20 minutes of Q&A, set atop leftover FN FAL footage.
Posted on Jul 19, 2012 in Bonus Footage
Posted on Jul 15, 2012 in Black Ops Weapon Guides
Hello, this is XboxAhoy and this is the twenty-ninth episode of my Black Ops weapon guide.
In this episode we’re covering the FN FAL.
It’s a semi-automatic weapon, unlocked at level 32.
The FN FAL, or ‘Fusil Automatique Léger’ – which translates as Light Automatic Rifle – is a Belgian weapon, manufactured by Fabrique Nationale d’Herstal.
It was first produced in 1953, and would become a definitive example of a post-war battle rifle, and the western counterpoint to the Soviet AKM.
The development of the FAL began in 1947, in the wake of World War 2 – with the increasing inadequacy of traditional bolt-action service rifles for infantry combat, and the advent of effective automatic rifles, such as the German Sturmgewehr 44 and Russian AK-47.
The era of the select-fire battle rifle had begun – a politically charged time, with former allied forces dividing Europe in two – North America and Western Europe forming the NATO alliance, and the Soviet Union and Eastern European states uniting under the Warsaw pact.
The FAL would be the cold war service rifle of choice for many NATO states – and would eventually be adopted by over 90 countries total, with 2 million units produced.
Such was its ubiquity, the FAL was nicknamed ‘the right arm of the free world’.
The FN FAL fires the NATO standard rifle cartridge – the 7.62×51mm.
Magazines are of a standard box type, and in Black Ops are available in both 20 and 30 round capacities.
Damage is high, similar to the M14 in that the FAL will kill in 2 bodyshots out to middle range – but lacking the slightly elevated headshot multiplier.
Rate of fire is semi-automatic, but is capped at 625 rounds per minute – faster fingers may hit this rate, but your shots will prove more effective if you fire more slowly, and allow the recoil to settle.
Recoil is moderate, with the weapon generally kicking upwards and – somewhat unusually – to the left.
Fire too quickly and the recoil is enough to foul your aim at a distance, so moderating your fire rate is wise to ensure accuracy.
At close range, recoil is less of a factor – so a faster rate of fire might be more prudent should your opponent be in the same room as you.
Aim time is standard for the assault rifle category, at 250 milliseconds.
Reloads are fairly average, at 2.5 seconds – but with the lower-than average magazine capacity, this may creep up on you if you’re not careful.
It’s worth noting that the FAL’s hipfire performance is the worst of all assault rifles – so it’s best to always aim down your sights, and ideally avoid close range encounters altogether.
The FAL has a full complement of attachments available – with Dual Mags available in place of the M14’s grip.
As a single shot weapon, precision is important – so the optical attachments are generally a pretty good choice.
The Red Dot Sight removes some of the occlusion of the iron sights, and the illuminated reticle will help improve contrast against your target, especially in dark areas.
The reflex sight is the same, with a slightly different appearance but very similar function.
These two sights are the most versatile option, suiting engagements at every distance.
The ACOG scope is quite well suited to the FAL, although will result in a slower aim time, increased recoil, and will decrease your effectiveness against close-range targets.
Still, if employed over long sightlines, the enhanced zoom and precision crosshairs can aid in picking off opponents at distances outside their effective range.
The Infrared scope is similar, although less versatile than the ACOG thanks to its higher magnification.
While it can help in identifying obscured enemies, it’s not particularly easy to use – and so the other sights are generally more useful.
Extended mags will grant you 30 rounds instead of the default 20 – this will delay your need to reload, but isn’t a major help to the FAL.
The weapon is best employed with careful, aimed shots – should you need more than 20 bullets in a single engagement it might be wise to slow your trigger finger and aim with greater care.
Dual mags grant a faster alternate reload, and increased starting supply – two useful traits with the weapon.
The faster alternate reload lessens the need for Sleight of Hand, and the extra mags will mean you can use the FAL in a prolonged defensive role without the need for Scavenger, or locating a replacement weapon.
The suppressor will keep you off the minimap when firing, but will reduce your weapon’s effective range.
This will mean you’ll need 3 hits to kill at medium ranges, and so only really suits smaller maps – or a more manoeuvrable loadout.
If you can get close, you can do incredible damage with a silent FAL – but you should take care to avoid direct confrontation.
The underslung weapons are all present, with few surprises: the underslung grenade launcher is useful for clearing points or for finishing off enemies around corners, but isn’t worth the attachment slot.
The Masterkey is sometimes useful, given that the FAL is less effective up close – but does require Steady Aim in your second perk slot for maximum effectiveness.
The flamethrower is similar, offering a more forgiving solution to close range firefights – but beware those using Flak Jacket Pro.
Our class with the FN FAL is focussed on vigilance: controlling sightlines and maintaining a radar advantage over the opposing team.
We’ll be pairing two attachments – firstly, Dual Mags, for both the extra starting ammo supply, and faster alternate reload – and secondly, either the Red Dot or Reflex sight for pinpoint precision upon distant targets.
For our perks, we’ll be assembling a set that lend themselves to the FN FAL’s core strength – quick 2-shot kills at a middle to long range.
Keeping the enemy at an arms reach will help us avoid direct close range firefights, where a semi-automatic weapon will leave you vulnerable.
Our first perk, Hardline – when paired with the Spy Plane and Counter Spy Plane – will help ensure that you and your team have a near-constant radar advantage.
By keeping one eye on the radar you’ll be able to anticipate likely enemy engagements, and take up firing positions that will give you and your rifle a distinct advantage.
Our second perk, Warlord, will allow you to choose two attachments instead of one for a truly custom loadout.
Pairing Dual Mags with an optic is only one option – alternatively you could add the suppressor with either Dual Mags or the red dot, depending on your preference.
Warlord Pro is also useful for increasing your supply of grenades – 2 lethal grenades and 3 tactical will come in useful on longer streaks.
Our final perk adds a degree of resilience to any defensive class, and is especially useful for those weapons that demand precision.
Tactical Mask will protect you from Nova Gas – and if you can bear to unlock it – Tac Mask Pro will lessen the effects of both flash and concussion grenades, which is very useful.
For your lethal grenades, Frags are perhaps the most versatile – in that you can cook them for near instant detonation near your target, or bounce them around corners to tackle hidden enemies.
Concussion grenades are a good fit for your tactical slot, as they will slow enemies and inhibit their ability to aim – very useful for preventing incoming foes from getting too close.
Equipping a claymore is a similarly wise defensive move, allowing you to cover an otherwise unguarded entrance to your firing location, and focus more on your sights than on the risk of ambush.
For your secondary – a pistol is essential. With the poor hipfire performance of the FAL, the nimbler sidearm will prove more reliable up close.
The CZ-75 with extended mags is my go-to – otherwise, consider the Python for a similar close-range damage profile to the FAL, but with far better close quarter handling characteristics.
The FN FAL is a devastatingly powerful assault rifle that rewards those who can handle a semi-automatic weapon.
Only the M14 bests the FAL’s damage per shot in the assault rifle category – and in most circumstances the FAL will kill just as quickly.
Recoil is generally pretty easy to handle, too – boasting a lower degree of kick than the M14, even if it is a little more inconsistent.
The semi-automatic fire mode will limit your effectiveness up close – even with the high damage, it’s difficult to accurately direct fire upon a close-range assailant.
This weakness means you have to be mindful of your positioning, and take advantage of cover points to ensure you can place your shots accurately without interruption.
If you fire from the open, a mid-ranged enemy with an automatic assault rifle may very well be able to press their advantage.
Nevertheless, with vigilance as your watchword and in adopting a prepared position – the FN FAL will truly shine.
As long as your shots are accurate, you’ll make short work of the enemy – killing in two shots where your opponent may need 4 or 5.
The right arm of the free world’s enduring popularity is testament… to FN brilliance.
Thanks for watching, this has been XboxAhoy.
Join me for the next Black Ops Weapon Guide, when I’ll be covering the MPL.
Until then, farewell.
Posted on Jul 13, 2012 in Beverage Guide Express
Blue Moon is the beverage of choice this week – another selection from the random crate I got a while back, but with a little more character than a typical pale lager.
In any case, it’s our first American drink – and it’s not too bad. I’d sooner have a Hoegaarden (or something rarer), but it’s nice to have a choice.
Notably absent is the pourshot in this episode – it’s my ambition to always include one going forward, as there are few things sexier than a well-captured one. I’m also kicking myself for recording at the wrong shutter speed – there’s some phasing flicker as a result of my lighting’s refresh rate. Perhaps I worry too much – but these are all lessons learned for future episodes.
Hello, this is DrinksAhoy and this… is Beverage Guide Express.
In this episode, we’re covering Blue Moon.
Blue Moon hails from the USA, but is distinctly Belgian in style – a Witbeer, to be precise.
Brewed with oats for creaminess, and spiced with orange and coriander – Blue Moon is a true Belgian White, if inauthentic in origin.
Alcoholic content is 5.4% by volume.
Blue Moon is manufactured by the Blue Moon Brewing Company, based in Golden, Colorado.
The Brewery is a part of Tenth and Blake Beer Company – the craft and import division of brewing giant MillerCoors.
Blue Moon was introduced in 1995, and was originally known as Bellyside Belgian White.
It was met with critical acclaim, attaining gold in the World Beer Championship in its year of introduction – and silver the two following years.
The brewery make a number of other varieties, in addition to their flagship witbier: Pale Moon, Winter Abbey Ale, amongst quite a few others.
Blue Moon pours an opaque deep orange hue, its lack of translucency due to the drink being unfiltered.
This is typical for the style, and lends to the beer’s creamy body.
Aroma is intensely citric, largely due to the orange peel added during the brewing process.
Taste follows suit, a sweet body dominated by orange overtones, with a hint of spice underneath.
A little bitter in the finish, This brew is certainly a change of pace from MillerCoor’s usual output.
A mass-produced American beer that’s true to a Belgian style? That sort of thing only comes around – once in a blue moon.
Thanks for watching, and join me next time for a pair of Italian beers, delineated in blue.
Posted on Jul 13, 2012 in Bonus Footage
Your questions answered, atop my leftover MP7 footage. Also included is a full gameplay at the end.
For the record, I was joking about Bing.
Posted on Jul 08, 2012 in Weapons of Modern Warfare
MP7 this week, in what will be the penultimate video of this series. A gun favoured by many, and regarded as overpowered by some – there’s no doubting the MP7’s devastating potential.
Hello, this is XboxAhoy – and these are the Weapons of Modern Warfare.
In this episode, we’re taking a look at the MP7.
The MP7, or ‘Maschinenpistole Sieben’ is a weapon that makes its debut appearance in Modern Warfare 3.
It’s a German weapon, manufactured by Heckler und Koch – and while designated as an SMG in-game, can be better described in real-life as a ‘Personal Defence Weapon’, or PDW.
Personal Defence Weapons have largely displaced the submachine gun and machine pistol in their roles with rear echelon troops – with their ability to better penetrate body armour, they retain effectiveness where standard pistol calibres might prove ineffective.
They have has found a place in the hands of special forces units, as well – replacing weapons such as the M4 carbine on missions that require manoeuvrable close-range power.
The MP7 can trace its design roots to the H&K G36 – as both weapons share the same gas-operated action.
The short-stroke piston replaced H&K’s trademark roller-delayed blowback system, as employed in the G3 rifle, and MP5 submachine gun.
H&K’s first attempt at a Personal Defence Weapon was a modification of the MP5 – in 1991 the MP5K-PDW variant was introduced, in an attempt to fulfil a NATO requirements for such a weapon.
Lacking the ability to pierce body armour, however, the MP5K-PDW saw limited success.
The Belgian FN P90, introduced in the same year as the MP5K-PDW, performed slightly better.
Similar to the MP7, it uses a higher-velocity, smaller calibre cartridge for effectiveness against armoured targets – and an unusual top-loading magazine configuration.
Other Personal Defence Weapons include the Russian PP-2000: chambered for 9mm Parabellum rounds but taking advantage of specially-designed ammunition;
The Knight’s Armament Company PDW – designed to be familiar to those trained on the M4 platform;
and the Magpul PDR: a futuristic compact bullpup that fires NATO 5.56 ammo and takes standard mags.
These weapons, including the MP7, all share similar characteristics: their compact size, lightweight manoeuvrability and high-velocity ammunition make them ideal close-quarter weapons.
The MP7 entered production in 2001, introduced alongside its proprietary cartridge: the HK 4.6×30mm.
The bullet contains a steel core to aid with penetration, and with a muzzle velocity of over 700 metres per second – double the speed of a 9mm round – it’s not hard to see why this custom cartridge performs so well against armour.
In addition to the MP7, the 4.6mm round was planned to be used in the now-cancelled HK UCP: A sidearm in the same vein as FN’s Five-seveN pistol, which uses the same cartridge as the P90.
Magazines for the MP7 are of a standard box type, contained within the pistol grip. They’re available in both 20 and 40 round capacities.
Rate of fire is quite high, at 950 rounds per minute – and paired with the lower recoil of the smaller cartridge, automatic fire can be quite effective.
The MP7 weighs in at a mere 1.5 kilograms when unloaded, and measures a diminutive 340 millimetres with the stock folded.
Unfolded, the weapon extends to 540 millimetres – a little over half a metre – and the barrel itself is 180mm long.
Since its introduction, the MP7 has been adopted by many different agencies: including the Austria’s EKO Cobra, the German Army and GSG-9 units, UK Police forces, and the United State’s SEAL Team Six: with whom the weapon was purportedly used during the raid of Osama Bin Laden’s compound in 2011.
The MP7 in MW3 has earned a reputation as a terrifyingly effective weapon, with its low recoil granting very effective performance.
Just like its real-life counterpart, it is lightweight with rapid handling characteristics: and can dominate close-range engagements.
It might be designed for Personal Defense – but the MP7 is equally comfortable on offense.
Thanks for watching, this has been XboxAhoy.
Join me for the next installment of The Weapons of Modern Warfare, when I’ll be covering two variants of the same platform: an assault rifle, and light support weapon.
Until then – farewell.