News - How Good Is The New Zehmn35 Compensated Flash Hider Warzone 2
And I have had several people ask me about this, so today we're going to be doing a full breakdown of this muzzle.
Advanced stats
Well, diving right in, let's have a look at what this looks like in the menu and how it affects your stats based on the in-game descriptions. And looking at the pros and cons, the big unique pro here that we don't see with any other muzzle is that this shortens your radar ping.
To top that off, it improves our vertical recoil as well as horizontal recoil control and firing aim stability at the cost of aim-down sight speed and bullet velocity. And just to get those cons out of the way, real quick for both bullet velocity and aim down sight speed, these are going to be harmed by roughly 5%, which isn't so bad, especially with that aim down sight speed.
When you look at the Jack BFB muzzle, this will harm our aim-down sight speed by 12.5%. So it's much harsher in that area, and then when you look at all of those Modern Warfare 2 muzzles that tend to give us the best balance of recoil control for both horizontal, vertical, and gun kick, all of those will harm our aim-down sight speed by about 15%.
So this downside is actually pretty moderate on the z35, which may make it a slightly more attractive choice if you want to be a bit more aggressive and you don't want to sacrifice too much in the handling department.
Recoil testing
In saying that, though, when it comes to our recoil improvements, these are pretty moderate as well, so our horizontal recoil is improved by 5% and our vertical recoil is improved by 15%.
And let's take a look at some side by side. I'm going to use the same guns that I tested with the Jack BFB muzzle just in case you guys want to compare the articles and do sort of an Apples to Apples comparison here, and we're going to start off with the MCW, which, as you can see here, has a noticeable improvement with this muzzle, obviously nowhere near as crazy as what we saw with the Jack BFB, but that's expected. After that, we've got the Sidewinder, and with this one again, you can see maybe a slight improvement there it's a little bit harder to see that improvement though cuz this gun kicks around like crazy, after that we have the brand new HRM 9 and again we're seeing a noticeable Improvement here to our recoil, and then finally we got the ram 7 which again you're seeing a very slight Improvement here as well as the Rival 9 where we see the exact same story so we can clearly see using this M35, does help with recoil a little bit and while it's definitely not the best muzzle when it comes to reducing our recoil I do think they balance this quite well since it has very moderate downsides as well.
Mini map interaction
And that's pretty much it when it comes to the basic stats of this M35. Now let's get into the really interesting part, and this is how it interacts with your mini map because, if you remember with the pros, it mentions that it shortens your radar ping, and with this, unlike the Jack BFB, we do have a normal diamond that appears on the enemy's mini map when we fire this gun, so it looks exactly the same as firing an unsuppressed gun, and this includes elevation indicators, which the Jack BFB didn't, so if an enemy is above you, you'll see a little arrow above their diamond.
If they're below you in elevation, you'll see an arrow below their diamond, and if they're at roughly the same elevation, you won't see an arrow at all. The only difference here with this M35 compared to a standard unsuppressed shot is that it fades away a little bit faster. As for how much faster with a standard unsuppressed gun, that diamond will take a total of about 3 seconds to fully fade away from the enemy's mini map, whereas with the M35, this is about 2.3 seconds before it's completely gone from their mini map, and honestly.
I wouldn't call that a massive difference by any means. I was honestly expecting a little bit more of a difference here when it came to this mini-map interaction. I thought this would be cutting it down to like a second or maybe a second and a half, but unfortunately that's not the case with this particular muzzle. I would say this is a very moderate benefit that you gain with the mini map interaction, as well as, like I said, a moderate benefit to your recoil control with moderate downsides , and as a result.
Is the zehmn35 good?
I do consider this muzzle to be a perfectly balanced muzzle. I don't see an issue with it at all if you're looking for just that little bit of extra recoil control without sacrificing in the handling department, and you want that little bonus of a slightly reduced duration of that radar ping then this muzzle is great and I wouldn't say you're doing anything wrong by using this muzzle in saying that though with both of these brand new muzzles they added I hope this is just opening up the door for them trying even more things when it comes to the mini map interaction with various muzzle attachments, this is something I really loved about Black Ops Cold War if I remember correctly that was the first Call of Duty to introduce different interactions with the mini map depending on the muzzle that you're using outside of just a suppressor or not a suppressor.
And in that game. I remember some of the muzzles they would just very briefly ping on the mini map when you fired, and I thought that was really cool, and I'd love to see them try that with this game; however, at the same time. I do think we're getting really overwhelmed with too many attachments in this game, and I do consider that to be one of the downsides of having the carryover from Modern Warfare 2: They didn't get to start with a clean slate and then build from there, and I would have loved to see that, especially with the muzzle category, if they could have started from scratch and had a bunch of different muzzles that have different mini map interactions, some that only show up for a brief moment and then they start fading away immediately, other ones that last longer, and another one like the Jack BFB that has directional arrows when you fire.
I think that would be really cool if they started from scratch, but it's getting to the point now where I kind of don't want to see them add any more muzzles, just because it's already overwhelming, and there's too many of them in the game now. I will also say that at least we do have advanced stats in this game, so that makes things a little bit less overwhelming, so you can see exactly what these do, rather than what we saw in Modern Warfare 2, where you have a bunch of attachments in the same category that have the exact same pros and cons, and there's no way of really knowing exactly what's different between them unless you do a whole lot of in-game testing.