News - Surprise Weapon Tuning Update. Kastov 762 Nerf/fixes & More (warzone 2 Patch Notes)

Intro / patch notes

Intro / patch notes

So we got a surprise update today for Modern Warfare 2 as well as Warzone, but we're going to focus more on Modern Warfare 2, and this is a pretty significant nerf to the RPK cast off 762. I realized that they did the exact opposite, which is actually pretty insane, and then we got the isohm log fixed in issue, causing 300 rounds of blackout ammunition to register his hitscan, and then for some machine guns, we have the fennec reduced to far less damage and damage against armor, and it requires two additional Bulls to break three armor plates, which is actually pretty insane.

Of course, this doesn't apply to us since we're all multiplayer here. ftec Recon increased sprint speed lachman. 762 increased damage range reduce ads speed, reduce hip spread minimum, and increase hip spread while moving. Sprint speed: 1, increased movement speed; 2, reduced near damage reduce muzzle velocity reduce far damage range and reduce moving speed, so it looks like a pretty good overhaul of some Nerf guns here now let's go ahead and mainly focus on the 762 because, in my opinion, this was the most broken gun in season two, so before we begin talking about the data here, make sure to leave a like on the article and subscribe if you are learning something from my articles.

What changed with kastov 762

What changed with kastov 762

I'd really appreciate it. Yeah, this was absolutely insane, and you should definitely check out my previous articles. We had an increase to our damage range; remember, they wanted to reduce it but actually ended up increasing it by 10 meters from the previous season, which is kind of funny. So, it was a three-shot kill up to 55 meters, which is absolutely broken, and then 56 meters and beyond are a four-shot kill.

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Then, for the lower torso, this is where things got a little different as well. They had different damage ranges for their torsos, so it was a 45-meter three-shot kill and a four-shot kill from 46 meters and beyond. For the head, they reduced that two-shot kill range up to 41 meters, and then it's going to be a three-shot kill up to 42 meters plus, so if you're going to compare this to the pre-season 2 data, you know it's only a reduction of four meters to both damage ranges, so in a sense, there's really nothing to panic about.

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We've got to be brought back to reality anyway, and this is what was intended to happen. I mean, you know, this is just super unrealistic anyway. This is why they went ahead and changed it. Yeah, it was kind of cool for a while, but at the same time, you know, even if you were to go out like 80 meters or something and try to get a head shot, it's still not realistic in most situations, at least for multiplayer, because most of the maps you're always going to get into mainly within 40-meter gunfights anyway, and then for the upper torso, if we're comparing this to pre-season two, again, it was only reduced by five meters, and then the same thing applies to the second damage range.

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So the most important thing that I'm looking for is that we're still retaining the amount of shots it takes to kill. You know, if this was increased to four shots to kill within this 40-meter range, then I would definitely be concerned, and that would change the whole time to kill on the gun, and then obviously it would not make it as viable anymore, but it's still the same shots to kill, and therefore it's going to have the same ttk of 200 milliseconds time to kill up to this 40-meter range, and then the same thing applies up here now, for the lower torso and the limbs.

This is interesting because they went back to this, so basically they started it and went back to having the lower torso and limbs share the exact same damage range. Damage profile So my verdict here is that these changes were originally intended for Season 2, but their launch was clearly a mistake.

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Low torso damage was basically reversed by 18 meters. Low torso limbs once again share the same damage range, and the shots to kill and the headshots were nerfed back to reality. Overall, it's not the end of the world for top-tier meta, which I personally think it is, and it's most effective within 40 meters of the torso for headshots for optimal TTK, so just because you see this nerf in the patch notes, you gotta take a step back and look at the numbers.

Yes, this brings it back down to reality. Of course, this was fun, but, you know, let's just be logical here: it's not realistic to get headshots anyway. Like 45 Plus Meters and Beyond, it was just a cool little thing that I found that was broken after the patch notes. That's why you always get to test things yourself, ladies.

Is the kastov 762 still meta? (stat comparison)

Is the kastov 762 still meta? (stat comparison)

which is literally the hottest thing in season two right now because of ranked play, and a lot of people love the TAC 56, and you know it's a pretty good gun, so even if Sim GG hasn't updated these stats just yet, you know we've already hand tested it, and the same rules apply here.

We know how many shots it takes to get kills from certain ranges, and we established that it's a headshot. It's a two-shot kill up to this 40-meter range now if you take a look at that, you tell me there's still a pretty significant gap between the TAC 56 and the cast-off 762. With the 762, you get 100 milliseconds to kill up to this 40 meters versus attack 56 at 192 milliseconds.

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So in case you're wondering if the 762 is still good in ranked play or multiplayer in general, the answer is yes. You know the headshots are still going to put you at an advantage. Now let's switch over to the chest area. For the chest area, remember the 762 had a reduction of. a three-shot kill up to around 40 meters once again.

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It still has a 200-millisecond time to kill, and at these longer ranges, there is still a huge gap: 288 to attack the 56 versus 200 for the 762. Now the only place here where the attack 56 will have a bit of an advantage, and I only say a bit, is because of that eight millisecond difference. I mean, eight milliseconds is barely anything that's maybe like not even a frame difference right there, so unless you're going against an absolute, you know, pro level player in ranked play, then yes, it's all going to come down to the numbers here of the eight millisecond difference between you versus him winning this gunfight all right, but as long as it stands here, it still has a better range for the cast of 762 and is very consistent.

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Now if we move on here to the torso because remember the torso and the limbs, they do have the same damage profile for the cast of 762 once again, actually so, for the lower Again, casting off 762 still wins up to this 27-meter range, which is the range that it's supposed to be at 200 milliseconds versus a 288 millisecond time to kill.

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SURPRISE WEAPON TUNING UPDATE in MW2! - Kastov 762 NerfFixes More Modern Warfare 2.
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