M.M. Weapon Suggestions Needed
Whilst playing a M.M. round, I began thinking about weapon choices. I play M.M. often, and I think I should have a gun to reflect that. In all of my extensive crossfire career (just under one month [LOL]) I had never given thought to which gun could be the 'best' for multipurpose fighting in mutation mode.
Being the scholar that I am, I decided to converse this matter with my peers on the forums. After checking out a few threads, I found many rather varying oppinions on what exactly the best M.M. gun is. Question still in mind, I determined that the best M.M. weapon would in all likelyhood be a ZP weapon. However, before mindlessly tossing more (yes, more [I have had bad experiences with the black market...]) money into the game, I thought it prudent to find out how much I would need, approximately.
I hit a brick wall here, though. I didn't even know what weapon I would need, from crates or otherwise, much less the average cost/probability of crate success. So I come to you with one humble request: That you would tell me which weapon to get. Please include in your post about how much ZP I'll need to purchase your suggested gun, if you know it.
Information you may need:
Current VIABLE guns include, but may not be limited to: M4A1-C, AK Silver, MP5(k)-ADV, and a great number of varying TEMPORARY assault weapons that I would rather not use.
I dislike glitching, although I can if need be. I prefer camping at a defensible site with a few friends; the problem is that, should one of them be the mutant, I would like to be able to run away, or at least have enough ammo to get away with considerable damage dealt. (not necesarily escaping)
I ussually play at port.
I would also like suggestions concerning sidearms.
I am aware that there are other threads on this topic, but none of them (yeah, I checked the forum's search engine) 'answer' this question. Some of them even wait until the end to say something like "your weapon choice really depends on which weapon you like best", or simply pointing out the pros and cons of each gun, leaving you with no suggestion, no personal preferance. They don't even establish a ranking system or general idea whether, say, the accuracy and mobility of gun A will outweigh the high ammo of gun B, or the power but recoil of gun C puts it above the blatantly low power, recoil, and knockback of gun D. Obviously, a clear winner ought to be chosen for such a unique mode of gameplay.
Being the scholar that I am, I decided to converse this matter with my peers on the forums. After checking out a few threads, I found many rather varying oppinions on what exactly the best M.M. gun is. Question still in mind, I determined that the best M.M. weapon would in all likelyhood be a ZP weapon. However, before mindlessly tossing more (yes, more [I have had bad experiences with the black market...]) money into the game, I thought it prudent to find out how much I would need, approximately.
I hit a brick wall here, though. I didn't even know what weapon I would need, from crates or otherwise, much less the average cost/probability of crate success. So I come to you with one humble request: That you would tell me which weapon to get. Please include in your post about how much ZP I'll need to purchase your suggested gun, if you know it.
Information you may need:
Current VIABLE guns include, but may not be limited to: M4A1-C, AK Silver, MP5(k)-ADV, and a great number of varying TEMPORARY assault weapons that I would rather not use.
I dislike glitching, although I can if need be. I prefer camping at a defensible site with a few friends; the problem is that, should one of them be the mutant, I would like to be able to run away, or at least have enough ammo to get away with considerable damage dealt. (not necesarily escaping)
I ussually play at port.
I would also like suggestions concerning sidearms.
I am aware that there are other threads on this topic, but none of them (yeah, I checked the forum's search engine) 'answer' this question. Some of them even wait until the end to say something like "your weapon choice really depends on which weapon you like best", or simply pointing out the pros and cons of each gun, leaving you with no suggestion, no personal preferance. They don't even establish a ranking system or general idea whether, say, the accuracy and mobility of gun A will outweigh the high ammo of gun B, or the power but recoil of gun C puts it above the blatantly low power, recoil, and knockback of gun D. Obviously, a clear winner ought to be chosen for such a unique mode of gameplay.
Comments
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Sidearms
Desert Eagle - Great power, good ROF, decent reload speed. Expect to do heavy damage while on the run to a single mutant.
P228 - Low power, good ROF, decent reload speed. Expect to hold up 2 mutants while on the run with this sidearm.
Assault Rifles
G36K - Great ROF, decent damage, decent reload speed, great accuracy close range. The ROF of this gun makes this gun extremely deadly close range. Its easily capable of knocking a mutant way far back. Great for knocking mutants off crates/ledges in your camping spot. Expect this gun to hold off a mutant.
M4A1 - Decent ROF, good damage, decent reload speed, great accuracy close~long range. Can easily hold off 1~2 mutants until your ammo is gone. Expect to do quit a few damage to the mutants
Ak47 - Alittle slow ROF, great damage, decent reload speed, great accuracy. Recoil can be in the pain in the ass for people who don't burst/know how to use it. This gun is extremely deadly due to its power. Expect 1~2 mutants to run behind corners to recover their hp in a short amount of time shooting these mutants.
Running and surviving is your #1 priority. MM isn't about who can get the most kills. Its about surviving for the soldiers. If there are 2 mutants out there, and you see 1 is afk, but don't see the other one. Don't go rushing down there and start shooting the afk mutant. Shooting will give away your position, therefore, the 2nd mutant knows where you are. If you are hiding in a spot by yourself, and you see multiple mutants coming towards you, best choice you got is jumping down from your camping spot, and switch to your sidearm to hold em off. Flash is important in running away from mutants from my experiences.
Aim is your #2 priority. You can give the best gun to person who can't aim well, and he will probably miss shots, and those missed shots mean less knock back for the mutant. Better aim = more bullets hitting the mutant = more knock back.
Reload is your #3 priority. Use your ammo wisely. If you see a single mutant running towards you, don't spray your whole clip. If your with a few people, wait until your team are done reloading, so you can reload while they're shooting.
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