News - Lachmann 762 Warzone 2 Guide. Class Setup (g3a3)
Chris here with another College in Modern Warfare 2 guide for you today, and in this one we're going to be focusing on the Algaeman 762, the pretty powerful battle rifle that looks at rank 16.
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So at the very end of the Second World War, German gun designers were pretty busy developing assault rifle concepts, leading to newer advancements in technology several years later, in the 1950s.
This is where the G3 battle rifle came into the picture, a new and innovative weapon at the time utilizing the full-fat 7.62mm native cartridge developed by Heklin to be supplied to the West German military. This early G3 design wasn't exactly anything special, but it laid the foundations for a long line of future HK weapons, from SMGs such as the MP5 to sniper rifles like the PSP-1.
As the years rolled by, the G3 rifle got its improvements and updates, eventually leading to probably its most popular iteration, the G3 A3, or Blackman 762 in the game Anvarian, produced in large quantities and featuring improved sights and a fixed plastic stock for better stability. A very robust and rugged design that fares well in hostile climates and one that's also quite versatile, having both semi-automatic and fully automatic fire modes, the simplicity of the g3's design made it one hell of a popular gun that made its way into over 70 different countries, being manufactured in 15 of those countries and still being a service rifle in some of them today.
It's not a fancy weapon by any means, but it sure was a successful one, being cheaper to manufacture than a few of its competitors while being very reliable at the same time and potentially being the forefather of many other successful HK projects.
Fire-power
Anyway, looking at the stats when shooting the Lachman 762's default semi-automatic, each bullet's going to deal a considerable amount of damage, especially when hitting the body and head, and unlike the other base-game battle rifles, this gun's the only one that's going to deal a bit more damage for stomach shots, reducing the shots needed to kill as a result and possibly making it feel a bit more consistent and more capable of taking some enemies down easier than normal.
Apart from dealing more damage on the stomach, it's got some fairly similar damage figures as the other battle rifles, though the Lachman does retain higher amounts of damage over range a little bit, and the fact that it can knock players down in just two shots to the chest up to 43 meters gives it a pretty decent amount of stopping power overall, helping to counter the guns' slightly lower than average fire rate.
Of course, this is all based on the gun's single-shot mode, as flipping it over to full auto is going to lower the damage while increasing the shots needed to kill in close water situations. This sacrifice can often be worth it, though, as it makes the gun more aggressive by shooting faster than if you were simply tapping the trigger in semi-auto with the gun being accustomed to a slight delay in between shots, something that's probably not going to seem like too much of an issue against targets over range but, definitely, against players nearby.
Accuracy
So when I do this accuracy test from a distance of 10 meters. The shotgun grain bins are becoming much farther apart, making the Lachmann fire less stable and trickier to control. Against another player in the distance, that higher kick is going to seem far too heavy in most situations, even seeming a bit too jumpy for use over mid-ranges too; you'll never have to fire in shorter bursts.
I'll use the gun in its semi-auto setting to retain more precision. Beyond close quarters, with full auto only really being viable within shorter sight lines in tight spaces and building interiors given its limited effectiveness. With a muzzle velocity of 660 meters per second, its bullet speed is going to be similar to most of the other battle rifles, which is adequate over a medium distance generally, giving it faster bullets than the assault rifles but not quite as much as the light machine guns.
Reliability
With , a standard 20-round capacity per magazine, the Lachman 762 has got more than enough ammo to get you through most situations in one piece, especially when using the gun in its semi-automatic setting in full auto, where you'll burn through that ammo at a much faster speed, though its steady fire rate should at least help to make things a bit more manageable than some of the other weapons.
The main issue you'll probably find with those 20-round magazines is the fact that they can take a fair bit of time to swap over, with tactical reloads lasting 3.7 seconds and empty being just over 4 seconds, so not all that snappy at least compared to a lot of the other magazine-fed guns, including all the other base-game battle rifles, which each have quicker reload speeds than the Lachmann.
You'll therefore have to take this into account when using the 20-round mags and try not to get too carried away, especially within shorter ranges while using that full auto setting, as ammo is going to run out pretty quickly and you'll often be a bit more vulnerable when it does, so reloading when it's safe to do so in between enemy encounters is usually the best way to go.
Thankfully for the Lagman 762, it can still slot into aggressive play styles fine enough so long as you're careful, and a quicker than average aim down sight time should help to complement issues with offensive tactics as well. Helping to counter some of that lost speed when choosing an optical attachment should perhaps give it a slight advantage over its alternatives.
Gunsmith
So we're taking a look at the gunsmith attachments, and there are two ways you can optimize the Lakman 762: for better use of aggressive tactics using that Fallout 2 setting more so, or as a mid-range option where you'll mainly be using the default semi-auto function, and I generally find that reducing the recoil is going to help in all situations, making it more viable over a wider span of ranges, so a stock attachment like the LMS Factory g79 will probably suit the gun well even if it does lower your movement and mobility a bit; otherwise, the base stock does a decent job as is.
To speed up those reloads a bit and help capture one of the gun's main drawbacks, you could opt to trade in that 20-round mag for a smaller 10- or 50-round capacity; this does give you fewer shots but also makes the gunner have more responsive speeding and faster reloads while also increasing ad and sprint to fire speeds, which can often seem like a worthwhile trade-off if you tend to reload a lot anyway in between gunfights.