Mw3 how much does rapid fire increase




















After firing a tactical rifle, expect the bullet to reach its target faster than most of the Black Ops Cold War guns across Warzone , allowing you to aim more on target at a distance rather than needing to adjust your aim to account for travel time. The category is split roughly down the middle between semi-auto and three-round burst weapons at launch.

The Type 63 , unlocked with Create-a-Class at Military Rank 4, deals the most damage out of the two semi-auto tactical rifles at ranges closer than 20 meters, yet has a slightly slower rate of fire and larger damage drop-off past that range. Its iron sights are also less obstructive, and it has five more bullets in its standard magazine, in addition to larger magazine sizes via attachments.

So, is the Type 63 more CQB friendly? Technically, yes, but look at it this way: if its damage within 20 meters is higher than the other semi-auto weapon in this category, then it may be worth a look to attachments that boost effective damage range.

If you are trying to use it at a distance, though, be sure to wrangle its higher recoil, otherwise those follow-up shots are going to be sent skyward. At Level 49, the DMR 14 becomes available for use in loadouts, playing the role of the more accurate, precision-focused battle rifle that also comes with a slightly faster fire rate. With lower recoil, superior muzzle velocity, and slightly better range out of the box compared to the Type 63 , it could be considered the more long-range tool out of the two, especially when equipped with high-magnification optics and attachments that further reduce its recoil.

However, thanks to a faster fire rate, the DMR 14 could be the weapon that can be fired in close-quarters during desperate times. Because it too boasts a one-shot headshot potential in its close damage range, one could throw on one of the barrels that boost fire rate and mash their trigger.

As for the three-round burst tactical rifles, the first that can be unlocked is the M A well-aimed single burst of bullets can down an enemy operator with little armor, and two can tear through a whole armor set plus the operator, making this weapon highly lethal in the hands of players who fire with precision. Bursts from the M16 are tightly grouped together, so if the target down range moves, there is a better chance that they all hit it. Still, it might be a good idea to equip some recoil-mitigating attachments to this weapon, as it tends to only be accurate at short to medium range.

Compared to the M16, it has a more pronounced burst delay, longer effective range, and built-in 1. The grouping within each burst of the rifle are also more spaced apart, which makes fire rate-boosting attachments something to consider if hitting all three shots in that first burst matters. Later in Season Three, expect another three-round burst weapon to rival the two available at launch, but even after it drops, the core four tactical rifles are forces to be reckoned with in the hands of an accurate Operator.

Or two, to be exact. However, these weapons share one common trait: in the hands of a skilled soldier who understands their individual strengths and weaknesses, they can be deadly. At first, you may think this category is an extension of the sniper rifle category.

And you would be right, to a point. Yes, these are slow-firing, high damage weapons that require a bit of skill to use, and that work extremely well with a high-magnification optic. On top of this, their reload times are slower than the average weapon, with some requiring a reload by the bullet or, in the case of the actual misfits of this category, one crossbow bolt for the only slot it can be placed in. Marksman rifles are more effective in close-range fights, trading off some of the bullet velocity and stability of a sniper rifle for better handling statistics.

In general, an Operator holding a marksman rifle can move, aim down sights, and fire out of a sprint more quickly than one using a sniper rifle. Therefore, marksman rifles are great for those who want to use a weapon that is powerful like a sniper rifle, but also want to be more mobile around the Warzone. You can still use a marksman rifle like you would a sniper, especially when using certain attachments that boost range and provide a magnified sight picture.

With the longest barrel for the weapon and Monolithic Suppressor equipped, that Marksman Rifle essentially fills the role of a traditional sniper rifle, able to bring enemies down with a single headshot, all included inside a more mobile package.

Another weapon that fits this role is the SP-R from Modern Warfare , which also boasts a similarly punishing damage output to a sniper rifle. While using this kind of marksman rifle can work at a distance, it might truly shine in your hands when it is used aggressively. This brings up a style of play called quickscoping, or when an Operator acquires a target without aiming down sights then, when their crosshair is over a target, quickly snaps the aim button, firing when their reticle or iron sights is on the target, and releases the aim button after the shot is taken.

That damage profile translates to this rule of thumb: getting a headshot with any marksman rifle at any range can down any foe with full health and no armor. In some cases, such as for the elite-favored marksman rifles described above, this rule of thumb extend to an Operator with full armor plates, making these some of the best weapons in the game when it comes to damage with a single bullet. Despite these two weapons being based on less modern technology, both crossbows have a damage profile that nearly identical to the most powerful sniper rifle in terms of damage per bullet within Warzone.

In other words, it has enough stopping power to down an enemy wearing two armor plates at any range, and even if they are wearing a full set, the Crossbow or R1 Shadowhunter can both kill with a single headshot. Of course, this all comes with major a catch: Crossbow bolts drop off significantly faster than bullets, making longshots a matter of calculating the correct angle to hit a distant enemy, not to mention leading your shot to meet a moving target.

The R1 Shadowhunter suffers from this issue slightly less so than the Modern Warfare Crossbow, which can have its bolt velocity increased with attachments at the cost of worse handling or accuracy, depending on the attachment. Speaking of attachments to the Modern Warfare Crossbow the R1 Shadowhunter only has Optic attachments , it has bolt ammunition types allow it to fire timed explosive, gas, or thermite tipped bolts.

With any attachment set-up, both these crossbows demand a different playstyle than a regular weapon, though the same could be said about the other weapons within this category, too.

Given the high skill floor of these weapons, less experienced players may want to get some reps in Multiplayer before deciding to make marksman rifles must-loot items or a standard in their Loadouts. These weapons chamber the most powerful bullets in Warzone , able to knock an enemy down to the ground even when they are hundreds of meters away.

Their bullet velocity is also the best out of all Primary Weapon categories, meaning that the shots from these weapons will reach their targets sooner than any other category on average. However, with great power comes great recoil; firing one of these weapons will leave your Operator reeling unless the weapon is mounted or outfitted with multiple recoil reducing attachments.

When using a sniper rifle, the fewer shots needed to take an enemy down, the better, as a limited magazine capacity with a longer-than-usual reload time is coupled with a high kick and low fire rate. So, whether you can take a shot with the enemy literally at the end of the barrel or three football fields away, accuracy is your main key to success with a sniper. And in terms of where to aim it, we strongly recommend headshots, as it is a near-guaranteed one-shot kill area.

For your convenience, every sniper rifle is equipped with a high-magnification scope, with attachments allowing you to either reduce it to as low as its iron sight magnification all the way to 20x more powerful than the naked eye thanks to an ultrazoom scope.

This makes sniper rifles phenomenal weapons to scout with, as you can use the scope to see distant landmarks or targets and plan your actions accordingly. With that in mind, there is one big counter to scouting with a sniper rifle: scope glint. While a sniper is aiming through a scope, the scope will give off a bright white glint, giving away their position. Knowing where that glint is and using it against a sniper is key to counter-sniping an enemy, or at least useful for figuring out what areas are safe and when to take cover.

Most, if not all, scopes, including the standard Sniper Scope, have their targeting reticle complete with bars or dots below the main crosshair. This is your way of accounting for bullet drop; although all these sniper rifles will be zeroed in for about several dozen meters, or enough for mid-range engagements, these bullets will drop off when trying to hit a target at extremely long ranges. But for more realistic extreme distances — think to meters — this is where these marks come in: they act as your guide to hitting a target at specific long ranges, with each scope having a different scale and way of showing these ranges.

We recommend testing this within respawn-enabled Warzone modes to get a feel for it, as learning how to master a specific sniper rifle with a specific reticle boils down to practice. One good way to learn the ins-and-outs of a scope is pinging an enemy target and seeing how many meters the ping calls them out on. Once you line up a shot with these marks under the main crosshair, take it and see if it hits. Adjust your aim accordingly and take notes as to what these marks mean for distance.

While this all may seem trivial, the best snipers in Warzone are smart with when, where, and how they fire. Sniper rifles may seem to have a low skill floor at first, but sniping masters can be able to wipe out an entire team without them knowing what exactly hit them. Around the launch of Season Three, two of the three original Black Ops Cold War sniper rifles — the Pelington and moreso the LW3 — Tundra — also started getting serious looks, especially when their bullet velocity is increased with attachments such as the Wrapped Suppressor and the majority of the available barrels.

The Pelington has a quirky reload mechanic, as it needs to be reloaded bullet-by-bullet but makes up for it with better handling speeds than the LW3 — Tundra. However, the two sniper rifle released following the launch of Black Ops Cold War are the most curious, with the Swiss K31 , introduced in the Season Three Battle Pass, being a reliable rifle that can give those popular marksman rifle rivals a run for their money.

Rounding out the primary weapons is the melee category with only one truly unique option: the Riot Shield. This weapon is unlike any other in Warzone , as it is based on an age-old premise: the best offense is a powerful defense.

The Riot Shield is ballistic-proof and explosive resistant, or in other words, blocks bullets and reduces damage from all explosive devices. Any bullet that hits this shield will be deflect off, protecting its user and anything else behind it. This can be helpful when defending an objective or a downed squadmate who is being revived by another. Because this Riot Shield is large, it renders an Operator less mobile compared to some weapons, such as shotguns or SMGs. Despite its size, however, it does not cover an entire Operator; an Operator who is standing up straight will leave their ankles and feet susceptible to damage, and sprinting while using a Riot Shield will leave even more flesh out in the open … And, of course, any Riot Shield user will have a theoretical target painted on their completely exposed back.

Therefore, Riot Shield users will most often crouch to keep almost all their frontside covered by the shield. While crouch walking with this shield is slow, it is the most defensive tactic one can take while using it.

Another effective way to use this shield is to leave it on your back. Since it is strapped behind you, it will deflect any bullets that come into contact with it, leaving less surface area open for enemies to shoot you in the back.

Outside of bullets, the Riot Shield will act as a backboard for thrown equipment pieces except anything that can stick to it or catch it on fire, such as a Molotov. This can lead to some misdirection plays; an enemy Frag grenade could bounce right off and return to sender, or a teammate that needs to take cover can use it to ricochet a Snapshot Grenade into a doorway.

The last defining characteristic of the Riot Shield is that it deals melee damage in a safe, and effective, manner. An enemy with no armor can be knocked down with a Riot Shield in just two hits, and the shield user can remain mostly covered by the shield while attacking.

However, attacking with this shield should only be a last resort; defensive and otherwise unconventional tactics are recommended when using the Riot Shield, and while you have it on, be extra careful of anything sticky or flammable. One final note on Riot Shield users pertaining to their use of unconventional tactics. Though these may seem like actions of gratitude and friendship, it will only take just a few seconds of you showing weakness — e.

In fact, in specific situations, these weapons are second to none in Warzone , able to take down vehicles, deal immediate lethal damage, and even be your main source of reviving yourself. A Secondary Weapon can be a handguns, launchers, or melee weapon. If you recall from our Firing chapter , this is the effective range of two Secondary Weapon categories:.

Your handgun is your trusty backup option for when a primary weapon runs dry. First, handguns have some of the fastest handling and mobility statistics in the game. And, once again, it is a reliable choice whenever your main weapon is out of ammo in the middle of a fight. Second, every handgun can fill still fill a niche hole within a loadout, complimenting types of primary weapons nicely.

Need a rapid-firing, high capacity backup to a long-range beast of a sniper rifle? Look no further than the Sykov from Modern Warfare , a weapon that can turn from double-action to single-action, become fully automatic, and have a fire rate weapon with a strong magazine capacity that can be extended up to 80 rounds , which is higher than most LMGs by default.

What about a powerful, longer-range option to go with your shotgun? The Magnum from Black Ops Cold War has the best range in this weapon class and can down an enemy with no armor in a single headshot. How does a pocket-sized shotgun sound? Rather fancy a burst-fire weapon? You have two options: one from Black Ops Cold War , and another from Modern Warfare , with the latter, the Renetti , having its own benefits as a semi-auto pistol rather than a three-round burst through its Mk3 Burst Mod attachment.

Then, of course, are the sidearms that many take as standard: the from Black Ops Cold War and the M19 from Modern Warfare , two gold standards for pistols that deal solid damage with great fire rates. These two weapons often find themselves being the subject of Akimbo, but any pistol — including the Sykov and its ridiculous drum mags — can be dual-wielded thanks to the Akimbo Weapon Perk on Modern Warfare weapons, or Akimbo Stock attachment on Black Ops Cold War weapons.

Using an Akimbo weapon allows you to put more bullets down range. However, this comes at the cost of accuracy, as you are unable to aim down sights with Akimbo weapons in almost all cases, save for when you are on a ladder and can fire one of the sidearms as normal. Then again, many of the sidearms do have great hip-fire accuracy statistics by default, so any concerns about accuracy is moreso for engagements that take place outside of a few meters down range. In general, the most veteran Warzone Operators gravitate towards Akimbo sidearms, should they chose to use a secondary over another primary weapon, due to this raw damage output.

But the accuracy of a single sidearm is far better at range than having to manage two of them from the hip at once. Within Warzone , most weapons will be more accurate and deal more reliable damage to rival soldiers. However, when facing enemy equipment and vehicles, few things are more devastating than a well-placed shot from a rocket launcher. All the launchers that are available for Loadouts all have different tactics and usage tips, with the another launcher, a six-round grenade launcher that is considered Legendary loot, another effective tool for destruction.

Locking on to a vehicle or drone with the PILA is as simple as aiming down sights towards the vehicle and keeping it within the sight picture for a few seconds. Once the targeting reticle blinks red, you can then fire and go about your business, as the rocket will follow the vehicle until it explodes or is misdirected by flares.

Those who want a free-firing rocket launcher should look to the Strela-P. This launcher has no lock-on function but has armor-piercing rockets that deal more damage to vehicles compared to the PILA. Think of this as the PILA with a higher skill floor: those who can lead these rockets well and make accurate shots can do more damage to vehicles than the PILA, but the lack of a lock-on makes the Strela-P unforgiving when you miss those shots.

This launcher has a massive explosive yield and attacks vehicles or specific locations from the top down, although using it may take some practice. When using the JOKR, you must first aim down sights and, if you want, turn on or off its optional thermal sight. Next, look towards the vehicle or location you want to target and lock onto it using the fire button. Once it does, it will either travel straight up and down towards the locked-on location or, if you locked onto a vehicle, travel with it until it explodes or is deflected by flares.

Although its targeting mechanic may seem tough to master at first, the JOKR is not as difficult to use and can be an underrated part of any Loadout or in-game loadout. The final rocket launcher that can be equipped in a Loadout is the RPG-7 , an unguided, self-propelled launcher that fires a rocket-propelled grenade hence RPG.

There are two versions of this weapon — one from Modern Warfare and one from Black Ops Cold War — that have incredibly minor differences outside of the choice of camos and stickers that can be put on it. Because this projectile leaves its launcher slower than other launchers, it may take some time to hit distant targets reliably with the RPG-7, since its flight path can get a bit unpredictable after a few dozen meters.

Still, the RPG-7 can be a deadly addition to any Loadout in the wild, adding a powerful explosive punch against tightly packed enemies or smaller vehicles to go with any primary weapon.

On top of all of these rocket launchers, there is also one grenade launcher within this category, which acts similar to a grenade launcher found on the underbarrel of Modern Warfare assault rifles.

Usually meant for infantry, but can work against vehicles in a pinch, this grenade launcher might get lost amongst the rest of this category. No matter what launcher you use, there are a few constants: all of them pack little starting ammunition, slow down an Operator greatly, and take a while to reload.

Amped, a perk in Slot 3, directly helps some of these concerns, as it speeds up the time it takes to take these launchers — and other weapons — out and quickens rocket launcher reloads. When creating a Loadout with a launcher, it may be wise to take Amped along with it. However, there is a case to take Shrapnel, a perk that makes explosive damage delay enemy health regeneration for a few seconds, as well. If you intend to get into a close-quarters brawl, then the weapons in this category are the ultimate tools for the job.

Although using your fists or a weapon can be done by default, their power is significantly weaker than the tools found in the melee weapon category. No matter what melee tool you use, there are no red dot pings that can alert other enemies to your presence, which means manual callouts are the only way to notify teammates of an enemy knifer.

Fortunately, swapping to these melee weapons is one of the fastest weapon switches in the game, which makes logical sense considering it weighs only a pound or so. Its weight, or lack thereof, also makes it the lightest weapon to carry, which translates to a next-to-nothing movement penalty for your Operator.

Yes, each of these eight melee weapons have their own unique properties, including movement speed, damage per swing, speed of swing, cooldown, and range. All the one-handed weapons tend to be slower swinging and heavier hitting than the two-handed weapons, which offer two hits in rapid succession. We should note that within Verdansk or Rebirth Island, it is extremely rare to find a melee weapon as an item on the ground or in a Supply Cache, so the only time you will see them is in a Loadout Drop.

Furthermore, among the most elite Operators, melee weapons do not see as much play outside of being ways to move quicker around the map, given how large both Warzone maps are. But for some Operators, these knives or hammers, sticks, etc.

Because melee weapons are rarely used within Warzone , an Operator wielding one could confuse and disorient enemies of all experience levels. Like a marksman rifle and the Riot Shield, using these melee weapons requires a whole new set of strategies for playing Warzone , one that is a bit unconventional compared to just using an automatic weapon. However, should you choose to use one, and if you wind up earning a Battle Royale victory only using it, then consider yourself a true master of the melee arts.

Outside of weapons, lethal and tactical equipment are two of the most used tools within Warzone. A common find among loot and within a Loadout Drop, these equipment pieces either offer another way to deal damage to enemies or vehicles, distract or disorient enemies, or provide active benefits to you and your squad.

While each piece of equipment has their own unique tactics, they can be summarized into categories just like weapons. These weapons usually deal the most damage when they are directed towards enemy soldiers rather than vehicles; the further away from the blast radius, the less damage enemies will take from any of these four explosives.

Some of these explosives, such as the Thermite and Molotov Cocktail , can also be stuck onto an enemy, which virtually guarantees their death and can potentially deal more damage to other players near them. The Thermite and Molotov Cocktail can also do significant damage to vehicles, as their fire can overheat engines and otherwise scorch metal.

Thermite specifically is known for being nasty towards vehicles, as it can latch onto surfaces and spark up, which can eventually make them explode. Also try them on foes using the Riot Shield. No matter which of these grenades you find in the wild, they are the easiest to use and require little guidance. The Claymore , C4 , and Proximity Mine all have one thing in common: they are all explosives that activate with a specific trigger.

For the Claymore, it explodes whenever an enemy cross its laser tripwire, while for the Proximity Mine, it pops up when it is stepped on or near due to pressure. In the case of both weapons, these are solid defensive tools that can be used for area denial, as they can be placed in entryways to hinder or halt enemy progress. They also have uses while you are downed; if you set a Claymore or Proximity Mine before you are downed and it takes an enemy out, you will gain Second Wind and get back in the fight.

If you are running low on health and options, it may not be a bad idea to throw one down and hope for the best. As for the C4, its trigger is a physical trigger that your Operator holds; after it is placed, pressing the lethal grenade command again will make your Operator pull out the trigger and detonate it manually.

However, as most Call of Duty veterans will tell you, there is a faster way to detonate C4: pressing your reload command twice will also cause C4 to detonate, which makes exploding it in mid-air an easier task.

C4 can be used as a defensive tool much like a Claymore or Proximity Mine, or deal offensive damage using the double-tap reload trick, but its final, and potentially deadliest, use is its power against vehicles.

A C4 device can be fixed onto any surface, including vehicles, and when it detonates, its explosive yield can either take plenty of health off, or even explode, any vehicle in the game. Those with creative minds can figure out how best to use C4 in all three cases, especially when it comes to fixing it to vehicles, making it a versatile and unique threat among the lethal equipment. Rounding out the lethal equipment categories is an item that stands alone: The Throwing Knife.

It has no explosive yield, but can take down an enemy without any armor in a single hit. Those who are accurate with sticky grenades may want to consider becoming a Throwing Knife expert, as there is some definite skill involved when trying to land a knife into an enemy.

A Throwing Knife will arc in the air and take time to travel to its destination, making leading your knife and calculating the right-angle absolute musts if you want to hit an enemy at a distance. One lesser known use of the Throwing Knife is that, when you have an unused Knife in the lethal grenade slot, it will be brought out whenever you perform a melee attack.

When a Throwing Knife is used in this way, it will deal increased damage compared to a fist or butt of a melee weapon. Another, more conventional, use of the Throwing Knife is that, when thrown, it immediately eliminates a downed enemy. This tactic is used by elite Operators to conserve ammunition in their loadout weapons, in addition to dealing a safe and effective finishing blow. While it may not explode or deal much damage to vehicles, the Throwing Knife is a unique addition to any loadout, whether that is a Loadout Drop or a scavenged loadout with loot.

Those who are untrained in the ways of the Throwing Knife may not see its use at first, but those who know its deadly powers and can use them effectively will make this underestimated tool one of swift lethal justice. These three grenades activate their effects a few second after they are thrown, and only affect enemies within a radius of a few meters.

The Flash Grenade, when it goes off, turns the screen of anyone who is caught within its radius a bright white, and slowly returns it to normal after a few seconds. It also emits a very loud screech noise that can also audibly disorient a player. This grenade is great against enemies who rely on sight and sound to take their shots, although it is possible to shake off these effects and fight through it with some practice, or with the Battle Hardened perk equipped.

The last unlocked grenade within this trio is the Gas Grenade, a device that explodes onto the ground and emits a lingering cloud of gas rather than a one-time payload of disorientation. Anyone caught in this gas will move slower, have their vision blurred, and begin to cough, which temporarily disables all action for a second, then only disables equipment use and reloading until the effects wear off.

No matter which of these three you find and use, their strategies are mostly the same: throw it at an enemy or an enemy team, then take the opportunity to knock them down before they come to their senses. The Decoy Grenade and Smoke Grenade do absolutely no damage to enemy players — unless, of course, they make a direct hit — but when it comes to distracting enemies, these equipment pieces are at the top of this class.

A Smoke Grenade does exactly what you would expect: it creates a thick smoke screen that hinders enemy vision. Lasers and thermal scopes can cut through this smoke, but any targeting devices, such as the lock-on features of a PILA launcher, will be unable to target anything in or past this smoke. As for the Decoy Grenade, it too works as named, acting as a decoy against enemy players. This counter-intel grenade simulates fake gunfire and radar signatures that can confuse enemy teammates.

In Warzone , an enemy player will see red dot pings and hear gunshots while this Decoy Grenade is in effect. A trained Operator can eventually figure out that those radar pings and gunfire is fake, but even against master Warzone players, a Decoy Grenade definitely has the chance to confuse your enemies. Combined, these two grenades are excellent tools for both general annoyance of enemy players and for escaping danger, as smoke screens or false fire can buy you and your team some time while planning an escape.

Using these two grenades to be at their most effective may take some practice, but the potential results could save your entire squad from complete destruction. Rounding out the diverse tactical equipment pool are the Snapshot Grenade , Heartbeat Sensor , and Stim , three items that provide unmatched utility within Warzone.

In the massive environment of Verdansk, intel on enemy locations can be as powerful as a well-placed bullet, and the Snapshot Grenade and Heartbeat Sensor are like two. The Snapshot Grenade, after its thrown and it explodes, shows enemy profiles within its blast radius. These infrared signatures cut through walls and other materials, allowing you to see enemies behind cover.

It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. Playing modern warfare 3 multi-player, I recently levelled my MK14 up high enough to enable the Rapid Fire attachment.

As the desciption of Rapid Fire states Increased Fire Rate , I assumed, using the Rapid Fire attachment would turn my semi-automatic single-fire into an automatic.

What is the effect of the Rapid Fire attachment on a Semi-Automatic single-fire weapon, such as the MK14, if it has one at all? From the Call of Duty Wiki :. Rapid Fire has a unique effect on the MK14; because the weapon is semi-automatic, Rapid Fire simply raises the fire rate cap, allowing for marginally a faster fire rate. This can be useful in close quarters and when facing many enemies that need to be quickly dispatched; however, for most situations, it's not necessary. Turns out that the MK14, like any other semi-automatic weapon has a fire-cap.

This means is has a limit in how fast it can actually shoot, regardless how fast you pull the trigger. Basically, regardless how fast I clicked there is a limit in how fast it can actually shoot. With Rapid Fire Clicking my mouse in high-speed to shoot it shot every click.

When I tried really hard I actually manage at some stage to hit the new limit. Summary I know every person clicks their mouse in different speeds and mine may not be as fast or as slow as yours. The bottom line is that that semi-automatic weapons have a firing-cap that in the case of the MK14 seems approximately shots a second without Rapid Fire and at least double that with Rapid Fire.

The default firing-cap , may or may not vary between different semi-automatic weapons but I have not tested that. Conclusion If you are trigger happy and you are able to click that mouse with ease so fast that you find your semi-automatic is not able to keep up with you then Rapid Fire is going to help you out.

If you are like me were it rarely happens then Rapid Fire is not as much of a benefit to you. Sign up to join this community. The best answers are voted up and rise to the top. Don't have an account? Sign up for free! What do you need help on? Cancel X. Topic Archived Page 1 of 2 Last.

Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Extended mags on MP7? User Info: KyleSmile User Info: qlaxmicmizzel ExMags all the way. User Info: Appetiser. GT: Hate House. User Info: darkshadowmaster. Appetiser posted This post is brought to you by ExpressVPN. User Info: OrlandoMagician.

The only thing that's better is a P90 with ext mags and maybe with rapid fire.



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