![]() ![]() Those who frequently make minor reloads of their shotgun's tube magazine will find that there's very little use in Fast Mag. Fast Mag forces the user to reload both weapons sparingly in order to gain the full effect from the attachment, as well as ensuring that there's an even number of shells absent from the magazine when the reload starts. ![]() Because of this, Fast Mag confers no advantage to these weapons when there is only one shell to load until the weapon is full. The rate of reloading itself isn't increased, but rather every shell inserted counts as two shells being inserted instead of one. The Remington 870 MCS and the KSG are by far the most interesting weapons as it pertains to Fast Mag usage, as using Fast Mag on either weapon changes how the user should approach reloading each weapon. Magazine-fed handguns are generally a poor fit for Fast Mag, as the weapons have very fast reload speeds as-is, and they'd typically benefit more from other attachment options. On any class making use of a Grenade Launcher, Fast Mag is a very worthy attachment option. As previously mentioned, any Grenade Launcher class benefits greatly from Fast Mag usage, as Fast Mag is applied to both the assault rifle and the grenade launcher. However, weaponry that encourage a more passive playstyle such as the sniper rifles and the SMR have much less of a need for Fast Mag, in addition to weapons with already very fast reloads like the MP7 and the SCAR-H. Aggressive weapons with slow reloads like the S12, the MSMC, and the Type 25 very much appreciate the extra speed conferred by Fast Mag. If using the Executioner solo, Fast Mag is among the best attachment options available. Fast Mag is excellent on the Executioner, as it makes every reload roughly as fast as loading one round into the cylinder, adding a level of consistency to an inconsistent aspect of the weapon. Fast Mag on a Grenade Launcher can also be paired with the perk Fast Hands to provide the best possible weapon handling of the Grenade Launcher.ĭespite being a purely beneficial attachment with no downside, Fast Mag's utility is very much dependent on what specific weapon it's attached to, as each weapon has varying needs as it pertains to their ammo situation. Underbarrel Grenade Launchers also receive a faster reload when using this attachment on in conjunction with Fast Mag on an assault rifle. However, each pair of shells is inserted at the same speed as before, so the reload animation doesn't appear any faster, but the effect is still present and significant.įor the Executioner, it reloads all five shells at the same time through a Speed Reloader. The MP7's empty reload animation will use the bolt release catch to chamber a round.įor pump-action shotguns, it reloads two shells at a time, instead of one. ![]() For an example, a PDW-57 or M1216 magazine will be allowed to drop free via gravity instead of being removed by hand. However, the even reloads are also sped up, albeit they are usually not as fast as the odd numbered reloads.įor weapons that do not have magazines that can be taped, the reload is simply faster, and in some cases may play a slightly different animation. It is excluded as an attachment for Light Machine Guns.įor most weapons, it utilizes the same method as Dual Mags, taping two magazines together. It acts in a similar manner to the Dual Mags attachment except that every reload is fast instead of every other reload and does not give extra reserve ammo. It replaces the Sleight of Hand perk from previous Call of Duty games by decreasing the time it takes to reload the weapon. Both the Fast Mag perk and attachment are available in the campaign, effectively reducing the reload time by 75% if both are equipped. In the campaign, Fast Mag decreases the reload time for every weapon, making it very useful with light machine guns, Launchers and Special Weapons since they do not have the Fast Mag attachment available. ![]()
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