News - Taq-56 Warzone 2 Guide. Class Setup (scar-l)

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Chris is here, bringing you another guide for Call of Duty: Modern Warfare 2. Today we're going to be focusing on the attack 56, a fairly strong close-range assault rifle unlocked at rank 17 , thank you.

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So the attack 56 is indeed based on the Scar L, a pretty iconic firearm from Belgium that's part of a family of automatic weapon systems, with this one in particular being the Light's assault rifle type, hence the L designation in the name.

The first game about it was in 2004, when a new combat rifle was requested for the US Special Forces and available in different calibers. Unlike quite a lot of modern weapons today, the offense car is one of a kind without being based on any previous designs. It featured a modular system, so basically the different variants all have the same basic layout configuration and optional attachments, which could all be adapted in a matter of minutes to suit the mission at hand.

This idea was to provide Special Forces with different options, including short-barreled CQC variants better suited for urban warfare and a long-barreled sniper variant for engaging targets from afar, all of which featured the same basic design, meaning weapon knowledge and handling of the scar system could be transferred between its different variants.

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With the Zac 56 being based on the Scar L model, this one was chambered for the 556 by 45 millimeter NATO cartridge, not quite as powerful as its other variant, the SCAR H, but generally a slightly smaller, lighter version that typically holds more ammo. This CAR-L was adopted by U.S. Special Forces in 2009 as the Mark 16 Mod 0.

Though it was a bit bulky and cumbersome compared to the M4, so only a limited number was in service. With that said, this variant is still used worldwide, being a general issue rifle in its native country of Belgium.

Fire-power

Fire-power

So taking a look at attack 56's stats, you're going to be dealing the maximum damage of 34 for another body shot, equating to a free shot kill up to 28 meters, which actually gives the gun a fair bit of bite within those earlier distances, essentially acting like headshots here. Hits to the arms, legs, or stomach, however, will nullify some of this extra power, basically putting those damage stats a bit more in line with some of the other assault rifles, which generally take more shots to kill, which is a bad thing because most of those other assault rifles fire faster, therefore giving them superior kill times, though providing your way for the chest and head, the Tac-56 will often come out on top.

This same thing can be said for power over distance too, as in shots of the chairs. Beyond 55 meters will dish out the minimum damage of 24, which is a bit higher than average, but they can still only result in quicker kill times and enemies that have already been weakened, and despite only viewing at a steady speed of 625 RPM, which isn't exactly very fast, it'll still put players down in fewer bullets than a few of the other guns like the M4, the SDDB 556, and the Lacherman 556.

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Generally, given the tank's 56, it has some fairly decent kill times overall when aiming at the upper body, but just like in close quarters, limb and lower body shots are going to throw you a bit of a curveball at longer distances too, reducing the weapon's power over range and sometimes making the gun feel a bit less consistent.

Accuracy

Accuracy

Foreign In a little full-auto firing test from 10 meters, we can see that the attack 56 is subjected to quite a lot of vertical recoil, especially for the first 12 or so shots. A bit of random horizontal movement can lead to a few bullets going straight off target, but generally, your line of fire is going to drift upwards at the start.

Groupings do seem to be a bit closer together the longer your mag dump, though you're going to notice that the recoil will shift the attack 56's fire more so to the right, with the upwards kick being more pronounced, resulting in better stability, but accuracy may take a hit due to more right drift.

The weapon's steadier fire rate will help to make it seem slightly easier to control, with the recoil building up at a slower pace than quite a few of the other guns on offer, and generally speaking, in most fights over close to medium ranges, this recoil pattern shouldn't really give you too many issues, just being a bit more problematic if you've taken on players further away with that trigger pulled out for quite a while.

Muzzle velocity and hip fire spread are practically the same as with the other assault rifles, given a fine enough balance for most mid-ranged engagements, with better hip fire accuracy but slower traveling bullets than the LMGs. They're generally faster bullets, but they hit harder than SMGs. Attack 56 being at its deadliest within 28 meters, this allows it to perform well here within those early mid-ranges with a fairly decent level of accuracy.

Reliability

Reliability

Just like the rest of the base game assault rifles, the attack 56 has a 30-round capacity, but because it fires at a steadier pace than a lot of the others and can often kill in fewer shots, those magazines might feel a little bit more efficient in comparison to some of those faster shooting guns like the M4 and STI 556 for example, which might be more prone to waiting in ammo due to their automatic fire being tricky to moderate.

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Not only might those magazines seem to last a bit longer as a result, but they can also be reloaded at a really snappy pace too, provided you do so with unspent rounds left over, as tactical reloads are only going to cost you 2.55 seconds, the quickest of the base-game assault rifles matching up with the cast of 762s.

So in regards to keeping you in the fight with enough ammo to get you through most situations, the attack 56 does a pretty good job; people have taken on several opponents in water while getting you back into action faster with those tactical magazine swaps, while empty reloads aren't quite as speedy, empty reloads aren't quite as speedy, empty reloads aren't quite as speedy, empty reloads aren't quite as speedy while taking about half a second longer.

Apart from the normal magazines, though. General Mobility is somewhat standard, not really doing anything special when it comes to movement such as aiming down sights or sprinting to fire speeds, though at the same time, nothing really all that bad either that's going to cause you any concerns, Let's talk a little bit about those gunsmith attachments.

Gunsmith

Gunsmith

The Attack 56 only has a few barrels, which mirror those of its real-life counterparts. The smaller 12-inch barrel is probably a better fit for run-and-gun situations, whereas the 17.5-inch barrel gives you extra range. instead If you want a nice balance, just go without one of these, which is a pretty safe bet, with the attack 56 suiting gunfights up to those early mid-ranges or close to mid-range.

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