Best Sniper Rifle in Black Ops 2 Multiplayer
Call of Duty: Black Ops II is a first-person shooter developed by Treyarch and published by Activision. It was released for Microsoft Windows, PlayStation 3, and the Xbox 360 on November 12, 2012, and for the Wii U on November 18 in North America and November 30 in PAL regions. Black Ops II is the ninth game in the Call of Duty franchise of video games, a sequel to the 2010 game Call of Duty: Black Ops and the first Call of Duty game for the Wii U. A corresponding game for the PlayStation Vita, Call of Duty: Black Ops: Declassified, was developed by nStigate Games and also released on November 13.
The game's campaign follows up the story of Black Ops and is set in two different time periods; the late 1980s and 2025. In the '80s, the player switches control between Alex Mason and Frank Woods, two of the protagonists from Black Ops, while in 2025, the player assumes control of Mason's son, David (codenamed "Section"). Both time periods involve the characters pursuing Raul Menendez, a Nicaraguan cartel leader, who is responsible for kidnapping Woods in the 80s and later sparking a second Cold War in 2025. The campaign features nonlinear gameplay and has multiple endings.
Development for the game began soon after the release of Black Ops, with Activision promising that the follow-up would bring "meaningful innovation" to the Call of Duty franchise. Black Ops II is the first game in the series to feature futuristic warfare technology and the first to present branching storylines driven by player choice as well as selecting weapons before starting story mode missions. It also offers a 3D display option. The game was officially revealed on May 1, 2012, following a set of leaked information released during the previous months.
Black Ops II received generally positive reviews from critics, with praise for its gameplay, story, multiplayer, and Zombies mode, but was criticized for its Strike Force missions. The game was a commercial success; within 24 hours of going on sale, the game grossed over $500 million. It had remained the largest entertainment launch of all time until September 2013, when Take-Two Interactive announced that Grand Theft Auto V had grossed $800 million in its first day of release. It went on to sell 7.5 million copies in the U.S. in November 2012, making it the highest-grossing game of the month. A sequel, Call of Duty: Black Ops III, was released in 2015. Black Ops II was made backwards compatible for the Xbox One in April 2017.
Take a look below for our list of 10 of the best Call of Duty: Black Ops 2 multiplayer primary guns.
1. MSMC
The MSMC has the highest damage at close range in its class. It takes four shots to kill out to medium range. The MSMC, being a medium capacity, high damage and ranged submachine gun, is most comparable to the PDW-57, which handles similarly. The Laser Sight is a very effective attachment, boosting the already decent hip fire performance. Fast Mag or Extended Clip can help with the sluggish reload time or lessen the need for reloads. As well, well-timed Reload Cancels can make the reload times a lot faster. However, the Extended Mags attachment can come into conflict with reload canceling. At close ranges, it is outperformed in terms of rate of fire by the other faster firing submachine guns in its class such as the Vector K10, but has higher range and somewhat lower recoil, making it more effective in medium range engagements than its competitors. Movement speed is increased by 1.25% when holding the MSMC as well as by 4% over normal ADS move speed when aiming down sights.
Players should avoid long range combat where Assault Rifles, Light Machine Guns and Sniper Rifles dominate, but if one wishes to do so, burst-firing is recommended to compensate for the damage drop-off and recoil. If the player is good at burst-firing, Select Fire can be useful as it takes advantage of the gun's fast re-center speed. The suppressor provides a near elimination of the muzzle flash and keeps the player off the radar when firing, however given the slow rate of fire of the MSMC the suppressor is not as viable as it is on most other SMGs, and the 30% reduction in range is quite a heavy blow considering that range is a main advantage of using the MSMC in the first place. Conversely, Long Barrel can provide a huge asset for the MSMC's second longest in-class range, however, players might find it unnecessary and might save an attachment slot to keep the already decent range as-is.
Overall, the MSMC is one of the most popular weapons in the game due to its high damage and range.
2. AN-94
The AN-94 is the last weapon to be unlocked in the assault rifle category, and is unlocked at level 55. It is fully automatic, with the first two rounds of each burst firing at a faster rate. Because of this ability, the Select Fire attachment is not necessary to fire in manual bursts. The AN-94 will kill in three bullets out to mid-long range and up to five at a distance (four if one is a headshot), but lacks the stopping power to ensure a two-headshot-kill before the damage drop-off. The iron sights of this weapon are very clear, meaning that an optical attachment is not required. With the Select Fire attachment, the AN-94 can be switched to a two-round burst weapon with extremely low recoil. The player can mimic this effect on fully automatic by lightly tapping the trigger, which may lessen the need for Select Fire in many circumstances (although Select Fire is still preferable for long range engagements).
The Suppressor is another excellent attachment for this weapon as the muzzle flash is reduced aiding in accuracy, and the added stealth effect makes it well-suited for more close to mid range firefights. The AN-94 kicks 5% less on its first shot fired when the trigger is pulled, and this decrease in recoil is made more noticeable by the increased accuracy over its first two shots due to the higher fire rate. In addition, the faster initial rate of fire means that the AN-94 is capable of outgunning most submachine guns with perfect accuracy. Depending on play-style, the Adjustable Stock and the Laser Sight go hand in hand with the Suppressor, much like many submachine guns.
It should be noted that using the Select Fire attachment will make the weapon fire in two round bursts, compared to the usual three round bursts. Due to the AN-94's faster rate of fire on the first two shots, a skilled player can potentially fire faster than a default AN-94.
In the July 23rd update, the AN-94's three-shot-kill range was reduced by 15% from 29 meters to about 24.5 meters. However, the gun's four and five shot ranges remained the same, so as not to hurt the weapons effectiveness too badly.
Overall, the AN-94's unique two-round burst ability, low to moderate recoil, good range, and moderately high damage makes it a popular gun among players and a solid weapon.
3. PDW-57
The PDW-57 has a large 50-round magazine and is fully automatic. It is unlocked at Level 4. It takes three bullets to kill at close range (excluding headshot multipliers) and is tied with the MSMC in this regard, though handling characteristics are in favor of the MSMC which has lower recoil, higher movement speed, and a faster reload time. Given that it has the highest magazine capacity, high damage, and an early unlock, it is a highly effective weapon in multiplayer which is reflected in its popularity amongst players.
It has a lower rate of fire than most of the other submachine guns' in exchange for generally higher damage. This makes it more versatile, but less forgiving at close range, greatly increasing the time to kill if the player misses any bullets. Submachine guns like the MP7 and Vector K10 are therefore much easier for inexperienced players to use at short ranges. This is due to their higher rate of fire which allows for more shots to miss, even if their theoretical times to kill are slightly longer.
March 12's patch increased the recoil of the PDW-57 and also increased its hip fire spread slightly. The same occurred with the MSMC.
4. MP7
The MP7 returns in Call of Duty: Black Ops II. It is equipped with a 40-round magazine by default (54 with Extended Clip). The MP7 has a grip, but unlike its Call of Duty: Modern Warfare 3 counterpart, it is folded unless the Foregrip attachment is equipped. The recoil is somewhat increased compared to its predecessor, it kicks harder but the recoil is nevertheless still predictable as continues its upward bias, making headshots more easily obtainable. The iron sights are very clear so optical attachments largely unnecessary. Due to high recoil and low damage at longer ranges, it is advised that users of this gun avoid long range confrontation, where assault rifles and light machine guns have an advantage.
The MP7 is equal to the Type 25 in terms of rounds per minute and equal in damage at short ranges. However, the Type-25's slightly lower recoil and larger 4 four hit kill range makes it a better weapon for longer ranged engagements. However, the MP7 takes a slight leads in reload time and magazine size. In addition, the MP7 has the statistical advantages of a submachine gun, including faster aim down sight time, faster movement, raise and drop times and better hip fire accuracy.
Another gun with extremely similar damage model to the MP7 is the Vector K10. On paper, the MP7 is superior or equal in almost every single aspect, mainly the minor decrease in reload speed and magazine size. However, the MP7 has higher recoil, giving the Vector K10 an edge in accuracy at longer ranges. However, the MP7 comes unlocked by default, where the K10 is available at level 16 and requires unlock token to be unlocked for use.
5. M27
The M27 is the fifth weapon in the assault rifle category, and is unlocked at Level 31.
The M27 is very accurate; featuring a very low recoil pattern, but relatively low damage per shot, requiring four shots to kill out to medium range, or three if one is a headshot. It can take up to five shots at greater distances, or four if one is a headshot. Its rate of fire is average at 750 rounds per minute, on par with the MSMC and PDW-57, and its reload time is 2.03 seconds and its magazine capacity is 30 rounds respectively. These balanced traits make the M27 a fairly forgiving weapon at all ranges, as the moderate rate of fire and adequate reload speed allows the player to miss a few shots without significant consequences.
At longer ranges however, it will be outclassed by burst-fire and semi automatic weapons such as the SWAT-556 and FAL OSW. Furthermore, the M27's low damage makes it inferior in close range engagements to weapons with a faster rate of fire, such as the Type 25. However, its 4-shot kill range extends to a very long distance, as it'll still deal 33 damage out to around 39 meters to compensate for its low damage in close-quarters. This long range makes the use of a Suppressor have a relatively low downside on the range, while giving an extreme stealth advantage to the user.
The primary advantage of the M27 is that it has very low recoil. This is the redeeming factor of the M27 and should not be underestimated. It is very easy to control, even at long range, making the M27 a very potent weapon on larger maps where jumpy recoil may hamper other assault rifles. When paired with a Suppressor, the M27 can effectively be used to eliminate players with Sniper Rifles and Light Machine Guns watching over objectives or long sightlines before they notice the threat.
The relatively clear iron sights reduce the need for an optical attachment, though the added precision of a Reflex Sight can aid in hitting distant opponents. The Target Finder can also prove effective in larger, more open maps like Carrier or Turbine. Alternatively, the combination of a Suppressor and Laser Sight can be an excellent choice for players hoping to tilt the odds in their favor by surprising their opponents and improving their reactivity.
Overall, the M27 is a very accurate, decent all-round weapon with balanced stats and low recoil, making it easy to use at all ranges. This may be beneficial for newer players who are struggling to control recoil or to pick the right engagements. However, the M27 is superseded at most ranges by other, more specialized weapons. Therefore, experienced players who are better at compensating for their weapon's weaknesses and know how to play to their weapon's strengths will likely give the M27 a pass in favor of more rewarding options. The combination of solid rate of fire, extreme accuracy but low damage and relatively quick reload make the M27 a solid medium range weapon that definitely has long range capabilities.
As of the January 26's patch, all assault rifles have reduced idle sway. The four-hit-kill range has been extended from 37.5 meters to 40 meters. The headshot multiplier has also been increased, allowing fewer shots to kill at longer ranges.
6. Skorpion EVO
The Skorpion EVO is the last SMG unlocked, at level 46. It is also included in the "Operative" preset class, along with the B23R. As far as statistics are concerned, this weapon is unable of obtaining a three-shot kill at close-range without the use of headshots, making the more inaccurate users placed at a disadvantage. However, despite the lower damage, the Skorpion EVO still possesses the fastest time to kill in the SMG category, making it a very nasty SMG to use. Its range is very limited, as its 4-shot kill range is very low, and it will quickly steep off into a 6-shot kill. Combined with the high recoil, ranged gunfights are a struggle for players using this weapon.
The EVO possesses a simple 32 round magazine, which is depleted excruciatingly quickly. However, it possesses the fastest unmodified reload time when the player is Reload Cancelling, at around a mere 2 seconds. The reserve ammunition is also depleted quickly, which makes the use of Scavenger almost an essential in creating a class around this weapon.
Good attachments would revolve around boosting its performance at close quarters, as when attachments are correctly used, the EVO can be next to unstoppable at close range. A Laser Sight may not be as necessary due to the already precise and effective hip-fire, but it's still nice to have. If the player has difficulty reload cancelling, they can easily opt for Fast Mag, which makes its reload extremely impressive. If one wants more initial range, the Long Barrel can be put to good use. If one can master the slower reload cancel time, Extended Mags can give some extra supply.
Some attachments, however, may be a bit "too good" for the Skorpion. For example, the Suppressor would be a great addition to the EVO's arsenal, if only it didn't reduce the preciously small range of the gun. As well, it cannot make good use of Rapid Fire, as firing in a long burst will have you reloading in a matter of seconds, not to mention that recoil is increased, and range is reduced.
The iron sights on the EVO are fairly clear, as peripheral vision is overall pretty good on this weapon. This negates the need for opticals, which would leave the gun very unwieldy when under the effects of an EMP.
As long as the player can manage the gun's recoil and very high rate of fire, the Skorpion EVO is a formidable submachine gun that has the throne in close quarters, rivaling the power of even shotguns. This weapon is geared up for one role only: bullet hosing the enemy. Play it smart with this, and many players will be coming out on top of gunfights with it.
7. SCAR-H
The SCAR-H is unlocked at level 8, and combined with its high damage and low recoil it is a popular weapon. Its main drawback is its low magazine capacity. It also has a slower reload compared to the other Assault Rifles, making Sleight of Hand or Extended Mags useful in mitigating the common reloads.
At close range, the SCAR-H will kill in three hits without Stopping Power, and two with the perk. At long range it kills in four hits, or three with the perk selected. Stopping Power is useful due to the weapon's slow rate of fire compared to most automatic weapons.
The SCAR-H also features what most consider very simple iron sights, which give a clear, uncluttered view, meaning that sight attachments are not commonly used.
In Hardcore, the SCAR-H is a one-shot-kill at any range, unless shooting upon enemies using Painkiller, Last or Final Stand, or at targets behind cover. This somewhat negates the need for extra ammo, making Sleight of Hand a useful alternative as the SCAR-H has a fairly long reload time in comparison to other assault rifles. It is also, due to its low recoil, useful with an ACOG Scope, as it has no sway, along with fully automatic fire.
The SCAR-H does not work well with Reload Cancelling as the animation stops a very short period of time after ammunition is added, making Sleight of Hand useful, although low ammo becomes a problem. Using both Scavenger Pro along with Extended Magazines mitigate its low reserve ammunition and magazine capacity.
8. MTAR
The MTAR is the first assault rifle to be unlocked at level 4. It is often underused and uncommon due to being a default weapon. However, it features many positive statistics that make it a robust medium range weapon. It features medium damage per shot, taking at least three shots to kill up close even if all three are headshots. It can take up to five shots at longer ranges, although this is reduced to four shots if one is a headshot. It has moderate recoil and reasonably clear iron sights, which makes the MTAR a highly versatile weapon that lacks a need for any attachment.
It is noteworthy that the MTAR boasts the fastest time to kill of all fully automatic assault rifles, although it is tied with the AN-94 when counting the first two rounds. As such, the MTAR is a good close to medium range weapon for players who wish to retain adequate performance at greater distances. Either the Fast Mag or Extended Mags attachments are both solid choices due to the MTAR's suitability to aggressive play and somewhat lengthy reload. Attaching the Laser Sight will grant superior hip fire performance in close quarter engagements, while the Quickdraw Handle will allow the user to quickly aim down the sights.
As of the January 26, 2013 patch, the MTAR's three-hit-kill range has been increased to 16.5 meters. This increases the range to beyond even that of the MSMC, and with the same rate of fire, making the MTAR a worthy alternative to the MSMC for the niche that it occupies.
9. DSR-50
Along with the SVU-AS, it is available to be unlocked once Create-A-Class is available to the player with the use of an unlock token. It is the most powerful sniper rifle in the game. Its multipliers ensure a one-shot-kill to the arms, torso, neck and head when unsuppressed. Its bolt-action nature leaves the player vulnerable between shots, however, especially when facing multiple opponents at once. Its reload is manageable, and can be partially mitigated with Fast Mag.
When using a Suppressor, the DSR 50 can only achieve one-shot kills to the head, neck, upper arms, upper torso and middle torso. The DSR 50 has the largest idle sway of its class, and thus Ballistics CPU is highly recommended as it reduces the idle sway of the gun.
The DSR 50 is often compared to the Ballista due to their bolt-action nature, but the DSR 50 is unlocked much earlier and kills in one hit from the waist up, whereas the Ballista kills in one hit from the chest up. However, the Ballista boasts a higher magazine size of seven rounds and a slightly faster aim down sight time at 0.35 seconds, a faster bolt pull and also has the potential to attach Iron Sights. The DSR 50 can be seen superior to the Ballista when sheer power and dedicated sniping is looked at, but the Ballista is more suited for an aggressive playstyle.
After the patch 1.13, the rate of fire of DSR 50 was reduced from 50 RPM to 40 RPM. This lower ROF makes it impossible to get a "quad feed" unless one gets multiple kills with one bullet, as by the time the fourth person is killed, the first of the four kills in the feed will already disappear.
10. Type 25
The Type 25 is the second weapon in the assault rifle category, unlocked as soon as Create-a-class is unlocked, but still requires an unlock token. The Type 25 has relatively low damage per shot, killing in four shots up close, three if one is a headshot. At long range, it takes five shots to kill and four shots if at least two are headshots. It performs similarly to the Famas from Call of Duty: Black Ops, with similar attributes such as having lower damage, but with low recoil which acts as compensation.
It is surprisingly effective at all ranges, but shines in close to mid-range engagements. Despite its low recoil, it may be preferable to fire in controlled bursts at particularly long ranges as the high rate of fire can often cause the player to run out of ammo in the middle of a firefight. Select fire can also help with controlled bursts over longer ranges giving it an edge at even longer ranges (even though costing it an extra attachment slot). The iron sights are clear and open, leaving optical attachments largely up to the user's preference.
It has a longer than average reload time, which can be mitigated by the Fast Mag attachment. It also has a decent hip fire spread which can be tightened further using the Laser Sight attachment. The problem with the laser sight, however, is that it slightly obstructs the iron sights. It does, however, consume ammo at an appalling rate, making Scavenger a useful choice. The Extended Clip is also an extremely useful attachment as the Type 25 can run out of ammo very fast, especially when engaging multiple targets.
January 26, 2013's patch reduced the idle sway of all assault rifles. The hip fire spread of the Type 25 was also tweaked slightly, allowing for better performance when firing from the hip. The minimum damage was also tweaked, allowing for fewer shots to kill over long ranges so long as two are headshots.
March 12, 2013's patch increased movement speed slightly while wielding the Type 25 and also increased its medium range damage, making it a stronger competitor against other assault rifles. The Type 25's movement speed is now 96.5%, as opposed to the normal assault rifle speed of 95%.
Best Sniper Rifle in Black Ops 2 Multiplayer
Source: http://litlists.com/10-of-the-best-call-of-duty-black-ops-2-multiplayer-primary-guns/