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Contract Wars Skills

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Contract Wars Skills

Post by TEHGAME on Mon Aug 04, 2014 11:51 pm

<link to be added. contract-wars-calculator + normal ending>


This is a skill guide consisting of almost everything I have to offer about skills. Better stuff may be found on Kong, but that requires searching and lurking [moar], which some of you find tedious. Here ya go!


Hello all, I'm pretty new here. Despite that, I have logged 100+ hours in CW over my two accounts. BOW DOWN TO ME PLEBEIANS MWAHAHAHA
That being said, it would be nice to choose a skillset before you regret having all those useless skills. First up, I'll divide things up by weapon classes: SMGs, ARs, SRs, Shotguns, and Carbines (which behave very differently from assault rifles).


GENERAL TIPS: Whether or not you have the Sniper "Dynamic Shooting" or are walking, SHIFT reduces recoil and increases accuracy. Unless using a shotgun, always use it. Crouch does the same, but is accompanied by a slight shake of the screen and slow change time. Stand still when firing; recoil increases tremendously when moving unless again using a shotgun. Try checking out your crosshairs with the above two. Also, on level ground, always keep your crosshairs at head level. Everyone's heights are the same. When an enemy flinches, don't retarget. Their hit boxes stay in the same place. Use that to your advantage with all autos and shotguns.


First up, SMGs! The boast a huge fire rate, and low accuracy and damage. They tend to have either huge recoil or little recoil; the amount usually is irrelevant because with the fire rate, crosshairs are going spread. First up, you're going to be wanting to go with DAMAGE or RECOIL. The high firerate helps increase the DPS of the gun when damage is added, but DPS is irrelevant if you are spraying to the moon. Your two goals are +10 damage (for a total of +15) and Fire stabilization. Fire stabilization helps you mow down targets with a flaming knife, and with the high fire rate of SMGs, you'll be precise quickly. Bursting is always good, but fire stabilization and damage are for multiple enemies that show up, allowing quick switching. 

Second, ARs. They're standard, and every FPS has them. If you've played BeGone, you'd know the recoil on them is way larger than what it was over there. For ARs, damage is nice, but you'd want to focus on your range game. Recoil and Accuracy are key to ARs. You need to be able to hit those far away, and accuracy does help for bursts. For most rifles, 4 shots max will guarantee a kill, but landing those shots requires some skill. For high accuracy/low recoil guns, bursts should get you those longshots.



Third, SRs, or Sniper Rifles. These guns generally do not have a crosshair. This means that close range combat will be difficult unless you memorized it from another game (third person static crosshair zoom BeGone) or practice a lot. You might want a good sidearm such as the Desert Eagle or an auto such as the Glock18 for protection. If you primarily use snipers, +3 +7 accuracy should be enough for pretty much all of them with a task. You should focus on armor and damage, which conveniently in the same class. Armor allows you to eat one sniper bullet that wasn't aimed at the head, and damage increases the chance your body shots are 1 hit kills. Ideally, for snipers without a suppressor built in, the gunsmith's silencer parts alignment helps prevent huge damage losses. Recoil is negligible because of the fire speed. Note that with the TKPDS, you will have visible recoil if you spam fire. Fire it slightly faster than a bolt action, about 2x as fast, and you should be fine. Here's how armor works: Your opponent hits you with a weapon with X penetration. Headshots give a x10 multiplier, Torso 1x, Abdomen 0.9x, Upper Legs 0.8x, Upper arms and lower leg 0.7x(?), 0.6x hands/forearm. Then your health directly hit with X% of the damage, and the half the remaining damage is dealt to armor. When the armor is depleted, the remaining damage goes to health. If a TKPD Sniper with 175 damage hits a torso with 175 damage and 60 penetration, the target will receive 105 damage to health, and 70/2, or 35 damage to armor. If you had 105 health and 100 armor, you would be dead. If you had 120 hp and 20 armor, you would have 15 hp after the hit, and -15 armor after the shot, so you would also be dead. If you have 110 hp and 100 armor, you would have 5 hp and 65 armor remaining. 

Fourth, Shotguns. They are special in Contract Wars. Accuracy with buckshot NEVER changes. If a gun is 1/40 or 40/40, there is NO change in spread. Because buckshot is always on center, it is perfect for on the move shooting. Shotguns using buckshot are the only weapons I'd recommend always moving with. You want a grenade, range extensions and armor along with a pretty accurate sidearm, such as the Colt Python or S&W Stealth Hunter. There are a few notable shotguns. The IZH can have 102 reload, and can fire both barrels at once, resulting in an unstoppable 400 damage massacre. Search on youtube for some videos. It also has a base range of 18, maxing at 43 with Asssault's +15 and Scout's +10, making it the most far reaching shotgun of them all. Then there is the Saiga (semi-auto) that boasts a firerate of 14. I believe the Scout's +5 firerate also works with this gun as well, but none of the others. The Benelli Mod2 has an easy task, and gives a silenced shotgun (that with gunsmith silencer parts alignment) results in a great flanking weapon. It is also really fast. Finally, we have the Mp133 and SPAS, which are just pump action damage machines. What about slugs you say? They are pretty useless unless training for sniper no-scopes. Penetration is still at a minimum, accuracy takes effect (along with recoil) and shotguns tend to have horrible accuracy. You get a sight, but that's pretty much sniper training again. tinyurl link: (IZH tac) 


(Normal) 


Finally, there are Designated Marksman Rifles/Carbines. They are similar to ARs and SRs, but they are in their own class. The two notable examples are the RFB Carbine/Sniper and SKS Carbine/Sniper. They may or may not be full auto, but are generally fired in semi-auto. They require a combination of almost all skills: Accuracy, recoil, damage, and possibly armor. An example of one is the MK14 EDB CQB. At level 10 when people first get it, they find that it can't hit targets too well; way too much recoil but high damage. This is what spam clicking a carbine is like. In single fire, they can deal with targets at range (look, 140-210 on the MK14 CQB) and easily take out enemy snipers. They also have a crosshair. Close range, they can be rapidly fired. The EBR Marksman or DTA SRS A1 are also examples (not sure on SRS A1, never used it before.) They are extremely effective against enemy snipers and ARs at medium range. On my gaming acc, I personally use a RFB Sniper (tasked version of Carbine). Two shots deal 152 damage at close range, and at max range, each shot does 46 damage, adequate for anti sniper fire. They are good alternatives to a sniper. tinyurl links: 


Last edited by TEHGAME on Tue Aug 12, 2014 2:15 am; edited 3 times in total

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Re: Contract Wars Skills

Post by GreekFire on Tue Aug 05, 2014 3:02 am

if you want high damage work on the assualt skill tree!
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Re: Contract Wars Skills

Post by TEHGAME on Tue Aug 05, 2014 3:10 am

General guidelines for weapon types. I'm personally fine with my skill tree the way it is. High damage isn't always everything. GreekFire what do you do in CW?

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Re: Contract Wars Skills

Post by GreekFire on Sat Aug 23, 2014 5:35 pm

I rush.
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Re: Contract Wars Skills

Post by Flamingdragon on Wed May 18, 2016 10:42 pm

I keep a balance. . .although I haven't played for a while. . . Please tell me atleast some of you guys remeber me?
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Re: Contract Wars Skills

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