Oversimplified version: AR: use in mid gun fights SMG: Goes BURRR in close gun fights LMG: unlimited rice Shotgun: run around like a headless chicken Sniper: great in long gun fights Marksman: "aim and shoot I guess?"
@@Shuaib_v317 I've only used it when it came out, grinded gold, then dropped it. Goddamn I remember how absurdly fast it killed stuff, it seriously needs a nerf
One tip from me as AGR 5.56 LB player: my recommendation is to build it like a "rifle" for long to mid range maps preferably yet usable for small maps, example builds: Control "Rifle" Base Build: Monolithic suppressor, marksman barrel, granulated grip tape, owc laser tac, 60 round 5.56 mag. (Max range, low horizontal recoil, slow ads but manageable, visible laser) Control "Rifle" Passive Build: Monolithic suppressor, marksman barrel, ranger foregrip, owc laser tac, 60 round 5.56 mag. (Max range, better recoil, slower ads but manageable, visible laser) Control "Rifle" Passive/Aggressive Build: Same as above but use either RTC Laser 1mW or better use MIP Laser 5mW for less STFD for more agressiveness in close range specially (Max range, better recoil, slower ads but manageable, manageable close range engagements, visible laser or not depending choice). Control "Rifle" Passive Build (bonus): Monolithic suppressor, marksman barrel, ranger foregrip, Tactical Scope (or red dot), 60 round 5.56 mag: (Max range, better recoil, slowerrr ads but manageable, more ads zoom lol) Control "Rifle" Passive/Aggressive Build (bonus): Monolithic suppressor, marksman barrel, merc foregrip, RTC Laser 1mW, 60 round 5.56 mag (Max range, good recoil, more accurate hipfire than previous, stealthy preaim) ----------------- Fast Reaction Aggressive Build: Tactical Suppressor, MIP Light Barrel, Granulated Grip Tape, YKM Combat Stock, 30 round 5.56 Mag (short to mid range at best so try avoid engaging in long range fights, decently fast ads with no sacrifice of ads bullet spread, the recoil is worst than default but is still manageable when you get used to it, stealthy preaim, you need strong ammo managament and patience to use this effectively, and of course Gungho perk is a must for aggressive playstyle or Vulture for ammo+health gains, but for hard point mode swap the 30 round mag to the 60 round mag, since it will be hard to keep up in that mode)
it seems very rational to me. Although... I think that the agr, despite having these problems, can be greatly reduced with the box skin. Either way, try to make a video about combinations in the loadout of operator perks and streaks. The best yt content never disappoints
@@immMoon I think it has potential as content to focus especially on the relationship between streaks, the operator and perks to get the most out of these 3 categories and have them go hand in hand.
Heads up on your JAK-12 build, don’t go with the Extended Mag D you literally sacrifice too much movement for just five more shots, go with the Extended Mag C
Also here’s a tip that genuinely helped me master the r9: turn on that option where you cna pretty much full auto a bolt action. It really helps a lot jf you’re not used to constantly tapping the firing button like a semi auto
Try this JAK-12 build Barrel: Ranger Muzzle: Marauder Suppressor Laser: the red one that increases hipfire accuracy Mag: Extended Mag C Grip: Granulated Grip Tape
Take a break bro I spent money to. I take a break the last two weeks from a new season and then before season starts practice aim and movement is practice mode.
0:43 As someone who has used the XPR without the Stopping Power Ammo (along with the M21 EBR), in close quarters, I think it would be a good idea to try to hit your opponent with hipfire.
I've made a PPSh-41 build with almost no recoil, i can say it is all i need, all you need is to focus on getting more ADS speed and try to reduce recoil, but my build made it have more range, mobility, control and accuracy. If y'all want i can share the gunsmith code here
It absolutely smokes most players in close-medium range fights and it can do a good job at long range if you control the recoil properly, of course it requires you quick reaction to kill someone with an AR as of course SMGs do less damage than ARs but they are faster, but if they react faster, you're dead. Also since PPSh fires insanely fast, do not be afraid to spray and lay some suppressive shots before turning a corner, by that i mean start shooting right before turning it so you won't have to react much to kill enemies if they are around that corner, i use a shorter mag but it can still do a good job, if your ammo run out just use your secondary (if it is a good gun) or steal your enemy's weapon, they won't know how to counter you if you kill them with a new weapon each time, right?
For the ZRG the anti vehicle mag is unnecessary, it only really affects the leg multi and if your a good sniper you won’t be hitting leg shots very often so it’s much better to run extended mag A
I like the 60 round mag better than the 40 rnd because it feels right with more ammo and idk it feels better whenever I use the 40 rnd mag I can't get any kills also I'd recommend you the ffar it's really good and if you are fed up with the bp50 give that thing a try
@satinderkumar2644 I do use the ffar but what I'm asking is that I since don't use the silencer barrel should I use the double stack mag for its perks or use 60 for more ammo
So kith what will be best ars and smgs when i can control recoil very good (not toxic meta ) Like i heard outgunning fennec by msmc Pdw with agr We need smthing more videos for it
*All Arsenal Classes by the Foundation* •Assault Rifles (ARs) Description: weapon class which is suitable for moderate distance gunfights. moderate stopping power at close quarters but with right precision, this class is super versatile in any situations. can be fitted with grenade launcher or shotgun deputy to make it super versatile •Battle Rifles (BRs) Description: weapon class which is suitable for moderate and far distance gunfights. high stopping power at moderate distances and with a powerful 7mm rounds, it can obliterate most of the enemies in any distances •Bullpup Rifles (BPRs) Description: weapon class which has a weapon that has one with its firing grip located in front of the breech of the weapon, instead of behind it. This creates a weapon with a shorter overall length for a given barrel length, and one that is often lighter, more compact, concealable, and more maneuverable than a conventionally configured firearm. certain guns can have different calibres for more firepower and stopping powers •Carbine Rifles (CRs) Description: weapon class which resembles an assault rifle but designed for close quarters combat. rifles with shortened barrel makes aiming faster to make it easier to neutralise hostiles in tight areas •Long Range Rifles - Sniper (SRs) Description: weapon class which has a capability of neutralising a hostile at the distances up to 150 Yards. right timing and pinpoint precision can make yourself an unstoppable beast for faraway distance gunfights •Long Range Rifles - Antimateriel Rifles (AMRs) Description: weapon class which resembles a sniper rifle but with a large calibre rounds up to 10mm. designed to pierce through the enemies with well protected armour and light armoured vehicles, but with higher calibre or API rounds can make it more potent during faraway distance gunfights •Light Machine Guns (LMGs) Description: weapon class which uses assault rifle rounds loaded with belt or drum magazines in order to make your areas defend much longer. it can likely to overheat for prolonged firing but with higher capacity rounds with higher firepower can make it unstoppable in close to moderate distance gunfights •General Purpose Medium Machine Guns (GPMMGs) Description: weapon class which uses assault rifle rounds loaded with belt or drum magazines in order to make your areas defend much longer. it can likely to overheat for prolonged firing but with higher capacity rounds with higher firepower can make it unstoppable in moderate distance gunfights •Heavy Machine Guns (HMGs) Description: weapon class which uses rounds that are 10mm or higher, loaded with belt or drum magazines in order to make your areas defend much longer. it can likely to overheat for prolonged firing but with higher capacity rounds with higher firepower can make it unstoppable especially dealing with the heavily armoured enemy troops at moderate to faraway distances •Submachine Guns (SMGs) Description: weapon class which uses pistol rounds designed for close quarters fight and it's known to have high stopping power at close quarters with moderate firepower. not suitable for faraway distance gunfights unless using long range rounds •Shotguns - Pump Action (SG-PA) Description: weapon class which uses gauge rounds that has versatile stopping power at close quarters. slugs can be effective at moderate distances but with moderate stopping powers, ranges from 410 to 23mm can vary depending on the situations. Shotguns - Multi-Barrel (SG-MB) Description: weapon class which uses gauge rounds that has versatile stopping power at close quarters. slugs can be effective at moderate distances but with moderate stopping powers, ranges from 410 to 8 Gauge can vary depending on the situations. Shotguns - Semi Automatic (SG-SA) Description: weapon class which uses gauge rounds that has versatile stopping power at close quarters. slugs can be effective at moderate distances but with moderate stopping powers, ranges from 410 to 12 Gauge can vary depending on the situations. •Designated Marksman Rifles - Bolt Action (DMR-BA) Description: weapon class which •Designated Marksman Rifles - Lever Action (DMR-LA) Description: weapon class which has a versatile reliability for beginners. when used properly, these can be versatile in any distances for the marksman and sharpshooters. common and easier to find •Designated Marksman Rifles - Semi Automatic (DMR-SA) Description: weapon class which has a battle rifle capability but with higher stopping power in moderate distances. limitations of these weapon classes are rare and hard to find in high tier areas •Designated Marksman Rifles - Pump Action (DMR-PA) Description: weapon class which resembles a shotgun but uses rifle rounds to make stopping power more obsolete for close quarters to moderate distance gunfights. limitations of these weapon classes are common but hard to find in high tier areas •Handguns - Pistols (HG-P) Description: weapon class which has a semi-automatic capability but moderate stopping power in close quarters gunfights. suitable with 20 rounds or higher for better firepower. can be dual wielded for better versatility •Handguns - Revolvers (HG-R) Description: weapon class which resembles a pistol but uses revolver rounds with high stopping power in close quarters gunfights. suitable for moderate distances but with moderate stopping power while remaining the high firepower. can be dual wielded for better versatility •Handguns - Machine Pistols (HG-MP) Description: weapon class which has a fully automatic capability with low to high fire rates. can be dual wielded for better versatility •Combat Melees - Close Quarters (CQC-K) Description: weapon class which do not uses bullets. often to be used as close quarters combat just in case your gun bullets run out •Combat Melees - Bayonets (CQC-B) Description: weapon class which do not uses bullets. often to be used as close quarters combat just in case your gun bullets run out; you can it as a bayonets •Grenade Launchers (GLs) Description: weapon class that launches grenades which has moderate firepower against enemy personnels. suitable for neutralising several hostiles to destroying light armoured vehicles •Rocket Launchers (RPGs) Description: weapon class that launches rocket or guided missile projectiles in the targets. capable of using High Explosive Anti-Tank rounds (HEAT), High Explosive Squash Head rounds (HESH), Thermobaric Rounds (TB) and Fragmentation Rounds (SR) that can be super versatile especially for supporting allies. suitable for neutralising heavy armoured hostiles and structures •Single Shot Rifles (SSLs) Description: weapon class which has a single shot capability but with moderate firepower. •Large Calibre Hunting Rifles (LCHRs) Description: weapon class with extreme stopping power and very high firepower that is designed to stop a super zombies or high health enemies •Extreme Revolvers (ER) Description: weapon class which resembles a revolver but loaded with higher calibre rounds. very high stopping power with versatile firepower makes it more versatile especially in close quarters gunfights •Energy Weapon Launchers (EWLs) Description: weapon class which resembles a Rocket Launchers, but it uses energy rounds to launch high energy projectiles in the air. its powerful characteristics can make it suitable for intercepting all of the targets in most extreme distances while maintaining its super high firepower. it's capable of destroying or intercepting any targets even for heavily armoured ones
It means that said AR has good/competitive time to kill in the majority of ranges. A great example of that is with the type 19 and ak117 since they can potentially 4 shot for about 30+ meter combined with their fire rate that makes them great in most gunfights since most of them tend to happen in that range
Flex AR oversimplified: Jack of all trades master of none Examples are ak117 and type 19 with reliable fire rate, average mobility, both having 30+ meters of 4 shot kill, but the fire rate and ttk not being even close to bp50 (until 35 meters) which is the master of everything. Flex AR are usually just easy to use weapons with good range and reliable fire rate with good mobility For example drh isn't a Flex AR due to inconsistent 3 tap, less range and slow fire rate so it's a master of one ( time to kill ) and not great at anything else
Also, @kith, you lost the best opportunity to say "NA45: Don't use this. For the next weapon tho..." 😂 JK I love all your videos, and u're the best YT coach for CODM. (Shoutout to Krispwaffle, if I may he's great with the videos)
Serious question. What can we the people + including the content creators, actually do in order to make Cod mobile devs appreciate us more? We cant hide. People are still getting banned for X amount of weeks/months for no reason, shitty rewards for our time put into the game compared to Garena/Chinese servers, CoDM Devs neither cares about their pro players & neither very much about their content creators. The amount of energy and work the serious people have to give to this game and company is insane compared to what we get back. BUT. Still, cod mobile is better and outperforming most games.. So how can we make the devs actually care and stop making overpowered P2W mythic skins as our "reward" instead of actual quality of life features or the support we deserve in time of need?
Wallbang daddy
I can't stop laughing
finally.
@@FXZ.950 last video: “eh it can one shot”
This vid: “aim and shoot… i guess?”
@@Tom__Cruise101best codm commenter.
Same for mg42 anti mat mag and fmj
Oversimplified version:
AR: use in mid gun fights
SMG: Goes BURRR in close gun fights
LMG: unlimited rice
Shotgun: run around like a headless chicken
Sniper: great in long gun fights
Marksman: "aim and shoot I guess?"
Marksman: Same as sniper, but have 20/20 vision
@@SoapJedibut marksman are better close-mid
marksman: shoot like your grandpa (in all possible ways)
Secondaries: switching pistol is faster than reloading
@vergilante4702 yoo love the reference there, should have put that one
Tip for BP50: go outside, touch grass, and when you come back use another gun if you have any human decency
Best tip💯
Im only using it for grinding camo
@@Shuaib_v317 I've only used it when it came out, grinded gold, then dropped it. Goddamn I remember how absurdly fast it killed stuff, it seriously needs a nerf
@@ThePlatinumBlade yes everything is max for it,I also feel the same when using scorestreakers game becomes too easy and no fun
@Shuaib_v317 the only excusable reason
straight to the point, zero bullshit whatsoever
i love this channel
Maining the NA-45, you gave the perfect setup, tips, and gunsmith for newcomers to the gun. Bravo!
are you in the NA-45 leaderboards?
I just got Master Rank and the Diamond camo for it. I’m not in the leaderboards, but I plan on making that full push into the new Rank season.
@@KithI know one guy who is
I was in the boards.. no 52 SA and I agree with soap jedi@@Kith
"Aim and Shoot i guess?" - Kith
i guess?
One tip from me as AGR 5.56 LB player: my recommendation is to build it like a "rifle" for long to mid range maps preferably yet usable for small maps, example builds:
Control "Rifle" Base Build: Monolithic suppressor, marksman barrel, granulated grip tape, owc laser tac, 60 round 5.56 mag. (Max range, low horizontal recoil, slow ads but manageable, visible laser)
Control "Rifle" Passive Build: Monolithic suppressor, marksman barrel, ranger foregrip, owc laser tac, 60 round 5.56 mag. (Max range, better recoil, slower ads but manageable, visible laser)
Control "Rifle" Passive/Aggressive Build: Same as above but use either RTC Laser 1mW or better use MIP Laser 5mW for less STFD for more agressiveness in close range specially (Max range, better recoil, slower ads but manageable, manageable close range engagements, visible laser or not depending choice).
Control "Rifle" Passive Build (bonus): Monolithic suppressor, marksman barrel, ranger foregrip, Tactical Scope (or red dot), 60 round 5.56 mag: (Max range, better recoil, slowerrr ads but manageable, more ads zoom lol)
Control "Rifle" Passive/Aggressive Build (bonus): Monolithic suppressor, marksman barrel, merc foregrip, RTC Laser 1mW, 60 round 5.56 mag (Max range, good recoil, more accurate hipfire than previous, stealthy preaim)
-----------------
Fast Reaction Aggressive Build: Tactical Suppressor, MIP Light Barrel, Granulated Grip Tape, YKM Combat Stock, 30 round 5.56 Mag (short to mid range at best so try avoid engaging in long range fights, decently fast ads with no sacrifice of ads bullet spread, the recoil is worst than default but is still manageable when you get used to it, stealthy preaim, you need strong ammo managament and patience to use this effectively, and of course Gungho perk is a must for aggressive playstyle or Vulture for ammo+health gains, but for hard point mode swap the 30 round mag to the 60 round mag, since it will be hard to keep up in that mode)
With the PKM, it's really good to play passively and for providing cover fire for your teammates with the faster weapons
Two uploads in two days???
DAYUM CONSISTENT
it seems very rational to me. Although... I think that the agr, despite having these problems, can be greatly reduced with the box skin. Either way, try to make a video about combinations in the loadout of operator perks and streaks. The best yt content never disappoints
how do you think we can make the list better?
hes saying if you are suggesting fennec then also suggest gungho dead silence perk and equlisor with it too. I think
@@immMoon I think it has potential as content to focus especially on the relationship between streaks, the operator and perks to get the most out of these 3 categories and have them go hand in hand.
@@rhythmdisorder yea right I see too many people just using the most random perks so this will help the noobs
Heads up on your JAK-12 build, don’t go with the Extended Mag D you literally sacrifice too much movement for just five more shots, go with the Extended Mag C
or use thermite if you are really good..its a very underrated shotgun imo Better than the r9 but no one wants to admit it
@ yes the thermite rounds are great but it’s too impractical
@@DAWNTHEGARD in snd its op
@@lilfeccibraemusic I know
After I saw your top I started using ASM10 again, and I've been wining more rankeds since then. Wining more gunfights against bp50 users also
My GLORIOUS KING kith on a consistent upload basis
Good tips bro
4:04 ty for not flaming my LB gun :)
Also here’s a tip that genuinely helped me master the r9: turn on that option where you cna pretty much full auto a bolt action. It really helps a lot jf you’re not used to constantly tapping the firing button like a semi auto
Bolt action weapon preload
@@satinderkumar2644 yes exactly
it works on r9? 🤔
where can i see that option?
@@Kith yeah it does, it makes it super op
Try this JAK-12 build
Barrel: Ranger
Muzzle: Marauder Suppressor
Laser: the red one that increases hipfire accuracy
Mag: Extended Mag C
Grip: Granulated Grip Tape
Left codm long ago but im still gona watch this vid fr
I want to leave the game too but I can't cz I've spent too much on it already
Take a break bro I spent money to. I take a break the last two weeks from a new season and then before season starts practice aim and movement is practice mode.
I took a one month break the previous season now this season I’m top 5k in ranked
0:43
As someone who has used the XPR without the Stopping Power Ammo (along with the M21 EBR), in close quarters, I think it would be a good idea to try to hit your opponent with hipfire.
Here you go I'm first, Btw ur videos r great bro ❤❤
Just got back on the game after loosing my account , love your videos , always useful❤
welcome back bro
Losing**
@@Neb_Raska Yeah , my bad
This isn't the content we want
This is the content we need😏
You the best youtuber🎉
He never runs out of helpful content
dude amazing vids man keep it up
"wheres the intro?"
"what intro?" - kith
Ksp and chicom are such amazing versatile smgs!
Zrg is my main sniper since its very easy to use, and even though its ads is very slow, for me I think its underated
Honestly, the thermite mag on the Kilo is actually give more more kill than the stopping since it burn
The timing of this video is perfect
Kith what do you think about the new mythic uzi?
Bro this guy is giving massive value
WE NOT WASTING ANY TIME WHIT THIS ONE
Yo you guys really did it
Thanks a lot man
Thanks for this
Kith is quite obsessed with xpr 50
Left CoDM for AB for a while now, I still watch these videos just in case the BP50 gets nerfed.
how's AB nowadays?
Thanks bro
How can this man upload so often especially on videos like this
i have a lot of help :)
1 tip for BP50: Don't use it :v
yeah! you are right about it lad
Say hi to the new wallbang daddy: Raal mg with 150 ammo and fmj
bro is Ekko, every sec is life 0:00
In terms of features Outlaw is superior to Tundra but it got nerfed and can't do 1 shots
_"Look how they massacred my boy"_
5:18 what’s the red thing on the minimap
That's what I expected!
I've made a PPSh-41 build with almost no recoil, i can say it is all i need, all you need is to focus on getting more ADS speed and try to reduce recoil, but my build made it have more range, mobility, control and accuracy. If y'all want i can share the gunsmith code here
It absolutely smokes most players in close-medium range fights and it can do a good job at long range if you control the recoil properly, of course it requires you quick reaction to kill someone with an AR as of course SMGs do less damage than ARs but they are faster, but if they react faster, you're dead. Also since PPSh fires insanely fast, do not be afraid to spray and lay some suppressive shots before turning a corner, by that i mean start shooting right before turning it so you won't have to react much to kill enemies if they are around that corner, i use a shorter mag but it can still do a good job, if your ammo run out just use your secondary (if it is a good gun) or steal your enemy's weapon, they won't know how to counter you if you kill them with a new weapon each time, right?
Jak12 with dragons breath is unstoppable!
For the ZRG the anti vehicle mag is unnecessary, it only really affects the leg multi and if your a good sniper you won’t be hitting leg shots very often so it’s much better to run extended mag A
2:02 eggo cha? Can anyone explain me this term?
He actually said "don't ego shot" which basically means that you shouldn't try to challenge people a fast firerate gun unless if you are skilled
it was a weird cut, i think he meant ego challenge
Ego-Challenge!
"ego-chal" term used for rushing with no plan, no situational awareness and just being overconfident.
@@SadFred. Just me :) Sometimes destroyed by lazy campers
Day 2 of asking kith to use, rate and rank every mythic
Gks i like it
Its like the drh wanted to be
But pp19 bizon could be
Soo yea its gud
10:07 wym.. the range is just fine fr, i used it in this seasons and spammed at long ranges😂
With the archangel barrel it’s literally a beam (I beamed people across the tunisia map with it, and I’m not even good)
dang bro cooking.
My M13 build has
The longest barrel
Owc laser tactical
Rtc tactical stock
Granulated grip tape.
Should I use the double stack mag or the 60 round.
I like the 60 round mag better than the 40 rnd because it feels right with more ammo and idk it feels better whenever I use the 40 rnd mag I can't get any kills also I'd recommend you the ffar it's really good and if you are fed up with the bp50 give that thing a try
@satinderkumar2644 I do use the ffar but what I'm asking is that I since don't use the silencer barrel should I use the double stack mag for its perks or use 60 for more ammo
60 for wallbang
@@satinderkumar2644i recommend using punctuations. I had a stroke reading your paragraph
So kith what will be best ars and smgs when i can control recoil very good (not toxic meta )
Like i heard outgunning fennec by msmc
Pdw with agr
We need smthing more videos for it
15:57 ya had to keep it for last. Sheesh, I was about giving up
You should upload more often
will do 🙏🏼
@Kith thank you
*All Arsenal Classes by the Foundation*
•Assault Rifles (ARs)
Description: weapon class which is suitable for moderate distance gunfights. moderate stopping power at close quarters but with right precision, this class is super versatile in any situations. can be fitted with grenade launcher or shotgun deputy to make it super versatile
•Battle Rifles (BRs)
Description: weapon class which is suitable for moderate and far distance gunfights. high stopping power at moderate distances and with a powerful 7mm rounds, it can obliterate most of the enemies in any distances
•Bullpup Rifles (BPRs)
Description: weapon class which has a weapon that has one with its firing grip located in front of the breech of the weapon, instead of behind it. This creates a weapon with a shorter overall length for a given barrel length, and one that is often lighter, more compact, concealable, and more maneuverable than a conventionally configured firearm. certain guns can have different calibres for more firepower and stopping powers
•Carbine Rifles (CRs)
Description: weapon class which resembles an assault rifle but designed for close quarters combat. rifles with shortened barrel makes aiming faster to make it easier to neutralise hostiles in tight areas
•Long Range Rifles - Sniper (SRs)
Description: weapon class which has a capability of neutralising a hostile at the distances up to 150 Yards. right timing and pinpoint precision can make yourself an unstoppable beast for faraway distance gunfights
•Long Range Rifles - Antimateriel Rifles (AMRs)
Description: weapon class which resembles a sniper rifle but with a large calibre rounds up to 10mm. designed to pierce through the enemies with well protected armour and light armoured vehicles, but with higher calibre or API rounds can make it more potent during faraway distance gunfights
•Light Machine Guns (LMGs)
Description: weapon class which uses assault rifle rounds loaded with belt or drum magazines in order to make your areas defend much longer. it can likely to overheat for prolonged firing but with higher capacity rounds with higher firepower can make it unstoppable in close to moderate distance gunfights
•General Purpose Medium Machine Guns (GPMMGs)
Description: weapon class which uses assault rifle rounds loaded with belt or drum magazines in order to make your areas defend much longer. it can likely to overheat for prolonged firing but with higher capacity rounds with higher firepower can make it unstoppable in moderate distance gunfights
•Heavy Machine Guns (HMGs)
Description: weapon class which uses rounds that are 10mm or higher, loaded with belt or drum magazines in order to make your areas defend much longer. it can likely to overheat for prolonged firing but with higher capacity rounds with higher firepower can make it unstoppable especially dealing with the heavily armoured enemy troops at moderate to faraway distances
•Submachine Guns (SMGs)
Description: weapon class which uses pistol rounds designed for close quarters fight and it's known to have high stopping power at close quarters with moderate firepower. not suitable for faraway distance gunfights unless using long range rounds
•Shotguns - Pump Action (SG-PA)
Description: weapon class which uses gauge rounds that has versatile stopping power at close quarters. slugs can be effective at moderate distances but with moderate stopping powers, ranges from 410 to 23mm can vary depending on the situations.
Shotguns - Multi-Barrel (SG-MB)
Description: weapon class which uses gauge rounds that has versatile stopping power at close quarters. slugs can be effective at moderate distances but with moderate stopping powers, ranges from 410 to 8 Gauge can vary depending on the situations.
Shotguns - Semi Automatic (SG-SA)
Description: weapon class which uses gauge rounds that has versatile stopping power at close quarters. slugs can be effective at moderate distances but with moderate stopping powers, ranges from 410 to 12 Gauge can vary depending on the situations.
•Designated Marksman Rifles - Bolt Action (DMR-BA)
Description: weapon class which
•Designated Marksman Rifles - Lever Action (DMR-LA)
Description: weapon class which has a versatile reliability for beginners. when used properly, these can be versatile in any distances for the marksman and sharpshooters. common and easier to find
•Designated Marksman Rifles - Semi Automatic (DMR-SA)
Description: weapon class which has a battle rifle capability but with higher stopping power in moderate distances. limitations of these weapon classes are rare and hard to find in high tier areas
•Designated Marksman Rifles - Pump Action (DMR-PA)
Description: weapon class which resembles a shotgun but uses rifle rounds to make stopping power more obsolete for close quarters to moderate distance gunfights. limitations of these weapon classes are common but hard to find in high tier areas
•Handguns - Pistols (HG-P)
Description: weapon class which has a semi-automatic capability but moderate stopping power in close quarters gunfights. suitable with 20 rounds or higher for better firepower. can be dual wielded for better versatility
•Handguns - Revolvers (HG-R)
Description: weapon class which resembles a pistol but uses revolver rounds with high stopping power in close quarters gunfights. suitable for moderate distances but with moderate stopping power while remaining the high firepower. can be dual wielded for better versatility
•Handguns - Machine Pistols (HG-MP)
Description: weapon class which has a fully automatic capability with low to high fire rates. can be dual wielded for better versatility
•Combat Melees - Close Quarters (CQC-K)
Description: weapon class which do not uses bullets. often to be used as close quarters combat just in case your gun bullets run out
•Combat Melees - Bayonets (CQC-B)
Description: weapon class which do not uses bullets. often to be used as close quarters combat just in case your gun bullets run out; you can it as a bayonets
•Grenade Launchers (GLs)
Description: weapon class that launches grenades which has moderate firepower against enemy personnels. suitable for neutralising several hostiles to destroying light armoured vehicles
•Rocket Launchers (RPGs)
Description: weapon class that launches rocket or guided missile projectiles in the targets. capable of using High Explosive Anti-Tank rounds (HEAT), High Explosive Squash Head rounds (HESH), Thermobaric Rounds (TB) and Fragmentation Rounds (SR) that can be super versatile especially for supporting allies. suitable for neutralising heavy armoured hostiles and structures
•Single Shot Rifles (SSLs)
Description: weapon class which has a single shot capability but with moderate firepower.
•Large Calibre Hunting Rifles (LCHRs)
Description: weapon class with extreme stopping power and very high firepower that is designed to stop a super zombies or high health enemies
•Extreme Revolvers (ER)
Description: weapon class which resembles a revolver but loaded with higher calibre rounds. very high stopping power with versatile firepower makes it more versatile especially in close quarters gunfights
•Energy Weapon Launchers (EWLs)
Description: weapon class which resembles a Rocket Launchers, but it uses energy rounds to launch high energy projectiles in the air. its powerful characteristics can make it suitable for intercepting all of the targets in most extreme distances while maintaining its super high firepower. it's capable of destroying or intercepting any targets even for heavily armoured ones
Wallbang Daddy ❌
Wallbang Diddy ✔️✔️✔️
Thank u kith
make series on every comp map spawns and map understanding please
we're working on that!
@@Kith Thanks man Awesome!
I think Kith should play be with me😅
13:08 m21ebr loadout like that and you'll get copious amounts of recoil and flinch, making long range engagements not doable
How much RPM is your channel ?, i am interested in codm content
Is the mono even required? Or should I just turn into to tactical?
pls make a top 10 non meta gunsmith list. im tired of using meta weapons
Noice🔥
Can I substitute the drh for the em2? If so what loadout can I use?
Also forgot I did do this also so I’m up to date with ur vids 🫶🏻🔥😂
Is 25+ sprint to fire helpfull or not?
Almost thought that my phone got bugged. Thankfully, just a display problem.
bro hates switchblade
At least bro still drop tips
Bro also hates SVD
Old subcribe watching for a long time many years but different contry I india
why is the description about iferg
Nahhh i remember being killed here in 2:07 and 2:27 in the same match 3 days ago lol😂😂
GGs 🤣
Upfirst the bp50
Domt use ut😭😭
Dude u cannot disrespect the legendary dlq
Do the best perks
The bp50 hasn't been nerfed😔
Nice Nice good good
for ISO wait for the buff
Does anyone know the name of the green M4 skin and know how to get it?
There is no tip for M16 ?
Why call pdw an iPad gun? Is it better there?
2:08 P-diddyW
Where is the SKS, Kith, cmon you gotta give the only sks main some love (jk)
the sks is in the video 😅
Also why is your tundra so slow
might be a wrong build on the recording
@@Kithyou are using the less flinch build instead of the agro one
Am I the only one who doesn’t know how far 10 20 or 30 meter is during a game
I'm a sentry gun
nice
@Kith you're my friend now
🔥🔥
Pls best secondaries bro
what isthe word "Flex AR" mean? , thanks for the anwser!
It means that said AR has good/competitive time to kill in the majority of ranges.
A great example of that is with the type 19 and ak117 since they can potentially 4 shot for about 30+ meter combined with their fire rate that makes them great in most gunfights since most of them tend to happen in that range
One more thing is that said AR should have above average mobility as well 3+meters of strafe speed for example
Flex AR oversimplified: Jack of all trades master of none
Examples are ak117 and type 19 with reliable fire rate, average mobility, both having 30+ meters of 4 shot kill, but the fire rate and ttk not being even close to bp50 (until 35 meters) which is the master of everything. Flex AR are usually just easy to use weapons with good range and reliable fire rate with good mobility
For example drh isn't a Flex AR due to inconsistent 3 tap, less range and slow fire rate so it's a master of one ( time to kill ) and not great at anything else
I love kith
Also, @kith, you lost the best opportunity to say
"NA45: Don't use this. For the next weapon tho..." 😂 JK I love all your videos, and u're the best YT coach for CODM.
(Shoutout to Krispwaffle, if I may he's great with the videos)
Can you do a give away:iPads 😗🥺🙂
No. 1 tip.
Just use the BP50 instead😂.
Serious question. What can we the people + including the content creators, actually do in order to make Cod mobile devs appreciate us more?
We cant hide. People are still getting banned for X amount of weeks/months for no reason, shitty rewards for our time put into the game compared to Garena/Chinese servers, CoDM Devs neither cares about their pro players & neither very much about their content creators. The amount of energy and work the serious people have to give to this game and company is insane compared to what we get back.
BUT. Still, cod mobile is better and outperforming most games.. So how can we make the devs actually care and stop making overpowered P2W mythic skins as our "reward" instead of actual quality of life features or the support we deserve in time of need?
I did not find Holger? in tips.
it's there brother, after RPD and before ICR-1.
Wallbang papi
Is it me or did every single gun in the game got a buff??