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Sidearms

Discussion in 'Guides' started by Dathamier, May 5, 2014.

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  1. Dathamier

    Dathamier Well-Known Member

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    I've been saying that I would make this for some time now and I think now is a good time as ever to do it due to me trying to work out the kinks in my scavenger idea (you can check it out if you want). Now, as always this is not supposed to be a "omg you guys know nothing I'm better then you so listen up" post, this is a post with my legitimate knowledge and experience which is nothing like many other players, we all have unique styles of battle so lets not undermine each other ok? with that out of the way let us begin…



    Sidearms: The pistol is the unsung hero to any player's survival. Unlike there overused cousins (primaries) they are all unique in their own right, allowing the players to bring there own style and finesse to the battlefield. I have split them up into two major categories to go off. We have, like the items, Tacticals and Lethals. I will also be using a numbered ranking system in three categories: Speed, Damage, and Potential. The importance of the sidearm is never to be played down by it's name "secondary" nor is it to be overused, again, this is all up to the player in the end and we should all be mindful of this. To start lets look at the…


    Tactical Sidearms

    The Tactical sidearms fall into line with the idea of weakening the opponent to finish them off with your primary to conserve it's ammo. This is largely effective and I have seen most players using this method to great effect. However! this plan puts you at great risk of being shot back at between you switching guns and has gotten many players killed in the process, don't get me wrong though, this is a brilliant strategy and if used correctly can crush a team with ease. Now a look at the guns that flow into this category....


    The USP-45: The ever iconic USP is well known as the worst gun in mc-war. It is to be used only in situations of extreme danger in which you cannot use your primary, due to reloading or just being out of ammo. It does a pitifully small amount of damage and lacks decent enough fire rate to pick off stragglers. The only obvious advantage to this weapon is the ammo capacity, with twelve shots in a clip and decent reload speed it makes an excellent weapon for assassinations and outlasting a close range situation, it’s hip fire accuracy is also quite good


    Speed: 3/10 Damage: 2/10 Potential: 6/10


    The M9: The M9 is an interesting gun, it possesses many traits similar to the USP-45 but has an amazing amount of damage considering the level you get it at (lvl 2). In the right hands this is a force to be reckoned with ( brawler i'm talking to you). The gun, despite however strong it is, cannot be used like a Lethal unless you're someone like Brawler who doesn't care and will just kill you with it anyways. It’s weaknesses can be easily countered by an automatic to make the M9 like a single fire pocket shotgun in a sense. It also lacks the ammo capacity to be on the same level as the USP.


    Speed: 4/10 Damage: 7/10 Potential: 4/10


    The magnum: The magnum is a really difficult choice but I have finally decided to put it with the Tacticals just because of it’s pathetic fire rate which is worse than the USP’s. The magnum is an extremely powerful pistol that can two shot the enemy. I can hear you now “but zoom! the magnum can two shot! why is it with the Tacticals?” well, see the difficulty in actually hitting someone with this blunderbus of a pistol is amazing. therefore, in conjunction with the poor fire rate and lack of ammo, it cannot be used to it’s full effect without LOTS of training. However, this doesn't mean it’s useless, far from it. The magnum can clean up snipers like nobody's business and take down armored targets using selective targeting. Another good part of the magnum is it’s utter domination in close combat which is one of the best.


    Speed: 4/10 Damage: 9/10 Potential: 2/10


    recipes for destruction in the Tactical sidearm class:


    Selective execution: Any sniper, Magnum/M9, Flashbangs, c4, Stoppingpower

    Achievement get!: USP-45 only

    Close quarters domination: Moddel_1887, Magnum/M9, Tomahawk, Flashbangs, Speed



    Lethal Sidearms


    The Lethals are the most known for quick and powerful kills without needing backup from other team members or even your other gun, they excel at picking off swarms of foes with lightning strikes and quick sneak attacks. They require the most overall skill to use and can be like handling a wild animal sometimes. Without further adieu I present the ever iconic...



    Python: ah yes... This gun. The python is the only pistol that can headshot and one of the two that can one shot kill at all. Much like a sniper it must be used from range as it possesses some of the worst hipfire accuracy in the sidearms division. It boasts an impressive nine shots loaded and a fire rate near equal to that of an msr making it much like an extremely inaccurate msr in a sense. The most effect it has is when at eye level with the enemy at mid range. It is the easiest gun to perform a “kill feed” with and can prove incredibly useful on it’s own. This gun is best accompanying a shotgun as it makes up for the range deficit quite well.


    Speed: 8/10 Damage: 8/10 on bodyshot 10/10 on headshot Potential: 1/10



    The Deserteagle AKA: the “deagle”: This is the best one on one combat pistol hands down. It possesses amazing fire rate and almost perfect hipfire accuracy making it deadly to anything that gets in range. It has eight shots loaded and can kill in about four shots give or take some. One of the best parts to this weapon is the knockback which sends targets flying and sometimes kills them from fall damage before actually shooting them to death. It’s weakness is- oddly for the pistols- close range combat, this is where the enemy can take advantage of most player’s reliance of the hipfire accuracy at midrange to either land hipfire automatic shots (which do more damage overall) or blasting you with a shotgun (instant death).


    Speed: 9/10 Damage: 6/10 Potential: 3/10




    The Executioner AKA “exe”: This was the other hard one for me, the magnum would have taken this place if it wasnt for the versatility of this gun. Basically a pocket shotgun this weapon boasts amazing point blank damage as the only other pistol that can one shot kill. It has knockback at almost the level of the Desert Eagle when used at long range and can be used in conjunction with a sniper to push players back and poping them in the head. From a more “lethal” note, the executioner can kill instantly at about five blocks and up to eight if you're really lucky. It’s weaknesses are it’s ammo capacity and reload however but it seems like a good trade off for a gun that can blow up to three players to instant death (true story). This is countered by the high firerate and ability for hit and runs that this gun allows.


    Speed: 7/10 Damage: 8/10 (can't headshot but still point blank OSKs) Potential: 9/10



    And there you have it guys! My road to having an MC-war ultimate guide is almost complete! next up is a Perk guide/doner item guide “the ultimate donator guide to mc-war”. Then my battlefield tactics and awareness techniques. After that they will be compiled and my work will be finished! feedback is appreciated as always! Thanks for reading


    -Jkzoom
     
    #1 Dathamier, May 5, 2014
    Last edited: May 5, 2014
  2. C9_Mango

    C9_Mango Well-Known Member

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    Why da fudge does Python have 1/10 potential? I have seen people nuke with python alone... I haven't seen people do that with exe, yet it has 9x more "potential"...
     
  3. Parkman1221

    Parkman1221 Well-Known Member

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    Nice guide.
    And you tagged Brawler wrong, so I will do it for you :stuck_out_tongue:
    @BrawlerAce_
     
  4. Dathamier

    Dathamier Well-Known Member

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    Potential is potential for creative use of the weapon. The python's soul purpose is to land head shots, not much to go off of there
     
  5. C9_Mango

    C9_Mango Well-Known Member

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    Oh, I thought you meant potential in usefullness
     
  6. Dathamier

    Dathamier Well-Known Member

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    Thank you for the clarification, I'll be more about this in the future
     
  7. BrawlerAce

    BrawlerAce Well-Known Member

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    The reason why I find the M9 useful is because it has a large clip and the same damage as the Desert Eagle. The only disadvantage is that it is a lot slower.
     
  8. C9_Mango

    C9_Mango Well-Known Member

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    Also, I have found the usp not to be that terrible. I went a round with m16 and usp and went like 20-6. I got around 7 kills with usp
     
  9. DuhLynx

    DuhLynx Well-Known Member

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    It does the same damage as desert eagle? WAT...

    Your statistics and info about the guns are inaccurate, Jkzoom. usp has 12 rounds per clip. Also, m9 does a half heart more damage than usp. And executioner 1 shots up to 3 blocks. Desert eagle takes 3 shots or less to kill. Trust me, I tested these on a friend before.
     
  10. BrawlerAce

    BrawlerAce Well-Known Member

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    M9 does 1 heart more damage, and it is identical to the Magnum and Desert Eagle in terms of damage. The USP .45 isn't bad, but it is harder to use. Also, as said, it has a 12 round clip.
     
  11. DuhLynx

    DuhLynx Well-Known Member

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    I was close. :V
     
  12. Dathamier

    Dathamier Well-Known Member

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    Well I thank both of you for that, I think I confused myself a little there. Fixing it now
     
  13. BrawlerAce

    BrawlerAce Well-Known Member

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    To be honest, the only 2 sidearms that aren't very useful for getting kills are the USP .45 and the Magnum. The former because of its low damage and firerate; the latter because you find yourself constantly reloading, and the M9 is the same weapon with a larger clip size.
     
    • Agree Agree x 1
  14. Dathamier

    Dathamier Well-Known Member

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    agreed, there is a certain dignity about the use of the magnum though, it's like the gentelmen's pistol or something
     
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