how do you change from SMG to AR when using the Ripper ?
The Ripper in SMG mode will be one of the most formidable weapons in CQC to square up against, while the Ripper in AR mode will be able to more competently contend with assault rifles in its three and four hit kill ranges. Extinction [edit | edit source] Just like the Maverick in Nightfall, the Ripper is available in Mayday. It appears multiple. For Call of Duty: Ghosts on the Xbox , a GameFAQs message board topic titled "how do you change from SMG to AR when using the Ripper?".
The Maverick has the potential to kill in two hits to the head and body in close quarters, much like the MSBS. However, if even one shot hits any part of the limbs, it will require three shots to kill.
The two-hit kill what is a definition file makes the Maverick the only automatic weapon in Ghostsaside from the Amelithat can kill in two shots without headshots or the use of Deadeye.
However, to balance this high damage, what is my zodiac love match two shot kill range extends to only 7 meters this can be slightly increased with Muzzle Brake and is decreased when using a Silencer.
The Maverick has a slow rate of fire with moderate kick and reduced recoil for the first three shots making firing in bursts at longer ranges beneficial to staying on target. The iron sights are very clear and allow accuracy at all ranges, making the need for an optical attachment not as high as on other weapons.
The iron sights may come off as very bizarre, but are clear and popular amongst more skilled players. If the player wanted to, they can use optics, and they can work well due to its good how to get rid of fidgety legs at longer ranges, which isn't perfect, but far from terrible.
The Burst Fire and Semi-Automatic attachments are interesting on this weapon because of its very high damage at short range. Due to this, when using either attachment, only two shots are needed to kill at close range anywhere on the body, whereas with all other assault rifles two shot kills are only possible to the head, neck, and center mass area.
The recoil compensation of this weapon will practically negate the extra recoil received when using Burst fire. This makes both attachments viable on the Maverick, though its slower rate of fire and noticeable recoil at long distances may be drawbacks. The Maverick also appears in Extinction mode, in the map Nightfall. The Maverick is an extremely well-rounded weapon, as it does a high amount of damage up close while also retaining a fair amount of damage over range, has a lot of ammunition, and is fairly accurate.
As a whole, the Maverick is one of the best weapons to use on Nightfall due to its lack of shortcomings apart from its fire rate, its ability to be bought very quickly, and its low cost.
This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. The Maverick's iron sights. Categories :. Universal Conquest Wiki. Assault Rifles. Submachine Guns. Light Machine Guns. Marksman Rifles. Sniper Rifles. Unobtainable Weapons. Melee Weapons.
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The Assault Rifle/Sub-Machine Gun Hybrid is a unique weapon to Call of Duty: Ghosts, as it allows its users to seamlessly transition between using the weapon in short and long range options. In this post, we’ll discuss The Best Class Set-ups for the Ripper in Call of Duty: Ghosts, finding the best attachments and perks to use with the new lovedatingfind.comted Reading Time: 3 mins. The Ripper has the ability to switch between submachine gun and assault rifle combat modes by toggling the integrated Hybrid Sight. Due to its special integrated sight, however, the Ripper cannot accept optical attachments. The SMG mode gives the weapon a high rate of fire, but with short range and moderate-high recoil. Jul 17, · Today we are using the Ripper in Hyper Scape! It provides the classic assault rifle experience and honestly isn't used nearly as much as it should be. I like.
First announced March 5, it was initially available only to Xbox season pass holders starting March 6, but was released with the Devastation downloadable content pack.
The Ripper is a DLC weapon that costs no squad points. Once the DLC is installed, the weapon will be available to all squad members. The Ripper is a consistent damage SMG. At all ranges, the Ripper will deal between 34 and 24 damage, equating to a three to five hit kill.
Headshots will deal fifty percent extra damage per bullet. A headshot will deal between 51 and 36 damage, equating to a two to three hit kill.
The range of these values is dependant on what mode is in use. In SMG mode, the Ripper's three hit kill range is the shortest in-class, with drop-off commencing at a little under ten meters, and its four shot kill is lost after about eighteen meters, which is actually average for the class. In AR mode, however, the Ripper has the longest three hit kill range in its class, losing its three hit kill after 24 meters, and losing its four hit kill after a monstrous 46 meters.
In ranged engagements, the Ripper should be transitioned into AR mode in order to maintain competence at a distance. The Ripper's rate of fire is different depending on what mode is currently in use. In close range engagements, the Ripper should be transitioned into SMG mode in order to maintain competence up close. The Ripper has one set of sights for each firing mode: SMG mode will have a white post indicating the point of aim behind a vertical black rear sight, similar to the SCAR assault rifles.
This sight has a low zoom level. AR mode will have a green and rectangular electronic sight encompassed within the two vertical black bars that split apart when transitioning from SMG mode, with a green dot indicating point of aim, and the sight will have a higher zoom level. A constant between the two modes is the Ripper's recoil profile. The centerspeed stays at between both modes, and the recoil profile is very self-centering, making it easy to control.
The Ripper has a large negative vertical recoil value to counteract the above average positive vertical recoil value, while the two horizontal recoil values evenly oppose one another. As a whole, the Ripper will drift slightly upwards.
The Ripper's handling characteristics are another constant between both modes. The Ripper also has slightly larger hip-fire crosshairs than the SMG default. The Ripper reloads at a reasonable pace, taking 3. This is average for the SMG category. As a whole, the Ripper will generally handle somewhat worse than the other SMGs. Although not bad, the Ripper's magazine capacity is smaller than all other SMGS bar the previously aforementioned weapons.
The player will spawn in with three magazines total, two in reserve and one already loaded into the weapon. The Ripper has a limited assortment of attachments, as all optical attachments cannot be used with the Ripper. The Flash Suppressor will reduce muzzle flash when using the Ripper.
The effect is of minor utility on the Ripper as the sights themselves will be rarely obscured by muzzle flash. The attachment affects the SMG mode minimally due to its very short range values, but the AR mode will see a very large reduction to three and especially four hit kill ranges.
In AR mode, this makes the Ripper have a four hit kill so long that the Ripper will only be a five hit kill in AR mode at ranges where players may have significant trouble seeing targets. The Foregrip reduces recoil values by ten percent, making the weapon easier to handle. This attachment isn't of great use to the Ripper, as its recoil profile requires minimal input from the user to remain accurate. Extended Mags will increase magazine capacity to 48 rounds, and boost the starting ammo loadout by fifty percent.
Armor-Piercing Rounds will allow the user to slice through Juggernaut Suits and Ballistic Vest users with quick work, as well as deal more damage to scorestreaks. The Ripper in SMG mode will be one of the most formidable weapons in CQC to square up against, while the Ripper in AR mode will be able to more competently contend with assault rifles in its three and four hit kill ranges.
Just like the Maverick in Nightfall , the Ripper is available in Mayday. It appears multiple times on the map. There is a Ripper located in the first area, leaning on a forklift. Compared to the other weapons available in this area, the FP6 and Panzerfaust , it is a much more versatile choice than either option.
The Ripper's very long range in AR Mode is incredibly valuable on a map that is severely lacking in medium range options. Due to its versatility and its ability to be competent at close and medium ranges, the Ripper is a no brainer choice for many players.
The fact that it can be acquired in the starting area is also a huge plus. Overall, the Ripper is among the best weapons on the map. It is also available in Awakening near the first gate, by the fire trap in the middle of the second area and by the bottom-most obelisk in the last area.
In Exodus , it is by the flipped van near the start with a piece of intel on top of it and in the parking garage. The variant has the name and appearance of the Ripper from Call of Duty: Ghosts.
Unlike the version from Ghosts , optical attachments can now be equipped on it. This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Categories :. Universal Conquest Wiki. Assault Rifles. Submachine Guns. Light Machine Guns. Marksman Rifles. Sniper Rifles. Unobtainable Weapons. Melee Weapons. Melee standalone.
Other melee weapons. Jackal Weapons. Integral Attachments. Wonder Weapons. Zombies Equipment.