News - Is The Xrk Stalker The Best Sniper Rifle Warzone 2. Best Attachment Setups

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This is the series where I go into great detail with all of the stats of every one of the guns in Modern Warfare 3. In today's episode, we're finally getting into the sniper rifle category, and we're going to start it off with the XRK stalker.

One shot kill zones & ranges

One shot kill zones & ranges

Starting it off as always, let's have a look at our damage profile, or more specifically, our one-shot kill zones. I like to keep this part simple for sniper rifles just so it's a lot easier to remember and understand, but from 0 to 47.8 meters, that's a maximum damage range.

This gun will be a one-shot kill anywhere in the body aside from the legs, so it's actually pretty forgiving when it comes to that. However, beyond that, from 47.8 M to 70.9 M, now you lose the lower torso multiplier for a one-shot kill, but it's still fairly forgiving anywhere in the arm or upper torso will be a one-shot kill, and then beyond 70.9 M while you're technically dealing slightly less damage per body multiplier.

Rate of fire & bolts

It still has the exact same one-hot zone, so for the upper torso, arms, neck, and head, that's still going to be a one-hot kill, as for our rate of fire the first thing I have to point out here is with bolt action and pump action weapons in this game the ones that state they have a rechamber time as well the actual rate of fire value stated in the advanced stats is just not accurate to what you actually experience in game because with the xrk soccer for instance the in-game stats state that it has a rate of fire of 50 rounds per minute. However when I manually check this it's actually 39, rounds per minute so significantly slower than what's stated, but just so you guys are aware for this series I'm going to be showing you guys the actual rate of fire not what's stated in the in-game stats so there might be a discrepancy there but with this gun there's also two bolt attachments that can have an impact on our rate of fire stats, the first one is the stalker heavy bolt which will reduce our real rate of fire down to 34 rounds per minute whereas with the xrk stalker light bolt this will increase our rate of fire up to 52 rounds per minute and that's an attachment I highly recommend and I use on every single one of my builds .

Ads & sprintout times

Ads & sprintout times

Next, one of the most important stats with sniper rifles is our aim-down sight time, and with the XRK stalker, this is 610 milliseconds, which is slightly above average for sniper rifles in this game, but it is still a very slow aim-down sight time, especially when you consider the fact that the average time to kill up close for a full autogun in this game is about 300 milliseconds.

Hipfire

As for our sprint out time, this is 283 milliseconds for our standard sprint out time and about 417 milliseconds for our tactical sprint out time, and honestly, these times aren't really all that relevant because they're only going to come into play with this gun when you're hip firing out of a sprint, which you generally shouldn't be doing with this gun, and speaking of hipfire as you can see here our hit fire spread is insanely wide with most sniper rifles and the xrk stalker is no exception here so like I said, you generally just don't want to be hit firing with this gun unless your point blank range then let's get into our reload ad time, and this is quite slow even for sniper rifles, which are already pretty slow at 2.52 seconds, so you really have to plan those reloads out appropriately.

Reload add time & swap speed

And then another stat that's important with sniper rifles that's generally not nearly as important with other guns is our swap speed, and this is 2.33 seconds with the XRK stock ER, which again is a bit on the slower side. Keep in mind that this can be improved if you use the Quick Grip gloves.

Bullet velocity

Bullet velocity

Now let's move on to another fairly important stat for sniper rifles, and this is our bullet velocity, which, with the XRK stalker, is amazing at 860 m/s. At least within the 6v6 maps, this should never be an issue for you whatsoever.

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That is great bullet velocity. However, if you're playing like ground war or something and you're really stretching your ranges out, you may end up having to lead some moving targets a little bit and account for a bit more bullet drop as well.

Mobility

Next dive into our mobility stats, and across the board, we're right around average with the XRK stalker when it comes to mobility.

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Aside from our aim walking movement speed, this is below average, but at the end of the day, aim walking movement speed isn't really an important stat when it comes to sniper rifles just because it's so slow for.

Flinch resistance

All of them Next up, another stat that's really important for sniper rifles but that's generally not nearly as important for other guns in the game is flinch resistance.

So let's have a look at the comparison here, and as we can see with the XRA K stalker and the cat AMR, it's kind of right in the middle of the Modern Warfare 3 sniper rifles with Flinch resistance. It's definitely something you want to be prepared for and aware of, and you may even want to cut down on it when it comes to your attachment selection. Also, of course, the Marksman gloves can significantly cut down on your Flinch, which is why just about anytime I'm sniping, I'm also going to be using those Marksman gloves.

Idle sway

Idle sway

After that, another fairly important stat with sniper rifles is our idle sway, or how much the scope is going to be moving around when you're aiming down sight without holding your breath, and as you can see, it does swing around a fair amount with this gun; it's also a fairly fast swing, so this is just something you really want to be aware of, and you may want to cut down on this with attachments as well.

Default optic comparison

Next up, another thing I wanted to look at with the sniper rifles is just a comparison of the default sniper optics, just so you can see how much you're zooming in by default compared to the other snipers as well as what the reticle looks like. As we can see here, we zoom in the same amount as the cat AMR, and it is quite a high zoom optic by default.

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And personally i quite like this default optic, and I just tend to stick with it in my class setups.

Explosive ammo

One last thing I'm going to tag in here that I almost forgot to talk about is the explosion. A lot of people have been wondering whether it's worth using, and with the XRK stalker, unless you're trying to take out vehicles.

There are far better options that aren't sniper rifles, and for that. I wouldn't recommend using explosive ammo because, first off, it doesn't change our one-hit kill potential at all; it's still going to have the exact same hit kill zones, and second, the splash damage for a near miss if you shoot like right next to their foot, for instance.

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