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In this episode: the MTs-255 - an unusual Russian revolver-shotgun design, with 5-shell cylinder capacity.
The MTs's damage is high, as with all the shotguns - although the 255 does have a little less reach than the pump-action options within the same class.
You'll need to get close to be effective - at a point blank range, one shot kills are commonplace, but this power evaporates quickly.
Rate of fire is quite generous for a shotgun, at 285 rounds per minute.
This means that you can quickly follow up rounds that fail to kill with another from the cylinder, although you can more easily burn through your entire supply this way.
Hipfire performance is very good, with the pellet spread lending itself well to unaimed fire across your effective range.
Recoil is heavy, with the shotgun kicking up and to the right with every shot.
This can be a factor if you fire too quickly, but the nature of close-range engagements coupled with your pellet spread mean that it's rare that the weapon's kick will negatively impact your performance.
Aim time is quick, at 200 milliseconds - and you'll move at 100 percent of the base speed, as with all the shotguns.
Your magazine capacity is limited, at 5 rounds.
Easily depleted though the faster fire rate, and slow to resupply: you'll need a spare 3.93 seconds to replace any spent rounds, as the cylinder is refilled in a single action.
Your loadout with the MTs-255 should focus on all the usual requisites of a shotgun class: your mobility and handling are paramount.
For your attachments, few will benefit your performance as much as the addition of the muzzle brake: slightly extending your range which will make an occassional - but critical - difference.
Pair this with the grip to tame the fearsome recoil, and to make better use of the faster rate of fire.
While its effects on your overall performance are mild, extended mags are unavailable for the weapon - and the grip will prove more effective than one of the optical choices.
For your perks, the usual pairing of Ready Up and Steady Aim will help maximise your lethality and reaction time in close-quarters combat: a useful pairing for any close-quarters weapon, and in particular the shotguns.
Sleight of Hand is another near-essential choice, as replenishing your cylinder is an all-in-one process that will leave you very vulnerable whilst in close proximity to your enemy.
Faster reloads mean fewer deaths as a result of the resupply process.
Marathon is another useful choice for larger maps, permitting sustained assault and faster coverage of open areas.
While sprinting continuously can lead you into trouble, the enhanced mobility can give you a significant advantage when flanking your opponent: allowing you to appear from unexpected angles.
Beyond this, you can specialise in either stealth or resisitivity: or you could choose to augment your loadout with a secondary and grenades.
If you choose to take advantage of these parts of your loadout, it can be worth investing in Reflex: granting faster equipment use and a better ability to switch to your secondary.
Concussion grenades are a worthwhile inclusion: pinning enemies in position while you close the gap to deal maximum damage.
For your secondary, any pistol will do - but the .44 Magnum is a good thematic match, as both it and the MTs are revolvers: for double the punch, add akimbo for double damage.
The MTs-255 is a rough and tumble shotgun capable of consistent performance at a closer range.
The semi-automatic fire means that you're less reliant on one-shot kills, and will have a few shells on tap to reliably secure a kill.
Unfortunately, this faster rate of fire comes at the expense of reach - and to use the weapon effectively you will need to be very close.
The limited magazine capacity can be a liability, too - with your 5 rounds evaporating quickly to leave you with a lengthy resupply before you can fire again.
Still, if you want take your chances with this weapon, spin the cylinder and brace yourself...
...it's time for some Russian roulette.
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In this episode: the MTs-255 - an unusual Russian revolver-shotgun design, with 5-shell cylinder capacity.
The MTs's damage is high, as with all the shotguns - although the 255 does have a little less reach than the pump-action options within the same class.
You'll need to get close to be effective - at a point blank range, one shot kills are commonplace, but this power evaporates quickly.
Rate of fire is quite generous for a shotgun, at 285 rounds per minute.
This means that you can quickly follow up rounds that fail to kill with another from the cylinder, although you can more easily burn through your entire supply this way.
Hipfire performance is very good, with the pellet spread lending itself well to unaimed fire across your effective range.
Recoil is heavy, with the shotgun kicking up and to the right with every shot.
This can be a factor if you fire too quickly, but the nature of close-range engagements coupled with your pellet spread mean that it's rare that the weapon's kick will negatively impact your performance.
Aim time is quick, at 200 milliseconds - and you'll move at 100 percent of the base speed, as with all the shotguns.
Your magazine capacity is limited, at 5 rounds.
Easily depleted though the faster fire rate, and slow to resupply: you'll need a spare 3.93 seconds to replace any spent rounds, as the cylinder is refilled in a single action.
Your loadout with the MTs-255 should focus on all the usual requisites of a shotgun class: your mobility and handling are paramount.
For your attachments, few will benefit your performance as much as the addition of the muzzle brake: slightly extending your range which will make an occassional - but critical - difference.
Pair this with the grip to tame the fearsome recoil, and to make better use of the faster rate of fire.
While its effects on your overall performance are mild, extended mags are unavailable for the weapon - and the grip will prove more effective than one of the optical choices.
For your perks, the usual pairing of Ready Up and Steady Aim will help maximise your lethality and reaction time in close-quarters combat: a useful pairing for any close-quarters weapon, and in particular the shotguns.
Sleight of Hand is another near-essential choice, as replenishing your cylinder is an all-in-one process that will leave you very vulnerable whilst in close proximity to your enemy.
Faster reloads mean fewer deaths as a result of the resupply process.
Marathon is another useful choice for larger maps, permitting sustained assault and faster coverage of open areas.
While sprinting continuously can lead you into trouble, the enhanced mobility can give you a significant advantage when flanking your opponent: allowing you to appear from unexpected angles.
Beyond this, you can specialise in either stealth or resisitivity: or you could choose to augment your loadout with a secondary and grenades.
If you choose to take advantage of these parts of your loadout, it can be worth investing in Reflex: granting faster equipment use and a better ability to switch to your secondary.
Concussion grenades are a worthwhile inclusion: pinning enemies in position while you close the gap to deal maximum damage.
For your secondary, any pistol will do - but the .44 Magnum is a good thematic match, as both it and the MTs are revolvers: for double the punch, add akimbo for double damage.
The MTs-255 is a rough and tumble shotgun capable of consistent performance at a closer range.
The semi-automatic fire means that you're less reliant on one-shot kills, and will have a few shells on tap to reliably secure a kill.
Unfortunately, this faster rate of fire comes at the expense of reach - and to use the weapon effectively you will need to be very close.
The limited magazine capacity can be a liability, too - with your 5 rounds evaporating quickly to leave you with a lengthy resupply before you can fire again.
Still, if you want take your chances with this weapon, spin the cylinder and brace yourself...
...it's time for some Russian roulette.
Call Of Duty: Ghosts MTs-255 - Call of Duty Ghosts Weapon Guide | |
4,570 Likes | 4,570 Dislikes |
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Gaming | Upload TimePublished on 19 Jan 2014 |
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