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Hello, this is XboxAhoy and this is the thirty-third episode of my Black Ops 2 Weapon Guide.
This time, we're covering the KAP-40.
The last of the pistols, this futuristic handgun is unlocked at level 43 and is the only fully-automatic
secondary on offer.
The KAP-40, or Kriss Automatic Pistol, is an American weapon, manufactured by Kriss
USA.
It currently only exists as a prototype weapon, as the semi-automatic KRISS KARD - and it
uses the same recoil-mitigating action as used in the Vector SMG.
The Vector and KARD are normally chambered in the powerful .45 ACP round, although there
have been some models produced in other calibres - and, given the KAP-40's designation, it's
likely that the version depicted in game fires the .40 Smith & Wesson round.
The unique Super V system permits accurate automatic firing of powerful rounds in a relatively
compact package, with minimal muzzle rise.
While the platform is relatively new, it does show some promise - and so perhaps by 2025
such designs might see widespread use.
In-game, damage is moderate: the KAP-40 will kill in 3 shots at a close range.
This damage quickly drops off to a 6 shot kill at the extent of the KAP-40's reach.
There is no headshot multiplier, so body shots are as valuable at any range - and as with
all the pistols, penetration ability is low.
Rate of fire is an impressive 940 rounds per minute, faster than any other sidearm and
comparable to most SMGs.
Paired with good hipfire performance, the KAP-40 is a very reliable and consistent weapon
in close quarters combat.
Recoil is moderate but very controllable, with the vertical rise in your shots not a
major factor within the KAP-40's effective range.
Aim time is marginally quicker than the other pistols, too - at 100 milliseconds, 25 milliseconds
faster than most of its peers.
Other handling traits are good too, with rapid switch times and 100 percent mobility.
The KAP-40's major downfall is in its limited magazine capacity: while 15 rounds places
it in the midst of its class, the elevated rate of fire means these shots are consumed
very quickly.
If you're careless it's entirely possible to expend all 15 rounds before you're able
to kill a single opponent: and while reloads are swift, at 1.5 seconds, you can be left
very vulnerable during this downtime.
Our build with the KAP-40 is a less-than-conventional one: a sapper class, designed to get behind
your enemy's defences undetected, subvert their assets and leave deadly traps in your
wake.
To this end, we'll be mixing stealth aspects with some equipment-focussed ones - with these
choices complementing the KAP-40's effectiveness nicely.
Our first choice is the Secondary Gunfighter wildcard, permitting two attachment choices
and helping to maximise the performance of your pistol in a primary role.
The first of these two choices addresses the KAP-40's principal weakness: the short magazine.
Extended Clip confers an extra 33 percent per magazine, for 20 rounds total between
reloads.
Given the rapid rate of consumption, this will prove useful often: either in cases where
you run into multiple opponents, or those times where you miss a significant portion
of your shots.
In addition, you'll spawn with more total ammunition: a useful trait given the KAP-40's
voracious appetite.
Our second attachment choice is the suppressor: permitting a much stealthier route with the
weapon, enabling fire without revealing your position on every enemy's minimap.
You do lose 10 percent of your effective range, but this is a relatively minor sacrifice compared
to the stealth benefits: and the removal of muzzle flash helps maintain a clearer sight
picture while firing, too.
The suppressor is also the perfect complement to our first perk choice: Ghost.
This will keep you hidden from enemy UAVs while on the move, granting near total immunity
from radar detection whilst using the silenced pistol.
This will mean you can preserve the element of surprise, and get the jump on an unready
opponent more often.
Our tier 2 choice is made by necessity, as the KAP-40's limited supply demands regular
top-ups.
Scavenger does prove useful in tandem with an equipment-heavy build, however - so its
purpose is doubled, keeping you supplied with spare magazines and keeping your equipment
slots filled too.
Even with Extended Clip and Scavenger, you should be careful with your supply - if you
don't collect the blue packs from your slain opponents it's still quite possible to find
yourself left entirely dry.
Our final perk choice is Engineer: granting you the ability to see equipment through walls,
revealing the location of enemy encampments and also serving to protect you from claymores
and bouncing betties.
Such insight will be your cue as to where your next victim lies, better allowing you
to plan your movement.
In addition, this X-ray vision will open up the means to tackle enemy equipment without
requiring line-of-sight: making for a much safer approach.
Next, we load up on equipment - a Bouncing Betty in your lethal slot will allow you to
quickly drop an omnidirectional trap deep within enemy territory.
Place it near combustible objects such as cars or barrels to enhance the blast radius
- else on oft-trodden routes to maximise the odds of an enemy blundering into it and awarding
you a free kill.
Toss them often, as you'll resupply another with every scavenger pack.
We spend our final two points on the perfect complement to the Engineer perk: 2 Black Hat
PDAs.
Not only will you be able to spy equipment through walls, you'll also be able to wrest
control, further adding to your ability to deny the enemy's defensive advantage while
extending your lethal potential.
Few things are more frustrating than falling foul of a trap you placed yourself.
In addition to hacking equipment, you can also use the black hats in an anti-scorestreak
role - tackling turrets and aerial threats alike. Useful, given that you can't equip
both a secondary launcher and a pistol at the same time.
That's our build - a stealthy approach with a counter-equipment twist, enabling you to
turn your enemy's own defences against them: punishing any foe over-reliant on equipment-heavy
tactics.
With such a build you can silently drive deep behind their lines, and use the Black Hat
to crumble their defence and engineer their betrayal.
The KAP-40 is a powerful backup weapon, combining rapid handling with reliable lethality.
With tremendous output it's possible to quickly eliminate close-range assailants, making the
KAP-40 a worthy companion to any slower-firing weapon.
In many respects it's as effective as a primary SMG, with a combination of a three-hit kill
and an enviable fire rate.
The weapon does fall short in the capacity stakes, however - with a mere 15 rounds by
default, it's all to easy to find yourself dry mid-firefight.
This isn't a weapon you can simply spray with - it requires a touch of precision to accurately
direct your shots.
The short effective range will exacerbate this issue at anything outside of a close-range,
too - landing 6 rounds out of 15 is a tricky task, and it is here where a typical SMG will
outperform the KAP-40.
Still, the KAP-40 is in the secondary tier for a reason, and as long as you stick to
close-range engagements only, it performs admirably.
So, should your opposition be all up in your grill: bust out this gat...
...and pop a KAP in their behind.
Thanks for watching, this has been XboxAhoy.
Join me next week, when I'll be covering the SMR.
Until then, farewell.