A sniper montage of three Public Matches from yesterday. A pretty long video with almost everything: quickscope, dragscope, hardscope, killcam, multi feed, double kill, hitmark, follow-up shot, headshot, misses, glitches, camping… This video also includes my loadout and not so impressive stats as of today – yes, I think the game is hard.
Call of Duty: Advanced Warfare features a total of 34 weapons. Still everybody seems to choose the same few guns on Public Matches. Talking about Primary weapons, nowadays most people use the Bal-27 Assault Rifle, the ASM1 Submachine Gun or the MORS Sniper Rifle, and their variants. (Variants can be unlocked in Supply Drops.) Before, many ran with the AK12 Assault Rifle and the KF5 Submachine Gun.
Of course you see other guns in the game, like SN6 Submachine Gun, Atlas 20mm Sniper Rifle or Bulldog Shotgun, but those weapons are not as common.
So, let’s start with a few class suggestions:
The Generic Assault Classes
- Primary: AK12.
- Attachments: Red Dot Sight (precision sight), Stock (move faster when aiming down the sights), Suppressor (invisible on enemy mini-maps when firing).
- Note: The AK12 has very low recoil, meaning you don’t need Foregrip (vertical foregrip for reduced recoil). Remember, generally Foregrip helps a lot.
- Primary: Bal-27.
- Attachments: Stock, Foregrip, Suppressor.
- Note: The Bal-27 seems to be the most popular gun in Advanced Warfare multiplayer, and not without reasons.
The Quickscope Sniper Classes
- Primary: MORS.
- Attachments: Ballistic CPU (reduces sway when aiming through the scope).
- Note: As of today, regular sniper sights are broken (read: off center). Therefore you could pick Variable Zoom Scope (a variable zoom scope with 3 levels of zoom) for a proper align sight, but you can’t have this and the Ballistic CPU. Also, the zoom levels differ from the default scope. Quickscoping in Advanced Warfare is real, but is more of a glitch and some connoisseurs call it Blackscoping, due to the small (and black) timeframe when you scope in. Although in practice it works quite the same. You might as well chose a variant, like MORS – Pummeler with -1 Damage, -1 Accuracy, but with +1 Fire Rate, +1 Handling. However, Damage doesn’t seem to drop, so this variant is a one shot kill on the torso and head.
The Rush SMG Classes
- Primary: KF5.
- Attachments: Red Dot Sight, Foregrip, Suppressor.
- Note: This SMG has good Range for its class. Bear in mind that you don’t need Stock on any of the SMGs.
- Primary: ASM1.
- Attachments: Foregrip, Suppressor, Rapid Fire (increased fire rate).
- Note: You could choose a variant of the weapon, like the ASM1 – Rigor, and get +2 Accuracy and -2 Handling. And with Foregrip you get another +2 Accuracy, meaning you could chose Rapid Fire to get the +2 Fire Rate (+25% rate of fire), and take the -2 Accuracy (-15% recoil) penalty and still go positive on Accuracy.
Balance Your Weapon
Actually, you could try to counter any reduction on your weapons by adding Attachments. E.g. on the Bal-27 – Obsidian Steed (which has increased Damage but reduced Accuracy), put Foregrip and perhaps Red Dot Sight to even out the Accuracy nerf.
There are 13 slots to be filled with a combination of everything, and you need to make your decision based on your play style. Usually, I pick three Wildcards to max the Primary weapon and Perks, sacrificing Scorestreaks.
If I’m to choose only one Scorestreak, I’d pick System Hack (an autonomous cyber attack that disables enemy HUD, radar, and reticles).
- Wildcard 1: Primary Gunfighter (take a third Primary attachment).
- Wildcard 2: Perk 1 Greed (take a second Perk 1).
- Wildcard 3: Perk 3 Greed (take a second Perk 3).
- Perk 1: Lightweight (move faster), Low Profile (invisible to UAVs, Tracking Rounds, and Exo Ping).
- Perk 2: Cold-Blooded (immune to Thermal, Target Enhancer, Threat Grenade, and enemy call outs. No name or reticle color change when targeted).
- Perk 3: Toughness (flinch less when shot), Hard Wired (immune to System Hack, EMP, Nano Swarms, Stun Grenades, and Scramblers. Scorestreaks remain vulnerable).
Exo Suits and Vertical Maps
In brief, the major change from earlier Call of Duty games is how you move. With the Exo abilities you can jump, dash, dodge, slam, slide and fuck around in several new ways. Also the map structures are adapted for this; routes of navigation are increased verticality, and you need to watch the rooftops more than before.
A final tip is to try to learn how to boost jump and shoot – you will need to adjust to the new pace to be successful.
First things first, Call of Duty has always been a difficult game around midnight on Fridays – that’s when all the hardcore gamers unite and take over.
And that’s when casual gamers (like yours truly) drinks a glass of wine and competes with kids worldwide for accuracy and reaction time. Not so clever. And yes, Advanced Warfare is very punishable.
At the time of writing my K/D ratio is 0.93 with eleven and a halv hours online. To me the figures are poor, a drop from my usual 1.1-1.3 in earlier Call of Duty games (over 1.5 in Black Ops II). It is what it is, and you may of course think whatever you like about K/D as a yardstick.
In AW it’s not so much about who sees who first, as before in previous games. The time to kill (TTK) is relatively long. Instead you need to aim well (headshot or upper body, that is). In other words, precision is rewarded as much as reflexes.
Although AW is a fast paced game. Camping is dead and even the not-strictly-rush-classes are fast and furious.
Traditional drop shots still work surprisingly well in AW, and to me they are more plausible than the panic state of badly controlled boost abilities.
Sniping is damn awesome in AW. Don’t know what it is. There are many indications that sniping should be awful: (A) Quickscoping is totally nerfed, (B) the bullet doesn’t shoot straight, but off center, (C) there is a disproportionate amount of sway aiming down the sight. And of course, the enemies move much faster and more erratic than ever. Still, it doesn’t feel too hard to hit a running target. It takes some practice, possibly.
I don’t have any good advices, but I suggest you adopt an aggressive play style and forget about camping altogether. I think that is one of the most important things to do, to dominate in AW – but then again, my stats don’t show me love.
Some early sniper gameplay of Call of Duty: Advance Warfare. Montage, no quad feeds, trick shot or anything. Sorry about that. Mostly hard and dragscoping, one quickscope. Recorded at 720p30 (using the integrated capturing of PS4 Share), which means the game actually looksat least twice as pretty. So why did I even bother uploading this? Fuck me.
In most PvP first person shooters there’s this mechanic that every so often place you on the losing team. Especially if you’re playing with three or more friends in a squad.
That has to do with more player slots being free on the losing team due to a high quit frequency on that team before you join. The game’s matchmaking is then trying to balance the teams by filling up the empty slots.
This is very annoying and discouraging.
Still, I don’t really see how it could be fixed; not being able to join matches in progress would have you waiting a thousand years.
The problem is that noobs quit when their team is losing.
And I’m no better. If I’m playing on a team that loses three matches in a row by 600 tickets or so (Conquest in Battlefield), I would rather quit and scan for another server than to play on. That’s wrong but also some form of self-preservation.
To lose a few matches in multiplayer is of course fine. Reasons could simply be you and your team being properly pwned for sucking. But that’s not what I’m talking about.
It’s just that joining a losing match in progress isn’t that fun. And this is much more common than joining the winning team. Actually, one could argue that this situation is in the nature of PvP – helping your team to turn the tide. Although I doubt the average and casual player is that noble to willingly join a bad team to do so.
I got a PlayStation 3 in May 2008. My first Call of Duty installment was Call of Duty: Modern Warfare 2 back in 2009. I didn’t play the infamous multiplayer by then (well I did play multiplayer online, but mostly Killzone 2 and Uncharted 2: Among Thieves). And the prequel, Call of Duty 4: Modern Warfare originally release in 2007, I got as late as two years ago or something like that, which means I just tried out the multiplayer component.
And I never played the World War II games in the series – Call of Duty (2003), Call of Duty 2 (2005), Call of Duty 3 (2006) nor Call of Duty: World at War (2008). So yeah, I’ve missed out of a lot of maps.
Actually, I first got into this shit with Call of Duty: Black Ops in 2010. I bought all the multiplayer map packs – First Strike, Escalation and Annihilation. (The final map pack, Rezurrection, is made up of five only Zombie Mode maps, so I never bother getting it.) But mostly I played random pubs solo.
In 2011, Call of Duty: Modern Warfare 3 was released and I joined a group of people who played quite frequently. It was great, so much fun – and rage. We all got all the map drops, including the old map Terminal from Modern Warfare 2, which were remade for this game.
Call of Duty: Black Ops II came out in 2012 and I got all four DLC packs (Revolution, Uprising, Vengeance and Apocalypse). Two of the maps, Nuketown 2025 and Studio, were reimaginations of Black Ops’ maps, Nuketown and Firing Range.
Call of Duty: Ghosts was released in November 2013. Initially I played it a lot, but quickly got bored and in the beginning of January 2014 I had stopped playing it. This means that I haven’t played any of the seven new maps of Onslaught and Devastation packs. (I’ve heard there’s an eighth map on Unearthed, which is recycled from Dome of Modern Warfare 3.)
So, why is it important with good maps? When you think of it, good and bad map designs really affect the whole experience. No wonder they republish old popular maps in the new games.
To keep this post short, I’ll save you from telling you what I think constitutes a good map, there are way too many parameters. But it short, it has to do with your preferred play style – that is, how the map suits your kung fu. Right.
If I counted correctly, I played 137 multiplayer maps (Face Off maps included, Zombie and Special Ops maps excluded and reimaginations summed as one entry).
Finally, here’s my top 20. And remember, this is my personal list, you may disagree, and that’s cool. You may also take the game’s mechanics respectively into account.
All Time Best Maps of Call of Duty
20. WMD (Black Ops)
19. Octane (Ghosts)
18. Black Box (Modern Warfare 3)
17. Mission (Modern Warfare 3)
16. Piazza (Modern Warfare 3)
15. Freight (Ghosts)
14. Terminal (Modern Warfare 2) / Terminal (Modern Warfare 3)
13. Afghan (Modern Warfare 2)
12. Favela (Modern Warfare 2)
11. Getaway (Modern Warfare 3)
10. Hanoi (Black Ops)
9. Arkaden (Modern Warfare 3)
8. Jungle (Black Ops)
7. Village (Modern Warfare 3)
6. Slums (Black Ops II)
5. Grind (Black Ops II)
4. Prison Break (Ghosts)
3. Firing Range (Black Ops) / Studio (Black Ops II)
2. Standoff (Black Ops II)
1. Lookout (Modern Warfare 3)
I’ve stopped playing Call of Duty and focused on Battlefield 4 (on PS4). I switched because Ghosts bored me to death.
My personal goal in Battlefield 4 was to learn and do well with the Recon class, that is sniping. A worthy challenge for someone like me, coming from Call of Duty with its different set of rules and game mechanics.
Now Battlelog say that I compete in Recon Score Division 1, but I don’t know what the heck it means. Anyway, here are some of my thoughts on sniping and equipment in Battlefield 4.
The CS-LR4, which you have from the get-go, is a pretty decent rifle. I actually think it is better than several of the later weapons that you unlock, so stick with it until the very last high powered rifles.
Or, if you own the China Rising expansion, you should unlock the L96A1 by completing the Need Only One assignment. The L96A1 is a good overall gun, not too unlike the CS-LR4, but better in every aspect.
And if you got the Second Assault expansion, do the Eagle’s Nest assignment and get the mighty GOL Magnum. My boy Papa Oregano favors this rifle over all the others. He claims he’s able to better calculate the bullet drop and where the bullet lands than the SRR-61. But then again, he’s targeting range is usually not over 300 meters.
For me, I found the GOL Magnum difficult to adjust to. I used the SRR-61 extensively (with its high muzzle velocity and low bullet drop) before trying out the GOL Magnum. My targets are usually on a greater distance than Papa Oregano’s.
When playing certain braindead maps (Operation Locker and Operation Métro), I chose the Scout Elite due to its high rate of fire. This rifle is great for aggressive recon – up and close combat, but not so much on larger maps.
Oh yeah, I should probably let you know that I play Conquest on large maps. Playing different sorts of Deathmatch, Obliteration or such, in consideration, the Scout Elite should work fine.
My favorite rifle is the SRR-61. I’ve played a little over 37 hours with this gun and have an accuracy of around 29%.
As for the weapon attachments, I earlier used the Rifle Scope (8X) on every sniper rifle together with the accessory Variable Zoom (14X), but recently switched to CL6X. I’m thinking it is easier dealing with enemies within a shorter range with less magnification. I use the Standard Barrel because the cost of stability and muzzle velocity et cetera are too great. As auxiliary I always use Straight Pull, there’s really not any choice to that.
(A thought if you like the GOL Magnum, is to use the SRR-61 and equip it with a suppressor. In that way the SRR-61’s bullet drop might act as the GOL Magnum’s but being suppressed. But you’ll lose the GOL Magnum’s higher rate of fire.)
The two gadgets I run with is PLD (Portable Laser Designator) and C4 Explosive. C4 is one of the most fun gadgets in the entire game, very versatile. I think the PLD is almost overpowered – I can’t think of any other gear in this game, that helped me out as much as the PLD has. But from a strategically point of view, the Radio Beacon is very useful. So if you team up with a Squad with two Recons, one could have the PLD and the other the Radio Beacon.
Field Upgrades: Sniper makes sense for the Recon class.
About the Sidearm, Grenades and Knife, well I don’t really see any real differences between the choices here. I use the 93R, M34 Incendiary and Bayonet, but don’t have any arguments why.
I got bored with Ghosts and instead of falling back to any previous release I gave Battlefield 4 a try. I had it for some time, but never played it.
Battlefield 4 is pretty good. The multiplayer that is, the campaign sucks – I don’t think I’ll ever finish it. Anyway, it took me like five hours or so to adjust to the controller and heavy movements and such, but now I played 30 hours and things are getting easier.
Business As Usual
My usual game modes are Conquest or Obliteration, and occasionally Domination or Rush. A good match is a win and to have a positive K/D, as in any given multiplayer FPS.
I normally play as an Engineer with a Carbine rifle, such as the AK 5C or ACE 52 CQB. I haven’t tried out that many weapons or combinations, because I haven’t unlocked everything. Therefore I had to research forums and threads about guns and my conclusion was these two carbines, and perhaps the UMP-45 for the Engineer class.
I like the Recon class, but to snipe is difficult. It’s fun and rewarding, but takes a lot of grinding before you get any good at it.
I’d like the Designated Marksman Rifles (DMR) to be good, they could be perfect for this game, but in reality they’re not. At least that’s my short experience and what everybody says.
Friend Versus Friend
The ability to play with friends is not satisfying. The interface and setup are simply shit. You can’t start a Squad before you enter a match, and when you join a friend’s nearly full server, you’re likely to enter the opposite team.
There are some sorta workarounds though: on the PS4, I suggest you start a Party to be able to chat, outside the game. Have a friend joining a server with sufficient empty player slots for you and the rest of your friends. Now join this server. Remember to have some margins on the empty player slots – due to having five players joining the same team, could upset the team balance.
About the bugs and glitches. Well, there are some. Quite a few actually, but this post was supposed to be uplifting, so find yo info on the internet.
Compare Shit to Call of Duty
And finally, a comment on the comparison of Battlefield and Call of Duty: they are two different games and play quite differently. Call of Duty is more precise, more based and reaction time and accuracy, and has a much faster pace and feel. Battlefield is more about tactics and teamwork.
Another thing about the pacing, is that the bullet spread increases while moving in Battlefield, meaning you gotta stop and shoot to be more accurate. Whilst in Call of Duty you need to be able to move and keep track of your target at the same time (except for while quickscoping).
Also the health parameter seems different. In Ghosts for example, you kill and die very quickly, but in Battlefield, you’re likely to empty at least half a clip on a assault rifle, before the enemy drops.
I’m not saying which is the best game, just saying they’re different shit. Oh, one more thing, the length of the matches differentiate the games, and it’s a major factor of the experience.
On the PS4, Battlefield 4 looks a little better than Ghosts, but far from what you’d expect from a next-gen gaming console. Let’s hope the developers learn how to handle the hardware until the next iteration of game releases.
P. S. I did play some Bad Company 2 and Battlefield 3 before this game, but compared to all those hundreds of hours of Call of Duty, it was really nothing.
The Sniper Class
Primary: USR (Thermal Scope, Amor-Piercing)
Secondary: P226 (Muzzle Brake)
Perks: Ready Up, Sleight of Hand, Quickdraw, Amplify, Focus
Strike Package: Specialist (Off the Grid, Scavenger, Dead Silence)
The order of the Specialist Strike Package is important, you won’t quickly run outta bullets, so you better have Off the Grid or Dead Silence as the first killstreak bonus. With the USR, aim high. You could attach a Chrome Lined barrel to enlarge the killzone, but the recoil and sway will suffer. Note that the L115 has a little bigger killzone but the USR’s bolt-action/rate of fire is faster and is more agile. (Stats and comparisons for all weapons can be found at Symthic.)
Some time ago the Sniper Rifles got nerfed: ADS, aim assist, Focus and Silencer effects and such took a big hit, in short this means sniping is much harder than when the game first come out.
The Fail-Safe Class
Primary: AK-12 (Silencer, Amor-Piercing)
Perks: Ready Up, Stalker, Dead Silence, Off the Grid, Focus
Strike Package: Specialist (Scavenger, Sleight of Hand, Amplify)
This is an allround class when you have a bad hair day. Stealthy and deadly. You could change place of Dead Silence and Amplify if you not moving that much.
In my opinion, the AK-12 is the best Assault Rifle. (Before the nerf, the MSBS was the best in its class.) The iron sight is good, you won’t need any scopes. And the recoil is manageable, you won’t need Foregrip. It’s simply a good gun. However, the most common choice seems to be the Remington R5; I guess it’s the most favored gun in Ghosts. But to me, it shoots too slow.
The Rush Class
Primary: Vector CRB (Silencer, Rapid Fire)
Perks: Sleight of Hand, Ready Up, Dead Silence, Scavenger, Focus
Strike Package: Assault (Guard Dog, Sentry Gun, Battle Hind)
The runner gunner class. With the submachine guns you won’t need Stalker or Agility. The Vector CRB Fire Rate is slow, that’s why I use the Rapid Fire attachment. Another good SMG is MTAR-X (Red Dot Sight, Muzzle Brake).
Once again I run Dead Silence, because soundwhoring is a big part of this game.
I use Battle Hind here, not a great killstreak but quite alright. The air-support in Ghosts is less frequent than in former Call of Duty games, and harder to bring down. In general I think this is good (remember how the sky was full och shit almost all the time in Black Ops II?). With less air superiority in Ghosts, you don’t really need a dedicated anti-aircraft class setup.
The Hardcore Class
Primary: MR-28 (Thermal Hybrid Scope, Silencer)
Secondary: P226 (Muzzle Brake)
Perks: Ready Up, Sleight of Hand, Marathon, Dead Silence, Amplify,
Strike Package: Assault (Guard Dog, Battle Hind, Gryphon)
With less health in this game mode, you will kill and get killed in 1-2 hits, meaning the Damage of the gun doesn’t really matter. So chose a gun class which might have low Damage but high Fire Rate or Accuracy, e.g. the MR-28 is better suited for Hardcore than the MK14 EBR.
On Hardcore mode there’s initially no minimap, so you could get rid of all anti-radar perks. But do use a suppressor because with no radar up everyone is listening for gunshots. Also Focus is unnecessary, because if you get hit before you have time to respond, you’ll be dead.
The Free-for-All Class
Primary: MK14 EBR (Silencer, Armor-Piercing)
Secondary: P226 (Muzzle Brake)
Perks: Ready Up, Sleight of Hand, Dead Silence Amplify, Focus
Strike Package: Specialist (Off the Grid, Scavenger, ICU)
You need to be quiet, and move with precaution. Watch your six. This is what most people would do in this game mode. With the MK14 EBR you should try to find locations with longer line of sights, then it would be easy to take out any approaching enemy. Although to win in FFA, you need to play aggressively.
On all almost all my classes I use the Focus perk. It makes you flinch less when being shot at and this is useful with almost any weapon.
About Models and Uniforms
Drift0r proves that the hitboxes are quite the same for male and female models and different suits. Even so, I think your visual representation in multiplayer ought to be as small and dark as possible, hence I go with a black woman dressed in a uniform with little gear LOL.
When using the Thermal Scope the outline of the enemies are blurry and sometime when I think I got a clean shot I don’t even get a hit marker, and maybe that is just me aiming slightly of center of the highlighted mass.