I finally found a glitch that worked. This step by step how to guide will have you running the maps of Call of Duty: Black Ops II with all diamond camo guns. The exploit still works so hurry before they patch it. It also gives the calling cards for earning all camo if you were wondering.
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The Scorpion EVO Sub Machine Gun is the last sub machine gun you unlock in Call of Duty Black Ops 2. It has a very high fire rate and good hip fire characteristics so it lends itself well to only using the hip fire, with a few modifications to the weapon. This guide explains what the best strategy with the Scorpion EVO is and what the best class setup is.
The Scorpion EVO is the sub machine gun with the highest fire rate and best hip fire characteristics. So the best way to use it is to only using hip fire. Since I am going to recommend to use rapid fire aiming down the sights of the Scorpion EVO is only doable if you burst fire and then you are going to be beaten by every other gun in the game. When you do encounter an enemy start hip firing and strafing at the same time. A big advantage to using hip fire is that you can move much faster, so strafing is a powerful tool to win those gun fights.
You have to use the Scorpion EVO in a similar way you would use a shotgun. However, the Scorpion EVO does have more range and is at its best at medium range just outside of the shotgun's effective range. When you move around the map think about the route you are going to take and use the one with the most close quarters since you are strongest in those. When you see an enemy with a rifle at long range behind some cover flank him to force him into close quarter combat where you are much better than at long range.
The class setup I recommend is the following:
To get you to the enemy flank undetected use Ghost. However, it is interchangeable with Lightweight which helps you get there faster and makes strafing a bit more effective. When you are firing at an enemy and they fire back you are going to start missing due to flinch. Toughness helps reduce the amount of flinching you do to get more bullets onto your target. Because you are near the middle of the fight there will be a fair number of tactical grenades and equipment around, so using Tactical Mask helps reduce the impact they have on you.
You have to give up either a lethal or tactical grenade. I went with the lethal grenade option. If that is your choice be sure to use Semtex because you are going to be in close quarter combat a lot and Semtex blow up faster. If you go for tactical grenades go with your preference, but I suggest it is one of concussion or flash grenade. A secondary is good with the Scorpion EVO, especially since you are going to empty out your magazines very quickly. When you run out you can switch to your preferred secondary and take the target out.
Hip fire gets better the more bullets you shoot. Rapid fire buffs your fire rate to an even more ridiculous rate. But that will empty your magazine even faster, so using extended clip lets you keep pulling the trigger for a little longer. Since you are always going to be hip firing Laser Sights helps with every kill as it makes your hip fire accuracy better.
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The Vector K10 in Call of Duty Black Ops 2 is very similar to how it was in Call of Duty Modern Warfare 2. Back then it had a high fire rate but low damage with decent accuracy and fairly average recoil. The same can be said about the Vector K10 in Call of Duty Black Ops 2. This guide explains how to use the Vector K10 effectively and what class setup is best for it.
When you use the Vector K10 you have to remember it is a sub machine gun so it is a close quarters weapon. The Vector K10 is somewhat effective at longer range, but much more powerful at close range. So when you see an enemy with an assault rifle behind some cover far away don't try to engage him. Flank him and force him into close quarters where he will most likely loose against you.
When you are in very close quarters use hip fire. At most other times the Vector K10 is better if you aim down its sights. That said, start with hip fire and then aim down the sights whilst firing which often grants an initial hit which goes a long way towards winning a gunfight. The class I suggest you use with the Vector focuses on survivability on objectives and helps make aim down sight combat easier:
When you are on an objective often enemies like to throw all sorts of explosives and tactical grenades your way. Flack Jacket reduces the damage you take from any explosives, although it is mostly useless against air support, and Tactical Mask reduces the impact of most tactical grenades (including the Concussion and Flash grenade and the Shock Charge).
Semtex is good for close quarter combat because you can throw and forget which the Frag Grenade doesn't offer. I used Shock Charges because I was playing Hardpoint, but concussion or flash grenades are equally good. The pistol secondary helps you when your primary runs out (switch to your pistol instead of reloading).
As I said before hip fire is an important aspect of the combat with the Vector K10. Although it isn't the best, most of the time aiming down the sights is better, but under some circumstances hip fire goes a long way. The Laser Sight makes your hip fire more accurate. When you do aim down the sights especially at medium range the recoil the Vector K10 does have is very noticeable. The Fore Grip helps you control that recoil better to put more bullets in your enemies.
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The AN-94 Assault Rifle is the last assault rifle you unlock in Call of Duty Black Ops 2. It feels similar to the AK-47 in previous version of the Call of Duty franchise. The AN-94 has a twist, the first two rounds of a burst are fired at a higher rate. This guide explains how to use the AN-94 well and what the best class setup for it is.
The fact that your first 2 bullets fire faster than the rest is only really important at medium to long range. There you can burst fire the weapon by repeatedly pulling the trigger a few times per second. This buffs your fire rate considerably and makes you much more deadly. However, at close range you should be focusing on getting your aim right so burst firing may distract you, although it still has the same advantage.
Other than that, the AN-94 can be used a bit more aggressively than the other assault rifles. However, at anything but close range aiming down the sights is important and cover is important too. At close range hip firing is good, but be sure to strafe whilst doing it too.
The class setup I recommend is the following:
Flack Jacket and Tactical Mask are pretty standard, I tend to recommend them a lot since getting killed by random explosives and getting stunned is pretty annoying. Flack Jacket and Tactical Mask reduces the impact all of these have. I also usually recommend Toughness at it reduces flinch when being shot which is always useful.
For your lethal Semtex is better since the AN-94 plays a bit more aggressive role. Concussion Grenades or Flashbangs are also very good. As the AN-94 tends to be better at being aggressive that also puts you into circumstances where you run out of bullets in a time of need. Use a pistol secondary to switch to instead of reloading to finish off enemies.
Since the AN-94 is best at close range being more effective at said close range is important. The Quickdraw Handle lets you pull up the sights much quicker which helps with fast combat. The Fore Grip lets you control the AN-94's recoil better enabling you to be more competitive at longer ranges.
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I have had the most fun with the M27 assault rifle from the assault rifles so far. It is similar to the ACR we know and love from Call of Duty Modern Warfare 2 and 3 (and maybe 1, I don't remember). The M27 has very little recoil, good iron sights and solid fire rate and damage. This guide explains how to use the M27 assault rifle well and what the best class setup for it is.
The M27 assault rifle has decent hip fire characteristics, so when you are at close medium range or less you should be using the hip fire instead of aiming down the sights. This allows you to move around more and evade the enemy fire. However, in all other situation aiming down the sights of the M27 is a better option than hip fire. Other than that you have to use it like any other assault rifle. Use cover and advance your position from cover to cover. But don't stay behind one bit of cover for a long time, when there aren't any more enemies to shoot you should move on.
When you encounter an enemy at long medium range and short long range start with hip fire and then aim down the sights. This often grants an initial hit that will help you win a lot more gunfights. At very long range you are still effective, you just have to burst fire so that the recoil can settle between bursts (even though the M27 has very little of it at long range it does show itself).
The best class setup is the following:
All in all the M27 is a rifle that is best used aggressively. This will put you close to enemy grenades and equipment, so to limit the effectiveness of those use Flack Jacket and Tactical Mask which reduces the explosives damage you take and renders most tactical equipment useless. Since you are going to be aiming down the sights of the M27 assault rifle most of the time use Toughness to reduce the flinch when you are being shot.
The Lethal and tactical equipment is up to you depending on your preferences. Using a pistol secondary isn't that important for assault rifles as you are behind cover anyway and if you run out of ammunition in a magazine you can duck down and reload. But especially since you are going to be near the objective and the main fight sometimes you run out of ammunition in the open, and having a secondary backup is very powerful in that situation.
The M27 by itself is very good, so it doesn't need any attachments. So you can use the attachments that mike life a bit easier with the M27, the Quickdraw Handle reduces the time it takes to aim down the sights and the Fast Mag reduces reload speed (for every reload).
The all around Best Classes I have discovered so far that work best for me and hopefully for you guys too! This is my 11th video in the past 2 days so supporting this video with a "LIKE" and possible a "FAVORITE" really helps! :D
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The Best Classes for Black Ops 2 (ULTIMATE Setup Guide)
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The PDW-57 is a low damage high fire rate sub machine gun which is the second machine gun you unlock. It has medium recoil (similar to the MP7, click for a guide for the MP7). It is best suited for an aggressive flanker that goes after the objective in those modes that have them. The PDW-57 has reasonably good hip fire characteristics, but your are going to do much better if you aim down the sights.
The PDW-57 has trouble when you oppose more than one person at once. The high fire rate lets you effectively deal with one enemy, but any more than that and the time it takes to kill will hinder your abilities. It is best to flank the other team and encounter them one by one when they are unaware. Stay on the edges of the maps and approach the current objective from the sides or behind.
When you do run into an enemy that is shooting back start hip firing but at the same time aim down the sights so that you are firing whilst aiming. At the same time start strafing left and right because, unlike an Assault Rifle like the MTAR (click for a guide for that weapon) you move quickly whilst aiming down the sights which helps avoid enemy fire.
Lightweight helps you flank faster as it increases your running speed and Dexterity helps you when you are caught unaware as it helps you pull up your weapon faster after sprinting. When you are firing and aimed down your sights Toughness reduces flinch when you are shot which makes killing enemies that are shooting back easier.
For your lethal grenade I recommend you use the Semtex Grenade since it is fast to pull out and explodes soon after you threw it supporting a faster combat. The tactical grenade you choose is up to your preferences, but I recommend you use concussion or flash grenades. A pistol secondary is an excellent tool when your primary is empty in the middle of a gun fight.
When you are aiming down the sights and strafing the faster you go the better you can avoid enemy fire. The Adjustable Stock increases your movement speed when you are aiming down the sights. When you are flanking sometimes you run into a series of enemies, or even maybe 2 at once, and your gun might not hold enough bullets to deal with all of them. Extended Clip increases the number of bullets per magazine.
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Hello, I am David Andersson, and welcome to the guide for creating a very powerful weapon that will one shot most basic enemies.
I based it on the shotgun which you get a blue print for in chapter 4, but you can build it from scratch from this description. If you don't have the resources to build the different items I have produced a video for farming which will allow you to get resources quickly and easily. You can find it here: p1SfP0-1ni
First use a heavy standard frame. Then select the military tool as the upper tool and a telemetry spike for the lower tool. Go for the precision tip with the upper tool, which basically makes it a sniper rifle, and the diffraction torus for the lower tool, which makes it like a machine gun. For the upper attachment go for damage support, which increases your damage and your partners should you play in co-op, and for the electric charge for the lower tool, which adds a damage over time bonus to your shots.
For the upper tool upgrade circuits use three fire rate and damage buffs. How much they buff depends on what you can build, but go for the maximum available for you. Currently I have +2 of each. For the fourth upgrade circuit go for the increased clip decreased reload. I found that I didn't need more than four bullets per clip so I wouldn't use more than one upgrade circuit on an increased clip. Also, if you want to replace an upgrade circuit the previous upgrade circuit will be destroyed and you won't get your resources back so be careful with experimenting.
The lower tool is just there to take care of small enemies who die in one shot anyway so you don't need any damage buffs on it. But if you use a reload upgrade circuit it will also speed up the reload of the upper tool. Go for the increased reload for all four upgrade circuits.
This weapon will one shot almost all enemies you will encounter, except boss enemies and enemies that can't be killed. I also liked the conic dispenser as the upper tool tip which transforms this weapon into a shotgun. You won't be able to kill enemies in one hit consistently, but you have some extra bullets per clip and it is a lot more fun. But in the end the precision tip is the better tip making the game much easier.
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This is the first part of the Blackwater Park Mission in Hitman: Absolution which is also called Blackwater Park. In it you infiltrate Blackwater to gain access to Dexter's penthouse. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start walk towards the black car that is parked closest to you. Walk to the right side of it and crouch once you are about halfway past the car. Then pull out your Silverballers and tighten the aim. Shoot just above the guard's head near the entrance to the walled off part of the park.
Then immediately put away the Silverballers and get up. Walk up to the same guard and into the walled off area. Once you are in the area sneak up on the guard and subdue him. Take his outfit, but before you go to hide his body look ahead. Wait until the guard further into the area, you can just see his flashlight, has turned his back on you, then go to hide the body in the dumpster ahead. Once you have done that take cover on the small section of wall sticking into the park to the right of the dumpster and wait for a guard to have walked past to the right.
Then get out of cover and follow the path. Go left once the path breaks into two and crouch walk down the stairs. Immediately turn right and go past the rear of the two cars. On the right side of the second car is a generator which has a gasoline can sitting next to it. Take the gasoline can, then go back to the rear of the second car. Wait for the guard you can just see through the gap between the two cars to have gone to the right, then change cover. Wait for the same guard to have turned around and walked back towards the generator, then approach the right end of the barricades and scale them. Take cover on the right side of the car ahead near the bonnet and wait for a guard with a shogun to have walked past the guardhouse.
Then go to the rear of the car. Get out of cover and crouch walk to the right rear of the car on the other side of the street and take cover on the right side of it near the boot. Wait for a guard to have walked a little way past the street light near the front of the car.
Then go forwards in cover to the front of the car and throw the gasoline can at the van, no further forwards than the middle of the van.
As soon as the plumber has gone to investigate sneak up on him and subdue him. Don't take his outfit yet, instead deposit him in the dumpster near the front of the van. Once he is inside it take his outfit. Then get up, turn right and go through the door ahead. Inside follow the corridor until you can turn left and go up some stairs. Follow the stairs up into the entrance area of Blackwater. Go to the right side of it and through the leftmost door. Turn right and go towards the security room, but don't go in yet. Wait until a guard with a shotgun has entered the room and left again.
Then go in through the left door and override the retinal scanner. Get out of the room straight away and go back into the entrance area towards the lift. Call the elevator and go inside it. Once you have pressed the button to go up it is the end of this part of the mission.
This video shows how to neutralize the lord regent at the dunwall tower in the return to the tower mission nonlethal and undetected. It also shows how to get to and talk to the propaganda officer and how go get to and open the lord regent's safe. Note that I am doing this on the hardest difficulty without any upgrades, except blink which you are given. That is why I am not picking up any Bone Charms or Runes or any other loot since it is unnecessary.
To find the next passage follow the path and climb up a ledge from where you fist see the next portal. Go around the spire to the right then head straight towards the portal until you find a place of power. Turn right and go down the path. Be careful when you drop down both the cliff at the end, stick close to the wall to the right to minimize fall damage. Go back up the the platform ahead. Then go back down the other side and quickly run through the fog to the ledge ahead. Now go straight towards the portal by following the quest marker.
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This is a guide for the only part of the Birdie's Gift Mission in Hitman: Absolution called the Gun Shop. In it you sneak around the gun shop to recover the Silverballers without competing in the target shooting. Alternatively you can compete in it, but it is more difficult to do. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start make your way to the back of the store and locate the electricity box. Wait for the guy in the army shirt to have walked past you.
Then sabotage the electricity box. Go back to the counter that is now deserted by the staff and go behind it and pick up the key card. This area has another exit with swinging doors. Go through them and go to the back of the storage area. On the right wall is a door leading to the target range. Go out of it and go left. Follow the trench until you find a branch to the right which leads to a bunker. Go into the bunker using the key card from earlier. Be sure to recover the evidence on the shelf ahead.
Also pick up the notebook next to the computer screen to the right. Go back out of the bunker and follow the trench back. Be sure to pick up the metal pipe on the way back. When you get to the front of the target range follow the wall all the way to the left, but not quite to the edge. Throw the metal pipe you just picked up either in front or behind the guard standing in front of the door to the gun store.
If you threw the metal pipe in front of him wait for the guard to turn around and go back to his position after investigating then change cover. If you threw the metal pipe behind him change cover as soon as he turned his back towards you. Leave cover once you are on the other side and go a bit further left and then climb through the window. In that room is a safe which you can just open since you fund the notebook earlier containing the combination of that safe. Inside the safe is the key to the case of the Silverballers. Behind you is an air ventilation shaft.
Go through it and you are back in the main store area where you don't have to hide from everybody. Go back to the counters to the case of the Silverballers and open the case. Once you have the Silverballers back you can exit the store and once you have it is the end of this mission.
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The B23R is the third pistol you unlock in Black Ops 2 at level 19. It is a burst fire weapon which shots three bullets per burst. You can kill with one accurate burst at close range and with two accurate bursts at any range. However, the recoil and available sights make it difficult to compete with assault and sniper rifles at long range. The B23R is best used up close, similar to a shotgun.
B23R Best Strategy
When using the B23R rather than starting to fire as soon as possible take a little time to make sure your aim is on target. One burst that hits an enemy up close is lethal, but if you miss you will likely not survive. That said, the pistols have high movement speeds, even when aiming, so be sure to strafe and you will win many engagements you would have lost otherwise.
The reflex sight lets you take on enemies more easily at medium range as the view on target is slightly clearer, but after you have started shooting the reflex sight is no better than the iron sights due to the visual recoil. You should focus on close range engagements anyway, and in those the iron sights are good enough.
On sub machine guns the laser sight is good because you can start firing from the hip after running much sooner than you can aim down the sights, and the laser sight reduces the hip fire spread and thus makes that tactic even better. However, the time it takes to aim down the sights of the B23R is so low that there is no reason to hip fire, and thus the laser sight only encourages doing the wrong thing. FMJ doesn't make a notable difference to the B23R.
Fast mag reduces the time it takes to reload the B23R. This doesn't really offer any advantages since if you have to reload in the middle of a gunfight you are most likely dead regardless whether or not you are using fast mag. Outside of combat the normal reload time is fast enough so you don't need fast mag there either. The suppressor is good if you flank and then want to take out enemies one by one. With the B23R you can take out enemies fast enough that it doesn't matter if the people around that enemy notice you. If they do turn around you can shoot them straight away rather than having to chase after them.
The knife attachment is best used in case you run into enemies head on as it is much more reliable to quickly knife them then it is to try and hip fire or quickly aim down the sights. It is also useful when you run out of ammunition in the middle of a fight, as you can simply run up to the enemy and knife them. The knife attachment is a powerful addition to the B23R, but it encourages you to use the B23R less and use the knife more. The Dual Wield attachment transforms the B23R into something like a very close range shotgun. It is fun to use, but not reliable and there are better attachments for the B23R.
B23R Best Class Setup
Using extended clip has two key advantages. First it increases the bullets per magazine of the B23R much more than on the other pistols granting an extra two bursts per magazine. Secondly it grants more starting ammunition which I found to be a problem with the B23R as on the longer streaks I kept running out of ammunition and was left with the combat knife. The long barrel attachment increases the range of the B23R. It will extend the one burst range of the B23R and will let you be even more competitive at medium range where strafing is still effective.
Lightweight increases your movement speed and thus gets you within the effective range of enemies faster and increases how effective strafing is. Dexterity brings up the B23R faster after running, which lets you be more aggressive without having to worry about being caught sprinting. When you are close to the fight you often run into shock charges or are hit by concussion or flashbang grenades. Tactical mask all but negates the effect they have on you.
It is often handy to throw a concussion grenade on an objective to make sure enemies can't turn on you or stop an enemy entrenched behind cover reacting to your flanking maneuver.
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This is the second part of the Rosewood Mission in Hitman: Absolution which is called the Orphanage Halls. In it you have to maneuver Rosewood's orphanage halls to recover the fuses for the elevator whilst keeping out of sight of the baddies searching for Victoria. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete all the challenges in this area.
When you start walk forward to the ledge and jump up to it. Don't pull yourself up yet, wait until the 3 enemies ahead have moved on a little bit. Then pop up and approach the enemy on the phone. Once the other enemy has left the corridor subdue the enemy on the phone and take his clothing.
Near one of the beds in the corridor is a clothing bin. Dump the body in that bin. On the right side of the corridor is a door near where you just dumped the body. Go through it and you will see some stairs. To the right of the stairs is a book. Take the book and then go down the stairs to the first platform. Here wait for the enemy at the bottom to have gone out of sight.
Go down the rest of the stairs and drop, don't throw, the book at the bottom of the stairs and then follow the enemy out of the room. Once outside go to the right and pick up the book from the table in front of you.
Then go through the doors to the left and into the air ventilation shaft in front of you. Go through the shaft an out the other side. Go down the side room towards the end. Leave the side room through the second exit and walk directly into the room ahead on the left side of the corridor.
The first fuse is on the table ahead. After you have picked it up turn around and go back through the side room and the ventilation shaft. Once outside of it turn left and then go up the stairs. An enemy is leaning on the railing at the top of the stairs to the left. He never turns around so you can just walk around the right side and into the room ahead. The second fuse is on the table to the left of the door to that room.
Take cover behind the table with all the medicine on it in the middle of the room and wait for 4 enemies to walk past the other door to the room. The last will be wearing a green face mask. You can leave the room once you can see him walk past through the window to the right of the door.
Go all the way around the top area until you are were you took out the enemy at the start. Follow the same stairs down, but now go left at the bottom of the stairs and take cover on the wooden bench right outside the other door to that room.
Drop the book you are holding. Go back and pick up the book from earlier and go to the same cover. Wait for the enemy in the gas mask to have walked up to the pile of rubble. Just before he starts talking about the nuns throw the book in the corner of the room near the pram.
Whilst the enemy is distracted make your way around the room behind the counter. On the other side of the counter is the third fuse.
Approach the door to the left of the statue, but keep as close as possible to the wall at all times. Once you are in the room immediately drop the book and walk up the the enemy in front of you and subdue him before he reaches the other side of the room.
Once he is done leave him lying about for now and approach the second row of lockers and take cover on the side facing you. Wait for the other enemy to stand in front of the first aid kit and then walk up and subdue him too.
After you have taken him out put both the bodies in the room into the cabinet in the room (which is behind and to the left of Agent 47 in the image above). Pick up the toy robot that is lying about in the room and make your way out of it through the other door. Sneak behind the enemy standing there and take cover behind the table with all the medicine on it. Throw the toy robot so that it hits the ground just behind the small metal cabinet behind the enemy standing in the door.
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The Executioner is the fourth pistol you unlock in Black Ops 2 at level 31. It is a semi-automatic weapon chambering five bullets per magazine. The Executioner shoots eight pallets per shot, similar to a shotgun. When you aim down the sights of the Executioner the pallet spread becomes tighter compared to firing from the hip. The Executioner is best used at very close range, and even there it is difficult to handle. The advantage it has over the shotguns are faster handling characteristics and tighter hip fire spread, but at a cost of long reload times and worse range.
Executioner Best Strategy
When using the Executioner you have to be in close quarter combat. Even at medium range where you still can get hitmarkers the five available shots per magazine are usually not enough to kill, and if you ever have to reload in the middle of an engagement you are very unlikely to survive. In general the normal reload time of the Executioner is a big problem since you usually have to reload after every kill. It is also uncommon that you can take one enemies in quick succession and even rarer that you can fend off two at a time. You have to be close to the enemies, but after every kill retreat to reload safely. Once you have charge ahead for the next kill, then retreat and reload. Should you not be able to retreat use cover to try and keep out of line of sight of enemies close by which can buy you enough time to reload safely.
Aiming down the sights of the Executioner is tough because the high visual recoil makes it difficult to keep your aim on target. It is almost always better to fire from the hip and avoid engagements where aiming down the sights would be useful. Thus using the reflex sight doesn't offer any benefits. Since almost all of the engagements you get into you will be firing from the hip, with the laser sight the Executioner will be an all-around better weapon.
The long barrel increases the range of the executioner and thus lets you take on targets that are further away. However, the difference the long barrel makes is minimal and there are much better attachments for the Executioner. FMJ increases the penetration and the damage against score streaks of the Executioner. Both of those advantages are rarely useful since if you have to shoot through cover you are unlikely to get the kill anyway and the range of the executioner is too short to be of any use against air support. All other scorestreaks are too rare to warrant using FMJ.
Fast mag is essential to almost every building involving the executioner. The reload time is significantly reduced transforming the Executioner from being frustrating to being an enjoyable weapon as it lets you be more aggressive. The suppressor is also a good addition to the Executioner as it lets you be close to enemies and shoot them without alerting them. With it the longer reload times often aren't an issue if you take out enemies one by one and remain out of sight of the rest of the enemies.
The knife attachment is useful if you run out of ammunition during an engagement or after you've finished one enemy another one is already charging at you. In both circumstances the knife can quickly dispose of the problem enemy.
Executioner Best Class Setup
But the best attachment of them all is the dual wield attachment. You cannot use any other attachments whilst using dual wield, but dual wield comes with fast mag by default. Dual wield lets you easily take on two enemies, even simultaneously, as you have much more firepower at your disposal. You can also more easily take on enemies at medium range since what used to be five bullets usually only getting hitmarkers now is ten bullets in the same time which have a much better chance to kill.
Ghost allows you to get close to enemies without being detected should the enemy team call in a UAV. Lightweight gets you there faster. I found that I ran out of ammunition quickly. Use scavenger which lets you pick up ammunition packs dropped by the enemies. Dexterity brings up the executioner faster after sprinting which is useful since you are always on the move.
Hitting a fleeing enemy with a concussion grenade will stop them from running away and easily lets you get close enough to shoot them, unless they are wearing tactical mask.
Written Guide and More Information: p1SfP0-19N
This guide explains how to liberate the Valsa Docks outpost without being detected using a silenced sniper rifle in Far Cry 3. This guide is for the warrior difficulty, but it will work for all the other difficulties too. The Valsa docks are located to the north west of Aman Town, the starting location.
If you don't have a sniper rifle you can easily get one. There is a set requirement for how many radio towers you mus activate before you get this sniper rifle for free, from memory it is 6 but that figure could be wrong. You need a silencer attachment, but that only costs $ and money is easy to come by in Far Cry 3.
The best vantage point overlooking the Valsa Docks is from the south west (which is the position Jason is in in the map above) on one of the ridge lines of the hill.
Get as close as you feel you need to, but the closer you are the easier it is for the pirates to detect you. Before you start shooting pirates be sure to mark them using the camera. When you start to take down pirates look for pirates that aren't watched by other pirates. For instance for me there was a pirate leaning on the shipping container and the pirate near him was looking the other way.
Also look for pirates that are alone, far away from other pirates. For instance I saw a pirate on the docks with no other pirate near him.
There is a caged beast whose cage you can shoot to set the beast free. This is a good source of confusion if the pirates haven't detected you, but have found bodies and are more cautions and trying to find you. It is always best not to alert them since the pirates then tend to walk slowly or stand still which makes them easy prey for the sniper.
I had to shoot 5 pirates. I don't yet know whether that number is random, but I think it is constant for each outpost regardless of how many attempts you make. But even if you have shot 5 pirates you may still not have secured the outpost. There is a dog at the Valsa Docks. It doesn't matter if the dogs detect you, as long as all the other pirates are dead. If they aren't when the dogs detect you the pirates will detect you too and you will loose the undetected bonus (the bonus is tied to the pirates not detecting you).
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