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Hello, this is XboxAhoy and this is the fifteenth episode of my Black Ops 2 Attachment Guide.
In this episode we're covering Rapid Fire.
Starting life as the Double Tap perk in COD4, the faster-firing effect became an attachment
in Modern Warfare 2, and has remained present as such ever since.
In real life, it would certainly be possible to alter the cyclic rate of a weapon by modifying
the action: lighter parts and altered springs could work to this effect.
In practical terms, this is rarely done: such modifications would run the risk of harming
feed reliability, and in any case fully automatic fire has little practical application in typical
military doctrine.
In game, Rapid Fire is available for just the SMGs and LMGs.
It is entirely compatible with all other attachments, too - unlike its appearance in the first Black
Ops.
The attachment's effect is quite pronounced, with major effect on your weapon - both positive
and negative.
The principal intent of Rapid Fire is as its name suggests - to increase the rate of fire
of your weapon.
It does this by quite a large degree: a 51 percent increase for SMGs, and 33 percent
for LMGs.
This will ramp up the amount of damage you can dole out in any given time, and make a
very noticeable difference to your performance in close quarters.
Of course, this faster consumption has intrinsic downsides: you'll empty your magazine more
quickly, and will need to reload more often.
A faster fire rate will make the weapon's recoil more difficult to control - and in
addition to this there is a 15 percent centerspeed penalty when using Rapid Fire, too.
Furthermore, your weapon's range will be reduced: LMGs will see a 40% reduction in effective
range, whereas most SMGs will see their range cut by 60%.
The Chicom CQB and Skorpion EVO are hit hardest, however: with 75 percent of your range lost
in exchange for the faster rate of fire.
As if this wasn't enough, your hipspread will worsen, too: LMGs will see a 20 percent increase
to hipfire spread, whereas SMGs will see a 30 percent increase.
All in, your weapon will have a faster rate of fire - but at the cost of increased recoil
and ammo consumption, decreased ranged damage and worse hipfire performance.
Rapid Fire is an attachment that can greatly increase your potential damage output, but
it is a choice that comes at great overall cost.
It can prove effective with some weapons, however - the Mk48 and LSAT can be employed
in a more aggressive, close-range way with the attachment, as the LMGs take less of a
hit to performance.
The Vector K10 and MP7 prove quite usable too - their lower damage differential means
the range loss is less of a factor than with the higher damage options.
Nevertheless, Rapid Fire will harm ranged performance across the board - so if you value
your ability to effectively tackle opponents at a distance, it might be best to avoid this
attachment.
The loss in ranged ability is most visible in the high-damage SMGs - the PDW and MSMC
- and as such it is wise to preserve your ability at the periphery of your effective
range.
The HAMR is probably best left without the attachment, too - the initial flurry of faster-firing
shots are unaffected by Rapid Fire, so you can simply burst fire the weapon to achieve
a similar level of output.
Still, at a close range there's no denying the increase in effectiveness that Rapid Fire
can confer - and such additional damage can prove decisive in close quarters battle.
Should you seek a rapid response to quench an enemy threat, double tap this attachment
to turn your gun into a bullet hose....
....and spray your opposition down.
Thanks for watching, this has been XboxAhoy.
Join me for the next attachment guide, when I'll be covering the Hybrid Optic.
Until then, farewell.