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Chicom CQB - Black Ops 2 Weapon Guide

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This time, we're covering the Chicom CQB.

Unlocked at level 37, this weapon is unusual in that it's the first burst-fire SMG seen in the Call of Duty Series.

The Chicom CQB is based on the export model of the real-life Chinese SMG, the QCW-05.

The initialised name translates from Chinese as 'Silenced Assault Gun', as indeed the weapon comes equipped with a suppressor.

The original variant of the weapon, intended for the Chinese market, was chambered for the subsonic 5.8 by 21 millimetre DCV05 cartridge.

The variant seen in Black Ops 2 is the export model, intended for a wider market - and is chambered for the more common 9 by 19 millimetre Parabellum cartridge.

The 9mm magazines are interchangeable with existing MP5 ones, and the integrated iron sights of the export model are replaced with Picatinny rails, for greater customisation.

The model seen in-game makes use of these rails with a built-in yet non-functional tactical light, similar to that seen on the FMG-9 from Modern Warfare 3.

In-game, damage is low - and despite the Chicom firing only three rounds per burst, you'll usually need at least four shots to kill.

At a middle range, you'll quickly hit the Chicom's minimum damage - where you'll need at least six shots to kill.

Paired with its low penetration, damage is clearly not this weapon's strongest suit - only the Skorpion Evo trails the Chicom in such traits.

Thankfully, output is more than generous - 1250 rounds per minute within the burst, and with no mandatory delay between each 3 rounds fired.

With a good trigger finger you can put a tremendous amount of lead down range: and pairing the Chicom with rapid fire will let you fire a spectacular 1893 rounds per minute - the fastest potential fire rate in the game.

Select Fire will allow you to fire full auto, but will decrease your rate of fire to 937 rounds per minute, the same as the Vector or MP7.

The Chicom's high rate of fire complements its hipfire performance nicely: with unaimed accuracy more than sufficient for close-quarter use, on par with most other SMGs.

Recoil is generally low, principally kept in check by the burst fire: your major opponent in long-range engagements is the low damage.

Within the effective range of the Chicom, it's easy enough to land 3 rounds on a single target.

Aim time is quick, at the SMG default of 200 milliseconds - and movement speed is similarly quick, at 100% of the base speed.

Magazine capacity is fair, at 36 rounds - or 12 bursts.

Extended Clip will take this to 48 rounds, or 16 bursts, instead.

Reloads are relatively fast, at just 2.1 seconds: and given that the burst-fire mode will help to limit consumption, resupplies will seldom prove problematic.

With good map knowledge and an awareness of your enemy's position you can deal immense damage, completely defeating your enemies ranged defence by appearing in unexpected location.

It's imperative that you make good use of your mobility, and seek indirect routes to get behind your foe: a direct assault will often lead you into your opponent's sights.

Instead, feel out the unguarded portions of the map - whether via underground passage or precarious ledge to circumnavigate your foe, remaining undetected until you're firmly within enemy territory should be your prime concern.

Once you're behind the lines, you can start to deal a crippling blow - and with your ability to remain hidden from radar, you can change up position to elude any reprisal.

Should you prove successful, you'll frustrate your opponent and render them helpless, their defences broken and your victory assured.

The Chicom CQB is an interesting SMG with the potential to dispense an alarming amount of lead in a short space of time.

Paired with great handling traits, it's this ability to rapidly spew lead that proves to be the Chicom's key trait: in a close quarter gunfight, you'll usually be the first to land a shot on target.

The burst fire mode can be inconvenient, but paired with a good trigger finger it can prove as effective as an automatic weapon, and otherwise enforces recoil control, and helps extend your magazine to tackle multiple opponents at once.

Unfortunately, despite its low recoil the weapon suffers at a longer range due to its poor damage - with six shots to kill, it's generally better to flee from longer ranged engagements than attempt to land multiple bursts.

Still, as long as you limit the Chicom to close-range engagements, its performance is solid: and while it lacks raw damage, the fast fire rate means it will prove consistent in closer quarters.

As long as you cut your cloth according to your means, and don't overextend yourself with this weapon - you'll tear the fabric of your opponent's defence, and leave the killfeed...

...bursting at the seams.

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