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Modern Warfare 2 - 10 november

Gisteren de Javelin vrijgespeeld. Vind het echt een leuk wapen. Tien keer afgeschoten, 5 kills, 2 harriers en 1 helicopter.
 
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`netjes.

Ik ben search en destroy verslaafd.
Nog niet bizar veel campers tegen gekomen zoals bijvoorbeeld bij HQ.
En het is nog een beetje taktisch. 1 bom, 2 plekken en maar 1 leven.
Je gaat echt goed sneaken enzo en je moet echt oppassen waar je loopt.

Ik hoop dat het net als met MW1 uiteindelijk zo gaat worden:
Noobs --> ground war
Pro's --> (HC) S&D
 
`netjes.

Ik ben search en destroy verslaafd.
Nog niet bizar veel campers tegen gekomen zoals bijvoorbeeld bij HQ.
En het is nog een beetje taktisch. 1 bom, 2 plekken en maar 1 leven.
Je gaat echt goed sneaken enzo en je moet echt oppassen waar je loopt.

Ik hoop dat het net als met MW1 uiteindelijk zo gaat worden:
Noobs --> ground war
Pro's --> (HC) S&D

Jij zou niet spelen vandaag!!!


:p
 
`netjes.

Ik ben search en destroy verslaafd.
Nog niet bizar veel campers tegen gekomen zoals bijvoorbeeld bij HQ.
En het is nog een beetje taktisch. 1 bom, 2 plekken en maar 1 leven.
Je gaat echt goed sneaken enzo en je moet echt oppassen waar je loopt.

Ik hoop dat het net als met MW1 uiteindelijk zo gaat worden:
Noobs --> ground war
Pro's --> (HC) S&D

kerel ik speelde altijd ground war en ik pwnde
 
Mensen die op PC gamen, add mij ! want ik heb namelijk geen vrienden :(

Destroyer

En oja hoe zie je je K/D ratio eigenlijk op pc, ik zie bij barracks nergens iets van k/d ratio staan

Momenteel eens met FAL bezig, omdat ik eens wat origineler uit de hoek wel komen dan al de rest :D moet zeggen bevalt me wel, zeker goed in search en destroy en hardcore games.

2 hits = kill
( in normal )

Iemand die weet dat die glitch er nog is met FAL met holographic sight dat ie meer dmg doet?
 
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Ik was het toevallig net zelf aan het proberen, maar ik merk tot nu toe niet echt verschil

ik dacht dat ik 'wel' verschil merkte, maar kan ook dat the mind was playing tricks on me, jedi mind tricks

maarjah, ik zit lekker op smallband nu dus kan niet meer spelen

****ing België
 
ik dacht dat ik 'wel' verschil merkte, maar kan ook dat the mind was playing tricks on me, jedi mind tricks

maarjah, ik zit lekker op smallband nu dus kan niet meer spelen

****ing België
idd belgië suckt :(

en het verschil is er, 2 schoten en kill denk ik met holographic :)
 
The FAL is most commonly used by the Brazilian Militia in Takedown. The variant used seems to be a LAR that has been modified with the addition of the surface-integrated rail.

It is unlocked at level 28 in multiplayer.

Ironically, the FAL (Fusil Automatique Léger), which means "Light Automatic Rifle" is limited to semi-automatic fire in both single player and multiplayer. This, despite its power, reduces its effectiveness at close range. Using the shotgun attachment or carrying a close quarters secondary weapon is recommended. It is not as effective as a long range sniper rifle as it takes three shots to kill at long range and the shooter must pause briefly between shots to let recoil settle in order to be accurate giving the target a chance to find cover or escape. Because of the FAL's damage of 35-55, Stopping Power has a minimal effect. It will always be a 2 hit kill at close and medium range and a 3 hit kill at long range, regardless of Stopping Power. Stopping Power only helps noticeably with headshots, allowing it to kill in one hit at close and medium range and 2 hits at long range.

Like the UMP45, the FAL is one of the few non-sniper weapons in the game that can kill in a maximum of three shots regardless of range, Perks, or attachments.

The FAL is greatly affected by having the Holographic Sight attached. For whatever reason, the FAL's minimum damage increases with the Holographic Sight attached. Normally, the weapon would do 35 damage past 1700m, but with the Holographic Sight, this number is increased to 40 damage past 1600m. Knowing this, the gun becomes a 2 shot kill at any range when using a Holographic Sight (even with Bling and another attachment) and Stopping Power. Because of this, using Bling to add a holographic sight and a silencer in conjunction with Stopping Power will effectively remove the disadvantage of reduced range that a silencer usually adds, as the gun will always be a 2 shot kill.

The back of the FAL's iron sights sways when aiming down the sights, although this has no effect on accuracy. For some reason the Masterkey Shotgun attachment removes this swaying, possibly by adding bulk, making the weapon heavier but stable.
 
FMJ op 1887 bedoel je? naar mijn weten werkt dat nog steeds
is patched :) samen met infinite care package glitch naar mijn weten;

---------- Toegevoegd om 00:22 ---------- De post hierboven werd geplaatst om 00:22 ----------

The FAL is most commonly used by the Brazilian Militia in Takedown. The variant used seems to be a LAR that has been modified with the addition of the surface-integrated rail.

It is unlocked at level 28 in multiplayer.

Ironically, the FAL (Fusil Automatique Léger), which means "Light Automatic Rifle" is limited to semi-automatic fire in both single player and multiplayer. This, despite its power, reduces its effectiveness at close range. Using the shotgun attachment or carrying a close quarters secondary weapon is recommended. It is not as effective as a long range sniper rifle as it takes three shots to kill at long range and the shooter must pause briefly between shots to let recoil settle in order to be accurate giving the target a chance to find cover or escape. Because of the FAL's damage of 35-55, Stopping Power has a minimal effect. It will always be a 2 hit kill at close and medium range and a 3 hit kill at long range, regardless of Stopping Power. Stopping Power only helps noticeably with headshots, allowing it to kill in one hit at close and medium range and 2 hits at long range.

Like the UMP45, the FAL is one of the few non-sniper weapons in the game that can kill in a maximum of three shots regardless of range, Perks, or attachments.

The FAL is greatly affected by having the Holographic Sight attached. For whatever reason, the FAL's minimum damage increases with the Holographic Sight attached. Normally, the weapon would do 35 damage past 1700m, but with the Holographic Sight, this number is increased to 40 damage past 1600m. Knowing this, the gun becomes a 2 shot kill at any range when using a Holographic Sight (even with Bling and another attachment) and Stopping Power. Because of this, using Bling to add a holographic sight and a silencer in conjunction with Stopping Power will effectively remove the disadvantage of reduced range that a silencer usually adds, as the gun will always be a 2 shot kill.

The back of the FAL's iron sights sways when aiming down the sights, although this has no effect on accuracy. For some reason the Masterkey Shotgun attachment removes this swaying, possibly by adding bulk, making the weapon heavier but stable.
waar vind je dat allemaal? :p
 
Waar haal je die info vandaan?
 
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