4 and 20. 4. And 20. I started off today 40 and 8. No nuke though, because I prestiged. Oh, so then I was raping with M4A1, then moving to SCAR-H. With SCAR, My troubles started and stopped. Had that 40 and 8 game, then unlocked Grenade Launcher. Grenade Launcher is where my troubles started. Masterkey Shotgun unlock took me a good hour or two to actually complete. Now, I decided to use the Intervention. Derail. 20-5. Got Silencer unlock. Waited till I got bling to use. Fast Forward to where I got Bling and ACOG. Silencer + ACOG = Good, right? **** no. If it wasn't for me wanting to get Intervention Mastery, I would have dropped the Silencer right away. But no. So continuing on, I swich back and forth the next 10 or so games from SCAR-H, TAR, and Intervention. Ever SCAR and TAR game, I go 2x positive. Intervention takes me back to 4-5 times NEGATIVE. So, the moral of this rant: SILENCERS DON'T ****ING REDUCE DAMAGE INFINITY WARD. /rant
Let me restate that, it is kind of like a hybrid between the two, losing some advantages and keeping some from each. Meaning it has the large CQB effectiveness of a SMG along with ample longrange effectiveness of an AR.
I wish one of the options for bling was two separate scopes that you can swap. Then you could snipe, but be effective close-quarter with the same weapon.
ACOG on an LMG vs Thermal with an LMG If using SP Pro and in Hardcore, thermal makes it alot easier to snipe, ACOG makes it alot quicker to ADS at people near by.
The real question is, why would you be using Stopping Power in Hardcore, it's a totally pointless perk to be using in Hardcore. Well, use whatever floats your boat man, even though any one would tell you the same thing I'm telling you right now.
Stopping Power on a ump is almost useless The UMP is a 3 shot kill on any distance (even with a silencer) with stopping power it gets a 2 shot kill on close range, i tried that for about 30 level and it doesnt make that much of a difference because close range is about as far as a shotgun is able to kill without stopping power. The best class in the game for me is: UMP silenced (Fall =) ) Stinger Frags Stuns Marathon Pro Climbing faster is awsome to flank Cold-Blooded Pro Beeing invisible to everything is also awsome to flank Ninja Pro Beeing silent makes it even better to flank (I like to flank ...)
I love how people think sniping is camping. Not only are you focused on a particular area, you're at your most vulnerable to people comming around/flanking you when your zoomed in. Your not sitting there with a shotgun for people to come at you, your sitting there/moving around to attack people across the map.
What I want to know is, which shotgun takes the least time to switch to? I'm not liking handguns for close range, especially for my playstyle. If there's also a chart for weapon switch times around, I'd appreciate it.
Miniscule health(hardcore) + shotgun attachment + stopping power = one hit kills over half way across rust EDIT: Theorem, try the PP2000 it is a 2 hit kill with SP at close range.
I've been using it now; got holo, want extended mags, clips run out quick. Shotty attachment's good, but i'd sacrifice silencers, which is part of my playstyle.
Went 31 - 1 yesterday. AK sprinting in invasion. Sleight of hand + AK47 + Ground War + Stopping power = SO MUCH WIN.
Does anyone hear an echo? EDIT: damnit someone deleted it lol.. well now what... uhh I found something fun to do when you have a lot of friends online. Go to Mercenary Team Deathmatch (where you can be in party chat) then you invite your friend to the game when slots are open. I had 5 friends in my game all at once and we were in party chat. Mercenary also randomizes the teams so you will get to play against your friends.