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Advanced warfare submachine guns.Advanced Warfare – Weapons – Submachine Guns

By admin on July 15, 2021 0 Comments

 

Advanced warfare submachine guns.Repulsor (submachine gun)

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Secondary Weapons.Call of Duty: Advanced Warfare | AW – Weapons List | Stats – Black Ops 3

 

Advanced Warfare features a variety of different multiplayer weapons, ranging from simple assault rifles to powerful plasma-rifles, which can be customized with different attachments. The games Pick 13 system works like in Black Ops II by giving you the freedom of choosing the weapons, attachments and equipment that you want. Advanced Warfare – Weapons – Submachine Guns. SMGs are fast moving CQC beasts. They are built for short-range firefights and high mobility. Submachine guns have good base movement speed, fast ADS times, good hipfire spread, and high rates of fire. This makes them work best on maps that have more short-range encounters than medium- to long-range ones. Automatic The Repulsor is a directed-energy submachine gun that was added to Call of Duty: Advanced Warfare on November 18, for Xbox One, and December 18, for PC and PlayStation 4. The weapon can be obtained through Supply Drops or Advanced Supply Drops. Being a directed energy weapon, it has no penetration, unlike other submachine guns.

 

Advanced warfare submachine guns.Category:Call of Duty: Advanced Warfare Submachine Guns | Call of Duty Wiki | Fandom

Nov 06,  · Submachine Guns are the perfect weapons for close quarter combat. They have high rates of fire, but it’s usually balanced out by low power and medium to high recoil. These weapons . Category:Call of Duty: Advanced Warfare Submachine Guns | Call of Duty Wiki | Fandom. Games Movies TV Video. Wikis. Explore Wikis; Community Central; Start a Wiki; Search This wiki This wiki Advanced Warfare Primary Weapons; Community content is available under CC-BY-SA unless otherwise noted. FandomShop Newsletter Join Fan Lab. Explore. Automatic The Repulsor is a directed-energy submachine gun that was added to Call of Duty: Advanced Warfare on November 18, for Xbox One, and December 18, for PC and PlayStation 4. The weapon can be obtained through Supply Drops or Advanced Supply Drops. Being a directed energy weapon, it has no penetration, unlike other submachine guns.
 
 
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Advanced Warfare – Weapons List
Primary Weapons
AMR9 | Call of Duty Wiki | Fandom
Call of Duty: Advanced Warfare Submachine Guns

Repulsor (submachine gun) | Call of Duty Wiki | Fandom

It has the unique capability in its class to be able to mount an underbarrel grenade launcher. Additionally, in the PC and current-gen versions of the game, it is used by enemy Atlas Corporation forces in several missions, though in ” Captured ” they use it in all versions of the game. The AMR9 is a variable damage-per bullet weapon. At any range shorter than eight meters, the AMR9 will deal 34 damage, netting a three shot kill, or a one shot kill in Hardcore game modes.

At any range between eight meters and At any range past This damage profile makes the AMR9 very deadly in close quarters combat, but can also leave the AMR9 as a weak weapon outside of such a range.

The AMR9 makes up for its weird damage and rate of fire qualities in the accuracy category. The iron sights may be a tad small for the liking of some users, but the AMR9 has exceptionally low recoil, possessing mostly the same recoil per shot as other SMG’s, but it has an elevated centerspeed value of , counteracting the small recoil per shot very efficiently.

The AMR9 has above average handling characteristics for a submachine gun. The AMR9 will aim down the sight in a quick milliseconds, will allow the player to move at the default base speed, has a tight hip-fire box, and reloads quickly in most cases, taking as little as 1.

However, the animations for all of these reload times are about milliseconds to milliseconds longer than the Reload Cancel speeds stated above. The AMR9 has an above-average magazine capacity for its class, sitting at 35 rounds, or seven bursts. The player will spawn with rounds of ammunition available for use when spawning by default.

Using Extended Mags will increase this magazine capacity to 52 rounds, one of the largest in the SMG category tied with the ASM1 for the second largest , and will make the user spawn with rounds total by default. However, there is a caveat to this, as 52 is not divisible by 5, and as such, will make the AMR9 have ten bursts to fire, plus one two round burst at the very end. It should be noted that the AMR9’s five round burst nature, combined with its low damage outside of close quarters, will commonly make the player waste more ammunition than need be.

Due to the AMR9’s enhanced movement speed compared to Assault Rifles, this allows the user to move very quickly while still having the Grenade Launcher at their disposal, a unique advantage. The Foregrip reduces per shot recoil, allowing the user to fire more accurately.

However, the AMR9 has low recoil per shot by default, as well as a high centerspeed for its category, making the use of a Foregrip questionable. The AMR9 has the usual assortment of optical attachments at its disposal, and it is up to the player’s preference whether or not they invest in one. Most sights will give a zoom enhancement over the AMR9’s iron sights, however, which makes the high zoom options a bit less appealing.

The Parabolic Microphone will highlight suppressed weapons’ fire on the player’s mini-map, making more rush-oriented players capable of sniffing out stealthy users who happen to be too reliant on their Suppressor for stealth. However, the effect only occurs when the AMR9 is currently being used by the player, and when the mini-map is available.

The Tracker can prove advantageous when fighting users outside of the AMR9’s optimal range, as, even if the player doesn’t kill them, it significantly helps the players’ teammates by painting them on the mini-map.

However, Low Profile will counteract this effect if the victim is using it. The Stock and Quickdraw Grip both improve the AMR9’s handling traits by augmenting the strafe speed and by shortening the aim down sights speed to a mere milliseconds. However, as the AMR9 is a submachine gun, the Stock’s benefit isn’t too useful, as the AMR9 has one of the fastest strafe speeds by default.

For a weapon so hard-pressed for three shot kill area, this attachment can prove very useful to improve the AMR9’s lethality. The AMR9’s three shot kill range will be shortened to just six meters, and the AMR9’s five shot kill range will only go out to As well, because the AMR9 is firing at a faster rate, the centerspeed can’t as efficiently cope with the recoil, making the AMR9 much less controllable on the accuracy front.

Despite these detriments, the range loss and recoil increase can be countered with Advanced Rifling and Grip, respectively. The AMR9 has a few good variants to offer. The Pro Pipe and Royalty variants increase the medium damage to 33 and the minimum damage to 20, which will make the AMR9 have a four shot kill at any range shorter than However, both variants will decrease the fire rate to a class-low RPM, making the AMR9 fare worse in close quarters combat, and have an overall longer time to kill ratio if the user should need multiple bursts in a gunfight.

The Hipshot and Shorty variants will both increase the rate of fire to RPM per burst, making the AMR9 much more powerful in close quarters combat. The Hipshot also has a millisecond aim down sights speed instead of milliseconds, making it have one of the quickest aim down sights speeds if combined with the Quickdraw Grip, aiming in just 90 milliseconds. However, both variants will decrease the minimum damage value to 16, making the AMR9 a seven shot kill at long ranges, with the Hipshot also increasing recoil per shot.

It costs to upgrade each time and costs points to buy off the wall. It has relatively weak damage, best in class handling, and a decent fire rate. It is a unique weapon in the SMG classification of guns, due to it being the only burst-fire submachine gun in the game. It is also unique among burst-fire weapons in that it is the only to be a five-round burst.

However, these two things are not really good qualities, due to the fact that burst-fire weapons go through ammo quicker because the player cannot control the number of shots fired. This is even worse on the AMR9, due to it being five rounds fired. Still, that is five rounds that could hit a target compared to only three, or four, or two.

Besides that, it has a high round unlock and a high upgrade point value. Plus, due to the lack of the Grenade Launcher in Exo Survival, the weapon’s main perk is gone. Overall, it is statistically an average weapon that it may be better to pass over for a full-auto SMG, though it is up to the player’s preference.

It costs 1, credits to buy. Due to it being in one of the first rooms available, relatively low price, good magazine size of 35, and burst fire configuration, the AMR9 is a great weapon for purchase in the early rounds to rack up points. As well, it reloads rather quickly, and has great movement speed, meaning the player is less likely to be overrun by Zombies. An upgraded AMR9 is a very powerful weapon, although the Thermal Scope received at Mk4 upgrade might make using the weapon more difficult that a weapon with iron sights, or other optics.

This wiki. This wiki All wikis. Sign In Don’t have an account? Start a Wiki. Reloading; note that the magwell indicates the 5. Using the AMR9 one-handed in the campaign mission ” Captured “. Categories :. Universal Conquest Wiki. Fire Rate: RPM per burst overall. Integrated Grenade Launcher.

Damage: 16 Range: Assault Rifles. Submachine Guns. Sniper Rifles. Heavy Weapons. Exo Launcher. Exo Abilities. Weapon Upgrades. Exo Armory. Scorestreak Upgrades. Atlas Sword.

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