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M16A4 - Modern Warfare 2 Multiplayer Weapon Guide

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The M16A4 is an assault rifle, which fires a 3-round burst. It is unlocked at level 40.

The M16 rifle family was developed by American company ArmaLite, stemming from Eugene Stoner's design for a new generation battle rifle - the AR-10 in 7.62 calibre.

By 1957, the US Army's needs had shifted and they were now looking for a weapon in the lighter 5.56 by 45 millimetre intermediate calibre - and thus the ArmaLite AR-15 was born - a smaller, lighter variant of the earlier AR-10.

The first military variant of the AR-15, eventually known as the M16A1, first saw service in Vietnam, 1963 - and despite some faltering first steps with regard to maintenance and reliability, the M16 rifle remains in service today, albeit through a number of revisions and improvements.

The most recent version, the M16A4, dates to 1996 - and is standard front-line issue for the US Marine Corps and some US Army Units.

In-game, the M16A4 is a relatively high damage weapon which fires a three-round burst.

The burst weapons tend have the advantage if the first burst kills, but lose this advantage if multiple bursts are required, due to the firing delay in-between each.

Compared to the FAMAS, the M16A4 suffers at long range due to a quicker damage drop-off and higher recoil - but has better handling characteristics, including a faster reload and switch time.

The fast reload of the M16A4 means that Sleight of Hand, while still beneficial, isn't critical to this weapon.

Sleight of Hand suits aggressive tactics, firing from a mobile position - something that the burst weapons tend not so suit so well.

Scavenger, then, can be a great alternative - particularly when paired with Claymores, as you'll be able to hold down a location with two entrances and have sufficient ammunition with Scavenger Pro to last for a quite a while.

Bling is also a viable route with the M16 - the holographic paired with either FMJ or the silencer can be quite effective in the right hands.

You do run the risk of running out of ammunition, but the burst fire weapons are reasonably economical so three magazines worth should see you until you're able to pick up another weapon.

For your red perk, Stopping Power should always be your first consideration for the burst weapons - without it a one-burst kill at long range is impossible, and when equipped will grant one-burst kills at close range even if only two of three shots connect.

You can run an alternative but you'll find that all-too-often you require two bursts to put someone down, putting you at a disadvantage over someone using an automatic weapon.

If you can anticipate such a close-range encounter though, it may be best to rely on a close-range secondary - and the shotguns are ideal for this purpose.

It comes down to your own personal preference: you could choose the power and range of the SPAS-12, or the volume of fire possible with the AA-12 and extended mags. For me, the best balance and handling in a shotgun secondary was found in the M1014; Reliable one-hit kills at most ranges, and quick follow-up shots should you miss.

Using cover effectively is vital to success with the M16; If you're caught in the open you'll struggle to get an accurate burst on target.

Firing from cover makes you a more difficult target to hit, which can give you crucial time to line up a burst and secure a kill.

That's not to say you have to stay in one spot for the entirety of a game; While this can be an effective tactic in some game modes, moving position will allow you to retain a certain degree of surprise.

Avoid tight corridors, and stick to areas where you can take cover if necessary - ideally you want to force engagements at middle distance, where you'll be less vulnerable to weapons suited for close quarters.

The M16A4 handles well and when fired accurately will down enemies more quickly than most other assault rifles.

It doesn't handle well at close range, but if you position yourself well and defend entrances with claymores, you can often fend off even the most stubborn assailants.

With a shotgun secondary, a good position, and the prior warning that the claymores will provide - your defences will prove tough to break.

The M16A4 a weapon that requires first-shot accuracy to be effective, so if you're careful enough to control the engagement and fire from cover, your foe won't stand a chance against a well-placed burst.

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