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game | Call of Duty Ghosts Lowest Settings Gameplay

Call of Duty Ghosts Lowest Settings Gameplay

Hello everyone,Ever wondered how lowest settings look like? Well here they are.Please leave a comment below with any questions, suggestions, opinions or facts. Take care :)
1,946 views | Nov 07, 2013
game | Call Of Duty Ghosts LEGO MR 28

Call Of Duty Ghosts LEGO MR 28

The Lego version of the MR-28 (Marksman Rifle) is available as a Marksman Rifle, possesses the lowest cost of all of the Marksman Rifles, at 6 points, has the highest firecap and little recoil of all of the Marksman Rifles due to the integrated Foregrip. It is actually known as the G-28 which was designed by Heckler & Koch and it fires the 7.62x51mm (.308 Win). Enjoy, like, favorite, and subscribe for more epic creations! :D
1,785 views | Jun 23, 2014
game | Call of Duty GHOST Has The Lowest Review Scores For A Call of Duty Game

Call of Duty GHOST Has The Lowest Review Scores For A Call of Duty Gam...

✌ Leave A Like If You Think The Older CODs ( 4- MW3 ) Is Better than GHOST ✌ ➣ All COD GHOST REVIEW SCORE: http:en.wikipedia.orgwikiCall_of_Duty:_Ghosts#Reception➣ Subscribe To Me: http:tinyurl.comlkhbo7k➣ Get a text message evertime I Upload http:motube.ussimplypops ➣ Follow Me Twitter: https:twitter.comSimplyPops➣ Kickass Mortal Kombat Videos http:tinyurl.comlmvepa9➣ All My Call of Duty: GHOST NEWS ( That you May not Know about ) http:tinyurl.comn56ltfy➣ GTA V Funtages http:tinyurl.comlvzvcc7
2,796 views | Nov 15, 2013

game | K7 Call of Duty Ghosts Weapon Guide

K7 Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the K7 - a South Korean SMG with permanently attached suppressor, manufactured by Daewoo.The K7's damage is very low: no other weapon deals as little per shot.Nevertheless, the K7 will still kill in 3 shots in close quarters, although headshots yield no improvement to this performance.Effective range is surprisingly long too, with the 3 hit kill retained until a middle range.At longer distances damage drops to a very low level, meaning you may need up to 7 shots to kill. Needless to say, you should avoid any conflict at such ranges.Rate of fire is healthy, at 895 rounds per minute: this helps to ensure rapid kills up close, as well as consistent performance from the hip - as befits an SMG.Recoil is moderate, which conspires with the low ranged damage to severely impact your ability to tackle distant targets.Stick to close quarters engagments only and the weapon's kick won't be too much of a factor.Aim time is very quick, at 200 milliseconds - and you'll move at the brisk pace of the SMG default, at 100 percent of the base speed.Magazine capacity is OK: 32 rounds is certainly sufficient for most engagements, but this is the joint lowest capacity within the SMG category.Pleasingly, reloads are the fastest in class: at 2.5 seconds, you can top up frequently without the risk of too much downtime.The K7 is an excellent weapon for use in close-quarters that comes pre-loaded with an intrinsic stealth benefit.No other silenced SMG matches the K7's range, with a substantial 3-hit kill zone at your disposal.With a higher-than average rate of fire, and only moderate recoil - if you can get close with the K7 you can do much damage, and very quickly.However, the K7 is simply not competitive at a distance: with the lowest per-shot damage of any weapon, tackling opponents at range is an open invitation to your own demise.Instead, you must embrace the highly mobile, stealth role: and stay undetected until the very last moment, before silently engaging and eliminating the opposition.Great care must be taken to not bite off more than you can chew - with limited magazine capacity, it's best to pick off single unaware opponents where possible - rather than stirring the hornets nest and facing swift reprisal.
3,606 views | Dec 14, 2013
game | Remington R5 Call of Duty Ghosts Weapon Guide

Remington R5 Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the Remington R5 - an American rifle with an advanced gas-piston operated internal action.The Remington's damage is high, in a similar tier to the AK-12: you'll kill in 3 shots up close, or 2 where one is a headshot.At a distance you may need up to 5 shots to kill, however - although this is only at an extreme range. Although unlikely, landing headshots at this distance will yield a 4 shot kill instead.Rate of fire is the lowest of all automatic weapons in the assault rifle category, at just 638 rounds per minute: this does help the stability of long-ranged automatic fire, but can make consistent close range performance troublesome.Hipfire spread is on par with most of the other assault rifles, but the slow rate of fire may mean your enemy will be afforded sufficient time to retaliate during your attempts at unaimed fire.Recoil is rather mild, courtesy of the slower rate of fire: even fully automatic fire can be used to some effect across the longer sightlines.Aim time is standard for the Remington's class, at 300 milliseconds - and you'll move at 90 percent of the base speed.However, magazine capacity is unusually low for an assault rifle, at just 24 rounds between reloads: extended mags will take this to 36 rounds instead.Although the slower rate of fire helps ameliorate this issue, reloads may still be frequent: although the good news is that the Remington boasts the fastest resupplies in class, at just 2.46 seconds.The Remington R5 is a stable and powerful platform that is capable of effectively eliminating your opponents with accurate automatic fire.Its low recoil means you can accurately place shot after shot on your intended mark, even across the longer sightlines.Paired with its high damage, you can cut through cover more easily and otherwise quickly despatch any enemy with well-placed fire.One major downside is the slower cyclic rate: while this does help with regards to accuracy, you might find time to kill is slow at times.This is particularly noticeable at a close range, where a faster-firing weapon will have plenty of time to spray you down while the Remington slowly discharges from its small magazine.Still, as long as you keep your opponents at an arms reach and anticipate enemy assaults, the R5 will perform admirably.
3,619 views | Dec 12, 2013
game | Official Call of Duty® Ghosts Live Action Trailer Epic Night Out

Official Call of Duty® Ghosts Live Action Trailer Epic Night Out

The official Call of Duty®: Ghosts live action trailer, directed by James Mangold and featuring Megan Fox, follows four buddies on the trip of a lifetime through Las Vegas and beyond. Call of Duty: Ghosts arrives globally on November 5th, 2013.Pre-order now at participating retailers and get the Free Fall Dynamic Bonus Map and play the Double XP Launch Weekend! http:www.callofduty.comghostswheretobuyfreefallGet the latest news about Call of Duty: Ghosts by following us on Facebook (www.facebook.comCODGhosts) and Twitter (@CallofDuty and @InfinityWard).
1,380 views | Nov 01, 2013

game | Chain SAW Call of Duty Ghosts Weapon Guide

Chain SAW Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the Chain SAW - a prototype LMG from the American Knight's Armament Company with an impractical yet awesome chainsaw-style top grip.The Chain SAW's damage is low - the lowest within the LMG category. You'll always need at least 3 shots to kill at a close range, regardless of headshots.The weapon loses its three hit kill ability sooner than any other weapon within the same class, and at a long range you may need up to 5 shots to kill.Rate of fire is very good, however: 857 rounds per minute puts it at the top of its class, and the weapon is capable of rivalling even some SMGs in this regard.Of particular note is the hipfire performance: you are unable to aim down your sights with the Chain SAW, so unaimed fire is your only option.Thankfully, the weapon outshines its peers in that regard - with similar performance to an SMG, and the ability to tighten the spread further by aiming.While accurate long range shots are an impossiblity, the Chain SAW performs surprisingly well at a middle distance for an LMG without a sight.Recoil is less of a factor, given the weapon's spread: but it is present, with only mild effect.As mentioned, you can't aim down your sights - but tightening up the spread takes as long as the equivalent process for other LMGs, at 350 milliseconds.Of note is your movement speed with this weapon: unlike the other options, you'll benefit from slightly better mobility: 90 percent of the base speed, the same as a assault rifle.Magazine capacity is good, although less impressive than its peers: 80 rounds is a good amount of firepower, but with the Chain SAW's rate of fire it can be rapidly depleted.Reloads can prove inconvenient if you need to top-up mid assault, as they are the slowest in-class: you'll be out of the fight for a lengthy 8.03 seconds.The Chain SAW best suits an assault role, rather than a traditional defensive LMG one: with superior mobility and rate of fire, shock tactics are your ally.This means you should forget any ideas of accuracy, and instead focus on dealing the highest damage possible: and as such, Rapid Fire is a very worthwhile attachment.The higher rate of fire means you can liberally saturate an area with bullets: perhaps not the most efficient use of ammunition, but effective nonetheless.If you want even more bang for your buck, with the ability to tackle targets indirectly: then consider adding the underslung grenade launcher to soften up unseen targets prior to your assault.Add in Recon to your perks for a way to mark targets caught in your blast - revealing their camping spot and making the job of clearing them out from a position much easier.Sleight of Hand is very sensible choice, as the Chain SAW has a shorter magazine than its peers - and faster consumption, especially with Rapid Fire.The reloads are still a major inconvenience, but far better than without the perk - it will prove worth its cost.Either Fully Loaded or Scavenger is also worth having, as otherwise on a longer streak you might find your weapon entirely depleted.Beyond this, it can be wise to buff your mobility so you can remain in the thick of it - Ready Up and Agility will help improve your performance in rapid-paced engagements.Alternatively, either Sit-Rep or Blast Shield can be a worthwhile investment, alerting you to the presence of equipment as you assault the enemy hardpoint.The Chain SAW is an interesting LMG that can be used quite successfully in an aggressive role.It excels at shooting first and asking questions later, with a deep magazine and a high potential level of output.With elevated mobility and a fire rate comparable to an SMG, no other weapon can saturate an area with bullets quite like the Chain SAW.Unfortunately, precision is not this weapon's suit - as you will be unable to aim or land accurate shots at any sort of distance.This makes long-range combat a dangerous affair - and as a general rule of thumb you should avoid longer sightlines where possible.Still, this weapon is capable of incredible output, and can easily fell even dug-in opponents.If you're stumped, and can't see the wood for the trees, then maybe this piece of hardware is for you: rev up the Chain SAW......and cut down your foe.
2,507 views | Jan 21, 2014
game | SVU Call of Duty Ghosts Weapon Guide

SVU Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the SVU - a bullpup Russian marksman's rifle, essentially a shortened version of the earlier Dragunov design.The SVU's damage is high, as with most of the marksman rifles: you'll kill in two shots to the body up close, or with just a single headshot.At a longer range, the SVU loses its ability to kill with a single headshot - but you'll never need more than two shots to kill an unprotected opponent.Rate of fire is limited to 400 rounds per minute, which is the lowest firecap within the Marksman class.However, accuracy is your prime concern with the SVU - and a moderate rate of fire is key to making your shots count. It's best to go easy on the trigger to ensure the recoil completely settles for the next shot.Hipfire performance is poor, far worse than any automatic weapon - and approaching the unaimed accuracy of the sniper rifles.Recoil is moderate, with a higher level than the other marksman rifles to offset the SVU's elevated damage at range.Good fire control is necessary to make effective use of your shots - two patiently placed shots are far more effective than a haphazardly spewed half-magazine.Aim time is average - the same as a typical assault rifle, at 300 milliseconds: and your mobility is the same as the automatic rifles, at 90 percent of the base speed.Magazine capacity is average for the SVU's class, at 18 rounds: or 27 with extended mags.These shots are sufficient for sustained defense if employed carefully, and in any case reloads are relatively painless at 3 seconds flat - about average compared to the other rifles.The SVU boasts the highest ranged damage of all the marksman rifles, never needing more than 2 shots to kill.Because of this, it remains effective even when silenced - and so a stealth build is perhaps the best route to take with this weapon.The silencer is a good first attachment choice, then - keeping you off the minimap when you fire, and helping keep you safer while occupying a firing position.Pair this with an optic of your choice - the Thermal Hybrid is a versatile option that can pierce smoke and other battlefield obscurants.It will add some recoil when compared to the default scope, so for the most controllable option you may want to retain the conventional optic.For your perks, the stealth tier should be your go-to: Off The Grid is useful to preserve your positional advantage, by keeping you invisible to enemy sat-coms.Incog can be useful too, as enemy players won't see your name above your head: and you'll be invisible on thermal scopes, too.Reflex can be useful for a more rapid close-range defense: you're better off relying on a handgun or picked-up weapon when an enemy draws near, and reflex will improve your ability to ready yourself.Smoke grenades are a very logical pairing with the thermal scope, and it can be worth spending a point on the Extra Tactical perk to double up.A silenced weapon, thermal scope and smoke grenades work spectacularly well in concert together - such misdirection can prove frustrating to fight against.With two smoke grenades you can cover a key objective for a substantial length of time, and with the thermal scope attached you can still pick off enemies foolish enough to wander into your foggy zone of death.The SVU is the most powerful weapon on offer within the Marksman Rifle category, offering a consistent ability to kill your enemy with just two well placed shots.This higher ranged damage means that when compared to the alternative marksman rifles, you'll be much more able to compete at longer distances - accurate players will be rewarded with reliable kills.Unfortunately, when compared to its peers the SVU has a lower firecap and higher recoil, which tames this damage advantage to bring it in line with its peers.This does mean you might have to play in a more conservative fashion, and should attempt keep your enemy at an arms reach, where you'll be able to exploit the weapon's damage advantage.Still, the weapon is relatively easy to handle and bridges the gap between the marksman and sniper rifles: and when fired accurately will quickly despatch any enemy that stands in your way.So, if you're ever caught short and need a saviour......the SVU will see you through.
3,386 views | Jan 23, 2014
game | LSAT Call of Duty Ghosts Weapon Guide

LSAT Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the LSAT - the product of an American program to reduce the combat load of a support gunner through employment of advanced ammunition.The LSAT's damage is moderate, on the lower end of the LMG class: you'll kill in 3 shots up close, or with two headshots.At a longer range, damage drops steadily to a potential 5 shot kill: as such the LSAT performs better in a close to mid range band.This is further helped by the LSAT's rate of fire: at 800 rounds per minute, you will rival even some SMGs in terms of raw output.This also means that spraying from the hip is a viable defense, although you may have to waste quite some ammunition to tackle even closer targets.Recoil is moderately high, aggravated by the higher fire rate: however, distant targets can be tackled with careful burst firing.Aim time is relatively slow, at 350 milliseconds - one trait which can hamper your effectiveness in setting up a defense in closer quarters.Similarly slow is your movement: you'll traverse the map at 80 percent of the base speed.Magazine capacity is very good, at 100 rounds - a strong trait shared by most of the LMGs.With such capacity you can provide an unrelenting defense - at least until you find yourself depleted and facing a long reload process.At 8 seconds flat, it pays to keep an eye on your remaining count - as you'll need to find somewhere safe to top up unharmed.The LSAT is a versatile LMG, capable of strong defense in a variety of scenarios - and your class should seek to enhance this performance where possible.The Fore Grip is a very worthy attachment that will reduce recoil, improving the weapon's handling and increasing per-hit probability.With it, you can more confidently tackle targets at a longer range.Equipping an optic can also help improve your accuracy: the VMR sight offers two distinct zoom levels, allowing you to tailor your view to your specific situation.The wider field of view of the low magnification is ideal for when you're on the move, or keeping watch over a shorter sightline: and you can switch to the closer view when you need to direct fire onto a distant target.For your perks, Steady Aim complements the LSAT's higher fire rate - making for quite a potent close-range defense.Of course, aimed fire is far more effective - but the slower handling means hipfire might be your only realistic option if you're caught out while on the move.Stalker can be another useful addition, helping to provide instant precision whilst moving to a new defensive position.Walking is slower than sprinting - but it pays to be cautious with a weapon that favours preparation over reactive ability.Focus is an essential element of a successful LMG build - as being unable to land shots on target due to incoming fire can hamper your defense.A rock steady sight better permits use of your deep magazine, and the LMG's strength lies in their ability for sustained fire.Beyond this, loading up on resistive perks makes sense for a defensive class - or alternatively you could invest in handling or mobility options to improve the LMG's otherwise lumbering performance.The LSAT is an able defensive weapon, with ample capacity and above-average rate of fire combining to form an impressive ability to spew lead towards your opposition.The higher rate of fire makes performance in closer quarters more consistent, with a quicker time to kill when compared to the slower-firing options.In addition, the ability to better saturate an area makes for more consistent hipfire performance - and while not the most accurate, it can prove a worthwhile last-ditch defence.Overall damage is quite low, however - with the per-shot power dropping to the lowest in-class at the extent of your effective range.Paired with moderate recoil, this can harm your ranged ability: and while you may compensate with sheer volume of fire, you will be at a disadvantage when facing precision weapons capable of higher per-shot damage.Still, the LSAT is a weapon that passes judgement and raises the bar.Testament to its ability, this weapon will ignore your enemy's plea......and lay down the law.
4,941 views | Jan 15, 2014

game | clutcheify The Worlds Highest Kd Player in Call Of Duty Ghost LEGIT!!!!!!!!!!!!!!!!

clutcheify The Worlds Highest Kd Player in Call Of Duty Ghost LEGIT!!!...

hello i think this is the top legit kd in call of duty ghost with a good winloss + over 10k kills i will be trying to get it up more as well so can we get lots of like on this video so it gets out there thanks for your time gnore extra tags:
1,593 views | Nov 19, 2013
game | Best SMG in Ghosts! In Depth Weapon Stats What is the best gun in COD Ghosts?

Best SMG in Ghosts! In Depth Weapon Stats What is the best gun in COD ...

What is the best SMG in Ghosts? This video compares the most useful statistics such as Bullets to kill, Rate of Fire, Time to Kill and Reload time of all of the assault rifles in Call of Duty Ghosts. I also show recoil comparisons so you can see for yourself what the most accurate gun is in its class. In the end I share my thoughts on what I feel is the best SMG in the game. What's your favorite?Best Marksman Rifle in Ghosts: Assault Rifle in LMG in Ghosts: Coming Soon!Link to chart (Updated with more accurate stats):'s Music: "Our Music - RumbleStep Mix" By: cdk http:www.ccmixter.orgpeoplecdk Creative Commons attribution license
2,345 views | Nov 07, 2013
game | ARX 160 Call of Duty Ghosts Weapon Guide

ARX 160 Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyThe ARX's damage is moderate up close, but poor at a distance: with your effectiveness evaporating quickly at a middle range.Up close, you'll kill in three shots, or two where one shot is a headshot: in fact, headshots are particularly worthwhile with the ARX as it boasts the highest multiplier in its class, at 1.56x damage.At a distance you may need up to 6 shots to kill: although it may be worthwhile avoiding such conflicts altogether, as many other weapons are better suited for combat over longer sightlines.Rate of fire is very high, bested only by the FAD - at 857 rounds per minute.The integrated laser sight tightens up the hipfire spread of the weapon to some level above a typical assault rifle, on par with the SMG default instead.Given the elevated hipfire performance and rate of fire, combined with the low ranged damage, it may be best to think of the ARX as better fitting a hybrid SMG role.Recoil is moderate, with the ARX-160 rapidly pulling upwards away from your target.Because of this, you should be careful in ranged combat - but in the cases where it's a must, ensure that you only fire in short bursts to allow the recoil to settle.Aim time is identical to its peers, at 300 milliseconds - and you'll move at the assault rifle default, at 90% of the base speed.Magazine capacity is standard for the assault rifle class, at 30 rounds - or 45 with extended mags.Reloads are frequent courtesy of the higher rate of fire - and are fairly average for the ARX's class, taking 2.87 seconds to complete.The ARX-160 is a well-balanced weapon that brings many of the traits of an SMG to the assault rifle category.With high damage up close paired with a high rate of fire, the weapon is capable of killing very quickly - and the integrated laser sight means you can more effectively use the weapon in closer quarters.This ability to fend off aggressive attackers is a boon on smaller maps - and you retain many of the benefits of using an assault rifle, including superior range and a greater level of penetration.However, compared to some of the assault rifles on offer the ARX is lacking at a distance: damage drops off quickly to the lowest level in class, and the moderate recoil compounds this issue, severely limiting your ability at a long range.
2,405 views | Dec 21, 2013

game | FAD Call of Duty Ghosts Weapon Guide

FAD Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the FAD - returning from MW3, a Peruvian bullpup with ergonomical design and canted magazine.The FAD's damage is the lowest in the assault rifle class at a close range, where you'll always need 3 shots to kill, regardless of any headshots.Mercifully, damage drop is low over distance - and for the majority of engagements you can expect to kill with four shots.Rate of fire is the highest within the assault rifle class, at 882 rounds per minute: this permits better competition with SMGs at a close range, and means that despite average spread, hipfire can be a particularly potent defense, especially when paired with Steady Aim.Recoil is moderately high, which may give you trouble at a longer distance: care must be taken to fire in short bursts to ensure you don't waste too much of your ammunition.The FAD performs best at a close to middle range - so it may be prudent to avoid conflict outside of its comfort zone.Aim time is standard for the assault rifle class, at 300 milliseconds - and your movement speed is on-par too, at 90 percent of the base speed.Magazine capacity is very good, at 42 rounds - or 63 with extended mags.However, with the higher rate of fire you can deplete your supply quite rapidly, so it's wise to stay on top of your reloads.Beware, as the reload process is on the slower end of the scale for the FAD's class - at 3.23 seconds to complete, you might be left vulnerable during the procedure.The FAD leads its class in terms of output, and without sacrificing much in the way of damage: no other automatic assault rifle is capable of killing as quickly with shots to centre mass.Even with the SMG-grade output, the long range damage is as high as any other assault rifle - so with care you can use the FAD effectively at any distance.Close range damage is less spectacular, however - and while in most cases shots to kill are on par with its peers, you will notice a difference at a mid range and when tackling targets though thin cover.The faster rate of fire isn't without its downsides, either - you'll burn through your supply more readily, and the reloads are relatively slow.Still, with the right loadout you can mitigate this issue - and the high output will come in useful during a close-range scrap time and time again.
3,962 views | Dec 07, 2013
game | CBJ MS Call of Duty Ghosts Weapon Guide

CBJ MS Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the CBJ-MS - a Swedish personal defence weapon resembling the Uzi which fires a high-tech armour piercing round.The CBJ's damage is low: in fact, it has the lowest effective range of all the SMGs.At a close range, you'll kill in 3 shots - or two headshots - but very quickly you'll find this evaporates to the point where you'll need up to 6 shots to kill.The CBJ does prove effective against enemy equipment and killstreaks, however - courtesy of its unique armour-piercing tungsten rounds: this makes the weapon ideal for a sapper class, designed to disable enemy defenses and thwart their support.Rate of fire is another area where the CBJ-MS shines: at 1000 rounds per minute, no other weapon can best such potential output of lead.This high output makes hipfire a particularly viable tactic as well, and as an SMG the CBJ enjoys very good hipfire performance.Recoil is quite severe, unfortunately - this generally isn't an issue at a close range, but does mean you should avoid combat over longer distances.Aim time is very quick, at just 200 milliseconds - and you'll also be particularly fleet of foot, moving at 100 percent of the base speed.Magazine capacity is fairly average, at 34 rounds, or 51 with extended mags: paired with the rapid consumption this does mean reloads are a frequent inconvenience.At 2.97 seconds for each resupply, it may be worth investing in a means to either extend your supply or to hasten the mag change.The CBJ-MS is a potent close range weapon, with a fire rate higher than that of any other weapon in the game.This makes for uncompromised close-range performance, with few weapons able to keep pace.Paired with rapid handling, the CBJ is an ideal weapon for aggressive use - and can be used to some effect when flanking or in a stealth role.Unfortunately the ranged performance is rather lacking - with rapid damage falloff and heavy recoil, wrangling your sights onto distant targets will open up opportunity sufficient for reprisal on your enemy's part.With rapid consumption comes rapid magazine depletion too, and reloads are not the swiftest: you may run into trouble when facing multiple opponents at once,Still, as long as you remember to stick to the ranges SMGs excel at - and flee from gunfights at uncomfortable distances - you can make good use of the elevated lead output.
3,006 views | Dec 03, 2013
game | Vector CRB Call of Duty Ghosts Weapon Guide

Vector CRB Call of Duty Ghosts Weapon Guide

Twitter: http:twitter.comxboxahoy Reddit: http:www.reddit.comrxboxahoy Facebook: http:facebook.comXboxAhoyIn this episode: the Vector CRB - a high-calibre carbine with a unique recoil reducing action taming the powerful .45 ACP round.The Vector's damage is good, with this weapon taking the trophy for highest per-shot damage within the SMG class.Up close, you'll need 3 shots to kill - or 2 shots where one is a headshot.At a distance, you may need up to 5 shots to kill.In addition, the Vector also enjoys assault rifle grade penetration, which means your bullets will have a much easier time cutting through thin cover to find their mark.Rate of fire is the lowest in tier, however: at 759 rounds per minute.This means accurately directing your shots onto target is critical, as spraying from the hip and hoping for the best may not provide consistent results.Hipfire spread is more than adequate however, as the Vector is on par in this regard with all other SMGs - but faster-firing weapons will have an advantage.Recoil is mild to moderate, potentially hampering your effectiveness at a long range - but combat within closer quarters should be unaffected.Aim time is very quick, at 200 milliseconds - and you'll move at full speed, as with all other SMGs.Magazine capacity is adequate, at 32 rounds, or 48 with extended mags - but this is joint lowest within the SMG category.The Vector's lower rate of fire makes this less of an issue, of course - and in any case, reloads are quick enough at 2.53 seconds.The Vector CRB is an SMG with rock-steady handling that moves fast and hits hard.It boasts the highest damage per shot up close of all weapons in its class, and is only bested by the MTAR-X at a distance.Paired with an elevated level of penetration, no other SMG can match the Vector's punch - and despite this, the weapon is remarkably easy to handle.With mild recoil, you can easily strike targets at a middle distance - making the Vector a versatile weapon that needn't shy away from engagements while driving into enemy territory.Unfortunately, the lower rate of fire may prove a liability in close quarter gunfights: unlike the faster-firing SMGs, you must ensure every shot counts, so accuracy is a top concern.Firing from the hip will yield inconsistent results, with many other weapons able to outshoot you through sheer volume of unaimed fire.Still, this trade-off earns you a unique blend of stability and power, and you'll find enemies will easily succumb to your assault.
4,363 views | Dec 06, 2013

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