Complete Call of Duty: Black Ops Cold War M16 Breakdown

Assault rifles in Call of Duty are usually average-to-good depending on the game, and that’s certainly no different with Call of Duty: Black Ops Cold War. Unlike Modern Warfare, there are no blatantly broken ARs like the M4 was. It’s arguable that certain builds of the XM4 and KRIG-6 in Black Ops Cold War are extremely powerful, but they’re nothing like the SMGs. However, tactical rifles are a strange middle ground between being really strong and incredibly weak. Being burst or the single-fire rifles that they are, weapons like the M16 are especially strong at range. In fact, depending on the build, the M16 can even be better than most ARs.

One of the comparatively more subtle strong weapons in multiplayer currently is the M16, which doesn’t have the same infamy as the MP5 but is still just as strong. Certain builds of the M16 can make the tactical rifle extremely deadly at any range, making it a very versatile burst-fire weapon for any engagement. While previously the Type 63 tactical rifle was miles better in the alpha and beta, that gun was significantly toned down for Call of Duty: Black Ops Cold War‘s full release. Luckily, for those interested in a solid all-rounder rifle that isn’t fully automatic, the M16 is now an extremely solid gun to use for multiplayer.

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Primarily as a medium-to-long range burst fire weapon, the M16’s standard configuration is generally used for long sight lines and holding positions. Running-and-gunning is certainly possible with the M16, and certain attachment combinations can even make the M16 excel at that, but it’s primary playstyle is more for playing at range. Regardless of how the M16 is built, the tactical rifle can easily be beat in close-range gunfights every time. Even with plenty of firepower mods and/or steady aim laser, SMGs like the MP5 and even some assault rifles will always outpace the M16 in close quarters. That being said, when it comes to range, the M16 is superior.

Attachments for the M16 in Black Ops Cold War, at the moment, largely boil down to two build combinations: either this rifle is extremely strong at long range gun fights but suffers in close quarters, or it can be a versatile medium range rifle that can handle close quarters combat serviceably. Optics are largely up to preference here, but the Militech Red Dot for medium range and Axial Arms scope for long range are both great options. For Muzzle attachments, anything with vertical recoil control buffs are what players should be using, regardless of what build they’re going for: Muzzle Brake, Infantry Compensator, SOCOM Eliminator (arguably the best choice), or Agency Silencer.

Barrels for the M16 may require some other recoil buff attachments to make them better, but there’s several solid options: Strike Team is good for short barrels but has high damage fall off, Match Grade is solid for a long barrel, and Task Force is incredibly strong so long as it’s paired with a foregrip. Speaking of which, Field Agent foregrip is easily the best for ranged gunfights because of its recoil control, while others (Infiltrator, Patrol) largely buff movement speed for run-and-gun builds.

Any kind of extended magazine mods are largely useless for the M16 because of its quick one/two burst TTK. Unless the custom class is running the Gunfighter wildcard, they’re not worth using other than personal preference. For Handles, anything that buffs ADS time (Speed Tape, SASR Jungle Grip, Serpent Wrap, Elastic Wrap) is what players will want to use, but keep an eye on the sprint-to-fire speed drops to determine what’s the best balance. Stocks can be used to offset any movement nerfs from previous attachments, so save that decision for last if available.

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As a general rule of thumb for every build, regardless of if players want to run-and-gun or hold positions at range, recoil improvements are what players should mainly focus on for attachment builds. Medium to long-range engagements are going to be subject to plenty of recoil without mods, so anything to boost accuracy (and as a result, fire rate) is better. Even with the lower tier firepower mods, the M16 can one-burst kill opponents in the upper body and head pretty consistently, so stick to high-damage barrels like the Task Force as soon as it’s unlocked. However, make sure to use the Field Agent Foregrip with the Task Force barrel, otherwise the recoil is horrendous.

For those looking for a more versatile build should invest in the Steady Aim Laser on the M16, especially if they have a quicker movement-based playstyle. ADS in close quarters with the M16 isn’t great, and can get overblown by any SMG in multiplayer, but the steady aim laser can make hip firing much more viable (and sometimes give players the advantage necessary to win). It’d also be worth looking into any Stocks that boost movement speed (SAS Combat Stock, Wire Stock, Buffer Tube) to make close quarters or short-range engagements more manageable.

Overall, the M16 is a very adaptable weapon that can be suitable for most gunfights at range. The tactical rifle mostly excels at long range, but isn’t quite as range-oriented as the Type 63 or the DMR 14. The M16 doesn’t inherently suffer at closer ranges like the other tactical rifles, but it doesn’t do the job better than a XM4 or AK-47. The M16 needs specific attachments to be made better in close quarters combat, which takes up precious mod slots for anyone not running the Gunfighter wildcard. Pair that with a strong base TTK, and the M16 can be a pretty nasty rifle both at range and up close.

Call of Duty: Black Ops Cold War is available now on PC, PS4, PS5, Xbox One, and Xbox Series X.

MORE: Call of Duty: Black Ops Cold War Weapons May Disrupt the Warzone Meta in the Wrong Way

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