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mirgro said:
Akvod said:
mirgro said:
The knife is the only reliable weapon I found. Just walk up to them and stab, the hitbox of the thing is very generous and there's like a little dash or something. Far more reliable than any weapons up until the AK for the tech person, shotguns included.

I am on the PC indeed. It was gifted over Steam.

I know that I have stabbed a level 30 player before but I got no gold tags, or maybe he was the wrong one. I just know I've stabbed a whole lot and no gold tags.

The way I see the pin and patch system is that it forces you to play with certain guns even when you don't want to. Having to do something I'd rather not do is a pretty shitty design idea for an entertainment medium.

Also it's fine if you don't like the later guns, but the simple fact is that the early guns are just shit and seem like they only exist so that low level players suck. There is no reason why this game couldn't have been just 10 ranks with half the guns. Considering that 3/4 of the guns are useless, I'm being very generous here.

I think that the shotgun isn't reliable at all. If you can't get a 1 shot kill with it at close range then it's useless. The AK is the Assault's starting gun, are you referring to another gun?

I believe getting players to try out new weapons temporarily is a good thing. But that's subjective opinion, and I respect your's.

No, the early guns and later guns have their advantages and disadvantanges. In other words, they're balanced, nothing is better than the rest. The MG3 has extreme rate of fire, but isn't reliable at far range. Statisticly, it's not better than the M60 in everything, and vice versa. Again, statisticly speaking, the early guns are not inferior to the later. 3/4s of the gun aren't useless the F9000 is good for headshots and close range, the M416 is superior at closer range than the M16, the M16 alllows skilled people to get headshots, the AUG has a nice balance, etc.

You can say that the early guns suck as a matter of opinion, but stasticly, they are not.

The AK 74 or whatever. And it is NOT the starting gun at all. It is the 9A-91 or whatever and it sucks. As does the 2nd and 3rd gun. The AK is the 4th. There is absolutely NO advanatge to those first 3 guns. Literally none. It's not liek one has better aim or better damage or more ammo than the later ones. They are all sucky but different form each other. The numbers say they jsut suck in any way. The later guns are the ones that have different stats and are actually good. Now if everyone had only the starter guns this wouldn't be a problem, but since they suck completely when compared to later ones it is a big problem.

The gun you're reffering to is the starting gun of the Engineer, not the Assault, which has mine and KylieDog's respect. Especially with a red dot (although I do like the tiny iron sights as well) are great fro headshots as it has very little recoil. It does suffer from a low clip though.

I don't like the SCAR too much, the recoil is higher than the 9A

  • 9A-91 Avtomat

    • Damage
      40
    • Accuracy
      50
    • Rate of Fire
      60
    • Magazine Size
      20
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    This compact Russian assault rifle is designed for high caliber ammunition inflicting lethal damage in close quarters. High mobility and sound suppressing capabilities make it popular among Russian police forces.
  • SCAR-L Carbine

    2500 Kit Points Required
    • Damage
      40
    • Accuracy
      50
    • Rate of Fire
      60
    • Magazine Size
      30
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    This Scar Light model is designed for various barrel size modifications and is compatible with a bevy of ammunition types. The rifle's stealthy silencer and frame has made it the weapon of choice of the SOCOM forces.
  • XM8 Compact

    6500 Kit Points Required
    • Damage
      40
    • Accuracy
      42
    • Rate of Fire
      75
    • Magazine Size
      30
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    This compact variation of the XM8 was designed by H & K for personal defense during close quarter battles. It also boasted modularity options allowing for repairs and barrel changes.
  • AKS-74U Krinkov

    16000 Kit Points Required
    • Damage
      40
    • Accuracy
      60
    • Rate of Fire
      70
    • Magazine Size
      30
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    Adopted by the Red Army, this fully automatic carbine was designed primarily for use with special forces such as the airborne infantry and rear echelon support groups because of it's considerable maneuverability.
  • UZI

    26000 Kit Points Required
    • Damage
      32
    • Accuracy
      40
    • Rate of Fire
      90
    • Magazine Size
      32
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    This legendary Israeli submachine gun was designed for personal defense, proving to be very effective in securing confined areas. Its a reliable choice among countless ground forces.
  • PP-2000 Avtomat

    32000 Kit Points Required
    • Damage
      30
    • Accuracy
      40
    • Rate of Fire
      100
    • Magazine Size
      40
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    This modern submachine gun has the unique ability to store a 44 round at the rear where it also functions as a stock. Designed for personal defense and close quarter combat, it is often used by SWAT.
  • UMP-45

    43000 Kit Points Required
    • Damage
      40
    • Accuracy
      60
    • Rate of Fire
      60
    • Magazine Size
      25
    • Magazine Quantity
      4
    • Recoil
      Low
    • Fire Type
      Fully Automatic
    This German built, 25 round, fully automatic submachine gun is noted for its versatility, optimal mobility and silencer, making it a suitable choice for ground forces engaged in close quarter combat.