pushing this range up to [45.02-40.47% from ammo] >57.47% per shot - with 2 bullets that's >81.9%!But the M1911, ho boy <Params roundsPerSecond="6" audibleSoundRadius="50" physicsImpactForce="4.0" damageType="0" silenced="0"> <Damage start="35" end="34" startDist="0" endDist="100"/> <CriticalChancePercent start="55" end="55" startDist="0" endDist="100"/> Guaranteed 3 shot kill, 55 flat crit rate! The attack types are similar too: <AttackType name="Rangers_EmergencyFire45" rangeMeters="1.5"/> <ModifiableParams minAimTime="200" maxAimTime="200" minShots="1" maxShots="-1" resetTime="200" accuracyAdd="-20" followupShotAccuracyAdd="2" critChanceAdd="0"/> <AttackType name="Rangers_DoubleTap45" rangeMeters="3.5"/> <ModifiableParams minAimTime="200" maxAimTime="200" minShots="2" maxShots="2" resetTime="300" accuracyAdd="20" followupShotAccuracyAdd="-5" critChanceAdd="27"/> <AttackType name="Rangers_ControlledPair45" rangeMeters="7"/> <ModifiableParams minAimTime="200" maxAimTime="400" roundsPerSecondOverride="4" minShots="2" maxShots="2" resetTime="300" accuracyAdd="10" followupShotAccuracyAdd="0" critChanceAdd="27"/> <AttackType name="Rangers_PistolAimedFire45" rangeMeters="13"/> <ModifiableParams minAimTime="400" maxAimTime="800" roundsPerSecondOverride="2.5" minShots="1" maxShots="2" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="10" critChanceAdd="15"/> ...Did you catch that? 27% critical chance. from 1.5m to 7m. It's easier to calculate since .45acp has a flat 55% base crit, but that's 82% crit per shot! Two shots is 96.76%! With 6 shots per second and between 1.5-3.5m, the M1911 has a 96.76% chance to kill by the time the MP5A5 gets off its first shot. Out to 7m it slows down and the MP5 is shooting almost 3x as fast, but you have to keep in mind that every single ranger can have a M1911 for CQC work whereas only your Assault Rangers can have an MP5A5. Oh, I forgot the MP5A5 shoots 3 round bursts past 4m anyway. Let me do the math real quick for 8m, a HoloSight 1x, and calculate for both M1152 and M1153 ammo (M1152 is really only useful for the MP5A5 due to keeping the higher fire rate) At 4m: 350-67.14 = 282.86 ms to start shooting, slower if closer M1152: 43.91+2% Crit [holo]-8% Crit [Attacktype] = 37.91% per bullet, more if closer 2nd bullet at 358ms, cumulative 61.448319% chance to crit 3rd bullet at 400.1ms, cumulative 76.0632612671% chance to crit 4 shot kill at 442.3ms M1153: 45.04+2-8% = 39.04 per bullet, more if closer 2nd bullet at 369.8ms, cumulative 62.838784% chance to crit 3rd bullet at 456.7ms, cumulative 77.3465227264% chance to crit 4 shot kill at 543.7ms After 4m, MP5A5 shoots 3 round bursts. Have to wait for resetTime=300ms for 4th bullet. -50ms within 7m for holosight, -100 between 7-15m Approaching <7m 270ms to start shooting M1152: 41.6+2-5=44.6 per bullet 2nd bullet at 312.1ms, cumulative 69.3084% chance to crit 3rd bullet at 354.2ms, cumulative 82.9968536% chance to crit 4 shot kill at 396.3ms M1153: 42.87+3=45.87 per bullet 2nd bullet at 356.9ms, cumulative 70.699431% chance to crit 3rd bullet at 443.9ms, cumulative 84.1396020003% chance to crit 4 shot kill at 530.8ms M1911 at 3.5-7m 200ms to start shooting, 250 ms [450ms] to shoot second shot Flat 82% crit - 96.76% crit on second shot Guaranteed 3 shot kill by 700ms At and past 7m, Holo sight grants +10% crit 270ms to start shooting M1152: 41.6+10-5=46.6 2nd bullet has 71.4844% cumulative crit chance 3rd bullet has 84.7726696% cumulative crit chance M1153: 42.87+5= 47.87 2nd bullet has 84.7726696% cumulative crit chance 3rd bullet has 92.06199266248 cumulative crit chance 8m 261.28 ms to start shooting M1152: 40.83+5=45.83 2nd bullet at 303.4ms, 70.656111% cumulative crit chance 3rd bullet at 345.5ms, 84.1044153287% cumulative crit chance 4 shot kill at 387.6ms M1153: 42.13+5=47.13% 2nd bullet at 348.2ms, 72.047631 cumulative crit chance 3rd bullet at 435.1ms, 85.2215825097% cumulative crit chance 4 shot kill at 522.1ms M1911 from 7-13m At 8m, 466.66r ms to start shooting. +400ms to fire second shot [866.67ms], 3rd shot at 1266.67ms. Flat 74% Crit chance. 93.24% crit chance with 2 bullets, and still a Guaranteed 3 shot kill It's ultimately a toss-up whether or not the M1911 and MP5 are faster. Let me show you those kill times on the MP5 for the two ammo types: TTK and Reason 3 why the MP5A5 isn't enough Fire Times m1152: 75.187969924812030075187969924812 for 2nd bullet, fire time between shots 150.37593984962406015037593984962 for 3rd bullet, 225.56390977443609022556390977444 for 4th bullet 4m with holo: 282.86 +75.18 for 2nd bullet = 358.04 ms "" +150.37 for 3rd bullet = 433.22 "" +225.56 for kill = 508.4 8m with holo: 261.28 +75.18 for 2nd bullet =336.46 "" +150.37 for 3rd bullet =411.64 "" +300 for kill =711.64 And remaining 2 bullets for burst = 862ms M1153: 86.956521739130434782608695652174 for 2nd bullet, fire time between shots 173.91304347826086956521739130435 for 3rd bullet, 260.86956521739130434782608695652 for 4th bullet 4m with holo: 282.86 +86.95 for 2nd bullet = 369.81 "" +173.91 for 3rd bullet = 456.76 "" +260.86 for kill = 543.71 8m with holo: 261.28 +86.95 for 2nd bullet = 348.23 "" +173.91 for 3rd bullet = 435.18 "" +300 for kill = 735.18ms And remaining 2 bullets for burst = 909.08ms Right, so the problem arises past 4m for the MP5. If you're not killing in one burst, you're wasting a terrible amount of time that keeps the M1911 competitive. At 8m, the M1911 is at most 866.67ms to fire off its second shot, and it's a cumulative 93.24% crit chance, and a guaranteed 3 shot kill anyway [1266.67ms]. Within 7m, you're killing within 700ms, if not by 450ms by the second shot's cumulative 96.76% crit chance, which makes the M1911 better in every case the MP5 hasn't crit at the end of the first burst, and even if it does, there's only a ~38ms time difference if the M1911 crits by its second shot as well! And with an M16A4, well: M16A4 Rangers_BurstFire <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="3" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="-5" critChanceAdd="-5"/> Holo Sight 1x: <AddTo minAimTime2="-50" maxAimTime2="-80" resetTime="-50" accuracyAdd="+50" critChanceAdd="+2"/> 5m Calculation: AimTime >350-71= 278.57ms to start firing 62.5 ms per bullet, 125ms for 3 round burst to complete 278.57+125=403.57ms A M16A4 with a Holo Sight and Mk318 SOST ammo kills within 5m between 403.57 and 425ms, longer to aim if point blank. Controlling for optics, an M16A4 kills before the MP5A5 gets its third shot off, and can start engaging another enemy while the MP5A5 is either continuing to shoot full auto (within 4m), or potentially having to shoot a second burst (if the ~77% cumulative crit chance by the third bullet doesn't kill). Within 7m, the M1911 has fired its second bullet at 450ms, and that's a 96% crit chance. It's not impossible to not crit by then, mind, but there's this thing called Occam's Razor. William of Ockham: "All things being equal, the simplest solution tends to be the best one". There's two major concepts behind this, and at this point I'm quoting another guide: There is no significant difference between a wounded zed and a healthy one. Both can kill you in the same manner. The only difference is between a live zed and a dead zed. The more moving parts an action involves, the more chances than a mistake in a single part will cause the whole thing to fail. The guide I'm quoting is from "FeelZeSchadenfreude" and his guide from Killing Floor 2. https://steamcommunity.com/sharedfiles/filedetails/?id=834945919 Theoretical Efficiency is higher with tools that can do their job in one attempt rather than many. That's why the M110A1 w/LR Optic 5-25x is so important - it does its job with one attempt past 15m. That's why the M1014 shotgun is so important - it has a very high kill potential thanks to multiple crit rolls and kills in the second blast on base damage anyway. That's why the M16A4 w/Mk318 SOST ammo is so important within 5m - the 3 round burst (pending misses) is enough damage to kill. M1911 is available to all rangers, kills in 3 shots, has a base crit rate of 55% and between 1.5-7m increases to 82% because of AttackTypes. M249 is the only other meaningful full auto gun, and it can shoot full auto any time, theoretically faster than the MP5A5, and at all ranges that matterI don't like relying on crit chance. I'd rather know that wherever I put my troopers, enemies are going to fall at a reasonable pace. The MP5A5 isn't enough gun to stand out amongst its competition - its only real niche is between 4-8m since it can shoot 3 round bursts where the carbines are stuck with semi-auto, and even that is inconsistent. It's still a fine room-clearing weapon, don't get me wrong, but there's better ways to make that happen. I should probably directly compare the handguns This'll be quick. Fire rate is irrelevant thanks to the 9x19mm pistols all shooting the same speed, and attack types are irrelevant because all the pistols use similar types - what matters is their range, then. Priorities: EmergencyFire grants no crit bonus, but shoots until the target is down - it's...fine, but the shorter this distance is the better DoubleTap and ControlledPair grant crit chance - 17% for 9mil and 27% for 45 ControlledPair is slower but managable PistolAimedFire is significantly slower, so the further out ControlledPair, the better We REALLY don't want to be at PistolAimedFireLong, so i'm listing PistolAimedFire ranges - DONT USE PAST THIS Pistol EmergencyFire Range DoubleTap Range ControlledPair Range PistolAimedFire Range M9 1.5m 4m 8m 15m M9 Suppressed N/A 3m 6m 10m M17 1.5m 4m 8m 13m M18 1.5m 4m 8m 11m G19X 1.5m 5m 9m 13m G22 1.5m 4.5m 8.5m 14m M1911 1.5m 3.5m 7m 13m Thoughts: M9 might be sluggish to pull out, but has superior range G19x is better until 5m, but that dedicates it to indoor-only use. Might be worth it, given it's also a little bit lighter than the M9 G22 is a very modest range and crit chance upgrade over the M9 M1911 is notably shorter range, but it slaps so hard it's worth it I also quickly glanced at AttackTypes that the SWAT use. They use Rangers_EmergencyFire within 2.5m There are two attackTypes past that: NWS_PistolAimedClose and NWS_PistolAimedFire. 9mm guns shoot 2.2/2.1 times per second, have 10/7% Crit chance, and have some pretty bad resetTimes at 450/300ms (faster at longer range, but it's only single shot - the Close one shoots one or two bullets the 45 gun will always shoot once past 2.5m and has a reset time of 550ms. 300ms at 2.5m to aim, 500ms at 6m to aim, and then it increases to 800ms at 15m for the M9, 10m for the G17, and 12m for the HS-45.Just use the M9 as a sidearm if you are going to at all. FAL Militia do ok with it - it might take them 6 shots to kill but they'll suppress if they're shooting at someone with it, lol Militia are baaaaad with pistols, but the M9 at least has some decent range [15m before we get into some slow shooting] and at least you start with it. Quick Weapons Summary - Rangers and SWAT Rangers: Assault are best off with the M16A4 - Great, you start with it! Supports should be using the M249 - Great, you start with it! Marksmen should use the M110A1 with LR Optic 5-25x. Don't use the Squad DM Rifle, it's actively terrible, probably the worst gun in the game Grenadiers should stick to the starter M16/M203 - Great, you start with it! You can use M1014 shotgun if you want with any class, I recommend borrowing a few Marksmen - it's a personal choice but you don't really need 4 marksmen for the majority of maps. You can borrow a Support or 2 if you want to level them up M9 is fine, M1911Optics and other details Manually give your 5.56 guns Mk318 SOST ammo for a guaranteed 3 shot kill within 24.4m [M16A4], especially within the 3 round burst. M9 pistols (if you're using them) should get M1153 ammo for a guaranteed 4 shot to kill. Dual Role 1/4x is your best choice on Grenadiers, Combat Sight 4x is good enough if weight is an issue and you're using them at range. You can put it on the M249's as well LR Optic 5-25x gives 100% crits past 15m for the M110A1 Holo Sight 1x for anyone pushing a building, or use pistols Raid armor is faster. IV Plates slow you down but block 9x39 and Dragunov shots. Nowheraki SWAT: Leader can get by with the Dragunov so long as you mount it, but would much rather be using the M4/M203 due to exclusivity to the 40mm grenades, or APC9 K due to it just shredding. Like holy crap I can't stress enough, the APC9 K is amazing. Use it out to 18m, it gets full auto AttackType profiles! Mini Uzi sidearm is fine too. Assault get M249's. Use them, love them. If you're not using an M249, the M16A4 they get uses Ranger AttackType profiles so it's their best rifle overall. M500-MEK is available to Assault and Sappers if you want to play with it, just be sure to use the 00 Buck ammo, it's miles better. Militia shouldn't be using the AK47 Underfolder. Uzi for indoors, M16A4 for general purpose, FAL uses Ranger Mk17 AttackType profiles! Single SAPI plate is all Militia get, but once you buy it, everyone has it. Front ESAPI Back SAPI is a raid vest and is a good upgrade over Single SAPI, upgrade when you can. Assault have Dynamic Hammers or RPG-26's as their only options for the Large Equipment slot. ...Don't take the hammer, take the Longbow. See that wall? it doesn't exist anymore. Sappers can take the RPG-26 as well but they'd be better off with 3x Demolition Charges for the Large Slot and two 1x Door Charges in their Small Equipment Slots. Frags, give everyone frags. I personally never use Molotovs but they can block enemies from pushing you...if that's valuable to you for whatever reason.CIA [this'll be faster I swear] So what have we learned? AmmoType sets up weapon damage, critical chance, and the ranges for each (also Armor Penetration) AttackType defines how fast the trooper will engage enemies with AimSpeed, how many shots they'll fire, potentially how fast they'll fire those shots via roundsPerSecondOverride, and how far out via rangeMeters how that AttackType will be used Optics, while not specifically mentioned, give important boosts to AimTime, resetTime, and usually critChanceAdd Point 1: For the CIA, there's a few things you need to know that'll make things a bit faster to calculate which guns are best. Aside from the following guns: PM63 (Undercover Secondary) Mini Uzi (Undercover Secondary) Mp5K (Undercover Secondary) Double Barrel Sawn-off (Undercover Secondary, included due to technicality) VSS Vintorez (out to 4m) M249 LMG Mk48 LMG PKP Pecheneg LMGAll of the weapons that the CIA can equip are fired exclusively in Semi-Auto, usually with the Rangers_RapidFire / _RapidFireMed variants. Rangers_RapidFire is an attack type that's similar to _RapidFireMed, except it: Uses a roundsPerSecondOverride of 7, one bullet per second faster than _RapidFIreMed Shoots a minimum of 2 shots and a maximum of -1, which means it shoots until the target is dead Gets no crit chance bonus, as opposed to _RapidFireMed granting +20%The takeaway here is that you should pick a good generalist weapon that'll be decent at mid-range (or just stick to long-range sniping with your primary), which means Optic selection and the base stats on the ammo type are significantly more important. Point 2: You only get 4 units: 2x Undercover (which don't get LvIII Armor or the big primaries) and 2x Black Ops (which can't Play Civilian again once they Go Loud if you're doing Poncho use) The CIA play so significantly differently that it's critical you make sure you have more generalist equipment, but thankfully with no crazy AttackTypes to worry about, the choices are a bit more obvious Black Ops, No Poncho, All Die [CIA Primaries] Those are: M110A1 for all your ranged needs past 15m - easy choice with LR Optic 5-25x MCX RSAR can equip a LVPO 1-6x - while not as good as the 1-8x, it has a sound radius of 3 with subsonic ammo, and at range has similar performance to the Mk17 Carbine while having a 30 round magazine. Oh and it's a 3-4stk with subsonic ammo; supersonic is always a 3stk if you're going loud or don't mind supersonic crack Mp5SD6 is a suitable budget suppressed weapon. 2.5m radius with M1153 ammo VSS Vintorez is a slower option but is a 2HKO out to 15m, and shoots 2-3 rounds within 4m. I wouldn't use it with the 4x scope - even if it gets a 90% crit rate, you're slower on the draw and can easily get suppressed by an enemy firing back. MP5A5 Suppressed is technically a MP5SD6 with longer AttackRanges, but the quietest you can do is 4.5m sound radius MP5KPDW is a worse MP5 MP7A1 has even more range than the MP5 and gets 3m sound radius with subsonics and 35 crit chance out to 15m, but always a 5stk as opposed to the MP5 being a 4stk with M1153 ammo AKS74U has terrible supersonic ammo, Subsonic ammo has a sound radius of 6 and is a 4-5stk Mk18 has worse damage profile and shorter range AttackTypes and no subsonic ammo AK 105 Alpha might be able to equip better optics but it's a AKS74U you have to buy AK47 Underfolder, lol Mk17 CQC is inferior to Mk17 Carbine M4 has better performance with its RapidFireMed being 20m and CarbineAimedFire being 45m. For a starting rifle, it'll do until you can afford the MCX, just don't forget you need to add the suppressor and Mk318 SOST ammo [4-5stk, worse crit rate] More crit at range, but you'd rather be using the M110A1 past 15m anyway Skipping over the LMGs. Why on earth would you want one for your CIA dudes? SVD is inferior to M110A1The starting M4 Carbine will do you well enough until you can afford at least an MP5SD6 for your CIA unit, since you really ought to prioritize a suppressed handgun for the CIA first. The MCX RSAR is also 10 points, so that might require completing multiple maps to unlock first if you're just starting out. Other than that, nah, Suppressors and the Mp5SD6 This one gets its own section. It's a double-edged sword as a stealth weapon, trading lethality for an improved crit chance and a 2.5m audible range with M1153 ammo does more damage. Rangers don't really have suppressable weapons - if you played Door Kickers 1 at all, you'll know all the benefits of the Stealth class and how handy it is to have a weapon that can kill enemies silently. I'm including this section because suppressors aren't really all that important for the Rangers - the rifles are generally fast and accurate enough to get away with going loud, but trying to suppress the rifles don't really do much to suppress 5.56 - they're still audible out to a long distance. The only suppressable weapons the Rangers' Assault Class can use are: MP5SD6 [Intergral, 2.5m sound radius] Mk18 Carbine [45m sound radius] M4 Carbine and M4 URG-I Carbine [40m sound radius] Mk17 CQC [50m sound radius] Mk17 Carbine [48m sound radius]...As you can see, if you're going to use suppressors, your enemies are still going to hear and potentially investigate. As I mentioned briefly with the M4 URG-I sections, suppressors' secondary use in Door Kickers 2 is to push the weapons' early AttackTypes' ranges back a bit, meaning your weapons attacking faster, and any AttackTypes with better Crit Ranges are pushed a bit further back I originally thought that a longer weapon was bad, but there's no stats regarding a weapon's length, only that it takes longer for them to raise it back up if they bump something. There's also benefits in that most 5.56x45mm weapons get a slight RPM buff in CQC for full auto [MP5 doesn't] You can put a suppressor on your Rangers' M9 Handgun... Don't. To explain, the use-cases for Rangers to draw their handgun in the first place are essentially situations where their primary is too slow to get that first shot off before they start getting shot themselves - Marksmen are the prime example, taking over 200ms longer to fire their rifle inside buildings (when they can easily be suppressed and ultimately unable to shoot outright). Support gunners can get by with pre-firing with suppressive fire whenever you see someone. Don't misunderstand, pistols are faster than primaries long-arms within 4m and arguably within 8m, but if you need a suppressed pistol? You really ought to be letting another trooper use a Mp5SD6 - the performance with the suppressor past point-blank is just garbage. The last point is a Marksman with a Suppressed M110A1 will likely be taking shots where they won't be getting shot back very much anyway. At that point there's no point not to, as the ONLY difference is a 100ms increase to reload time. If you're taking shots past 47m, enemies won't hear - that's the same distance the other rifles can't be heard either, anyway. Suppressor use is something that should be experienced rather than explained. Door Kickers 1 does a good job to practically show you why the Stealth Class is the best class in the game. The MLOK Elephant in the room: M4 URG-I The M4 has a unique interaction with the M855A1 ammo when it's suppressed. It becomes 15rps, gains a 35% base crit chance, and has its auto fire extend out to 5.5m, further out than the M16A4. Furthermore, its RapidFireMed range becomes 18m, meaning it has a bit more range at that crispy 20% crit and 6 shotPerSecond AttackType. Unsuppressed, it's 14rps and has the auto fire range of 4m. The M16A4 can't be suppressed, so that's a moot point - its 3-round burst is 5m, though. Here's M16A4's AttackTypes again <AttackType name="Rangers_BurstFire" rangeMeters="5"/> <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="3" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="-5" critChanceAdd="-5"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="45"/> <ModifiableParams minAimTime="600" maxAimTime="900" roundsPerSecondOverride="2" minShots="1" maxShots="2" resetTime="200" accuracyAdd="-120" followupShotAccuracyAdd="10" critChanceAdd="10"/> And here's the M4 URG-I's stats. It has some unique attack types. M855A1 <Params roundsPerSecond="12" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> - 14.5rps suppressed <Damage start="29" end="20" startDist="0" endDist="100"/> <CriticalChancePercent start="35" end="15" startDist="0" endDist="55"/> Mk318 <Params roundsPerSecond="11" audibleSoundRadius="100" physicsImpactForce="2.0" damageType="0" silenced="0"> - 12.5rps suppressed <Damage start="35" end="25" startDist="0" endDist="100"/> <CriticalChancePercent start="25" end="20" startDist="0" endDist="42"/> AttackTypes <AttackType name="Rangers_URGICarbineAutoFire" rangeMeters="5.5"/> - 6m Suppressed <ModifiableParams minAimTime="350" maxAimTime="350" minShots="2" maxShots="6" resetTime="250" accuracyAdd="-100" followupShotAccuracyAdd="-4" critChanceAdd="-5"/> <AttackType name="Rangers_URGIRapidFireMed" rangeMeters="16"/> - 20m Suppressed <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6.5" minShots="2" maxShots="4" resetTime="120" accuracyAdd="0" followupShotAccuracyAdd="22" critChanceAdd="20"/> <AttackType name="Rangers_URGICarbineAimedFire" rangeMeters="40"/> <ModifiableParams minAimTime="600" maxAimTime="900" roundsPerSecondOverride="2.3" minShots="1" maxShots="2" resetTime="150" accuracyAdd="-120" followupShotAccuracyAdd="10" critChanceAdd="10"/> Here's some thoughts: The AutoFire attacktype is now extended further out than the M16's burst range. There's still a slight chance to not fire enough bullets, but we're dealing with significantly faster follow-up attacks with the ResetTime being 250 instead of 300. URGICarbineAutoFire and URGIRapidFireMed extend further out, so it takes longer for us tog et to 600ms to start shooting URGIRapidFireMed's resetTime is faster in case we need to continue shooting the same target - a bit more reasonable out to longer ranges Its fire rate is also faster, and we have increased followupShotAccuracy - not much for either, but it's significant enough. We're getting to URGICarbineAimedFire's maxAimTime at the same time as the normal M4, which is still closer in than the M16A4.In short, this feels like the equivalent to the G19X over the M9 pistol - the early ranges are shifted out, but the further-out ranges are pulled in a little bit and we're also attacking modestly faster in comparison to the M16 past burst-fire range. At this point, if we're to dethrone the M16A4, we'll have to look at the other variables - the ones innate to the guns themselves. M16A4: <MobilityModifiers moveSpeedModifierPercent="-8" turnSpeedModifierPercent="-1"/> < M4 URG-I: <MobilityModifiers moveSpeedModifierPercent="-3" turnSpeedModifierPercent="0"/> < Suppressed < [to complete analysis] I haven't included these values yet because: moveSpeedModifierPercent is a quality of life thing. You could just get your troopers to start running if it's that big of a deal. Santa hat is an alternative too turnSpeedModifierPercent is largely unimportant, especially for 1%. For reference, M249 has -5% turn speed. This is a game where every millisecond counts, sure, but Reloads should be done in an empty room / behind cover - there's only like three weapons you'd ever want to worry about reloading - Handguns, generally; shotguns, and the SMGs since they spray excessive amounts bullets; maps generally aren't that long where you're forced to reload, but I've seen it Non-issue for gadget use, just don't be exposed to enemy and GuardTime is probably the amount of time it takes to lift the gun up if they bump into something - a wall or a trooper cuts in front of them. This one coming into play only has one response: Skill Issue. The M4 URG-I is the only rifle to have improved AttackType performance due to a faster semi-auto fire rate and an admittedly slightly longer AutoFire range, which I've already discussed is a volatile AttackType. Even the URGIAutoFire AttackType becomes merely a reasonable sidegrade because of the range extending out to 5.5m, so it's used in an equivalent manner (6m suppressed), while the normal M4 loses the autofire range earlier, at 4m (and 3.5m for Mk18), extended to 5.5m when the M4 is suppressed (Mk18-SD is 4.5m). Quick note: I listed suppressor ranges for autofire. Suppressor use makes the guns slower, but pushes some of the earlier AttackTypes out further - it's important for the Mk24 handgun because it adds 2m to its ControlledPair attack type, which means its meaty 82% crit gets a 25% longer effective range and is even better over the M1911 handgun [though the suppressor itself made it superior, the range is icing on the cake] Ran out of room lol Just for the M4 Carbine as an example, the suppressor: Merely reduces sound radius to 40-45m Slightly longer reload times Slightly longer GuardTime AttackTypes for CarbineAutoFire [4 to 5.5m] and RapidFireMed [15 to 18m] have their ranges extended outI'll give you that the suppressor is beneficial just for those two AttackTypes, and I'd agree with you that it would be intellectually inconsistent to say that longer reload/ready/guard times can be managed. After all, weapon length doesn't matter - it's there's like this hitbox in front of every trooper, and if something's there, they'll lower their weapon, and there's nothing specific to guns saying what that length is, no way to alter it as far as i know, and even if there was, again, it's a skill issue to make sure that doesn't come into play. So what are we left with? The M4 URG-I should be the only 5.56x45mm rifle you use instead of the M16A4. The one advantage the M16A4 has in CQC is a sidegrade, and in mid-range [5.5/6m to 40m], the URG-I is out-performing the M16A4 due to faster fire rate. It doesn't dethrone the M16A4, though - it can't since it's only available on the Army Rangers, and the URG-I has other weapons it would have to compete against for the title of Best Weapon anyway: The MCX RSAR is superior to the M4 in every way that matters, and I'm not hyping that up either because it's CIA Black Ops exclusive - CIA shoot every longarm semi auto except the Undercover sidearms and the LMGs, so what matters is Damage/Range and Crits, and the MCX RSAR is superior, being equivalent to a Mk17 Carbine with 3m sound radius when suppressed and a 30 round magazine The M249 is arguably the best gun, but you only get it on 4 Rangers-Support and 8 SWATAssault (which is actually really good, please try it at least once), and CIA would rather be doing other things Any argument for the rifles at range is somewhat meaningless, as the M110A1 is killing in one hit past 15m (and again, the M249 is shooting multiple bullets instead of just one) While slower to start shooting, the APC9 K is dominant out to 18m due to actually shooting more than one bullet, and the M4 is shot exclusively semi-auto on the SWAT (as well as CIA), so AutoFire matters a lot moreThe URG-I is a reasonable sidegrade for your Assault troopers if you're focusing on CQC use - they handle a little bit better for sake of speed when doing stuff like throwing grenades or manipulating doors, and can hold their own out to midrange. So is the Mk17 Carbine, though, having a gnarly crit rate around 70%, even if it shoots slower. I don't know. It's better, but not overwhelmingly so. Heck, in an earlier incarnation, I thought the XM338 was pretty good, being a dedicated 3stk LMG, but then I actually looked at the GMPG AttackTypes, and on top of that I found out it only has 50 rounds. And if all bullets hit, the M249 shoots its kill shot at the same time the XM338 does as well due to a faster fire rate, so that is a time where the increased damage profile doesn't matter The Poncho The Poncho is an interesting but somewhat underwhelming option that opens up a few other playstyles. You get effectively 3 Concealment points back [+5 in actuality, but Black Ops start at 8 Concealment for balance purposes rather than 10 like Undercover], allowing you to either You could play a Black Ops unit as a third moving camera, spotting enemies and keeping track of sightlines for your Undercover units [or your other Black Ops unit], eventually going loud once they get into a position where they can safely hold with their superior firepower [or actually have an armored pistoleer] Sneak a heavier weapon in with no armor or gadgets and pray you don't get slaughtered once you go loud.The former is the better option if you're going to use a Poncho. You play the map watching out for your Undercover units, and whenever you need a third gunman for a simultanious execution or are in a situation where you might have to Go Loud, you trade places between your Undercover dudes and your Poncho Black Ops dude. So what about what guns you can equip? If you're rocking a Poncho, you can choose to either stay Covert by: No armor or throwables, in which case virtually any primary will keep you Covert 1 set of throwable grenades or small gadget, in which case you can still pick a -4 Concealment primary [or combination primary/secondary and still be Covert 2 sets of throwable grenades or small gadgets, in which case you can only pick a -3 concealment primary [or combination primary/secondary] and still be Covert Having one set of additional gear will prevent you from taking -5 Concealment combination of weapons. This is important because it locks you out of options such as: Any -4 Concealment weapon with any sidearm or G19 Suppressed Mk48 Mod 1 LMG [lol] M110A1 Suppressed [No Sidearm] Having two sets of additional gear will prevent you from taking a -4 Concealment combination of weapons. This includes: Armor + Any pistol other than G19 unsuppressed G19 Suppressed with any primary other than AKS74U or AK47 Underfolder [lol] Mp5SD6 Mp5A5/Mp7A1 if you throw a suppressor on All suppressed rifles [excluding AKS-74U Suppressed, that's allowed] All LMGs [lol] VSS Vintorez + G19 SuppressedNote that the G19 by itself on the Black Ops does not invoke concealment penalties. Adding a suppressor does have it invoke a concealment penalty, though. So what does this mean? If you want to stay Covert, the Poncho makes you give up a lot of useful equipment for the benefit of being able to potentially sneak something stronger than a pistol past the map's forward guards. But what if you don't mind being Suspicious and carrying heavier equipment? Please don't. You won't be able to get out of the entry gate with your sussy baka Black Ops with his """"concealed"""" Mk48 Mod 1 LMG. It's one thing if you can sneak in a back door, but in that case you're better off just going with a suppressed rifle and have a better gadget anyway. So what's the plan then for Poncho use? Sure, here's my suggestions. Option 1: Suppressed Pistol No Primary Mk24 Suppressed, play it within 10m best you can Traditional Hat Armor of choice; I'd recommend Raid Vest for the point of mobility One light gadget - Frags or Flashes If you can sneak your dude and use another gadget early, you could get away with a Slap Charge or a Thermal Torch - once you use it, you'll no longer be SuspiciousUsable as a 3rd set of eyes, either to cover another Black Ops agent that's going loud, or to cover your Undercover Agents while they do their wetwork. Clear up the easier kills, and break this guy out whenever you need a third gun, then swap mobile-camera roles with your Undercover agents and do your best to maneuver your Black Ops agent into position - the Mk24's speed will take care of the rest, so long as you're within 10m. Honestly this is my preferred way to play with the Poncho. When you're ready to play dedicated Pointman, go in and start blasting. There's not much use for a loud pistol, but you could use the M1911 or G19 Custom otherwise. Option 2: CQC Suppressed Primary - Vintorez Vintorez with PSO1M2 4x No Sidearm Traditional Hat, no armor 2 sets of small equipment2STK up to 15m. This is strictly better at indoor use, and tbh your Undercover Agents would be better suited for this, since they can go Civilian again - you'd really rather have armor on your Black Ops - but hey, it's an option - a dominant one, at least. Option 3: Mid-Ranged Suppressed Primary - MCX RSAS MCX RSAR w/LPVO 1-6x. You'll be getting 70-ish% crit rates with this. Traditional Hat, no armor You get one set of equipment before you become suspicious, so make it count. Frags are a great way to make noise away from you. I wouldn't take flashes, since you're already not making enough noise for enemies to notice you (dont forget to maneuver your Undercover units to ensure you attack without being overwhelmed!)Due to relative advantage, the MCX RSAS the best middle-ground and can be equipped with no armor and poncho AND still take the LVPO 1-6x to push its crit chances upwards of 60% once you're shooting at targets further away than 7m. ...It's still not a guarantee, but hey, you picked the poncho. Option 4: Gonna go sniping? You really only have one option if you're gonna snipe with a suppressed rifle and use a poncho. M110A1 Suppressed with default LVPO 1-6x will give you guaranteed crits from 15-50m. Nothing else.Glass Cannon. If you absolutely positively need to sneak a sniper rifle into a place before going loud, this is an option In conclusion, Poncho use means you're trading a Large Inventory slot and either foregoing armor or a primary weapon...or risking being Suspicious (which isn't a fun time to play with). There's maps where it works, but I wouldn't default to it if you could help it. CIA Sidearms, or why the Mk24 is the best sidearm in the game Last section of guns. This'll be fast. Mk24 should be the only handgun you use once you can afford it [5 stars]. If you're just starting and need a gun, the G19 Pistol [not the customized one, you want the one that can equip a suppressor] is 2 stars. Mk24 suppressed has a 55% flat crit chance from ammo alone, gets 27% crit out to 10m from the CIA_HKDoubleTap45 and 25% with CIA_HKControledPair45. 82-80% Crit per bullet. It's also a 3 shot kill, so if you somehow don't crit within 2 bullets, you have a third. Its only downside is its 8 round capacity on your Undercover units [10 with Black Ops, only notable if you plan on doing Poncho+Armor w/no primary] MkIV Hush Puppy has 55% Crit out to 2m, dropping to 37 and dropping rapidly past that. Does 10[!!!] damage in CQC and drops to 5 rapidly, so you're relying on crits... PPK has a lowered Concealment Modifier and can theoretically be taken with a primary on Undercovers, ...but you can Play Civilian and hide and reload your Primary [VSS Vintorez, likely], and switching to your pistol is slower than just drawing one outright (since you have to deal with holstering the primary), so I don't see a use-case. It's weaker than 9x19mm anyway G19 Pistol is only reasonable other pistol - standard 9mm performance, and is suppressable G19 Customized can't be suppressed. You could put it on your Black Ops units as a loud sidearm, but I'd rather give them M1911's or Mk24's at that point. G17 can't equip a suppressor G22 is the same as the Rangers', though you get a few more ammo types M17 and M18 can equip Red Dot sights, but are otherwise mediocre M1911 is an easy "slap it on and don't fiddle with settings" secondary for Black Ops units. You hear it being fired, you've messed up and need to figure out why your Black Ops unit switched weapons - it hits hard but has worse AttackRanges than the Mk24, but I prefer it over the Mk24 for Black Ops because the noise of the handgun is actually important for you more so than your Agent. It's like an alarm clock! Time to get your unit to cover and get them to reload their primary! There's a few more weapon types on the Undercover agents. PM-63 is a bad Mini Uzi is...fine, but can't use a suppressor Genuinely a reasonable assassin tool since it shoots 5-8 shots, so it's a guaranteed kill just by bullet count alone [use exclusively within 5m if suppressed, you shoot semi auto past this] Double Barrel...it's a shotgun. You should know how powerful shotguns are. Try to use it further out than 2m though, 2m is the double barrel blast range.So yeah, Mk24 Suppressed is best overall handgun. Mp5K on Undercover will kill in an autofire attack, and the Double Barrel is a fun meme weapon. Attachments and Ammo Pretty simple. Optics: You want speed, and you get a minor bonus to crit from 7-15m (which probably compounds with the crit bonus for shooting semi-auto at those ranges Past 15m: Biggest thing you can slap on, do it - LVPO, LR Optic, whatever the biggest thing you've got is. 7-25m special note: Combat Optic 4x is good enough if weight savings is important to you, but LVPO will grant overall 5% extra crit chance. Marksmen should just use LR Optic 5-25x and shoot past 15m. Ammo: 5.56x45mm should always use Mk318 SOST ammo if it can due to increased damage profile. Don't even bother with match ammo. 9x19mm should always use M1153 JHP due to increased damage profile. SWAT M500 should buy and use the 00 Buck ammo. The pellet count is always (defined by the shotgun itself, the game stats lie), and you get like 12% crit chance PER PELLET out to 5m MCX RSAR can benefit from the supersonic 125gr ammo if not using a suppressor - it's a guaranteed 3htk at any range with at least 30% base crit chance anyway. You won't be quiet, but it's fine Addendum 2: Optics for Rifles and LMGs Every day I'm learning something new, it seems. Let me go over optics really quick. Optics: Slow down reload times, ready and guard times, and change in/out times. These all can be mitigated by getting behind cover and having another rifleman providing overwatch [and is why the slower M16A4 is the best rifle overall in the game imo] speed up aimTimes, resetTimes, grant accuracy and critical hit bonuses the heavier optics also reduce move speed and turn speed You want to try to optimize for your engagement ranges. DoorKicking: HoloSight 1x is strictly better than Red Dot 1x. Its optimal range is 7-15m as well, so it'll give you a little extra agility out to those ranges, but it's the best you can do within 7m so you might as well slap one onto all your room clearing dudes. Mid-range [7-25m]: Combat Sight 4x keeps your move speed up and gives a modest 15% crit chance between 15-25m. Mid-range [Snipers]: For sniper rifles, LR Optic 3-18x grants similar speed bonuses and better crit chances - it's my recommended Pseudo-Sniping [Assault]: If for some reason you feel the urge to use an Assault dude exclusively past 15m, either of the LPVO's will work, and their differences are minuscule, but of course we have a chance to optimize. 6x if performance within 20m is more important to you, 8x if >20m is more important. >25m [Snipers]: LR Optic 5-25x. 3-18x is faster between 15-25m, though. Machine Guns [Mobile]: Dual Role 1/4x will do you well out to 25m. Holo Sight if you're a mad lad and want to take it room clearing [it's lots of fun!], just remember it falls off past 15m. 7-25m [LMGs, stationary]: 4x MG Optic. >25m [LMGs stationary]: 6x MG Optic Special Section: CIA's MCX RSAR <15m: Holo Sight 1x <25m: Combat Optic 4x grants best speed up to 17m >15m: LVPO 1-6x Weapon Tier List: Rangers Weapons within a tier are not sorted, with the exception that I'd recommend the MP5SD6 over the MP5A5, but that's a unique situation due to the suppressed sound radius being so important. S-Tier: Your Best Options M1014 Shotgun [Shreds [i]so much[/i] face, and decent past 10m] M249 [Manually selected Suppressive Fire puts this above the M16A4. It's tedious, but at least you get 200 rounds!] A-Tier: The Gold Standard M16A4 [The entire reason I made this guide in the first place] M1911 [Slaps hard within 7m - slows down past that but a 3 shot to kill regardless of range. Can't go higher since you actually have to take it out - uses up valuable time] B-Tier: Good, but there's better options MP5SD6 [Best bet for suppressor use indoors. It doesn't directly compete with the loud weapons, but I'd put it here] M14EBR [Probably your best bet for a DMR. Sniping is a support tool since engagement times are enough to make sniping almost not worth it in this game, but at least the M14's putting good work in. Better stats than Mk20 SSR, but no suppressor. Gets 30% crit at 8m from DMRAimedFire attack type - it's slower to start shooting in this range, though, so a faster optic might be worth equipping] M110A1 [Best Suppressed sniper] It's quite fine, don't get me wrong] M9 [is fine] G22 [Slightly less range but better crit rates] MP5A5 [SMGAutoFire might kill two dudes in one attack, if you're lucky to have them lined up. 3 round burst from 4-8m gives it some reach, but it's not worth taking over rifles or the M1014, imo] C-Tier: Outclassed but workable M4 Carbine [handles a little faster in ways that don't matter and is less consistent in ways that do] Mk17 Carbine [Only notable for base crit rate of 35% whereas 5.56 rifles degrade from 25-20 with SOST ammo] Mk20 SSR [Weaker stats than M14EBR and M110A1] Just lump all the other 9x19mm pistols here, they have worse/variable ranges compared to the M9 and shoot the same fire rate with M1153 ammo anyway D-Tier: Inferior Mk17 CQC [Worse damage and crit rate than Mk17 Carbine with no benefits that matter] F-Tier: Oh god why are they so bad Squad DM Rifle Weapon Tier List: CIA S-Tier: Your Best Options MCX RSAR is the best gun in the game. Shame it's semi-auto only, but A-Tier: The Gold Standard Mk24 is best handgun overall and is your main toolB-Tier: Good, but there's better options G19 Handgun (Not the Customized one) is a good budget handgun for your Undercover. Double Barrel is hilarious to play with and surprisingly effective, but it's a loud gun M1911 is even better with CIA than the Rangers, but Mk24 takes its place since you want suppressed guns Mp5K (Undercover Sidearm) M110A1 is your best dedicated sniper for >15m attacks. Not needed much since you can just go Covert and 'backstab' everyone, too risky to just have one dude shooting at everyone, but it works MP5SD6 is a good budget primary. It'll do, but if you're already going to spend 6 stars, you might as well wait for MCX RSAR.C-Tier: Outclassed but workable M4 Carbine listed this high up because it comes unlocked. You have to buy the suppressor. It's...fine, decent, in fact, but the sound radius when suppressed is still super big. G22 and all the 9mm handguns can safely go here, even the G19 Custom. You want to be using suppressed weapons. The two loud SMGs that Undercover get go here - PM-63 and Mini Uzi. VSS Vintorez is very slow to fire, but is a 2stk out to 15m. All other 5.56 rifles go here MP5kPWD, MP5A5, MP7A1 go here. If only they shot full auto bursts... I suppose you could make the Mk17 Carbine work...D-Tier: Inferior PPK is an unnecessary addition. It's...adequate in practice, but neither class wants it. Its only use case is as a sidearm to a VSS Vintorez with Undercover, but you don't play Undercover as an assault unit Mk17 CQC is strictly inferior to Mk17 Carbine in every way that matters 5.45x39 is strictly inferior to 5.56x45F-Tier: Oh god why are they so bad [tier] 7.62x39 is strictly inferior to 5.56x45[/tier] Untiered: Why on earth does the CIA get LMGs? Weapon Tier List: Nowheraki SWAT S-Tier: Your Best Options APC9 K [Probably best room clearing automatic gun in the game, if only it was a little faster to start shooting] M249 [You get 8! They use Ranger Profiles! You can use Suppression Fire to make them start shooting faster!] A-Tier: The Gold Standard SWATAssault M16A4 [Only downside is that SWATAssault would rather be using APC9 K's or M249's] Militia M16A4 Militia Mini-Uzi [Same issues as MP5A5, "shooting too many bullets but not always being a bad thing"] B-Tier: Good, but there's better options M4/M203 Dragunov [no guaranteed 100% crit ranges] Militia FAL [Weaker than other Militia weapon types, but good enough to replace Dragunov imo] M9 Sidearm G17 Sidearm [sidegrade to m9] Mini Uzi Sidearm [only here cuz you need to actually switch to it, and that takes time you could be doing better things] So how would I go about changing gun balance for this game? [Rangers - Marksman] Far as I'm concerned, there's a few tenants that need to be addressed to give the guns a chance. For the Rangers, you have the following issues: Assault: M16A4 is overperforming in CQC, among other balance issues with other guns Support: 4 LMGs with only one of them being significantly better, to the point where it's not even worth unlocking Marksman: Squad DM Rifle is garbage, other rifles are either "lol use at range" or worse Handguns: 9mm handguns that aren't the M9 need something else to give it a little more oomph Let's start with suggestions for the Marksman class. First, I'd give it the M4 URGI. I'm going to be making changes to it later on when we address it with the Assault class, but in essence it'll be the Premium CQC-Midfield rifle that will fill the gap in the Marksmen's kit. Meanwhile, let's address the Squad DM Rifle. It's weak, has low critical hit chance, and is slow to start firing, making it essentially a straight downgrade to the M110A1, let alone the starting M16A4 rifle. The only thing going for it is its accuracy at a flat 400. Spoiler alert, we'll be buffing the M4 URGI as well, but in the meantime, we'll turn the Squad DM Rifle into a fast-firing mid-range crit machine. Let's start with the Mk262 ammunition. 556FMJMk262_M16A4Marksman could be converted into an ammo type with low penetration (blocked by LvIII Body Armor) but high damage and critical hit values, perhaps 35 dmg and 40% crit outright. Mk262 ammo on the Marksman then becomes a superior ammo type that's equivalent to the stronger SMG ammo - it's even blocked by armor. Secondly, the AttackTypes. We'll keep it Semi-Auto only to keep it in line with its proposed use in ranged attacks, starting with the closest range attackType being changed to Rangers_RapidFire instead of the DMR variant. One of the biggest problems with the base rifle is its utter sluggishness in CQC, and that's primarily because of the 500ms minAimTime with Rangers_DMR_RapidFire. If we're sticking to semi auto, let's at least give it a faster engagement time. We'll increase the range to 6m to match the CIA's M4 profile. The next attack type should be Rangers_RapidFireMed. This is primarily to give it the 20% crit bonus. We'll extend the range of this out to 20m to match the M4 setup the CIA uses. Rangers_DMRAimedFire comes third, and we'd extend this out to 45m. Getting that meaty 30% crit chance gives this new Squad DM Rifle its niche of a very large crit chance - 70% base before accounting for optics. I'd like to extend this range further out, but IDK if that's wise Finally, we give the Squad DM Rifle a suppressor and a subsonic match ammo option that drastically reduces sound signature - subsonic 5.56 match ammo exists, and having it be exclusive to this rifle would be pretty interesting, I feel.These changes would keep the Squad DM rifle a semi-auto rifle while giving it better performance within 15m with the trade-off of reducing armor penetration. It therefore becomes a better Rattler / a ranged M1911, especially after considering the more powerful scopes it can get. We could optionally use URGI fire types via Rangers_URGIRapidFireMed to give it an additional boost. I'd also recommend an additional attack type past RapidFireMed where it shoots somewhere between 2.5-4.5 shots per second (kinda like ControlledPair9mil or CIA_AKAimedFire) from 20m-40m at a crit rate of 25%, then have DMRAimedFire from 40-60m. It might be pushing into the 7.62 snipers' niche, but they can one-shot, so i'm focusing on a faster 5.56 rifle that engages very well whether it's in cqc or at long range. Other weapons will do better in their niche, but the Marksman lacks a speedy rifle, be it for trying to level up or just dealing with threats quickly. Mk17LB will be addressed later. M14 EBR is fine.Mk20 trades performance past 48m for being a M14 that can take a suppressor. It's fine. M110A1 gets some mid-range aimSpeed bonuses and a suppressor in exchange for dropping off past 48m. It's fine. Rangers_DMRRapidFireMedMounted should get a modest critChance buff, maybe to 10%. Suggested Gun Balance Changes [Rangers - Support] Support is in a bit of a bind considering how good the M249 is. It: Has a blistering fire rate, enough to make the reduced shot to kill the other LMGs offer unimportant Generally shoots more than the necessary 5 bullets to kill uses the superior LMGStrafe attack types, which are both faster to engage and shoot more bullets is the lightest out of all the LMGs, so your troopers can move around fast 200 rounds! Assault rifles only shoot semi-auto, when they could easily be shooting burst fire out to mid-range, borrowing from the MP5's attackTypes M240L and XM338 use the worse GPMGStrafe attack types - the Mk48 uses LMGStrafe but has a slower fire rate and less ammoI'll come back to assault rifles later, but for now, I have a simple solution: Buff the Mk48/M240L/XM338 LMG crit rate up ~10% by simply increasing the crit rate via ammo. Currently the M249 has a 15% chance while the other LMGs are equivalent or worse. The idea is that this would make the M249 the "more bullets = more suppression" + "speedy" LMG, while the others would have damage and crit chance to go with them. We could take it a step further and give the M240L and XM338 higher crit boosts, since the M240L is worse in every way that matters than the Mk48 - GPMGStrafe doesn't matter if you're either using suppression fire or mounting anyway. Otherwise, giving the M240L 200 rounds would be a good way to balance it over the Mk48 Suggested Gun Balance Changes [Rangers - Assault, Option 1, Add another AttackType and push out to Mid-Range] So the other issue I see is that full auto is used only within 5m. The M16A4 is overperforming because: SOST's High base damage means you only need 3 bullets - guess what, it shoots 3 round bursts within 5m The BurstFire attackType's range goes out the furthest (excluding M4/URGI suppressed) Best accuracy for mid-range and beyond - Mk18 will start missing attacks past 15m (which is fine tbh)So I then propose the following: Mk18/M4/URGI get autoFire/BurstFire attack types out to 4/8m like the current MP5A5/-SD6. RapidFireMed out to 15m for Mk18, 20m for M4 M16A4 can keep its burst fire within 5m, switches to RapidFireMed after that. Reduce fire rate to 12 (WHY IS IT 16 WITH SOST AMMO!?!?) to let the other rifles kill faster Rifles get a few new attackTypes: Rangers_CarbineAutoFireClose that shoots a minimum of 2 rounds with a maxShots of -1 so they shoot until the dude's dead, and Rangers_RapidFireLong which also grants 20 crit but has fire rate become 2.5 shots per second. URGI gets 3 shots per second just to have a clean number, Squad DM Rifle gets 30 crit (and 3 shots per second). MP5 (both of them) have Autofire extend to 6m, Burstfire out to 12m, RapidFireMed to 16m This would look like: Rangers_CarbineAutoFireClose out to 4m [M16A4 uses BurstFire out to 8m] Rangers_CarbineAutoFire out to 8m Rangers_RapidFireMed out to 20m <--- Extended out because of later changes to MP5 Rangers_RapidFireLong out to idk 30m? <--- new attack type. SquadDMRifle would use its own variant that grants improved Crit Rate Rangers_CarbineAimedFireLong out to 40m to match its current max range. SquadDMRifle uses DMRAimedFire Rangers_CarbineAimedFireXX out to 9999mThe idea is to give the auto rifles the chance to actually use their automatic fire out a bit further out than "Across the Room" and give the Rangers faster rifle speeds out a little further. CarbineAimedFire is a good attack type, but I'd rather have faster shots. The MP5 would then have its attack ranges extended 4m - SMGAutoFire out to 8m, SMGBurstFire out to 12m, ETC going up in 4m increments. I'd give RapidFireLong as well since it's hitting CarbineAimedFireXX at >24m now, but honestly i like the MP5 having an upper cap of 20m, nice balance. The MP5 might be dealing less damage but is engaging plenty fast out to 12m Mk18 would have CarbineAutoFire to 5m, Carbine AutoFireLong out to 8m, RapidFireMed out to 16m, RapidFireLong out to 24m, CarbineAimedFire out to 35m, CarbineAimedFireXX past that. Some simple range changes to make it the equivalent of the M18 handgun compared to the M9's longer range - equivalent to my changes to give the Mk18 a bit more autofire range as opposed to the M4's better accuracy and range. I matched the Mk18's ranges to the MP5's ranges. Unfortunately the game's a little overtuned, so the MP5 isn't standing out too much, but hopefully this is enough to give the rifles a bit more reach. Lastly, buff the M4 URGI's accuracy up to 360. This is to make it both a Premium M4 for Assault and a slightly less-viable ranged option for the Marksman and keep the Squad DM Rifle viable at range. There's other things i'd do but i'll stop there. In short: Better effectiveness at the 12-20m mark for all weapons by pushing the ranges out a little bit. Suggested Gun Balance Changes [Rangers - Assault, Option 2, Exaggerate what's there] The other option would be to exaggerate the ranges of the existing AttackTypes to give each weapon its niche. 7.62 snipers kill in one shot past 15m with virtually every optic above the LVPOs Squad DM rifle is a fast-firing Semi-Auto only rifle, kind of like what the CIA does, except getting a nice meaty crit chance bonus to keep up with the other snipers M16A4 is the starting rifle, and is an M4 with more accuracy and slightly longer RapidFireMed range. The 3 Round burst is what's making it overperform, so it should be replaced with Rangers_RapidFire M4 should be the middle ground, able to shoot full auto out to 8m while still having enough reach to hit mid-range shots. Its accuracy is just bad enough to make distant shots a pain. Mk18 is an odd beast, but we'll play it like the M18 handgun is to the M9 handgun - the Mk18 will have its autoFire attackType go slightly further out, but its RapidFireMed cuts off earlier MP5A5 should just have a 4m buff to all its attack ranges and it's good to go - It would therefore perform like an even more exaggeratedly fast weapon out to 12m, but then slow down considerably, which should help it compete. M4 URGI is the premium all-around rifle. It should have accuracy of at least 300 and have its attack ranges extended out a bit - AutoFire to 8m like the base M4, RapidFireMed out to 20-25m, and CarbineAimedFire out to 60m. Suggested Gun Balance Changes [Mk17, all variants] This one will be pretty simple. Mk17 CQC should have accuracy around 230 and have its crit rate increased to 35. Increase range for all attack types out by 4m. Increase Damage to 38-33 and keep the damage range. It should use Rangers_CarbineAutoFire as well instead of _CarbineAutoFireHeavy to shoot more bullets, and have the range go out to 8m. RapidFireMed should go out to 18m. Mk17 Carbine should have accuracy around 280 and have its crit rate increased to 40. Increase range for all attack types out by 4m. Potentially replace Rangers_CarbineAimedFire with Rangers_DMRAimedFire to give it bonus crit chance. Increase Damage End to 33 and Range endDist to 40. Mk17 LB should have Rangers_CarbineRapidFireHeavy instead of DMRRapidFireMed to give it crit chance, and all attack types should be pushed out by 4m.Now the why: The Mk17 CQC's rework would make it an M4 with more base damage and crit chance at the cost of fire rate and magazine size. At a base 35% crit, it's a little more likely to get a critical hit within the three bullets necessary to kill in CQC, giving it the oomph it needs to keep up given its lower fire rate. The damage range increase is to give it some extra range - as is it only has a 8m dropoff range before it becomes a 4stk. The Mk17 CQC therefore becomes a good all-around rifle. The Mk17 Carbine becomes a DMR-lite option for Assault - not perfect, but sometimes you want those higher crit chances for longer ranges. With a LPVO 8x, we'd be getting 40+30+20% crit unmounted past 15m - 90%, and another +5% if mounted. This, along with the proposed URGI changes, would give Assault a second Premium rifle to work with - hitting harder while being a little slower. The Mk17 STD therefore becomes a slightly sluggish pseudo-DMR with some auto-fire capability in close quarters. Mk17 LB gives the Marksman an alternative to my proposed Squad DM Rifle rework as a indoor-capable rifle. This would give a reasonable tradeoff to guaranteed crits past 15m with the other sniper rifles - if you can mount it, it's still a 100% crit past 15m thanks to the attackType override, so it allows for flexibility. Guide Update - The Big One: Full Release and Doctrines [Example: Rangers' Pistols Controlled Pairs] This section was started to be written on 22 April, 2025. Previous sections are preserved since their explanations are still relevant to how the game works currently - it's only certain things are swapped in and out. Okay, now that the game is properly released, there's a few major changes, namely Doctrines. For the Rangers, the ones that stands out for me is Short Range Burst and Medium Range Burst - we'll get those in a moment, but let's take a look at an example of how the attackTypes code changed for the M9 pistol. v.36 Beta M9 <AttackTypes> <AttackType name="Rangers_EmergencyFire9mil" rangeMeters="1.5"/> <AttackType name="Rangers_DoubleTap9mil" rangeMeters="4"/> <AttackType name="Rangers_ControlledPair9mil" rangeMeters="8"/> 1.09 Full Release M9 <AttackTypes> <AttackType name="Rangers_EmergencyFire9mil" rangeMeters="1.5"/> <AttackType name="Rangers_PistolAimedFireShort9mil" rangeMeters="8"/> <!-- AttackType name="Rangers_DoubleTap9mil" rangeMeters="4"/ Sorry Rangers, no more real DT for you --> <AttackType name="Rangers_ControlledPair9mil" rangeMeters="8" disabled="true"/> As you can see, the devs decided to change the way attackTypes were implemented; rather than transitioning from DoubleTap to ControlledPair, Rangers use a different attackType, PistolAimedFireShortxxx. That looks like this: (9mm as the example) <AttackType name="Rangers_PistolAimedFireShort9mil"> <ModifiableParams minAimTime="400" maxAimTime="400" roundsPerSecondOverride="3" minShots="1" maxShots="2" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="0"/> </AttackType> And ControlledPairxxx looks like this (9mm as the example, since we're talking the M9) <AttackType name="Rangers_ControlledPair9mil"> <ModifiableParams minAimTime="200" maxAimTime="400" roundsPerSecondOverride="3.5" minShots="2" maxShots="2" resetTime="500" accuracyAdd="10" followupShotAccuracyAdd="0" critChanceAdd="7"/> </AttackType>So I need to emphasize right off the bat that the most important thing here is that the aimtime is half the amount of time - given that the sweetspot is 300ms, the pistols go from 'You're going to get shot before you pull the trigger' to 'I have a good chance to fire that first shot before they do'. You're also gaining a modest amount of critChance, and that matters greatly considering the M9 is a semi-auto weapon; Crit chance matters less with full auto guns where low crit chance is fine since the 'race to 100 damage' via weapon DPS is good enough compensation. Now for code's sake, do you see the text disabled="true" on the 1.09 Full Release M9? [I'm hoping I included it, but] the way attackTypes work, the game goes down the list from 0m until the first entry's maximum range (in this case, M9 uses EmergencyFire9mil out to 1.5m), but there's two entries for 8 meters - naturally, one of them are disabled due to the Doctrine. Let's take a look at how the code is for that now: Doctrine Code for Rangers' Controlled Pairs <Node name="Handguns_ControlledPairs" nameUI="@doctrine_rangers_handguns_controlledpairs_name" description="@doctrine_rangers_handguns_controlledpairs_descr" texturePrefix="data/textures/gui/doctrines/doctrine_controlled_pairs"> <!-- 2 steps --> <Enable name="Rangers_ControlledPair9mil"/> <Enable name="Rangers_ControlledPair45"/> <AttackTypeModifier target="pistol" minRange="1.5" maxRange="4" resetTime="-25" accuracyAdd="+10" roundsPerSecondAdd="+0.5" critChanceAdd="5"/> <AttackTypeModifier target="pistol" minRange="4" maxRange="8" resetTime="-25" accuracyAdd="+5" roundsPerSecondAdd="+0.25" critChanceAdd="5"/> </Node> So my earlier comments towards ControlledPair were actually missing this valuable step where there's additional reset time bonuses, accuracy bonuses, and even critChance bonuses (+5%), and this is per Doctrine point added, so you could theoretically get up to +10 crit chance on top of the +7 crit chance for Controlled Pair outright. With JHP M883 ammo, the M9 is now doing about 37+10+7= 54% crit chance between 1.5 and 8m. Please note that going down the list, the Controlled Pairs are the same for all handguns on the Rangers excluding: M9 Suppressed - ends at 6m G19X - ends at 9m G22 - ends at 8.5m 1911 - ends at 7m and uses ControlledPair45, which grants a hefty 17% crit chance rate instead of 9mils 7%So the full bonus of this Doctrine only matches up with ControlledPair9mil on the M9, M17, and M18 pistols. Keep that in mind. Full Release - Rangers' Auto Rifles and Doctrine Changes [Burst Fire Doctrines - M16A4] Okay, this is the reason for the update to the guide in the first place. We'll be talking about Short Range Burst and Medium Range Burst here. Real quickly though, the Rangers' M1014, the LMGs, and the Marksman Rifles (sans Mk17 LB) saw no attackType changes. This is important since now the Marksman class gets a full auto rifle in the Mk17 LB, and the majority of assault rifles now push multi-round bursts out to something like 15m, depending on the weapon. First though, let me cover the M16A4 since that was the Beta's meta weapon: v.36 Beta M16A4 attackTypes <AttackTypes> <AttackType name="Rangers_BurstFire" rangeMeters="5"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="45"/> <AttackType name="Rangers_CarbineAimedFireXX" rangeMeters="9999"/> </AttackTypes> 1.09 Full Release M16A4 attackTypes <AttackTypes> <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_BurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <AttackType name="Rangers_BurstFireMed" rangeMeters="15" disabled="true"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="45"/> <AttackType name="Rangers_CarbineAimedFireXX" rangeMeters="9999"/> </AttackTypes> RapidFire and RapidFireMed have been in the code since the beta, but the beta M16A4 used BurstFire out to 5m (the longest range any auto weapon used more than one bullet. Since it's the only weapon type that shoots 3-round bursts, let me at least cover what it does before we talk about the automatic weapons and how they're different. Rangers_RapidFire and _RapidFireMed <AttackType name="Rangers_RapidFire"> <ModifiableParams minAimTime="350" maxAimTime="350" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="20" critChanceAdd="0"/> </AttackType> <AttackType name="Rangers_RapidFireMed"> <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> </AttackType> Rangers_BurstFire and _BurstFireMed <AttackType name="Rangers_BurstFire"> <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="3" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="-45" critChanceAdd="-10"/> </AttackType> <AttackType name="Rangers_BurstFireMed"> <ModifiableParams minAimTime="350" maxAimTime="600" minShots="3" maxShots="3" resetTime="450" accuracyAdd="-100" followupShotAccuracyAdd="-5" critChanceAdd="-10"/> </AttackType> And then the Doctrine Code: Node name="Rifles_CloseRangeBurst" [attackTypes excluded] <AttackTypeModifier target="rifle" minRange="1.5" maxRange="4" resetTime="-25" accuracyAdd="+10" critChanceAdd="5"/> <AttackTypeModifier target="rifle" minRange="4" maxRange="8" resetTime="-25" accuracyAdd="+5" critChanceAdd="5"/> <!-- NOTE: still to do: distances from 4-5m to 7m and multiple points --> Node name="Rifles_MediumRangeBurst" [attackTypes excluded] <AttackTypeModifier target="rifle" minRange="7" maxRange="15" resetTime="-25" accuracyAdd="+10" critChanceAdd="5"/> So what this means is that the rifles are shooting semi auto (7 rounds per second for RapidFire, then 6 rounds per second for RapidFireMed, URGIRapidFireMed shoots at 6.5 rounds per second, the Mk17s use RapidFireMedHeavy which is 5 shots per second) out to varying distances - those distances actually change depending on the weapon now, but we'll cover that shortly. For now, we'll keep focusing on the M16A4. Before getting the Short/Medium Range Burst drills, the M16A4 has about 50% crit chance (ammo depending) between 7-15m, making it actually not bad as a midrange rifle outright - you've got, what, a 75% chance of getting that one shot kill after 2 rounds? 87.5% at 3 rounds? If you're using default M855 ammo, it's a 4 shot kill out to 50m anyway (5 shots past that) so you've realistically got a decent chance to drop them in 3. Granted, Mk318 SOST ammo increases that to being a 3 shot kill outright out to 35.38m with a crit rate of about ~43% - two rounds is about 67.51% chance of a crit kill. Now if you add in just one doctrine point, you're now doing ammo crit chance minus 10 (burst attackType) + 5 per doctrine point (2 points possible). I won't include Surgical Shooting here since that would be another potential 10% crit chance and would be the same either way - i'll cover that shortly though. You're essentially trading a high innate crit chance between 7m and 15m for a 3 round burst on the M16A4 - tie that in with Mk318 SOST ammo and you have yourself a guarenteed kill due to DPS out to 15m - still a great option, but let's check on the other auto rifles that Assault can use and see how they stack up. Full Release - Rangers' Auto Rifles and Doctrine Changes [Comparing M16A4 to other Assault primaries, Quick note on CQC weapons] So to recap, M16A4's attackTypes: <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_BurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <AttackType name="Rangers_BurstFireMed" rangeMeters="15" disabled="true"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="45"/>I'm omitting _CarbineAimedFireXX for the sake of saving text space. It's still there. Here's the expected 'Close Quarters' to 'Long Range' ranking for the other automatics that Assault gets: MP5: <AttackType name="Rangers_SMGAutoFire" rangeMeters="4" disabled="true"/> <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_SMGBurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="12"/> <AttackType name="Rangers_SMGBurstFireLong" rangeMeters="12" disabled="true"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="20"/> Mk18: <AttackType name="Rangers_CarbineAutoFire" rangeMeters="3.5" disabled="true"/> <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_UnregBurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_UnregBurstFireMed" rangeMeters="13" disabled="true"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="35"/> M4 Carbine: <AttackType name="Rangers_CarbineAutoFire" rangeMeters="4" disabled="true"/> <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_UnregBurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_UnregBurstFireMed" rangeMeters="14" disabled="true"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="40"/> URGI: <AttackType name="Rangers_URGICarbineAutoFire" rangeMeters="5.5" disabled="true"/> <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_UnregBurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_UnregBurstFireMed" rangeMeters="15" disabled="true"/> <AttackType name="Rangers_URGIRapidFireMed" rangeMeters="16"/> <AttackType name="Rangers_URGICarbineAimedFire" rangeMeters="40"/> SCAR-H CQC: <AttackType name="Rangers_CarbineAutoFireHeavy" rangeMeters="4" disabled="true"/> <AttackType name="Rangers_RapidFire" rangeMeters="5"/> <AttackType name="Rangers_UnregBurstHeavy" rangeMeters="5" disabled="true"/> <AttackType name="Rangers_UnregBurstHeavy" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_UnregBurstHeavyMed" rangeMeters="11" disabled="true"/> <AttackType name="Rangers_RapidFireMedHeavy" rangeMeters="14"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="39"/> SCAR-H STD: <AttackType name="Rangers_RapidFire" rangeMeters="4.5"/> <AttackType name="Rangers_CarbineAutoFireHeavy" rangeMeters="4.5" disabled="true"/> <AttackType name="Rangers_UnregBurstHeavy" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_UnregBurstHeavyMed" rangeMeters="12" disabled="true"/> <AttackType name="Rangers_RapidFireMedHeavy" rangeMeters="15"/> <AttackType name="Rangers_CarbineAimedFire" rangeMeters="43"/> SCAR-H LB - Including since it's relevant to the full auto topic and gets benefits too: <AttackType name="Rangers_CarbineAutoFireHeavy" rangeMeters="4" disabled="true"/> <AttackType name="Rangers_DMRRapidFire" rangeMeters="5"/> <AttackType name="Rangers_UnregBurstHeavy" rangeMeters="5" disabled="true"/> <AttackType name="Rangers_UnregBurstHeavy" rangeMeters="6" disabled="true"/> <AttackType name="Rangers_UnregBurstHeavyMed" inCoverOverride="Rangers_DMRRapidFireMedMounted" rangeMeters="12" disabled="true"/> <AttackType name="Rangers_DMRRapidFireMed" inCoverOverride="Rangers_DMRRapidFireMedMounted" rangeMeters="14"/> <AttackType name="Rangers_DMRAimedFire" inCoverOverride="Rangers_DMRAimedFireMounted" rangeMeters="45"/> Right, so my main point: Full auto is now available for all rifles, and most notably the previous CQC champ, the MP5, is now nerfed - you now need to invest in doctrine points in order to be able to utilize its niche. You'll notice however that the MP5 uses 'SMG' in its attackTypes whereas the rifles use 'UnregBurst'. Before we cover that, let me briefly go over how the weapons work: Up to 7m, the MP5 and all the 5.56 rifles shooteither SMGBurstFire or UnregBurstFire. The SCAR rifles shoot UnregBurstHeavy out to 5m (CQC), 4.5m (STD), or 4m (LB). This is important because this distance is where the 350ms AimTime is the same between min and max - if you're slightly past these distances, you're still engaging in full auto (out to the BurstFireMed variants) but you're losing reaction time. The maximum distance full auto is used is out to 15m with the URGI (matching the M16A4's BurstFire), 14m with M4 Carbine, 13m with the Mk18, and 12m with the MP5 and all the SCAR-H variants. Furthermore SMGBurstFire is only 3 rounds, whereas UnregBurstFire is 2-4- HEY WAIT A MINUTE I just tested this, and with the Mk18, he's consistently shooting 3 round bursts, whereas the MP5 can shoot 3-4, so something's going on here with the doctrine... What i did was I did a quick test on the first mission "Path To Suck Less" in 'FNGs Welcome', and got similar results between the MP5A and Mk18 (both with HoloSights, same doctrines). Okay, my point though is that I overlooked CarbineAutoFire - compared to SMGAutoFire, CarbineAutoFire shoots 2-6 rounds while SMGAutoFire shoots 3-9 rounds. You still have that chance to only shoot 2 rounds...unless they changed things under the hood. I've seen some strange things changing since the Release (1.07 is when I started playing again) where it now seems that the troopers continue shooting until the target is down OR their attackType stops. That can't be the case though, since the way it should work is maxShots="-1" would cause that behavior... Right, so after some studying, "Path To Suck Less" has engagements within 4m, so the Mk18 is using CarbineAutoFire attackTypes - I've indeed seen it use a 2-round burst as well as shooting past the necessary number of shots, but it hasn't bit me in the butt regarding not shooting enough rounds yet. As such, I believe the MP5 is potentially dethroned as the CQC weapon of choice (though the MP5SD still has a use case in being ultra quiet with subsonic ammo) However, you'll now see that if any weapon uses automatic fire, they'll use it once you invest in that Doctrine, making the difference essentially negligible when it comes to room clearing - either pick something agile for your room clearers to use (MP5, Mk18) or pick something accurate for your midfielders to use (M4 or bigger) and you'll be fine. Full Release - Rangers' Auto Rifles and Doctrine Changes [Semi-Quick Conclusion for Rangers, and touching on the Mk27 Mod 2] Ran out of space, but again, the SCARs trade fire rate for crit chance. And again, don't use the SCAR-H CQC (for now). Not only does it have an inferior crit chance rate but there's also currently an issue where it has Rangers_UnregBurstHeavy listed twice, and once you're at like 4.5-5m your trooper will have some screwy attack speed problems because as you approach 5m the maxAimTime is 650ms. I put in a post on their Crash/Bug fix topic in Discussions, so I promise to edit this once things update. Ah, right, the SCAR-H LB got full auto too, giving it a proper fiexible Midfield rifle so it doesn't have to play two extremes of a Mk14/M110A1 or the Joint Combat Shotgun. It's okay. It'll shoot full auto out to 10m (lowest of all), but like the other Marksman rifles, past 10m it'll start shooting DMRAimedFire, which gets 30% crit (from the attackType) on top of 45% crit (from ammo), so past 10m you're getting 75% (80% if mounted) from 10m-45m - that extra close range on the close end gives the LB an unmatched Midfield niche, which frees up your Assault units from potentially having dedicated Midfield units. You're still going to want at least the LVPO 6x on the SCAR-H LB in order to get guarenteed crits (if mounted) between 15-45m, but now you have a real contender for a tool to on your Marksmen use other than just a Mk14/M110A1 with a 5-25x or the Joint Combat Shotgun. Just don't expect them to do well with it if they push a room first, but they can hold a hallway fine. Of course you COULD just have them just switch to a handgun if they have to tag along for room clearing, but that's digressing from the point. One final note - during beta, I noticed the Mk18 having poor accuracy at range - apparently 200 accuracy on the Mk18 vs 230 accuracy on the M4 is notable enough for longer ranges to have more misses at range. It is therefore notable that you can tighten that accuracy at range/in general with Surgical Shooting and X Range Drills for better accuracy at varying ranges. I think you have to invest in them anyway to get further down the tree, but it's worth it to make the Mk18 a new contender for best all-around weapon. In short: G22 if you need/want more ammo (more crit chance over 9mm). If you want to stick to 9mm, G19X/Mk27 Mod2 have the furthest ControlledPair range at 9m as well as reducing your moveSpeed the least. CQC weapons: Joint Combat Shotgun (Power per hit), MP5A3 (more bullets within 4m), Mk18 (Great All-around) Midfield weapons: M4/URGI (Agility/CQC Flexibility), M16A4 (Guarenteed 1-burst out to 33m or so), SCAR-H STD (Crit Chance on Assault), SCAR-H LB (Marksman exclusive, gives them a Midfield rifle) Marksman Rifles - unchanged. Mk14 or M110A1 if you must take one. SquadDM rifle still worst Ranger weapon. Ah, I should briefly go over the Mk27 Mod 2 pistol. It's a sidegrade to the G19X with its only notable things being it can equip a suppressor and red dot sight, it has better CQC accuracy (significantly better but honestly negligible due to range), slightly less ammo, and has some other modestly weak buffs over the G19X. Not 100% better due to worse accuracy at range but it should do you nicely enough. ...Or, at least that's my conclusion without looking at the rest of the doctrines on Rangers. There's some juicy stuff in here. Full Release - Rangers' Other Rifle Doctrines Alright, so I was actually working through CIA next when I noticed I hadn't talked about the non-BurstFire doctrines. Let's start with just focusing on what happens to Rifles - I'll be comparing the Rangers' M4 carbine to the CIA's in a moment, so I at least want to put things down here. Right, so CloseRangeBurst: <Enable name="Rangers_CarbineAutoFire"/> <Enable name="Rangers_UnregBurstFire"/> then grants: <AttackTypeModifier target="rifle" minRange="1.5" maxRange="4" resetTime="-25" accuracyAdd="+10" critChanceAdd="5"/> <AttackTypeModifier target="rifle" minRange="4" maxRange="8" resetTime="-25" accuracyAdd="+5" critChanceAdd="5"/>up to 2x points can be put into this, so double the numbers and MediumRangeBurst: <Enable name="Rangers_UnregBurstFireMed"/> And then grants: <AttackTypeModifier target="rifle" minRange="7" maxRange="15" resetTime="-25" accuracyAdd="+10" critChanceAdd="5"/> Up to 4x(!) points can be put into this I want to point out critChance for a moment. 4x points in MediumRangeBurst to replace RapidFireMed's 20 crit chance? That almost makes it worth it in and of itself! There's a flat -10% penalty to both the UnregBurstFire attackTypes and a -5% penalty to CarbineAutoFire so this basically makes makes it so you're net positive if you add full points. Pretty good! BUT WE'RE NOT DONE YET ShortRangeDrills is necessary to get to CloseRangeBurst, so let me list that: <AttackTypeModifier target="rifle" minRange="0" maxRange="7" minAimTime="-50" maxAimTime="-100" resetTime="-100"/>Now we're just a bit faster in close quarters, beating that 350ms threshold and making it so even Lv1 Rangers with -any- Assault shooting (iirc a score of 0 gives a 50ms penalty to AimTime) will beat out EnemyExpert attackTypes MediumRangeDrills is somewhere on that list too <AttackTypeModifier target="rifle" minRange="7" maxRange="15" minAimTime="-100" maxAimTime="-200" resetTime="-100" accuracyAdd="50"/>Same deal here, we're shaving off important AimTime SurgicalShooting is going to make you scream: <AttackTypeModifier target="rifle" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/> <AttackTypeModifier target="rifle" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/> <AttackTypeModifier target="rifle" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>And you can put two points into it!! ...Mind you that's three lines there, one set for ranges 1-15m, a second set from 15-25m, and the rest from 25-50m; realistically you probably wont have to take those kinds of shots hardly ever, but for our purposes, you can get a whopping 40 crit just for being within 15m! And then most ammo have crit rates of at least 20% on top of that, so you're basically getting 60% crit just for existing within 15m of your enemy (the BurstFire doctrines makes things slightly wonky)! In the beta I could safely say autofire was king, but when it's better than a coinflip for that one-shot, autofire isn't as necessary any more! ...It still helps though, putting 3 rounds down range when you need only one to crit at like 80% (from BurstFire doctrine buffs) is still a good call, and at that point you really only need accuracy (which you're getting with SurgicalShooting) and AimSpeed to start shooting in the first place (which you're getting from Short- and MediumRangeDrills. One last thing to look at is the Elite Doctrine, Elite_AdvancedShooting <AttackTypeModifier target="rifle" minRange="0" maxRange="15" minAimTime="-60" maxAimTime="-50" accuracyAdd="+10" critChanceAdd="10"/> <AttackTypeModifier target="rifle" minRange="15" maxRange="25" minAimTime="-50" maxAimTime="-50" accuracyAdd="+5" critChanceAdd="7"/> <AttackTypeModifier target="rifle" minRange="25" maxRange="50" minAimTime="-50" maxAimTime="-50" accuracyAdd="+4" critChanceAdd="5"/>So with only 2x SurgicalShooting AND Elite_AdvancedShooting we're at 50% resting crit between 1-15m; add in ammo and you're over 70% in nearly every case for single shots. It drops down to 27% between 15-25m but that's still pretty good Honestly Elite_AdvancedShooting isn't terribly necessary, but when you've already got 80%-ish crit, another 10% halves the chance your shot won't crit, so it's worth a single point if you're already investing in crit Quick glance at pistols - Controlled Pair is something of a mixed bag on CIA, but let me check out how it is on the Rangers' M1911 real quick: <AttackType name="Rangers_EmergencyFire45" rangeMeters="1.5"/> <AttackType name="Rangers_PistolAimedFireShort45" rangeMeters="7"/> <!-- AttackType name="Rangers_DoubleTap45" rangeMeters="3.5"/ --> <AttackType name="Rangers_ControlledPair45" rangeMeters="7" disabled="true"/>Looks like they're going to include DoubleTap45 at some point, but lets compare PistolAimedFireShort45 to ControlledPair45 for now. <AttackType name="Rangers_PistolAimedFireShort45"> <ModifiableParams minAimTime="400" maxAimTime="400" roundsPerSecondOverride="3" minShots="1" maxShots="2" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="30" critChanceAdd="15"/>Oh dear, that's pretty slow. 400ms minAimTime is slower than the threshold we're looking for. <AttackType name="Rangers_ControlledPair45"> <ModifiableParams minAimTime="200" maxAimTime="400" roundsPerSecondOverride="3" minShots="2" maxShots="2" resetTime="300" accuracyAdd="10" followupShotAccuracyAdd="0" critChanceAdd="17"/>OK that's better, that essentially means that out to approximately 5.75m we're beating enemy reaction time with that first shot (assuming the Ranger has 50 Assault shooting) On top of that, we're also getting other boosts for engagements: <AttackTypeModifier target="pistol" minRange="1.5" maxRange="4" resetTime="-25" accuracyAdd="+10" roundsPerSecondAdd="+0.5" critChanceAdd="5"/> <AttackTypeModifier target="pistol" minRange="4" maxRange="8" resetTime="-25" accuracyAdd="+5" roundsPerSecondAdd="+0.25" critChanceAdd="5"/>And we're getting these up to twice (2 point investment), so add +10% crit; 27% crit on top of 55% base ammo crit is 82% base crit, up from 70%. We're also getting a reduction in resetTime, so it's more likely multiples of 2 shots - wait, no, it's probably going to be the 2 shots because of the critChance, whoops, but all things considered that third round is gonna be ripped off pretty fast if the first enemy still needs it. This crit bonus is a bit more important if you want to go with 9x19 pistols since the base crit isn't so high. Let's take the new Mk27 handgun as an example. Full Release - Rangers' Handgun Doctrines and the Mk27, or why ControlledPairs is really good Random Fun Fact: Unsuppressed 9mm base ammo (M882) has a degrading crit chance, from 25% at point blank to 0 at 100m. It's also only doing 20 damage outright, so switch off it. Suppressed M882 has higher base crit chance, but really you want to be using M1153 ammo whenever you can. Unsuppressed: <Params roundsPerSecond="5.5" audibleSoundRadius="50" physicsImpactForce="2.0"> <Damage start="29" end="26" startDist="0" endDist="30"/> <CriticalChancePercent start="38" end="26" startDist="0" endDist="30"/> <ArmorPenetration start="30" end="20" startDist="0" endDist="100"/> Suppressed: <Params roundsPerSecond="5.5" audibleSoundRadius="3.5" physicsImpactForce="2.0" silenced="1"> <Damage start="29" end="26" startDist="0" endDist="30"/> <CriticalChancePercent start="38" end="26" startDist="0" endDist="30"/> <ArmorPenetration start="30" end="20" startDist="0" endDist="100"/> Consistent critChance and 4 shots to kill outright. Anyway, the Mk27's AttackTypes (we'll used the suppressed version): <AttackType name="Rangers_EmergencyFire9mil" rangeMeters="1.5"/> <AttackType name="Rangers_PistolAimedFireShort9mil" rangeMeters="9"/> <AttackType name="Rangers_ControlledPair9mil" rangeMeters="9" disabled="true"/> <AttackType name="Rangers_ControlledPair9mil" rangeMeters="11" disabled="true"/> <AttackType name="Rangers_PistolAimedFire9mil" rangeMeters="16"/> Dunno why ControlledPair9mil is listed twice, i'll contact the devs to make sure that's working properly. I think the intent is to have it so that unlocking ControlledPair would extend the range out further. We'll see what the devs do with that. For now, let's compare PistolAimedFireShort9mil to ControlledPair9mil <AttackType name="Rangers_PistolAimedFireShort9mil"> <ModifiableParams minAimTime="400" maxAimTime="400" roundsPerSecondOverride="3" minShots="1" maxShots="2" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="0"/> <AttackType name="Rangers_ControlledPair9mil"> [coide]<ModifiableParams minAimTime="200" maxAimTime="400" roundsPerSecondOverride="3.5" minShots="2" maxShots="2" resetTime="500" accuracyAdd="10" followupShotAccuracyAdd="0" critChanceAdd="7"/>[/code] So I'm guessing the intention is to have ControlledPair9mil come online right after EmergencyFire 9mil, and I saw in the M1911 that they're testing DoubleTap as well out to like 4m, but I digress. With the Controlled Pairs doctrine, we're getting +17% Crit Chance on top of around 36% crit chance on the ammo itself, so >53% crit out to 8m. Not bad, honestly, Also, quick note: G22 has higher crit chance - 46% at 0m and 33% at 20m and onwards, so at 8m that's roughly another 7-8% or so crit chance at 8m? That's assuming you're using the JHP rounds and not FMJ btw, FMJ ammo is still doing about 36-30 crit with the only advantage is base damage (25dmg flat over 9mm's 20) and actually having a critical chance that doesn't degrade to 0 lmao So yeah, ControlledPairs on Rangers - pretty good! Full Release - Rangers Quick Addendum: Rangers' XM7 and new LMGs oh whoops i guess there's the new weapons, the XM7, LAMG, and XM250 to worry about now huh? Before I do though I didn't cover the Mk17 grenade launcher variants or the URGI M320 variant. Mk17 URGI. In summary, the Mk17 CQC also has the issue with the duplicate UnregBurstHeavy attacktype, messing with its aimTimes Okay, so the XM7. Ammo grants a shot to kill of 3-4; 38 damage, degrading to 28 damage at 35m, so that 3-shot threshold is at about 16.1m. Crit chance is 38-35, meaning at base value it's a little over 1/3rd chance to get that one shot. Fire rate is 13.3, faster than the SCARs' 10 Armor penetration is 70 Ah, interesting, I remember armor penetration being a single digit number, now it's a two-digit number. Must have been an issue with how the numbers scale? Fascinating... Okay, so just looking at ammo stats, the XM7 has a 3 shot to kill distance, slightly beating the Mk17 CQC (15.166r for Mk17 CQC, 16.1m for XM7, 23.1m for Mk17 STD). Otherwise in terms of distance it seems to have its RapidFire and UnregBurstHeavy attackType between Mk17STD and CQC variants, UnregBurstHeavyMed equal to Mk17STD's, one meter closer RapidFireMedHeavy and one meter longer CarbineAimedFire than the Mk17STD. It also has agility / accuracy scores that match the Mk17 CQC (accuracy degrades slightly at range for XM7). Looking at the stats, the XM7 suppressed mimics the naked M4 carbine in terms of agility and attackType distances while only being slightly slower in fire rate. Overall I'd put the XM7 at the top of the list of guns to consider once you get battle honors! It's a great all-rounder, though you'll need those accuracy doctrines.at range. XM250: 13 rounds per second makes it at worst a sidegrade to the M249. M249's damage was 28-20, crossing over to 5stk at 37.5m; XM250's damage is 35-29, crossing into 4stk at 25m Crit chance for M249 is 15, XM250 is 24-20Without looking at the XM250's attackTypes I'm already calling it a winner, wow. ok so i looked at the attack types and the attackTypes are duplicated out for the LMGStrafeLongMounted so you might have something wonky going around 50m, but inwards of that EVERY attackType on the XM250 is further out than the M249. The only downsides for using the XM250 is: 100 ammo, which isn't nothing Minuscule amount worse turnSpeedModifierPercent {at -7%, M249 has -5%) M249 user can still move while shooting, XM250 user can'tWe'll call that a win. Now how about the LAMG? Slower fire rate at 9.7 rounds per second vs M249's 13 Same damage model Same ammo stats, though LAMG loses crit over distance (only 3%, and that's from a range of 35m-60m, so that's super long distance anyway) ) slightly worse accuracy (5 points across the board) the dropoff for attackTypes is closer in than M249If it wasn't for the fact that you're losing 8% move speed and 3% turning speed (vs M249's 10% move speed and 5% turn speed), I'd call this a straight downgrade. As such, the LAMG has a niche in min-maxing mobility for those 8 Mobility spawns, allowing -slightly- more gear on your Support trooper. It's not much, but sometimes you just need more gun, and this'll be waiting for you when you need suppressive fire in a forward spawn. Nice, I dig it. Full Release - CIA Quick Recap and an example on CIA's BurstFire and FastFire Doctrines with the MP5SD6 Right, so as a quick summary, I recommended: Undercover: Quiet loadout: Mk24, MP5K Sidearm, G19; AK74U with subsonic ammo, VSS Vintorez Loud loadout: didn't really ever give this consideration, but now that the game's out, I'd say M1911 + M4 Carbine is optimal Black Ops: Quiet loadout: Mk24 or G19 Pistol (Suppressed), with MP5SD6 Subsonic as a first unlock, then MCX RSAR Suppressed when you can afford it with M110A1 SDMR as a marksman rifle option (only a few maps I'd truly recommend this Loud loadout: M1911 and M4 Carbine Right, so like with the Rangers, CIA gets some autofire doctrines, as well as some unique "FastFire" doctrines. Let's take a look at the MP5SD6 that the Black Ops get for reference. <AttackType name="CIA_RifleAimedFireClose" rangeMeters="6"/> <AttackType name="CIA_FastFireClose" rangeMeters="6" disabled="true"/> <AttackType name="CIA_BurstFireClose" rangeMeters="6" disabled="true"/> <AttackType name="CIA_RifleAimedFire" rangeMeters="14"/> <AttackType name="CIA_FastFireMed" rangeMeters="14" disabled="true"/> <AttackType name="CIA_RifleAimedFireLong" rangeMeters="19"/> So you'll notice that FastFire and BurstFire both have disabled attackTypes at the 6 meter mark. If my understanding about this is true, this is because you can have both the FastFire and BurstFire doctrines unlocked at the same time, and the BurstFire doctrine changes will take prescident. Let's take a look at the close quarters attack types. <AttackType name="CIA_RifleAimedFireClose"> <ModifiableParams minAimTime="530" maxAimTime="550" minShots="1" maxShots="2" roundsPerSecondOverride="4.2" resetTime="300" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/> </AttackType>That's a really bad AimTime, and the fire rate is also pretty slow, goodness. <AttackType name="CIA_FastFireClose"> <ModifiableParams minAimTime="510" maxAimTime="530" roundsPerSecondOverride="6" minShots="1" maxShots="-1" resetTime="370" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="4"/> </AttackType>Well that's modestly better, <AttackType name="CIA_BurstFireClose"> <ModifiableParams minAimTime="480" maxAimTime="530" minShots="2" maxShots="4" resetTime="500" accuracyAdd="-40" followupShotAccuracyAdd="-15" critChanceAdd="-10"/> </AttackType> A quick glance at the doctrine tree shows that one can put two points into Close Quarters Speed (up to 7m), 3 points into Medium Aim Speed (7-15m), so bringing this down isn't too bad, but even looking back at the v.36 beta attacktypes (it used Rangers_RapidFire and _RapidFireMed), I now see that the speed of the attackTypes weren't properly figured out yet. That's a shame, this now means the CIA is no longer the 'We're as good if not better than the Rangers, but have fewer dudes' to 'now we really gotta play smart if we're gonna pull out on top'. Curious, but fair enough. Anyway between FastFireClose and BurstfireClose, you're choosing between a modest increase in aimTime and a slightly worse critChance bonus, but you're continuously shooting the target until it goes down vs shooting a burst of bullets with a critChance penalty. I'd perseonally take the BurstFire any day, but let's at least do the math on how far we can bump this AimTime down. For reference, enemies tend to use either "AKWildFireShort/AKWildFire" or "EnemyExpert_Burst/-_BurstMed". Ideally we have attackTypes that have faster AimTimes than these, as the AK is probably the most common enemy weapon - our par time to beat. <AttackType name="AKWildFireShort"> <ModifiableParams minAimTime="400" maxAimTime="400" <AttackType name="AKWildFire"> <ModifiableParams minAimTime="400" maxAimTime="600" <AttackType name="EnemyExpert_Burst"> <ModifiableParams minAimTime="350" maxAimTime="350" <AttackType name="EnemyExpert_BurstMed"> <ModifiableParams minAimTime="350" maxAimTime="500" So that 350ms AimTime is a magic number for us, we absolutely need to be faster than that in order to start shooting before the EnemyExperts do, and ideally we'll at least be before 400ms with our shooting. The Rangers match 350ms with their rifles, while the LMGs start at 450ms unmounted and 400ms mounted, so that's all fine and dandy - we can even bring the LMGs down to 350 unmounted/300 mounted with Assault SAWs doctrine. Rangers' DMRs start at 500ms (that's why they're so bad honestly, minus the Mk17 LB now), but with Assault Marksmen we can bring that down to 400ms at pointblank and 300ms going up to 7m with Assault Marksmen, so they're at least able to deal with someone that's snuck up on them (and are in view; if they have a flank, well the trooper's a goner anyway) But for the CIA? Sheesh, that's a tall ask, because not only do you have a really long AimTime, but you also have scaling based on level- ...Actually tell you what, this is rumor territory at the moment since I can't verify this, but from what I recall, if you have an 'Assault shooting' stat less than 50 (5 bars), you have even longer AimTimes, and if it's higher than 5 bars it's faster, up to 50 AimTime discount at maxed 'Assault shooting' stat, but that's rumor so don't take this as fact just yet. But otherwise, for this sub-7m range, we have the "CIA_RiflesShortRangeAimSpeed" Doctrine. That does: <AttackTypeModifier target="rifle" minRange="1" maxRange="7" minAimTime="-40" maxAimTime="-80" resetTime="-50" accuracyAdd="0" roundsPerSecondAdd="+0.1"/> <AttackTypeModifier target="opforrifle" minRange="1" maxRange="7" minAimTime="-30" maxAimTime="-60" resetTime="-50" accuracyAdd="0" roundsPerSecondAdd="+0.1"/> <AttackTypeModifier target="dmr" minRange="1" maxRange="7" minAimTime="-30" maxAimTime="-50" resetTime="-30" accuracyAdd="0"/> <AttackTypeModifier target="opfordmr" minRange="1" maxRange="7" minAimTime="-20" maxAimTime="-40" resetTime="-30" accuracyAdd="0"/>...and you can invest in it twice. So that means by default, it'll bring our MP5SD6 using CIA_RifleAimedFireClose out to 6m from 530/550ms to 490/470 at one point and 450/390 at two points. Then, there's Close Range Crit which reduces AimTime by another 10ms, so 440/380. This alone with a maxed out Assault shooting stat (if i'm correct) would bring us to 330ms at 6m, and that would beat out even the EnemyExpert attackTypes. Then we have the choice between FastFireClose and BurstFireClose: FastFireClose has 510/530, which then becomes 470/450 at one point of ShortRangeAimSpeed, then 430/370 with two; 420/360 with ShortRangeCrit, and then theoretically 370/310 with maxed Assault shooting. Better, but I hope you can at least see how the 'proper implimentation of CIA' means they're actually outnumbered AND outmatched. Granted, you're supposed to use them for 'backstabbing enemies with suppressed weapons anyway' and therefore shouldn't be getting hit at all, but it's at least worth mentioning the nerfs to CIA for Full Release. Full Release - Nerfed or Nothing? CIA's handgun attackTypes I guess we ought to start with the MkIV Pistol for starters, it's first on the list. It's the .22LR pistol. Damage: 10 damage at point blank, declines until 30m where it reaches and stays at 5 damage until infinity. Default Crit chance: flat 20% out to 4m, declines to 1% and stays there from 15m out. ArmorPentration stat of 10, so basically any clothing blocks it, yay. The attackTypes have changed since beta. Instead of using Rangers_ attackTypes, we're now using post-release CIA attackTypes. <AttackType name="CIA_CloseRangeDispatch" rangeMeters="2"/> <AttackType name="CIA_PistolAimedFireShort9mil" rangeMeters="8"/> <AttackType name="CIA_DoubleTap9mil" rangeMeters="8" disabled="true"/> <AttackType name="CIA_PistolAimedFire9mil" rangeMeters="15"/> <AttackType name="Rangers_PistolAimedFireLong9mil" rangeMeters="20"/>I should mention I'm omitting Rangers_PistolAimedFireLong9milXX for sake of saving a few characters of text, but past 20m to infinity it's that one. It's bad, don't worry about it/don't use handguns that far out. I mentioned this earlier in the guide, but CIA_CloseRangeDispatch - wait, it has a crit chance of 35%? I thought it was 50% ...Ahh, earlier in the guide, all I said was that the MkIV pistol has 55% out to 2m. Yes, that's correct; 35% crit from the attackType and 20% from the ammo. Its only niche is the 2m sound radius, which in practice means you still can't kill the enemy without their death noise alerting nearby enemies, but at least if the first shot doesn't kill you still have a decent percentage chance on the next shot to get the kill. Right, but then we have the CIA attackTypes to cover next. <AttackType name="CIA_PistolAimedFireShort9mil"> <ModifiableParams minAimTime="400" maxAimTime="500" roundsPerSecondOverride="3.5" minShots="1" maxShots="1" resetTime="280" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="7"/> <AttackType name="CIA_DoubleTap9mil"> <ModifiableParams minAimTime="400" maxAimTime="500" roundsPerSecondOverride="5.5" minShots="2" maxShots="2" resetTime="550" accuracyAdd="0" followupShotAccuracyAdd="-3" critChanceAdd="10"/> <AttackType name="CIA_PistolAimedFire9mil"> <ModifiableParams minAimTime="500" maxAimTime="800" roundsPerSecondOverride="2.5" minShots="1" maxShots="1" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="10" critChanceAdd="0"/> So during the beta, the CIA pistols were using Ranger attackTypes and therefore were shooting at as fast as 200ms aimTimes, but now we're rocking double that; you'll be trading single bullets with enemies and getting hit if you fight face-to-face [not that you should with the MkIV anyway). I must point out that DoubleTap9mil feels like a raw downgrade here over PistoAimedFireShort9mil. Shooting 3 times a second feels like it's more consistent than firing twice then [i]waiting half a second[/i] to shoot again. The 3% crit chance doesn't feel worth it. Clancing quickly through the other pistols, they follow a pattern. For our example, we'll look at the PPK, the next pistol in the .xml document: CIA_PistolAimedFireShort9mil out to 6m CIA_PistolAimedFire9mil out to 12m with CIA_DoubleTap9mil out to, say, 2m and CIA_ControlledPair9mil out to 6m as doctrine activatable options [ControlledPair9mil not an option on MkIV] and then Rangers_PistolAimedFireLong9mil and -Long9milXX past that. For reference: <AttackType name="CIA_ControlledPair9mil"> <ModifiableParams minAimTime="500" maxAimTime="500" roundsPerSecondOverride="3.5" minShots="2" maxShots="2" resetTime="500" followupShotAccuracyAdd="0" critChanceAdd="7"/> Now while DoubleTap didn't make much sense, ControlledPair makes even less in this case since it mimics PistolAimedFireShort9mil while only increasing the number of shots before each resetTime. Looking at the next gun on the list, the G19 handgun, we have: <AttackType name="CIA_EmergencyFire9mil" rangeMeters="1.5"/> <AttackType name="CIA_DoubleTap9mil" rangeMeters="4" disabled="true"/> <AttackType name="CIA_PistolAimedFireShort9mil" rangeMeters="8"/> <AttackType name="CIA_ControlledPair9mil" rangeMeters="8" disabled="true"/> <AttackType name="CIA_PistolAimedFire9mil" rangeMeters="13"/> <AttackType name="CIA_EmergencyFire9mil"> <ModifiableParams minAimTime="200" maxAimTime="200" roundsPerSecondOverride="4.6" minShots="1" maxShots="-1" resetTime="150" accuracyAdd="-20" followupShotAccuracyAdd="3" critChanceAdd="-9"/>Now while we lose critChance with EmergencyFire, we at least have a chance to activate it. We're still shooting slower than the Rangers would (see 'roundsPerSecondOverride'? that changes the fire rate of the gun we're using), but it's far easier to get in close enough to activate this attackType (play civilian, get behind them, pull the pistol out, you know the drill by now). In short, unless the pistol is doing a very large amount of damage/high innate crit chance, we're not going to have a good time. The only pistols tha tbuck this trend are the .45 pistols, and that's because .45acp innately has higher crit chance/damage. Let's look at its attackTypes. Full Release - CIA Handguns, why the .45ACP reigns supreme, and why the CIA's DoubleTap pistol doctrine is lame Right, so .45acp ammo: Base FMJ: 35-34 damage so always a 3stk; 55% flat crit chance, 6 shots per second. Suppressed version has 5.5m sound radius 185gr: 42-34 damage (lowest damage at 50m; still a 3stk); 62-55% crit chance (62% out to 5m, reaches 52% at 18m); 5.2/5.4 shots per second (faster when suppressed); sound radius of 6.5m when suppressed 160gr: generally slightly inferior to 185gr but has a armor penetration of 30 that slowly drops to 20 at 15m, so I guess if theoretically any II armored enemies existed it'd penetrate??? I don't even think that's a thing In short: Base FMJ if suppressed (HK45), 185 for M1911s <AttackType name="CIA_EmergencyFire45" rangeMeters="1.5"/> <AttackType name="CIA_HKDoubleTap45" rangeMeters="4.5" disabled="true"/> <AttackType name="CIA_PistolAimedFireShort45" rangeMeters="10"/> <AttackType name="CIA_HKControlledPair45" rangeMeters="10" disabled="true"/> <AttackType name="CIA_HKPistolAimedFire45Sup" rangeMeters="16"/> <AttackType name="Rangers_PistolAimedFireLong45" rangeMeters="25"/> Quick note - between Undercover and Black Ops, the only difference is that the CIA_HKDoubleTap45 attackType goes out to 5m. literally why lmao Okay, now those attacktypes: <AttackType name="CIA_EmergencyFire45"> <ModifiableParams minAimTime="200" maxAimTime="200" minShots="1" maxShots="-1" resetTime="200" accuracyAdd="-20" followupShotAccuracyAdd="-1" critChanceAdd="-5"/> <AttackType name="CIA_PistolAimedFireShort45"> <ModifiableParams minAimTime="400" maxAimTime="500" roundsPerSecondOverride="3" minShots="1" maxShots="1" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="23" critChanceAdd="10"/> PistolAimedFireShort45 should be being replaced by these two: <AttackType name="CIA_HKDoubleTap45"> <ModifiableParams minAimTime="400" maxAimTime="500" roundsPerSecondOverride="4" minShots="2" maxShots="2" resetTime="600" accuracyAdd="0" followupShotAccuracyAdd="-6" critChanceAdd="13"/> <AttackType name="CIA_HKControlledPair45"> <ModifiableParams minAimTime="500" maxAimTime="530" roundsPerSecondOverride="3" minShots="2" maxShots="2" resetTime="550" accuracyAdd="0" followupShotAccuracyAdd="-5" critChanceAdd="10"/> At face value, we're slowing down norably faster with a very slight crit chance, but there's also the doctrine bonuses to factor in: <AttackTypeModifier target="CIA_HKDoubleTap45" minAimTime="-10" maxAimTime="-10" resetTime="-10" critChanceAdd="+4" roundsPerSecondAdd="+0.1"/> <AttackTypeModifier target="CIA_HKControlledPair45" minAimTime="-10" resetTime="-15" critChanceAdd="+2" roundsPerSecondAdd="+0.1"/>And you get 2x points, so: <AttackType name="CIA_HKDoubleTap45"> <ModifiableParams minAimTime="380" maxAimTime="480" roundsPerSecondOverride="4.2" minShots="2" maxShots="2" resetTime="580" accuracyAdd="0" followupShotAccuracyAdd="-6" critChanceAdd="21"/> <AttackType name="CIA_HKControlledPair45"> <ModifiableParams minAimTime="480" maxAimTime="530" roundsPerSecondOverride="3.2" minShots="2" maxShots="2" resetTime="520" accuracyAdd="0" followupShotAccuracyAdd="-5" critChanceAdd="12"/> I mean it's not bad, +11 crit% out to 4m when you're already starting at 55%, that's 76% within 4m, totally doable if you're playing sneaky, and then you get a second shot faster than you would otherwise. Oh, right, there's also ShortRangeCrit doctrine. Out to 7m: <AttackTypeModifier target="pistol" minRange="1" maxRange="7" minAimTime="-10" maxAimTime="-10" resetTime="-10" critChanceAdd="+4" roundsPerSecondAdd="+0.1"/>And you can take it twice. So that brings our 76% crit up to 84%. Okay, that's not bad! You're having a worse time with 9mm handguns though. Let's take the G19 Suppressed as an example: <Ammo name="919JHPM1153_SupSmallHandgun"/> <Params roundsPerSecond="5.5" audibleSoundRadius="4.5" physicsImpactForce="2.0" silenced="1"> <Damage start="29" end="26" startDist="0" endDist="30"/> <CriticalChancePercent start="38" end="26" startDist="0" endDist="30"/> CIA_DoubleTap9mil, adjusted for 2 points in DoubleTap doctrine <ModifiableParams minAimTime="380" maxAimTime="480" roundsPerSecondOverride="6.1" minShots="2" maxShots="2" resetTime="520" accuracyAdd="0" followupShotAccuracyAdd="-3" critChanceAdd="18"/>CIA_ControlledPair9mil <ModifiableParams minAimTime="480" maxAimTime="500" roundsPerSecondOverride="3.7" minShots="2" maxShots="2" resetTime="460" followupShotAccuracyAdd="0" critChanceAdd="11"/> </AttackType>+8 crit from 2x ShortRange Crit means we're getting about 54% out to 5m and 47% from 5-9m; that 54% is the best we can do with a non-45 pistol; remember the MkIV and its Close Range Dispatch? We're getting that out to 4m now; at least it's with a pistol that's relatively quiet, but sheesh. Full Release - CIA Longarms, or why most the CIA's guns are kinda lame We're gonna start by going down the list and looking for categories based on weapon type. We have the good ones at the start: [AKWildFIrePro, PM63WildBurstPro] PM63 [CIA_UziAutoFire, CIA_UziBurst, CIA_UziAimedFire] Mini Uzi Undercover [CIA_UziAutoFire, Rangers_RapidFireMed, Rangers_PistolAimedFireLong9mil] MP5K Undercover, [Rangers_LMGStrafeShort, _LMGStrafe, _LMGStrafeMed, etc] M249, LAMG, Mk48, PKP (though it uses GPMGStrafe attackTypes past 8m, that's lame, but mitigatible if you mount it [RangersDMRHeavyRapidFire, _DMRHeavyRapidFireMed,_DMRAimedFire] SVD [RangersDMRRapidFire, _DMRRapidFireMed, _DMRAimedFire] M110A1 [CIA_Sawnoffbothbarrels, CIA_SawnoffOneBarrel] Double Barrel Shotgun And the lame CIA attacktypes: [CIA_RifleAimedFireClose, CIA_RifleAimedFire, CIA_RifleAimedFireLong, with Fast/Burst fire options] MP5k BlackOps, MP5A3, MP5SD, MP7, MCX Rattler, Mk18, AK105 Alpha, Mk17 CQC, Both M4 Variants (The Undercover version uses shorter RifleAimedFire/FastFireMed distances), Mk17 STD, [Above but AK variant] AKS74U, Type 56, Shoutout to the VSS, who at least gets full auto: [CIA_RifleAimedFireClose or _FastFire or _VSSBurstFire out to 5m, CIA_RifleAimedFire or CIA_AKRapidFireMed out to 10m] - at least it can shoot full auto out to 5m like in the beta. Right so we need an explanation. Let's start with CIA_RifleAimedFireClose <AttackType name="CIA_RifleAimedFireClose"> <ModifiableParams minAimTime="530" maxAimTime="550" minShots="1" maxShots="2" roundsPerSecondOverride="4.2" resetTime="300" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/>"530ms" EXCUSE ME!? This is the same issue we had during the beta where all the weapons were shooting semi-auto, but now they're taking longer to start shooting (AimTime) and the fire rate is reduced significantly (4.2 per second, sheesh!) <AttackType name="CIA_RifleAimedFire"> <ModifiableParams minAimTime="550" maxAimTime="750" minShots="1" maxShots="2" roundsPerSecondOverride="4" resetTime="375" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="5"/>Even slower, sheesh. Most weapons follow this attackType pair, with options for faster semi-auto fire out to 15m or BurstFire out to 5m. Let me show the BurstFire option first - there's two variants: CIA_BurstFireClose and CIA_BurstFireHeavyClose (the latter for Mk17 variants) <AttackType name="CIA_BurstFireClose"> <ModifiableParams minAimTime="480" maxAimTime="530" minShots="2" maxShots="4" resetTime="500" accuracyAdd="-40" followupShotAccuracyAdd="-15" critChanceAdd="-10"/> <AttackType name="CIA_BurstFireHeavyClose"> <ModifiableParams minAimTime="480" maxAimTime="530" minShots="2" maxShots="3" resetTime="520" accuracyAdd="-40" followupShotAccuracyAdd="-20" critChanceAdd="-10"/>These would replace CIA_RifleAimedFireClose, depending on the weapon. 2-3 or 2-4 round bursts depending on the weapon, only out to about 5m. We're at least attacking half-a-second faster (still abysmally slow), and if we can get the jump on the enemy, we'll be able to put enough DPS downrange to make it somewhat worth it. Now for the semi-auto 'fast fire' upgrades: AttackType name="CIA_FastFireClose"> <ModifiableParams minAimTime="510" maxAimTime="530" roundsPerSecondOverride="6" minShots="1" maxShots="-1" resetTime="370" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="4"/> <AttackType name="CIA_FastFireHeavyClose"> <ModifiableParams minAimTime="510" maxAimTime="530" roundsPerSecondOverride="5" minShots="1" maxShots="-1" resetTime="400" accuracyAdd="0" followupShotAccuracyAdd="4" critChanceAdd="4"/> <AttackType name="CIA_FastFireMed"> <ModifiableParams minAimTime="530" maxAimTime="750" roundsPerSecondOverride="5" minShots="1" maxShots="-1" resetTime="420" accuracyAdd="0" followupShotAccuracyAdd="2" critChanceAdd="+2"/> <AttackType name="CIA_FastFireHeavyMed"> <ModifiableParams minAimTime="530" maxAimTime="750" roundsPerSecondOverride="4.5" minShots="1" maxShots="-1" resetTime="450" accuracyAdd="0" followupShotAccuracyAdd="1.5" critChanceAdd="+2"/>Right, so this is about the fire rate we were dealing with during the beta, but now with significantly slower AimTime speeds than the equivalent Ranger attackTypes. It's at least worth it to have FastFire at minimum if only for the baseline upgrade. Ah, right, there's also Doctrine buffs. Let me go over the M4 Carbine for the Undercover units as an example. Full Release - CIA attackTypes are pretty bad, but can Doctrines save it? Right, so we're looking at the M4 for the Undercover. <AttackType name="CIA_RifleAimedFireClose" rangeMeters="7"/> <AttackType name="CIA_FastFireClose" rangeMeters="7" disabled="true"/> <AttackType name="CIA_BurstFireClose" rangeMeters="7" disabled="true"/> <AttackType name="CIA_RifleAimedFire" rangeMeters="15"/> <AttackType name="CIA_FastFireMed" rangeMeters="15" disabled="true"/> <AttackType name="CIA_RifleAimedFireLong" rangeMeters="40"/>BlackOps has the _RifleAimedFire and _FastFireMed ranges at 20, so it's not too different. There's 3 speed upgrades for CIA, and there's some overlap between them First is the Close Range aim speed upgrade - we'll just list the Rifle upgrade since we're looking at an M4 here: <AttackTypeModifier target="rifle" minRange="1" maxRange="7" minAimTime="-40" maxAimTime="-80" resetTime="-50" accuracyAdd="0" roundsPerSecondAdd="+0.1"/>And we can apply this twice. Then the Medium Range aim speed upgrade: <AttackTypeModifier target="rifle" minRange="1" maxRange="7" minAimTime="-20" maxAimTime="-75" resetTime="-60" accuracyAdd="0" roundsPerSecondAdd="+0.1"/> <AttackTypeModifier target="rifle" minRange="7" maxRange="15" minAimTime="-75" maxAimTime="-125" resetTime="-60" accuracyAdd="0" roundsPerSecondAdd="+0.1"/> <AttackTypeModifier target="rifle" minRange="15" maxRange="25" minAimTime="-125" maxAimTime="0" resetTime="-30" accuracyAdd="0"/>And 3 upgrades here Then the Long Range upgrade: <AttackTypeModifier target="rifle" minRange="7" maxRange="25" minAimTime="-20" maxAimTime="-120" accuracyAdd="5" critChanceAdd="0"/> <AttackTypeModifier target="rifle" minRange="25" maxRange="50" minAimTime="-120" maxAimTime="-80" accuracyAdd="25" critChanceAdd="+5"/> <AttackTypeModifier target="rifle" minRange="50" maxRange="100" minAimTime="-80" maxAimTime="0" accuracyAdd="12" critChanceAdd="+2"/>With 2 upgrades here. 'OpFor Rifles' have an additional buff but we'll cover that next Right, so I'm going to do my best to add the bonuses up between the three, accounting for all doctrine point upgrades: <AttackTypeModifier target="rifle" minRange="1" maxRange="7" minAimTime="-140" maxAimTime="-310" resetTime="-280" accuracyAdd="0" roundsPerSecondAdd="+0.5"/> <AttackTypeModifier target="rifle" minRange="7" maxRange="15" minAimTime="-265" maxAimTime="-615" resetTime="-180" accuracyAdd="10" roundsPerSecondAdd="+0.3"/> <AttackTypeModifier target="rifle" minRange="15" maxRange="25" minAimTime="-40" maxAimTime="-240" accuracyAdd="10" critChanceAdd="0"/> <AttackTypeModifier target="rifle" minRange="25" maxRange="50" minAimTime="-240" maxAimTime="-160" accuracyAdd="50" critChanceAdd="+10"/> <AttackTypeModifier target="rifle" minRange="50" maxRange="100" minAimTime="-160" maxAimTime="0" accuracyAdd="24" critChanceAdd="+4"/> Right, so that's quite a bit faster just short of 15m, let's see how that translates to the base Undercover M4: <AttackType name="CIA_RifleAimedFireClose" rangeMeters="7"/> <ModifiableParams minAimTime="530" maxAimTime="550" minShots="1" maxShots="2" roundsPerSecondOverride="4.2" resetTime="300" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/> becomes <ModifiableParams minAimTime="390" maxAimTime="240" minShots="1" maxShots="2" roundsPerSecondOverride="4.7" resetTime="20" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/> <AttackType name="CIA_RifleAimedFire" rangeMeters="15"/> <ModifiableParams minAimTime="550" maxAimTime="750" minShots="1" maxShots="2" roundsPerSecondOverride="4" resetTime="375" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="5"/> becomes <ModifiableParams minAimTime="285" maxAimTime="135" minShots="1" maxShots="2" roundsPerSecondOverride="4.3" resetTime="95" accuracyAdd="10" followupShotAccuracyAdd="5" critChanceAdd="5"/> Now I won't cover the longer-range attacks past 15m right now, but allow me to at least express: "Holy crap things look better for CIA once you get the doctrines going. Engagement times are even better than they were before the full game release! That helps a lot. Okay so for reference, EnemyExpert something or other went as low as 350ms, and even AKWildFire is 400ms, so we're looking to beat that. We're above the 350ms mark [slower!] with RifleAimedFireClose until 1.866r meters, so make sure you're not barrel stuffing enemies with your rifle and you'll be ok. <AttackType name="CIA_BurstFireClose"> <ModifiableParams minAimTime="480" maxAimTime="530" minShots="2" maxShots="4" resetTime="500" accuracyAdd="-40" followupShotAccuracyAdd="-15" critChanceAdd="-10"/> becomes <ModifiableParams minAimTime="340" maxAimTime="220" minShots="2" maxShots="4" resetTime="220" accuracyAdd="-40" followupShotAccuracyAdd="-15" critChanceAdd="-10" roundsPerSecondAdd="+0.5/>Unless it's an oversight, we're shooting faster than the weapon's base fire rate, lol With the BurstFire attacktype and all the speed upgrades, we're safely ahead of the 350ms threshold, likely even getting off that second bullet before the enemy is even able to shoot. If you're rounding a corner with the M4 out indoors, you should be able to successfully melt enemies just fine - so long as they're within 7m with the M4. <AttackType name="CIA_FastFireClose"> [Up to 7m] <ModifiableParams minAimTime="510" maxAimTime="530" roundsPerSecondOverride="6" minShots="1" maxShots="-1" resetTime="370" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="4"/> becomes <ModifiableParams minAimTime="370" maxAimTime="220" roundsPerSecondOverride="6.5" minShots="1" maxShots="-1" resetTime="90" accuracyAdd="0" followupShotAccuracyAdd="5" critChanceAdd="4"/>If you don't care for full auto for some reason, your M4 is shooting semi-auto pretty fast, nice. For reference, 6.5m is the URGIRapidFireMed rounds per second, though that attackType is used from 7m to 16m on the URGI. <AttackType name="CIA_FastFireMed"> [7-15m] <ModifiableParams minAimTime="530" maxAimTime="750" roundsPerSecondOverride="5" minShots="1" maxShots="-1" resetTime="420" accuracyAdd="0" followupShotAccuracyAdd="2" critChanceAdd="+2"/> becomes <ModifiableParams minAimTime="265" maxAimTime="135" roundsPerSecondOverride="5.3" minShots="1" maxShots="-1" resetTime="240" accuracyAdd="10" followupShotAccuracyAdd="2" critChanceAdd="+2"/>For reference, 5 rounds per second is equivalent to RapidFireMedHeavy, and would be used for this fire type as well. CIA uses worse attackTypes, but at least with the doctrine speed boosts we'll be engaging pretty dang fast out to 15m. Honestly a Zero to Hero difference. Full Release - CIA M4 Doctrines Part 2 because I forgot there were more buffs [section wip] But we're not done yet, we have CIA_RiflesShortRangeCrit, CIA_RiflesMediumRangeAccuracy (3 steps), and CIA_RiflesLongRange (2 steps) to include RiflesShortRangeCrit <AttackTypeModifier target="rifle" minRange="1" maxRange="7" minAimTime="-10" maxAimTime="-10" resetTime="-5" critChanceAdd="5"/> <AttackTypeModifier target="rifle" minRange="7" maxRange="15" accuracyAdd="5" critChanceAdd="2"/> RiflesMediumRangeAccuracy <AttackTypeModifier target="rifle" minRange="7" maxRange="15" resetTime="-50" accuracyAdd="10" roundsPerSecondAdd="+0.1"/> RiflesLongRange <AttackTypeModifier target="rifle" minRange="7" maxRange="25" minAimTime="-20" maxAimTime="-120" accuracyAdd="5" critChanceAdd="0"/> Our <AttackType name="CIA_RifleAimedFireClose" rangeMeters="7"/> <ModifiableParams minAimTime="390" maxAimTime="240" minShots="1" maxShots="2" roundsPerSecondOverride="4.7" resetTime="20" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/> becomes <ModifiableParams minAimTime="390" maxAimTime="240" minShots="1" maxShots="2" roundsPerSecondOverride="4.7" resetTime="20" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/> and <AttackType name="CIA_RifleAimedFire" rangeMeters="15"/> <ModifiableParams minAimTime="285" maxAimTime="135" minShots="1" maxShots="2" roundsPerSecondOverride="4.3" resetTime="95" accuracyAdd="10" followupShotAccuracyAdd="5" critChanceAdd="5"/> becomes <ModifiableParams minAimTime="285" maxAimTime="135" minShots="1" maxShots="2" roundsPerSecondOverride="4.3" resetTime="95" accuracyAdd="10" followupShotAccuracyAdd="5" critChanceAdd="5"/> Full Release - Comparing CIA M4 (Undercover) to Rangers' M4 Okay that's super, but what happens to the Rangers' M4 with doctrines? Rangers M4 <AttackType name="Rangers_CarbineAutoFire" rangeMeters="4" disabled="true"/> <AttackType name="Rangers_RapidFire" rangeMeters="7"/> <AttackType name="Rangers_UnregBurstFire" rangeMeters="7" disabled="true"/> <AttackType name="Rangers_UnregBurstFireMed" rangeMeters="14" disabled="true"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="15"/>I'll only compare out to 15m again since that's typical inner building engagements, and at most 'one corner of a building exterior to another' or something. So first of all we have auto fire out to 14m, but we'll ignore that for now <AttackType name="Rangers_RapidFire"> <ModifiableParams minAimTime="350" maxAimTime="350" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="20" critChanceAdd="0"/> <AttackType name="Rangers_RapidFireMed"> <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> And you can already see we're at the "EnemyExpert_Burst" AimTimes with the Rangers' default: <ModifiableParams minAimTime="350" maxAimTime="350" minShots="3" maxShots="-1" resetTime="300" accuracyAdd="0" followupShotAccuracyAdd="-2" critChanceAdd="0"/> Now for the doctrines, we have ShortRangeDrills, CloseRangeBurst (up to 2 points), MediumRangeDrills, and MediumRangeBurst for speed, as well as the very notable SurgicalShooting that can add a whopping +20/+40 crit (two points) out to 15m. I'll try to combine them all here: <AttackTypeModifier target="rifle" minRange="1.5" maxRange="4" minAimTime="-50" maxAimTime="-100" resetTime="-150" accuracyAdd="+120" critChanceAdd="50"/> <AttackTypeModifier target="rifle" minRange="4" maxRange="7" minAimTime="-50" maxAimTime="-100" resetTime="-150" accuracyAdd="+110" critChanceAdd="50"/> <AttackTypeModifier target="rifle" minRange="7" maxRange="8" minAimTime="-100" maxAimTime="-200" resetTime="-250" accuracyAdd="125" critChanceAdd="70"/> <AttackTypeModifier target="rifle" minRange="8" maxRange="15" minAimTime="-100" maxAimTime="-200" resetTime="-100" accuracyAdd="50" critChanceAdd="70"//>I really hope I'm not messing this up because I did this at like 2am ugh <AttackType name="Rangers_RapidFire"> <ModifiableParams minAimTime="350" maxAimTime="350" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="300" accuracyAdd="-100" followupShotAccuracyAdd="20" critChanceAdd="0"/> becomes 1.5-4m <ModifiableParams minAimTime="300" maxAimTime="250" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="150" accuracyAdd="+10" followupShotAccuracyAdd="20" critChanceAdd="50"/> 4-7m <ModifiableParams minAimTime="250" maxAimTime="150" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="50" accuracyAdd="25" followupShotAccuracyAdd="20" critChanceAdd="70"/> <AttackType name="Rangers_RapidFireMed"> <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> becomes 8-15m <AttackType name="Rangers_RapidFireMed"> <ModifiableParams minAimTime="250" maxAimTime="400" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="50" accuracyAdd="50" followupShotAccuracyAdd="20" critChanceAdd="90"/>Not gonna bother with 7-8m there's a spike in there, you know it. In short, enemies melt under 15m with the Rangers once you get that Surgical Precision up and running. 70% base crit chance out to 7m, 90% crit chance out to 15m - honestly with the rangers you can save some points by going full crit this way. Didn't even consider it until this guide. So comparing apples to apples here: CIA M4 <AttackType name="CIA_RifleAimedFireClose" rangeMeters="7"/> <ModifiableParams minAimTime="390" maxAimTime="240" minShots="1" maxShots="2" roundsPerSecondOverride="4.7" resetTime="20" accuracyAdd="0" followupShotAccuracyAdd="0" critChanceAdd="6"/> <AttackType name="CIA_RifleAimedFire" rangeMeters="15"/> <ModifiableParams minAimTime="285" maxAimTime="135" minShots="1" maxShots="2" roundsPerSecondOverride="4.3" resetTime="95" accuracyAdd="10" followupShotAccuracyAdd="5" critChanceAdd="5"/> Rangers M4 1.5-4m <ModifiableParams minAimTime="300" maxAimTime="250" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="150" accuracyAdd="+10" followupShotAccuracyAdd="20" critChanceAdd="50"/> 4-7m <ModifiableParams minAimTime="250" maxAimTime="150" roundsPerSecondOverride="7" minShots="2" maxShots="-1" resetTime="50" accuracyAdd="25" followupShotAccuracyAdd="20" critChanceAdd="70"/> 8-15m <AttackType name="Rangers_RapidFireMed"> <ModifiableParams minAimTime="250" maxAimTime="400" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="50" accuracyAdd="50" followupShotAccuracyAdd="20" critChanceAdd="90"/> Rangers have optimal attack time around 7m but are only needing 2-ish bullets. CIA is blisteringly fast from 7-15m, especially approaching 15m, but you're still not getting a ton of critChance (unless I overlooked something) Full Release - What do you -really- want to be using with CIA? [Undercover Suppressed options] I'm taking a quick glance through the Doctrines for CIA now and...it seems in terms of CritChance they remain pretty low for basic rifles, but DMRs get a whopping 30% crit from Rifles Long Range in the 25-50m range - that aligns with my earlier idea that their best rifle is the M110A1. Honestly though? With the 2 points in RiflesLongRange The Dragunov is suddenly hitting 100% crit (though no suppressor...) past 25m and the best optic, so if you really want to stick one on an Undercover and use him to snipe, you could make it work quite well. Right, but what do you really want to be doing with CIA units? There's essentially a few ways to play them: Undercover play civilian, get behind enemies, and deliver suppressed shots (emphasizes concealment, sound radius, critChance or at least good damage) Undercover play as secondary Riflemen for a Loud Op (general DPS is fine here) Black Ops play with Poncho to act as a third Civilian, spotting for Undercover while they pick off the easier enemies, then trade places and go loud once there's no other way (slightly more room for better weapons than the first entry) Black Ops go loud from the start with a powerful weapon (general DPS) Marksman Rifle to pick enemies faster than they can shoot (100% crit chance, fast aim times [DMR with good scope]) There's not really any overwhelmingly good suppressed pistol options. Even with the HK45 suppressed, you're getting 84% out to like 4m with the Double Tap and Close Range Crit doctrines - not terrible, but not guaranteed, even if your trooper fires twice; 5.5m sound radius is also hard to work with when you're dealing with interiors. Here, let me get you the sound Radius of the guns with the smallest sound radius and we'll go over if they're any good: 22lr in MkIV - 2m M1153 in MP5SD6 - 2.5m 4.6x30 subsonic - 3m [24-20 damage, 35% crit out to 15m, drops to 10 at 30 and stays there] .380 90gr JHP in PPK - 3.5m [notable for being only .8 towards concealment] 9x19 M1153 suppressed (M9 suppressed, go figure) - 3.5m VSS Vintorez using SP5 - 3.5m M1153 in MP5A3 Suppressed and G19 Handgun Suppressed - 4.5m 220gr 300 Blackout in SIG MCX Rattler - 5m 9x19 M1153 suppressed (MP5PDW) - 5.5m 230gr FMJ HK45 - 5.5m [guaranteed 3stk, 55 flat crit%] 7U1 subsonic 5.45x39 AKS74U - 6m 185gr JHP HK45 Suppressed - 6.5m [45 damage out to 8m, drops to 30 at 50m; crit is 61% out to 8m, drops to 45% out to 35m] And past 6.5m you don't really have many good options for maneuverability when your goal is to 'shoot the unaware bad guy in the back of the head'. You've essentially got two sets of weapons: quiet Sidearms that have tradeoffs for their use, and quiet primaries most of which can't be used on Undercover anyway - worth noting for Black Ops units. .22LR MkIV - well, we've already gone over it. 2m sound radius, but you have to be within that 2m to get the 35% crit from CloseRangeDispatch, and I've had that roll fail 4 times and my trooper get shot and killed before. Not to mention the 'IM DEAD' sound radius enemies give makes this rough to work with as is. PPK - competitive crit chance at 35-25% from ammo alone, and within 8m or so if you don't get those rolls it's a 4 shot kill anyway, i'd take it over the MKIV any day G19 Suppressed - next step up, roughly the same as the PPK, trading a meter of sound radius for guarenteed 4stk and slightly better crit chance (38-26%). HK45 - Already talked about this, 84% crit within 4m; you're trading sound radius for that heavy hitting slug and a reduced shot to kill. MP5K is the oddball here, being the only automatic the Undercovers get that can be suppressed. It's the same since before the full game release with no doctrine changes. It's probably an oversight, but it even didn't change from Rangers' AttackTypes! <AttackType name="CIA_UziAutoFire" rangeMeters="5"/> <AttackType name="Rangers_RapidFireMed" rangeMeters="11"/> <AttackType name="Rangers_PistolAimedFireLong9mil" rangeMeters="20"/> <AttackType name="CIA_UziAutoFire"> <ModifiableParams minAimTime="350" maxAimTime="400" minShots="5" maxShots="8" resetTime="350" accuracyAdd="0" followupShotAccuracyAdd="-5" critChanceAdd="-15"/> <AttackType name="Rangers_RapidFireMed"> <ModifiableParams minAimTime="350" maxAimTime="600" roundsPerSecondOverride="6" minShots="2" maxShots="4" resetTime="150" accuracyAdd="0" followupShotAccuracyAdd="20" critChanceAdd="20"/> It's kind of bizarre, how the Undercover MP5k not only is faster to acquire a target but how much it melts enemies. If you can afford 5.5m of sound radius, you're going to have no problem with single-target eliminations with this. If you can help it, try to line up a second target behind the first - your Undercover unit is likely to shoot too many bullets once the first guy is killed and mow down the second one, or at least put a few rounds in them! The MP5k also serves as a great weapon out to like 9m due to the AimTime being reasonable, and the bonus crit chance for shooting semi-auto with RapidFireMed gives it an edge even over bigger weapons like the M4 Carbine (since the M4 is using CIA_RifleAimedFire/_FastFireMed and whatnot); naturally this comparison changes if you get Close Range Burst on the M4, but that still goes to show you that it's probably not the best option you have. You've also got the AKS74U shooting burst fire out to 6m, and that's workable since its subsonic ammo is 6m radius as well, but that's still 2-4 rounds per burst where the MP5k is shooting 5-8 bullets out to 5m. The AKS74U is a tradeoff - weaker crit rate per bullet, slower fire rate, but at least it draws/holsters faster than MP5k. I'd mention it has extra concealment points, but secondaries get bonus points to concealment so you can do things like take armor in and still be Covert. Sidegrade, honestly. So in short, you're choosing for either sound radius [MKIV (2m), PPK (3.5m and most concealable)], ensuring enough damage so you get those kills [HK45 for crits, MP5k for bullethose, VSS Vintorez does 50 damage in close quarters so you only need 2 bullets outright], or taking a 'more ammo' approach [G19, AKS74U] Each path naturally has its merits. Sound radius has more risk (MKIV is the least consistent pistol, PPK only has 6+1 rounds so you're ONLY taking out one, MAYBE two enemies before reload), Power has a wider sound radius but makes up for actually being able to kill their mark, and More Ammo lets you transition to another nearby enemy somewhat quickly without having to worry about reloading after two kills.




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