SPAS12 Modern Warfare 2 Multiplayer Weapon Guide











############################# Video Source: www.youtube.com/watch?v=h_msORjkXkI

Facebook:   / ahoyyt   • Twitter:   / xboxahoy   • This time around we're looking at another secondary weapon, first in the shotgun category - the SPAS-12. • The SPAS-12 is a pump-action shotgun, meaning that for every round fired you have to wait until the action is cycled until you can fire again. • In real-life the SPAS-12 can operate in semi-automatic mode (much like the M-ten-fourteen), firing at a rate of about 4 shots per second. Presumably, for balance purposes, the rate of fire has been limited. • The SPAS-12 is an Italian weapon, designed and first produced in 1979 by Franchi. • It fires the common 12-gauge shotgun cartridge, although it is limited to shells of the standard length of two and three-quarter inches. Presumably in-game the shotguns fire buckshot, likely double-aught or similar. • The iron sights are a rear aperture, front post type - but they really don't matter as the limited range and shot dispersion of the shotguns mean aiming is among the least of your concerns. • The SPAS-12, then, is a devastating weapon up close - as with most of the shotguns - usually resulting in a one-shot kill if even only a few of the pellets make contact. • The SPAS-12's range is very good when compared to the rest of the shotguns - it can kill in ranges greater than that of the post-patch 1887's. • However, at longer ranges a one-hit-kill certainly is not guaranteed - and at middle distances your shots will not connect at all. • It's imperative that you use the shotgun for only close-range encounters - trying to run around in the open will mean that pretty much anyone will be able to outclass your weapon's range. • Stick to the inside of buildings, twisty corridors and tight spaces and you'll be able to settle arguments very quickly with the SPAS-12. • There are a number of attachments available through completing the marksman challenges for the SPAS-12 - the first of which is the red dot sight. • The sights are not particularly useful - the limited effective range means that fine aiming isn't your prime concern. The red dot doesn't hinder you in any way, but I never felt that it helped much either. • With the marksman 2 challenge you unlock the silencer - which reduces the effective range of the SPAS-12 to about the same as a commando lunge. • If you're looking for a silent close-quarters weapon, the knife or a silent SMG is a better bet. Adding a silencer to the SPAS limits you to camping doorways in wait of unsuspecting foes. • In short, if you want to use a shotgun, go loud. There's no point in limiting your already limited range with a silencer. • Next attachment is the grip - which sounds useful, but really doesn't make any difference to the SPAS-12's effectiveness. • It reduces the muzzle climb slightly - but the slow rate of fire means that your aim will re-zero for each shot anyway, so accuracy is unaffected. • Weapon cycle time is the same too- The grip has no negative effects, but any positive effects are negligible. • FMJ is the next attachment - and like most of the attachments before it, it's largely useless. • Shotguns have next to no effective penetration, and FMJ doesn't change that. I'm not even sure it has any effect whatsoever. • Penultimate attachment is the holographic sight - which looks pretty cool, but is about as effective as the red dot. • I believe aiming down the sights reduces shot spread slightly but at close ranges an additional sight simply isn't necessary. • The final attachment, at 400 kills, is the extended magazines. • This is probably one of the more useful attachments, although the magazine size of the SPAS-12 is generous enough already - 8 shells is the default. • If you feel the need for 16 shells in your magazine though, go right ahead - although do bear in mind it takes nearly half a minute to fully reload should you deplete your extended magazine, partial reloads notwithstanding. • In short then, there are no essential attachments for the SPAS-12 at all - the bare gun with no attachments is just as effective as any other combination. • Luckily this shotgun is terribly effective up-close, attachment or not. • Since the rise and fall of the akimbo Model 1887s, shotguns have taken on a bit of a bad reputation - but the SPAS-12 is balanced enough not to be an issue. • It's certainly not without its detriments - a slow rate of fire and limited range means the SPAS-12 won't come out top in every encounter. • But it's a great close-quarters weapon, and on occasions you can get a great streak by taking the initiative and charging headlong into the enemy spawn - which is remarkably good fun, when it works. • The SPAS-12 is definitely a good secondary choice, as long as you've got something effective at longer ranges as your primary weapon.

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