News - Warzone 2's Newest Update Changed These Things. New Free Camos, Rewards & Weapon Tuning

The Sidewinder Jack Thunder lmg kit decreased the number of bullets required to reach the maximum rate of fire from 25 to 15, so you'll get there a bit quicker, which is definitely nice and honestly kind of makes the Sidewinder with that not too terrible. I don't know if I'd say it's something that is competitively viable just yet; I haven't had hands-on experience with it, but in theory, 10 extra shots that it doesn't have to ramp up to that Max fire rate that's pretty solid.

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The AR9 saw a weird amount of buffs and nerfs to it for both the base weapon as well as the jacket and double barrel aftermarket part. The base amr9 saw nerfs to the decrease in the max damage range near to medium damage range and the medium damage range along with the lower torso damage multiplier, the lower arm damage multiplier, and the hand damage multiplier, but it also saw buffs and increases to the headshot damage multiplier, upper leg, and lower damage multipliers.

modern warfare 3

the foot damage multiplier and saw an increase in that rate of fire from 789. RPM to 833. RPM, which doesn't seem like a whole ton on paper but you will be able to feel that so when you end up taking a look at where this sort of was adjusted and buffed it makes it a little bit more close quarters of a weapon, but also it makes it a bit more lethal with head shot as we talked about that was where you kind of really wanted to land at least one of those definitely helpful now if you do that but then also it brings some of the damage profile in line across the body upper leg and lower leg damage is now being increased, gives it a bit better of a competitive Advantage if you are missing a few shots that otherwise you'd want to be upper body, so it's definitely nice that it helps out there, and then the jacket and double barrel kit overhauled the firing mechanism so it simultaneously.

modern warfare iii

It fires two shots now, so you'll be shooting two bullets at once instead of just one. It added locational damage multipliers and also decreased the aim-down sight spread and hipfire spread penalties associated with that, making it more competitively viable. The Rival 9 saw adjustments to the Jack Head Hunter carbine conversion where you had decreases, so Nerfs to the maximum damage, medium damage, and minimum damage but increases to the headshot damage multiplier, neck damage multiplier, and upper torso damage multiplier, and decreases to the burst fire delay, the sprint to fire penalty, aim down sight penalty, and hit fire spread penalty, so Nerfs are on like a base level when it comes to the damages, but you can make that up if you are accurate with those extra increases to the multipliers.

And the final thing that was changed here was the DM 56 Marksman rifle. With that Jack signal burst work, the gun kick control increased, the recoil control increased, and the burst fire delay was decreased. So again, a nice little buff here to that, but that is the update that we end up getting from Modern Warfare 3 across last night's Balancing Pass.

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Plus, what was introduced as of this week in regards to content? So, that is where we're going to wrap it up. Again, make sure to check out my friends over at Gamer Advantage for what I firmly believe are the best blood glasses on the market.

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