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This one will kind of counteract one of the biggest problems this gun has, which is that vertical recoil, so you just got to be able to pull down almost no side to side, you kind of see it. It does have a little bit of rise towards the end, and that's if you're going full auto the entire time, so it'll be straight, and then you'll see it, mostly just keep that straight; you're good to go overall.
A very forgiving weapon because of the Fast Fire rate, but unforgiving in the sense that you get a 45-round mag too bad you can't hold that same 60 that the conversion kit allows you to hold. I just wish we had mags big enough, especially if they're going to keep slowing down the ttk; it's going to make it so you need more shots to kill, and it becomes a lot less viable options. We've kind of already crossed that threshold of where the health is; we just need to make it so that there's enough bullets to down two players per mag, and that's kind of a sweet spot for long range as well as short range, and this gives us into what I would consider more of the hard meta, and depending on what your preferences are, you might go with the SVA.
Hard meta best class setups
over the LSW, for long range, or you're going to go over the Striker. versus the WSP 9, so I think the vast majority of people will enjoy either of those. Many of you have probably already tried those, and you were looking for something new. Unfortunately, we're in that meta bubble where most of the stuff feels like whatever, so we'll go ahead and go through this one first, so this one's kind of the long-range option.
The great part is that even with this build, we're getting a decent bullet velocity of over a meter, which again gives us about 52 M on that hit scan range that we talked about in the previous article. We go into the range you can kind of see. See, it doesn't look like it moves very much; obviously, those dummies aren't.
Supposed to be like all that far, but this is a 50 m target, so you're going to be able to hit range up to that point, and then when you go and kind of look at the individual recoil, you can see it's not really like a fast climber, and all you do is just hold down a little bit, a little bit of side to side, but again, not a big deal once you hold down on the right joystick, you're good to go, so definitely try that one out; it's good, especially after the Buffs; it was good before, but now it's actually very good.
I don't know; SBA is still just kind of brain-dead easy to use, so we'll talk about that, and this one is that if you do not mine the iron side, most of your targets will be a little bit closer. I'm not a huge fan of these, even though they're fairly clean. The extra two bars that come up are a little bit blocking your view compared to some of the other options we've had, but overall, you can see that this thing is pretty good.
I struggle probably a little bit at 50 m, but the reality is you shouldn't be challenging people at 50 m. 25 M is more than enough for this gun, and it feels pretty solid at that range. Then we get the SVA, which is multiple builds. I think there aren't really too many bad builds on the SVA, but there are a lot of good builds, which is a pretty nice spot to be in, so even if your build looks slightly different.
I'll talk about some variations. When it comes to this, you're going to want to run it in single fire and do the tap burst. You could keep it in full auto if you want, but it just kills a little bit more consistently fast if you keep it in semi-auto, and that's just kind of how it goes. Maybe you toggle between depending on what range your target's at.
If you do Sonic suppressor, you could go further and go ahead and get something like the harbinger if you wanted to get even more bullet velocity out of it. The problem with this, though, is that it's going to slow you down by 100 milliseconds, so something like that's not worth it. You could reduce the spread of the bullets by also putting on something like the zoning you could do, and you'll lose a little bit of bullet velocity.
Or you can get rid of the high grain, and then you can actually put it on the underbarrel for the brewing heavy support, and the main thing for that is, just you know, you can get a tighter spread because when you fire into the sky, you'll see the bullets kind of go like this. like this, sometimes they go near each other any time you're reducing The recoil improves the consistency of those shots so that you can get the regular two bursts actually hitting and the hyper bursts actually hitting, so this is a build for that, and pretty much what'll happen is that when you put this in semi-auto, you don't have to adjust for recoil; no matter how fast you do it, you can go ahead and kind of do that.
The reason why I don't leave it in full auto is because what will happen is if I do this too fast, you can see the inconsistency because my trigger finger is fast enough where a third bullet comes out because it registers to me holding it for half a second or whatever the case is, so I tend to just do that so I can get a nice, consistent Two bursts, two bursts, two bursts, all the way through, last but not least, the striker, and one point in attachment that we've changed for a lot of our builds, not all of them, is the Dr hand stop to the XRK edge, and this is something because the Dr 56 or the DR6 hand stop got nerfed.
The main thing I look at though is that in general, the XRK is going to be better for like 99% of situations, but in some instances where a gun might have a slow sprint of fire, like in this case it's only 105, it's not terrible, there's some that are like 170, you might go with the hand stop. An example of this was the MCW, which we saw over here.
If we go ahead and kind of look over here, we can see that the sprint of fire time is 177, and that's terrible, and if we went with the XRK, it would be even worse than that, so we get a little bit better. Improvement, and that's kind of some of the decision-making when we're making some of those attachments again.
There's multiple good builds on this one, and this is kind of the one I landed on to adjust for how it works. If you don't like the iron SES, you're going to have to sacrifice something. It mainly has vertical recoil, which is literally straight. You can see it has a quick climb and then it slows down, so if you adjust and then you'll be able to Justin, it'll go ahead and shoot straight for that amount of bullets.
Outro
I'm sure I left plenty of your favorites off the list because we only covered 10 today, but I appreciate all the support.