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Call Of Duty Advanced Warfare Ak 47 Ps4.AK | Call of Duty Wiki | Fandom
The AK is featured in Call of Duty: Modern Warfare, appearing exclusively in the campaign, and manufactured by is commonly wielded by Barkov’s Forces and uses many of the same attachments as the AKThe AK uses the model of the “Steel Curtain” blueprint of the AK from multiplayer, and comes equipped by default with the Spetsnaz Elite handguard and the FORGE TAC . In contrast to Call of Duty 4: Modern Warfare, the AK is the last assault rifle and the last overall weapon to be unlocked at level The AK is a high damage-per-bullet assault rifle, best comparing to the SCAR-H and TAR At any range short of 37 meters, the AK will deal forty damage, taking three hits to kill, or two with headshots. #Can you click Call Of Duty Advanced Warfare Ak 47 Ps4 Call Of Duty Advanced Warfare Ak 47 Ps4 BY Call Of Duty Advanced Warfare Ak 47 Ps4 in Articles #Can you click This is perfect, some unfriendly molding issues and injury imperfections here and there but for a clone of a Fab defense gathering to be this well made and sturdy for approximately half the price is insanely good value/10().
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The AK is featured in Call of Duty: Modern Warfare, appearing exclusively in the campaign, and manufactured by is commonly wielded by Barkov’s Forces and uses many of the same attachments as the AKThe AK uses the model of the “Steel Curtain” blueprint of the AK from multiplayer, and comes equipped by default with the Spetsnaz Elite handguard and the FORGE TAC . Sep 03, · The legendary AK is back, and unlike the M16, it’s actually pretty good! Advanced Warfare M16 Gameplay: Nuketown Officiall. In contrast to Call of Duty 4: Modern Warfare, the AK is the last assault rifle and the last overall weapon to be unlocked at level The AK is a high damage-per-bullet assault rifle, best comparing to the SCAR-H and TAR At any range short of 37 meters, the AK will deal forty damage, taking three hits to kill, or two with headshots.
AK/Variants | Call of Duty Wiki | Fandom
Steam Workshop::Call of Duty: Advanced Warfare – AK
The AK is in single player and is the weapon most frequently used by the in-game enemies, such as Ultranationalists and OpFor militants. It is never found with a red dot sight or silencer.
It is far superior in terms of firepower and penetration when compared to most other rifles in the game, and it keeps an open field of view for spotting other nearby targets, although it suffers more in terms of recoil.
The AK’s recoil is mostly visual, as the sights re-settle on the target between shots. The AK is most effective at close to medium range. The AK Grenadier has a max ammo of instead of The AK is one of the only weapons that is more accurate in multiplayer than it is in single player. The AK is one of the first assault rifles unlocked in multiplayer, being available as soon as Create-a-Class is unlocked.
It is a high-damage, slow-firing assault rifle on par with the M16A4 and MP The AK deals damage depending on range, killing targets in three-to-four shots. Head shots generally reduce the number of bullets needed to kill by one. Equipping Stopping Power reduces this to two-to-three shots. In this case, head shots only help outside of effective range. The moderate rate of fire and the high damage per bullet gives the AK among the fastest times to kill out of all the fully automatic assault rifles.
The AK has higher recoil than most of the other assault rifles, with a recoil pattern of 60 up, left, and right, and 30 down. Its centerspeed is average, at The recoil is symmetrical so while the weapon bounces around somewhat while firing recoil tends to go straight up. Reload speed is at 2. The GP and the ACOG Scope are the two most suitable attachments to use as the Red Dot Sight and Suppressor both limit its effectiveness; equipping either of the latter reduces minimum damage to 20, making it take five shots at range to kill in core and essentially making it a slower-firing M4 Carbine or G36C.
This damage reduction also causes the gun to lose its one shot kill ability at range in hardcore. While the ACOG doesn’t cause this damage reduction, the increased zoom, ADS time, and recoil hamper much of the AK’s close range effectiveness, and the increase in idle sway will also somewhat hamper its middle range effectiveness.
The AK is perhaps most versatile when used bare, with no attachments, as it leaves the player with a weapon that does not hamper itself or their class selection. In Hardcore , it kills in one hit against all enemies unless they are using Juggernaut which can be negated with Stopping Power or Last Stand , or those shot through cover, but loses this ability with a Suppressor or Red Dot Sight attached.
The AK appears in Old School Mode with 30 rounds in the magazine and 60 rounds of reserve ammunition. The AK appears as one of the two assault rifles available in the game. It is available on all levels in the game. It is used by almost every enemy. Though the AK bears a similar look to the one in the console versions, it has slightly less damage per round, a higher rate of fire, and much less recoil.
It also has slightly different iron sights, which provide a much more open view around it. The iron sights are more above the gun than in other console games, where the sight is dug in the gun.
As with all other weapons in game, all recoil is eliminated when aiming down the sights, making it effective at all ranges. This is mostly the only weapon to pick up if loss of ammo. In multiplayer, the AK, like all other weapons, is available by default. It is extremely effective due to its high rate of fire, low recoil, and moderate damage. However, it is still recommended to use it at medium range just like in the console versions , as it can be countered at long range by the more accurate M16A4 and the more powerful M and MP5 at close ranges.
It has a beige polymer furniture and a side bracket scope mount, as well as a collapsible stock and a railed handguard. Shots from the AK sound different than those in Call of Duty 4: Modern Warfare , possibly because of the apparent addition of a muzzle brake. In contrast to Call of Duty 4: Modern Warfare , the AK is the last assault rifle and the last overall weapon to be unlocked at level At any range short of 37 meters, the AK will deal forty damage, taking three hits to kill, or two with headshots.
Damage linearly decreases until fifty meters, where the AK will deal thirty damage, taking four hits to kill, or three with headshots. The AK’s three hit kill range to the body ends at 45 meters, and its two headshot kill range ending slightly before 45 meters. The AK has medium bullet penetration power, and will kill or down enemies without interference in one shot in Hardcore game modes.
When equipped with Stopping Power , the AK’s damage profile changes. The AK will now deal 56 damage at any range shy of 37 meters, getting two shot kills, and will decrease linearly until fifty meters, dealing 42 damage, netting a three hit kill, or a two hit kill with headshots. The AK’s two hit kill range with Stopping Power will end at about forty meters.
With Stopping Power, the AK’s damage per bullet becomes very powerful and fairly consistent over range, making the AK solid. The fire rate isn’t bad in the grand scheme, but is unimpressive. The AK is quite accurate.
Its iron sights are very clean and simple, and its recoil profile is quite manageable, kicking equally upwards and to the sides. However, the AK has a heavy amount of visual kick that doesn’t represent the AK’s actual recoil profile, which can deter less experienced players from using it. A trait unique to the AK is that adding any attachment bar the ACOG Scope will multiply the idle sway amount by twenty times, the same effect the Thermal Scope has on idle sway.
This is a unique weakness to the AK, as all other weapons only have their idle sway multiplied by twenty times while using the Thermal Scope, but in the case of the AK, all attachments bar the ACOG will bring this effect. Using no attachments at all will keep the idle sway at its normal amount. The AK’s handling traits are quite poor for assault rifles. Each reload is quite slow on the AK, taking 1.
All around, the AK is a poor-handling assault rifle. The AK has a standard thirty round magazine, making the AK have a ninety round starting ammo loadout when the player spawns in without Scavenger Pro. The AK has the usual set of attachments available to it. The Grenade Launcher is the GP model instead of the M, and while the grenades themselves are unchanged, the GP can be switched to faster, but will reload slower than the M This makes using the GP quickly easier such as on a Sleight of Hand class , but makes prolonged usage harder such as with a One Man Army class.
The GP, like in Call of Duty 4, will add a sight on the right side of the AK, which has no functional purpose in-game besides to distinguish what attachment the AK has. The Shotgun is an unnecessary attachment for the AK, which already has plenty of close quarters power.
The optical attachments are available for the AK The Red Dot Sight is somewhat of a poor choice on the AK, as the front post is not folded down when aiming, and with the visual kick, serves as a large visual distraction, taking away from the Red Dot Sight’s value. As such, the Holographic Sight should be the only sight in use on the AK, if so desired.
The ACOG Scope also lowers the AK’s centerspeed from to , making recoil quite large and difficult to control, combined with the visual kick and the front post. The Thermal Scope is statistically indifferent despite the added idle sway, which is a natural side effect of the Thermal Scope.
The Thermal Scope removes a lot of definition on the real world when aiming, and will lower the AK’s centerspeed to , making shot placement, again, difficult. The Heartbeat Sensor gives the AK portable radar on the side, but is effectively counteracted by Ninja users, which are hard to hear with footsteps. The Heartbeat Sensor shouldn’t be relied on, but can be a useful tool in alerting the player to unsuspecting nearby enemies.
The Silencer removes the AK’s muzzle flash and lowers the AK’s acoustic signature when firing, but will reduce range. It will reduce the AK’s maximum damage range by two-thirds, and will halve the AK’s minimum damage range.
As such, the Silencer is a risky attachment to use on the AK, having heavy cost in the form of extra idle sway and less range. However, it can work well for some players who put the stealth advantage to use.
FMJ increases the AK’s ability to shoot through cover. For the most part, players shouldn’t be using FMJ on the AK too often, as the Holographic Sight has the same effect while changing the sight picture, reducing the severity of the muzzle flash, and fires less tracer rounds which can visually alert enemies to the player’s presence.
However, FMJ is a good attachment should players want to use the iron sights and have more wall penetration power. However, the player should never combine the Holographic Sight and FMJ through Bling, as FMJ will have no effect whatsoever with the attachment combination besides fire extra tracer rounds.
Extended Mags increases the AK’s magazine capacity to 45 rounds instead of thirty. This makes reloads less frequent and allows the player to delay their reloads for longer periods of time.
This attachment pairs well with players who naturally waste ammunition. The AK effectively acts as a bridge between its two competitors, sharing some of the SCAR-H’s superior accuracy and simple iron sights, while sharing some of the TAR’s superior fire rate up close and ammo loadout.
The AK is used by the terrorists who took the children at a school in Lisichansk, Ukraine hostage. The rifle has its wooden furniture, stock, and pistol grip, lacks a muzzle brake and has different yet still clean iron sights.
The magazine is also less curved and the handguard is plain. In the mission ” Executive Order “, the player wields an AK when taking Russian officer’s uniform.
The AK is unlocked at level 38, costing the player The AK is a high-damage, fully-automatic weapon firing at RPM and has almost completely identical stats to the Commando. However, the AK has a longer reload than the Commando along with a slightly slower switch speed as well. The actual recoil patterns of the two guns are also identical, although the AK’s visual recoil is greater than the Commando’s, where the sights kick up before returning to its original position, which hinders long range combat with moving targets.
Due to the AK’s statistical disadvantages compared to the Commando and the severe similarity they bear, the AK is, by definition, an inferior weapon.
While the weapon is very well-rounded, the Commando is an overall improvement over the AK The AK’s only advantages over the Commando are that it’s unlocked earlier and that its GP Grenade Launcher bears statistical uniqueness from the M the Commando uses.
In Zombies , the AK is unavailable in normal conditions. This cycles a few weapons for the player while gradually draining all their points. The weapon has no sounds when it is firing or reloading, and does little damage per shot, only 2.
The AK also cannot be Pack-a-Punched , however, console commands show that the AK was going to be able to be Pack-a-Punched, to which it would gain a Flamethrower attachment. The AK is the most common weapon in the campaign, as it appears in every mission, which means that the ammo would never be a problem.
It has the standard rounds magazine, high power and high recoil, low accuracy, and the iron-sights are somewhat difficult to use; adding a scope resolves the problem, and also changes the recoil magnifying it, but only upwards, making it somehow more controllable.