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Zealocke

Nox's Weapon Modification Guide (AUTHOR WILL REPOST, PLS DELETE THIS ONE)

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Hello guys, nobody transfered this guide from the old forums so i gave it a go, hope you guys dont mind.

 

Thanks to n0xious for this awesome guide.

 

In order to fill the list the following weapons need review.

Hope somebody with more time/experience could do them and ill gladly add them to the list and give credit for:

Please follow the pattern of the guide. (recommended mods, optional mods, justification)

 

Assault Rifles

- Raptor 45.

- Agrotech ACES Rifle

- COBR-A

- FAR

- ISSR-a

 

LMGS

- SWARM

- CASE

 

Shotguns

- Shredder EB

- Colby CSG-20

 

Sniper Rifle

 

- PSR

- N-HVR 243 Scout

- Nekrova ISS-b

 

Submachine Guns

 

- C9

- VAS-C2

- Norseman

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Introduction:

There has been a lot of discussion and questions as to which mods pair well with weapons on both the forums and in-game. Everyone has their favourite mods for their play-style but there has also been little nuggets of excellent advice as to what mods are best.
 
It is this guide's attempt to amalgamate the fractured information scattered hither and thither into a cohesive encompassing guide for the newbie purchasing their first slotted weapon to the most competitive player trying to find the optimum mod set-up and to take into account different possible play-styles.

Mods have a variable effect on weapons. Some mods are a straight upgrade when attached to a weapon vastly increasing combat efficiency, some mods increases the strength of a weapon's niche but makes it weaknesses more pronounced, vice versa or have little to no effect at all.

I will systematically list each weapon in the game and provide a list of applicable mods in descending order of beneficial effectiveness (It'll be colour coded too!). If a mod isn't listed for a weapon then assume that it provides zero/negative benefit to that particular weapon and is safe to be ignored.

[A note on fnmod_weapon_threepointsling3.png3-Point Sling: As this mod has no negative effect it is a straight upgrade to any gun and as such does not need to listed. Therefore don't assume it's useless for a particular gun if it isn't listed. However 3-Point Sling is required for some guns and will be discussed as necessary.]

[Also, TTK = Time to kill, measured in seconds. The lower the TTK the faster the player dies.]

Without further ado;

icon_assaultrifle_ntec.pngN-TEC 5

Required Mods:
fnmod_weapon_shortsighted3.png Hunting Sight 3
fnmod_weapon_rifling3.png Improved Rifling 3

fnmod_weapon_sprayandpray3.png Cooling Jacket 3
fnmod_weapon_combatsling.png Mobility Sling

Recommended Mods:
fnmod_weapon_tagger.png Tagger

Optional Mods:

fnmod_weapon_quickfingers3.pngMagazine Pull 1-3


Justification:
Unlike the STAR, the N-TEC scales extremely well with mods.

Hunting Sight is recommended due to first shot accuracy, its synergy with the N-TEC's excellent bloom recovery which is conducive to accurate tap-fire. With the caveat being harder to track someone in marksman mode at close range.
 
The N-TEC works well with red mods. Rifling 3 is standard and synergizes with the tap fire strategy.

CJ 3 is also a viable choice. Few players will use this mod compared to Rifling 3 however, as this mod requires more discipline to tap-fire with. The untrained player will have their cross-hair blooming uncontrollably if their tap-fire is not consistent. However if you're able to tap-fire well you can kill at the same speed with CJ3 than you would without. The main strength of a CJ3'd NTEC is its full-auto ability. Hold both mouse buttons down at close range and take down any close-quarters user without taking away from your mid-range superiority.

The N-TEC got an indirect buff with patch 1.8, in the form of Mobility Sling. This mod is a good buff for the N-TEC, as it already has minimal accuracy loss while moving in marksman mode, being able to move faster means it makes it harder for other people to track you. It'll make it that much easier when in an open ground firefight with an Obeya/Joker Carbine user at 50m away. They have to crouch while you can WASD strafe without you losing much accuracy at all.

Tagger is a straight upgrade but it means you lose out on Mobility Sling.
Magazine Pull is a personal choice mod, it also doesn't have to be max rank. You can either choose to drastically reduce the reload speed or for a slight reload speed change. Bear in mind, a larger magazine size is also an additional panic button if you need it.

icon_assaultrifle_atac_default.pngATAC 424

Required Mods:
fnmod_weapon_rifling3.png Improved Rifling 3
fnmod_weapon_combatsling.png Mobility Sling

Recommended Mods:
fnmod_weapon_sprayandpray3.png Cooling Jacket 3
fnmod_weapon_shortsighted3.png Hunting Sight 3
fnmod_weapon_quickfingers3.pngMagazine Pull 3

Justification:

The ATAC is almost exclusively used in marksman mode. The ATAC is extremely forgiving with automatic fire and can use Rifling 3 without virtually any downside. Mobility Sling helps with in marksman mobility. Hunting Sight is also a recommended mod maximising in-marksman accuracy. If you're having trouble tracking targets with the increased zoom Hunting Sight provides then feel free to go without.

If you'd like to maximise close quarters effectiveness then consider Cooling Jacket 3. It will however make it harder to pick off targets at mid-range when trying to burst fire.

Magazine Pull 3 can be an option If you instinctively reload after every kill and your aim is consistent enough to ensure a kill even with the fewer rounds in the magazine.

Edited by Zealocke
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icon_assaultrifle_star.pngSTAR 556

 

Recommended Mods:
fnmod_weapon_rifling3.pngImproved Rifling 3

 

Optional Mods:
fnmod_weapon_shortsighted3.png Hunting Sight 3
fnmod_weapon_combatsling.png Mobility Sling

Justification:
The STAR doesn't quite have the bloom recovery or the bullet damage of the N-TEC 5 and is therefore slightly more fragile when it comes to modification. Rifling 3 has good synergy with the STAR's respectable tap-fire but at the cost of less accuracy when fired at full-auto. If you'd like to take full advantage of this assault rifle's range then also consider adding in Hunting Sight and Mobility Sling.

 

Personally, I feel the STAR is best when used without mods. The STAR has good range, good tap-fire and a forgiving full auto ability at close range. Adding mods tend to upset this balance rather than help.

icon_sniperrifle_dmr.pngAgrotech DMR-SD

Required Mods:
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_tagger.png Tagger
fnmod_weapon_shortsighted3.png Hunting Sight 3

Recommended Mods:
fnmod_weapon_bandolier3.png Bandolier 3

Optional Mods:
fnmod_weapon_highmagnificationscope.pngHigh Magnification Scope

Justification:
The DMR comes with a lot of downsides when using, coincidentally the mod system can be used to mitigate the disadvantages it brings. Hunting Sight is an obvious upgrade, it increases standing accuracy so you don't have to crouch if you don't want to. It also makes it easier to tag hitboxes that are sticking out of cover by only a pixel. You run slow with the DMR out, thus switching to it faster with 3-Point Sling is a no-brainer. However if you're going for a more support oriented role then going with a silenced Tagging gun is surprisingly effective and fun to use.

The DMR is interesting in the fact that is has some synergy with a High-Mag Scope. The High-Mag Scope provides a range finder when zoomed in that helps with looking for 2-shot kills at 80m. Though this is at the cost of extreme zoom and FoV, it also makes it harder to "quick-scope" at close range. I dislike the mod but it's an option nonetheless.

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icon_sniperrifle_hvr762.pngN-HVR 762

Required Mods:
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_shortsighted3.pngHunting Sight 3
fnmod_weapon_sprayandpray3.png Cooling Jacket 3
fnmod_weapon_tagger.png Tagger

Recommended Mods:
fnmod_weapon_rifling3.pngImproved Rifling 3

Justification:
That's right, the N-HVR is one of the few guns in the game that has at least 3 required mods, so get a 3-slot in any way you can! Hunting Sight is of course obvious, you want to to be able to tag pixels of enemy hitboxes. Cooling Jacket lowers the TTK which is of course great and is an excellent counter-sniping mod.

3-Point Sling is a game changing mod for the N-HVR however. It allows the player the ability to quick-switch to the N-HVR almost instantly after hitting someone with their secondary weapon. Most commonly the FBW or AP.45. Quickswitching (or "QS'ing") drastically lowers the N-HVR's TTK. The mod also makes the user more mobile which is great in general. 3-Point Sling 3 is a must even if you don't intend to QS.

 

Bearing in mind that when playing in a team, you're more useful hitting with the sniper rifle first (that's 85% health damage) as opposed to just your secondary first.

 

Tagger is can be a good choice if you'd like to support more passively.

The N-HVR actually has damage drop off at 90m. This means that you're actually only doing 51% health damage to enemies at 100m. If you want to maximise your front-ended damage you can actually stick on Rifling 3 for 85% health damage at up to 97m which means you're doing substantially more damage than 51% at 100m. This mod brings no downsides as well, as such is a straight upgrade. Though in most cases the lower TTK that Cooling Jacket brings is more useful.

icon_smg_pmg.pngColby PMG-28

Required Mods:
fnmod_weapon_eagleeyes3.pngReflex Sight 3

fnmod_weapon_rifling3.pngImproved Rifling 3

fnmod_weapon_sprayandpray2.png Cooling Jacket 2

Recommended Mods:
fnmod_weapon_supermag3.png Extended Magazine 3

Optional Mods:
fnmod_weapon_combatsling.png Mobility Sling

Justification:
The standard SMG setup of Reflex Sight and a red mod works well here. Cooling Jacket 2 reduces Time to Kill. Rifling 3 increases range meaning it is possible to 5-shot someone at 42m  :HahaOhNo:.

If you like leaning out of corners with the PMG then you may like to consider Moblity Sling over Reflex Sight.

The gun is also rather random when it comes to bullet spread; Extended Mags lets you keep firing in case of disadvantageous bullet spread.

icon_smg_aces_gold.pngAgrotech ACES R&D III

Recommended Mods:
fnmod_weapon_reflexsight3.pngReflex Sight 3

Optional Mods:

fnmod_weapon_extendedmagazine3.pngExtended Magazine 3

fnmod_weapon_mobilitysling.pngMobility Sling

Justification:
The ACES SMG is surprisingly versatile in the sense that it can be used in marksman mode in a pinch. If you'd like to take advantage of this feature, consider taking Mobility Sling to help with faster corner peeking.

If however you'd prefer to use it like a conventional SMG take Reflex Sight 3 instead.

The ACES being a high bloom bullet hose means that you need to be able to guarantee at least one kill per mag to be effective. Extended Mag helps in this way. If you dislike the extended reload time with extended mags keep it at the stock magazine size and put in 3-point sling 3 instead.

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icon_smg_oca.pngOCA EW-626

Required Mods:
fnmod_weapon_sprayandpray3.png Cooling Jacket 3
fnmod_weapon_eagleeyes3.pngReflex Sight 3

Recommended Mods:
fnmod_weapon_quickfingers3.png Magazine Pull 3
fnmod_weapon_supermag3.png Extended Magazine 3
fnmod_weapon_rifling3.png Improved Rifling 3

Justification:
You'll want to get a 2-slot ASAP. CJ and RS are necessary. If you have a 1-slot I'd suggest CJ over RS. The OCA occupies a very crowded close-quarters niche and as such you'll be facing a lot of enemy Carbines and PMGs. You need to be on the same playing field TTK-wise.

You can actually put Rifling on the OCA as it's not affected by the downside so it's a straight upgrade. Bearing in mind you lose out on Cooling Jacket. Mag Pull is actually a good mod to put in the OCA if you have a 3-slotter. It has a large enough mag size to take the hit of the level 3 version. It's also great if you're a chronic reloader and can't help but reload after every kill. However, the mod also forces a change in playstyle, as you reload often while taking cover repeatedly in a gunfight. Akin to shotgun gameplay. I personally prefer to just fire in bursts with the default mag size than having to be forced to change playstyle. It's still a good mod though. The 'Iron Reaper' preset is good if you don't have the open slotters unlocked.
You may also consider taking EM3 on the OCA instead, even though I detest long reload times in close-quarters combat, you can't deny the benefit of having a large enough mag size to be able to kill up to 3 players without reloading. Try both out in any case.

icon_smg_tommygun.pngColby M-1922

Required Mods:
fnmod_weapon_sprayandpray3.png Cooling Jacket 3
fnmod_weapon_combatsling.png Mobility Sling

Optional Mods:
fnmod_weapon_quickfingers3.pngMagazine Pull 3
fnmod_weapon_eagleeyes1.pngReflex Sight 1

Justification:
No reason not to get Cooling Jacket 3, as it shares the same bloom characteristics as the OCA. Consider Reflex Sight 1 if you dislike the default zoom marksman mode provides. Or no sight mod at all.

The Tommy gun has a long reload time which catches players out, in which case you may take Mag Pull if you're a chronic reloader. However you lose one the strengths of the gun which is its larger magazine size compared to other SMGs giving it the ability to outlast the other in an engagement.

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icon_lightmachinegun_shaw556.pngSHAW 556

Required Mods:
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_muzzlebrakehorizontal.pngMuzzle Break (Horizontal)
fnmod_weapon_huntingsight3.png Hunting Sight 3


Recommended Mods:
fnmod_weapon_magazinepull3.pngMagazine Pull 1-3
fnmod_weapon_reflexsight1.png Reflex Sight 1


Justification:
The SHAW is a 0.5s TTK monstrosity on its own merits. Happily, with the right mods you can make it much better.

 

In my opinion, the 3 mods listed above are non-negotiable. 3-PS 3 is obvious for such a cumbersome weapon.

Horizontal Muzzle Break nullifies a major weakness of the gun; it removes the luck that comes with horizontal recoil and partially converts it into predictable and manageable vertical recoil. 

The sheer amount of bullets the SHAW can fill down range means it has amazing range. Hunting Sight helps in this regard. However Hunting Sight may make it harder to track enemies at close range in Marksman mode.

If you dislike the lower Field-of-View; consider not putting on any sight mod.

 

If you're still uncomfortable with the marksman FoV then consider Reflex Sight 1. The lowered marksman zoom lessens the impact of rapid hipfire/mm switching allowing for easier aiming.

Mag Pull is also recommended as being caught reloading is just as bad as not being able to pull up your SHAW in time. 75 rounds should be enough anyway.

icon_lightmachinegun_alig762.pngALIG 762

Required Mods:
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_huntingsight3.png Hunting Sight 3
fnmod_weapon_muzzlebrakehorizontal.pngMuzzle Break (Horizontal)


Recommended Mods:
fnmod_weapon_coolingjacket3.png Cooling Jacket 3
fnmod_weapon_magazinepull3.pngMagazine Pull 1-3


Justification:
HS3, MB and 3-PS 3 for the same reasons as the SHAW. You may want CJ3 to blow up vehicles faster instead, though you may dislike the extra bloom if you like tap-fire at longer ranges.

 

And no, dont take Heavy Barrel as it reduces hard damage (vehicle damage modifier).

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icon_explosive_osmaw.pngOSMAW

Required Mods:
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_bandolier2.pngBandolier 2


Optional Mods:
fnmod_weapon_huntingsight3.png Hunting Sight 3

Justification:
There are only two real options for the OSMAW. 3PS3 decreases equip time by a small amount (it does not decrease wind up time) and bandolier allows you to carry an extra rocket before having to resupply. Your choice on either for a 1-slot. Take both in a 2-slot.

If you manage to grind out a 3-slot consider a sight mod for precise rocket placement in marksman mode.

icon_explosive_opgl.pngO-PGL 79R

Required Mods:
fnmod_weapon_coolingjacket3.png Cooling Jacket 3
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_magazinepull3.pngMagazine Pull 3

Recommended Mods:
fnmod_weapon_bandolier3.pngBandolier 3

Justification:

Cooling Jacket 3 is a straight upgrade, taking your O-PGL that little bit closer to being a carpet bomb. The 'nade launcher also has surprisingly long equip and reload times. As such, Mag Pull 3 and 3-PS 3 are highly recommended. The single less grenade won't make a difference if you land your grenades correctly.

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icon_rifle_jokercarbine.pngJoker SR15 Carbine

Recommended Mods:
fnmod_weapon_coolingjacket2.png /fnmod_weapon_coolingjacket3.png Cooling Jacket 2/3
fnmod_weapon_magazinepull3.pngMagazine Pull 1-3
fnmod_weapon_rifling3.png Improved Rifling 3
fnmod_weapon_reflexsight3.png Reflex Sight 3


Justification:
The SR15 Carbine is an extremely versatile weapon that can be ADS'd or hip-fired equally effectively. It therefore can be modded with almost anything, like the N-TEC. CJ2 lowers fire rate interval shots to a comfortable level when facing other close-quarters weapons so you can spam a little easier, the bloom CJ2 brings is just accurate enough at max firerate. CJ3 may cause the gun to bloom too much but if you burst-fire you can maintain accuracy at 20m+. Though if you feel you're playing against a lot of enemy Carbines consider taking CJ3 anyway as the lower TTK provides a huge advantage in a 1v1 especially in close quarters.

If you're comfortable with the Carbine's base fire rate then consider Improved Rifling 3, allowing you to challenge ATACs/N-TECs at mid-range.

If you intend to completely ignore marksman mode then take RS3 for maximum hipfire accuracy.

Any level of Mag Pull is a decent choice, take your pick on the potency of its effect.

If you'd like to turn the Carbine into a close quarters machine consider RS3, CJ3 and Mag Pull.

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icon_rifle_obeya.pngObeya CR762

Required Mods:
fnmod_weapon_huntingsight3.png Hunting Sight 3
fnmod_weapon_rifling3.png Improved Rifling 3

Recommended Mods:
fnmod_weapon_coolingjacket3.png Cooling Jacket 3
fnmod_weapon_heavybarrel2.png Heavy Barrel 2/3
fnmod_weapon_tagger.png Tagger
fnmod_weapon_mobilitysling.png Mobility Sling

Optional Mods:
fnmod_weapon_magazinepull3.png Magazine Pull 1-3


Justification:

Improved Rifling 3 is a solid mod with no noticeable downsides. Hunting Sight pairs well with Rifling bringing it back to the laser cannon it once was. If you'd like to make the Obeya a mid-range powerhouse consider either CJ3 or HB2/3. CJ3 reduces TTK and gives you more lee-way in avoiding the debilitating fire-rate cap. However, it will bloom heavily.

 

Heavy Barrel will keep the crosshair tight at maximum firerate but makes you more susceptible to losing longer range fights due to the steeper damage drop off.

Consider taking Tagger due to gun's high damage. Mobility Sling is also an option but movement accuracy while ADS'ing isn't great, it's mostly for closer range scenarios against NTECs and Joker Carbines.

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icon_rifle_obir.pngOBIR

Required Mods:
fnmod_weapon_huntingsight3.png Hunting Sight 3
fnmod_weapon_rifling3.png Improved Rifling 3

Recommended Mods:
fnmod_weapon_mobilitysling.png Mobility Sling
fnmod_weapon_magazinepull3.png Magazine Pull 3

Justification:
Hunting Sight 3 to maximise marksman accuracy and Rifling 3 to maximise range, this is especially important for the OBIR as you will need to battle enemy snipers. Mobility Sling can be good on the Oh-Beer allowing you to reposition between bursts slightly quicker. However if you find yourself switching between the OBIR and your secondary a lot then Mobility Sling may prove a hindrance. 3-PS3 would serve you better in this case.

CJ3 does not reduce the TTK by lowering time between bursts but reduces the time each bullet comes out in a single burst, resulting in a very minor TTK reduction. Therefore it is not recommended at all

The OBIR has a pretty lengthy reload time so Mag Pull is a good choice, you lose out on two bursts with all levels of Mag Pull therefore rank 3 is the optimal version.

icon_rifle_oscar.pngOSCAR NFCP2

Required Mods:
fnmod_weapon_eagleeyes3.pngReflex Sight 3
fnmod_weapon_rifling3.pngImproved Rifling 3
Recommended Mods:
fnmod_weapon_tagger.png Tagger

Justification:
The OSCAR doesn't bloom at all as such Rifling 3 is a straight and valuable upgrade. If you're familiar with the Joker Carbine playstyle consider bringing Reflex 3 for the hip-fire accuracy buff.

Like the OBIR, CJ reduces the time of each burst but not the time between each burst, also the OSCAR fires two rounds therefore Cooling Jacket is even less effective here than on the OBIR. Applying CJ3 results in a paltry 0.02s TTK reduction. I'd stick with IR3's +7m range.

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icon_shotgun_jg.pngJG-840

Recommended Mods:
fnmod_weapon_magazinepull3.pngMagazine Pull 3

Optional Mods:
fnmod_weapon_coolingjacket3.png Cooling Jacket 3

Justification:
Using a pump-action shotgun requires a certain amount of finesse in a low-TTK game like APB. As such you should be modding it to how you feel comfortable with. Mag Pull is often a good choice as you're able to reload a single shell or two even during a fight due to the faster reload speed. CJ3 reduces TTK but drastically increases pellet spread. With the recent change to the JG it has become more inaccurate than before, so it may be better to leave out CJ3.

Reflex Sight provides no benefit to the JG.

icon_shotgun_nfas.pngNFAS-12

Recommended Mods:
fnmod_weapon_coolingjacket3.png Cooling Jacket 3
fnmod_weapon_reflexsight3.pngReflex Sight 3


Optional Mods:
fnmod_weapon_extendedmagazine3.png Extended Magazine 3
fnmod_weapon_magazinepull3.pngMagazine Pull 3

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I was hoping someone would get this into the new Forum. Thank you very much.

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Hunting Sight on an Osmaw

i don't think it is a good idea at all

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Maybe I'm weird, but I've always used and liked HS3 on my Colby M-1922 😃

 

Also I always use HVR and JG with Bandolier 2 (2 because it doesn't leave me with a half full last mag.)

 

Obeya CR762 with Bandolier 3 gives a total of 10 magazines (150 rounds) of reserve ammo this is good if you like shooting a lot (HS3, CJ3, Bando3)

 

 

And thanks for posting this here.

Now to get the newer weapons to this list 😃

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12 hours ago, Randodom said:

Maybe I'm weird, but I've always used and liked HS3 on my Colby M-1922 😃

 

Also I always use HVR and JG with Bandolier 2 (2 because it doesn't leave me with a half full last mag.)

 

Obeya CR762 with Bandolier 3 gives a total of 10 magazines (150 rounds) of reserve ammo this is good if you like shooting a lot (HS3, CJ3, Bando3)

 

 

And thanks for posting this here.

Now to get the newer weapons to this list 😃

Always! I never use thommy gun without hs3

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Dear community:

 

In order to fill the list the following weapons need review.

Hope somebody with more time/experience could do them and ill gladly add them to the list and give credit for:

Please follow the pattern of the guide. (recommended mods, optional mods, justification)

 

Assault Rifles

- Raptor 45.

- Agrotech ACES Rifle

- COBR-A

- FAR

- ISSR-a

 

LMGS

- SWARM

- CASE

 

Shotguns

- Shredder EB

- Colby CSG-20

 

Sniper Rifle

 

- PSR

- N-HVR 243 Scout

- Nekrova ISS-b

 

Submachine Guns

 

- C9

- VAS-C2

- Norseman

 

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ACES Rifle EM2-3 and Mob sling is my setup.

 

Scout, if there's an open slot one (I can't remember) then probably same stuff that Duck uses. (HS1-3, IR3, some others)

 

CASE lmg is identical to Alig if I'm not wrong.

 

PSR is identical to HVR. 

 

C9 identical to oca if not wrong. 

 

Norseman, I've only used the one with the blue mod, CJ3 RS3 were my options. Never tried other mods so can't say if any of them would be good too.

Edited by Randodom

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On 6/1/2018 at 10:36 AM, Zealocke said:

Dear community:

 

In order to fill the list the following weapons need review.

Hope somebody with more time/experience could do them and ill gladly add them to the list and give credit for:

Please follow the pattern of the guide. (recommended mods, optional mods, justification)

 

Assault Rifles

- Raptor 45.

- Agrotech ACES Rifle

- COBR-A

- FAR

- ISSR-a

 

LMGS

- SWARM

- CASE

 

Shotguns

- Shredder EB

- Colby CSG-20

 

Sniper Rifle

 

- PSR

- N-HVR 243 Scout

- Nekrova ISS-b

 

Submachine Guns

 

- C9

- VAS-C2

- Norseman

 

Some of the weapons listed here have preset modifications, ie. CSG and Scout. 

Some of the weapons are also simple reskins of the original weapon in game, ie. PSR = HVR,  COBRA = N-Tec

how did u still have access to the old forums content though?

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1 hour ago, MrBubbleTea said:

Some of the weapons listed here have preset modifications, ie. CSG and Scout. 

Some of the weapons are also simple reskins of the original weapon in game, ie. PSR = HVR,  COBRA = N-Tec

how did u still have access to the old forums content though?

COBR-A is not like N-Tec. Nowhere near N-Tec. 

 

(bad) Mix between Joke Carbine and N-Tec is the closest I would give it

Edited by Randodom

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2 hours ago, MrBubbleTea said:

Some of the weapons listed here have preset modifications, ie. CSG and Scout. 

Some of the weapons are also simple reskins of the original weapon in game, ie. PSR = HVR,  COBRA = N-Tec

how did u still have access to the old forums content though?

Lixil gave a link in a post about it ill give it to you if ya want

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Do not put CJ3 on the N-Tec and do not put RS3 on the OSCAR.

 

CJ3 only increases TTK of the N-Tec by about 0.02s but substantially increases bloom over CJ2, CJ2/IR3 are the only red mods you should use on the N-Tec.

 

HS3/IR3/MS is arguably the best N-Tec loadout in the game.

 

OSCAR's modifier cap is 1.01 so the use of RS3 is just a waste of a slot, usually putting something else (anything else with the exception of HS3 since I know someone is gonna try to troll me 😞) on OSCAR that isn't RS3 is better.

 

IR3 is a requirement because CJ only speeds up how quickly the bullets of your burst will fire, and HB is just one big why. I personally use mag pull because the reload anim is already so fast that you're only out of the fight for a short period of time with mag pull, but you can make arguments for other mods (3PS if you can't use Tagger, Bandolier if you're not a fan of mag pull but I would not recommend EM because of the longer reload time.)

Edited by Similarities

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I'm assuming this original post is multiple years old and maybe we should update it a little bit. Overall still a nice guide and good to bring it over to the new forums 😛

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On 5/31/2018 at 9:31 AM, Zealocke said:

icon_sniperrifle_dmr.pngAgrotech DMR-SD

Required Mods:
fnmod_weapon_threepointsling3.png3-Point Sling 3
fnmod_weapon_tagger.png Tagger
fnmod_weapon_shortsighted3.png Hunting Sight 3

Recommended Mods:
fnmod_weapon_bandolier3.png Bandolier 3

Optional Mods:
fnmod_weapon_highmagnificationscope.pngHigh Magnification Scope

Justification:
The DMR comes with a lot of downsides when using, coincidentally the mod system can be used to mitigate the disadvantages it brings. Hunting Sight is an obvious upgrade, it increases standing accuracy so you don't have to crouch if you don't want to. It also makes it easier to tag hitboxes that are sticking out of cover by only a pixel. You run slow with the DMR out, thus switching to it faster with 3-Point Sling is a no-brainer. However if you're going for a more support oriented role then going with a silenced Tagging gun is surprisingly effective and fun to use.

The DMR is interesting in the fact that is has some synergy with a High-Mag Scope. The High-Mag Scope provides a range finder when zoomed in that helps with looking for 2-shot kills at 80m. Though this is at the cost of extreme zoom and FoV, it also makes it harder to "quick-scope" at close range. I dislike the mod but it's an option nonetheless.

Good guide overall, make sure to add more recent weapon and you're good to go!
 

I was just noticining that your paragraph about DMR-SD is a bit unprecise imo:

-CJ2 is in my opinion crucial for having success with this subpar Sniper, as it allows to shoot slightly faster at closer ranges while not completely ruining your crosshair when shooting at 2-shot range (which btw starts at 88 metres, not 80). So basically CJ2 is good and CJ3 is bad, lol
-Nothing to say about Yellow and Purple mods. You may want to add that DMR takes A LOT of time to equip (1.20 seconds, more than HVR for whatever reason), so 3PS3 it's a very useful mod here.

-Bandolier 3 is fine ig but again CJ2 is just a straight up better mod, so you really don't have room for Blue mods in general.

-High Mag Scope is just a really bad mod that forces you to tunnel vision. CJ2 allows you to get your 2-shot kill very quickly and reliably, with hampering your sight at closer distances. I'd remove that mod and put something fancy like Mobility Sling (DMR's accuracy while moving is INCREDIBLE, but the even longer equip time makes it not worth it most of the time) or HB3 for helping STABBA teammates with stuns LUL

 

Final trivia: don't ever add IR3 on DMR. It makes your 2-shot range shrink even more LMAO don't ever try that
 

Edited by DouglasFalcon
???

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I would recommend to put cj2 instead of 3 in oca to be able to hit everything on 20+m

Pmg and aces don't need mobility sling at all, if you want to lean a corner you don't even need this mod cuz you will not move

Edited by Lign

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Nox reached me, will post the guide on his own. Ill ask this to close.

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