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Best aim settings for kilo 141

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Brothers what are the best settings for kilo 141 in warzone plunder. I am playing for 3 weeks still cant aim properly on the upper body and head......opponents kill me with 3 to 4 bullets...its hell frustrating
 


KeyboardDemon

PC Gamer: Nearly Dangerous
What do you have attached to the Kilo at the moment?

I am not at expert on loadouts but what I have learnt has served me reasonably well, all thanks to the expertise from members here such as @CMCFLYYY, the main thing is that a well balanced loadout will help you counteract things like recoil and sway as well as increase the weapons damage and range.

I have started using monolithic suppressors to reduce noise and help me stay undetected for longer, plus it helps increase bullet velocity and range.

Some of the longer barrels also help to increase bullet velocity and range, but don't forget that heavier attachments will increase the time it takes to ADS, some barrels come with an integrated suppressor which gives you 2 attachments but only uses 1 attachment slot.

Using a sniper scope allows you to see further away but the glint is a dead giveaway to other players so using a scope with a zoom below 4.

Ammunition can also slow down your ADS speeds, so a bigger mag means you have a heavier gun.

Grips and stocks can help reduce sway and give you better control of recoil, but every attachment has a disadvantage as well a benefit, so you need to be aware of these, that way if you are trying to attachments that might help you focus on range, then don't add something that might work against that if you can.

If you post what's attached and tell us a little about how you like to play, ie... run and gun, long range snipe and hide, if you like a quick-draw gun that's fast to reach ads, or if you prefer a good all rounder then I am sure that someone that knows more than I do will give much better information than I have.
 

CMCFLYYY

Recruit
For all assault rifles, you're going to want the longest barrel possible. This is because long barrels help in 3 ways, 2 of which will directly affect the "accuracy" of the weapon. For the Kilo this is the 19.8 Prowler.

- The most noticeable benefit is the -32% reduction to recoil magnitude - AKA your recoil pattern is going to be basically 2/3 of its regular size, which will obviouly help with aiming.

- It will improve bullet velocity by 57%, meaning your bullets are going to be travelling roughly 1.5x faster. This helps with accuracy as well because, faster bullets = less time for the bullet to "drop" due to gravity while it's in flight. Less bullet drop means your shots will land closer to where your reticle is actually aimed. Less bullet drop = easier to aim.

- It also extends the range by 45%. Range is a tricky concept in this game. Basically every weapon has a max damage that it does at short range - for the Kilo this is 30m. So from 0-30m you will do "max" damage (42 headshot, 28 body shot). After 30m the damage drops off (only 34 headshot, 23 body shot), and it stays that way til 55m, so from 30-55m you are at a lower damage profile. Then after 55m it drops off again to "minimum" damage (27 headshot, 18 body shot), and that minimum damage will extend to infinity range. Obviously the more damage you deal the better, so extending those damage drop-off ranges is a good thing. The 45% boost this barrel gives you takes all those range drop-off points and extends them by 45%. Meaning you will do better damage for longer. Here's a before-and-after comparison:

Stock Kilo:

Max Damage: 0-30m
Medium Damage: 30-55m
Min Damage: 55-1,000m

19.8 Prowler Kilo

Max Damage: 0-45m
Medium Damage: 45-80m
Min Damage: 80-1,000m

So you can see, you have an extra 15m added to your Max Damage, and then another 25m added to your Medium Damage range. So if you were going head-to-head with another Kilo user who was using the Stock barrel at say 65m, you'd have the advantage because you'd be dealing 34/23 head/body damage but he'd only be doing 27/18. Advantage = you.

To recap that, you almost always want the longest barrel for assault rifles in Warzone/Plunder. The recoil reduction, bullet velocity, and range bonuses are all very good and all it costs is some movement/ADS speed essentially. This will make you more accurate and you will deal more damage thanks to the extended damage range drop-off points.

Now onto point #2. If you're looking for recoil help, your 2nd best bet (after the long barrel) is a grip. All 3 standard grips (Merc, Ranger, Operator) reduce your recoil magnitude by an identical 17%. So basically half of the bonus you get from the long barrel. In order to pick between the 3 you need to pick the one that matches your playstyle and how you're trying to use the weapon. The secondary bonuses are as follows:

Merc: Improved hipfire accuracy
Ranger: Improved aiming stability
Operator: None (but it doesn't have any of the movement penalties that the Merc/Ranger have, so it's a good middle ground between the two)

If this Kilo is getting paired with an SMG and the SMG is going to handle all short-range encounters, then you want a Kilo that is most useful at medium-to-long range. The grip that does that is the Ranger - the increased aiming stability will help you be more accurate at range. On the flip side, if this Kilo is getting used with a sniper, then the sniper is handling long-range combat so maybe you want a Kilo that acts more like an SMG. In that case the Merc grip might make more sense - since you are using it more up close, the improved hipfire accuracy will help you win more of those gunfights.

The other two grips are unique.

- The Tactical grip only helps with aiming stability - it does nothing to help with the physical recoil control of the weapon. So this is only useful if you are using some long-range sniper-type weapon where you want pinpoint accuracy for the first shot and you aren't going to be firing very quickly so recoil control isn't an issue. This grip is fairly useless honestly in my opinion.

- The Commando grip is the one I use on most rifles. It only helps with 6% recoil magnitude, so basically just 1/3rd of the Merc/Ranger. Which in reality is not much at all. But what it does do is improve the "bounce" of the weapon by 15%. This bounce I'm referring to, is how much the weapon kicks back and forth between shots around the recoil pattern. Think of the recoil pattern as a hypothetical straight vertical line - a weapon with no bounce is going to follow that recoil line directly, while a weapon with a lot of bounce will be kicking back and forth to the right/left of that line constantly. It would be very easy to control the one with no bounce, because all you need to do is pull down on your mouse/joystick to counter the vertical recoil. However the one with high bounce that is kicking back and forth of the line is going to be much more difficult to control, and borderline impossible at longer ranges. That's because, with practice, it is possible to learn to improve your ability to control the physical recoil pattern of the weapon. But you can never control the random bounce of the weapon, no matter how hard you try. This is why I prefer the Commando - because I think it's much more useful to control the random bounce than the magnitude of the pattern.

I say all that as an aside, just because I want you to be aware of what each of the grips do. However if you're needing help with recoil control, then I'm betting you'd be most helped by the 17% reduction from the Ranger/Merc, so follow my guidance above depending on your playstyle and the type of class you're setting up.
 

CMCFLYYY

Recruit
There are other ways to further reduce recoil if the barrel/grip aren't enough. You could try running a Compensator, which reduces the magnitude by 27% - in terms of effectiveness that puts it between the barrel and a grip. Stacking these 3 attachments together will drastically improve recoil control, but it will cost you the ability to use a suppressor. It's basically a death sentence to use anything but a suppressor in Warzone/Plunder, but if you REALLY want some extra recoil control while you're learning the game and how to use the weapons, then go with a Compensator for a temporary boost.

You can also run one of the mid-range optics. It's a hidden stat that doesn't show up in Gunsmith when you build weapons, but most of the mid-range optics reduce recoil to a degree. And that includes both the magnitude and the "bounce" mentioned above. My personal favorite is the VLK, a 3.0x scope that has some of the best recoil properties, the lightning quick ADS time for a mid-range scope, and (in my opinion) the cleanest looking sight. But that is definitely personal preference, and you can try out some of the others to see what suits you best. The Scout Combat (3.25x), Cronen (3.5x), Integral Hybrid (1x/3.25x), and Canted Hybrid (1x/3.25x) all have "similar" recoil benefits but slightly slower ADS times than the VLK. However if you prefer the sight picture of one of those better, the slight ADS nerf isn't going to matter. Also if you prefer a thermal scope (I don't), the NVG (3.25x), Merc Thermal (3.25x), and Merc Hybrid (1x/3.25x) all have similar recoil benefits but much slower ADS times (to balance their thermal abilities). So, adding a mid-range optic like the VLK or Cronen will further reduce your recoil by like 10-15%.

Finally, the Rubberized Rear Grip also reduces recoil but by a pitiful 4%. Do not use this.

For MAX recoil control, I would recommend the following:

(by the way, ALL numbers in my posts are courtesy of TrueGameData, by far my favorite place to go for CoD weapon data)

Muzzle: Compensator (-27% magnitude)
Barrel: 19.8 Prowler (-32% magnitude)
Optic: VLK 3.0x (-11% magnitude, -20% bounce)
Underbarrel: Ranger (-17% magnitude)
Mags: 60-round Extended mag

Once you kinda get used to the recoil you can replace that Compensator with a Suppressor (Monolithic), but the other attachments should stay pretty consistent (again depending on how you're trying to use this weapon class).

Btw, here is my build and how the two compare:

Barrel: Whisper (integrated suppressor, eliminates tracers)
Laser: Tac Laser (faster ADS)
Underbarrel: Commando (-6% magnitude, -15% bounce)
Mags: 50-round Extended mag (save 2% movement speed)
Rear Grip: Stippled Tape (faster ADS, sprint-to-fire times etc)

Your MAX recoil loadout will reduce recoil by a massive 87% and recoil bounce by 10%, plus increase bullet velocity by 57% and range by 45%. All good things, but it will cost you an additional 112ms of ADS time and 8.6% of slower movement speed.

My build only helps with 6% recoil but 15% bounce, and only adds 29%/15% to velocity/range. BUT, my ADS is only reduced by 7ms, so barely different than stock and over 100ms faster than yours. I also only lose 3.7% movement speed, which is less than half the penalty yours has. So my loadout lets me move quicker, scope in much faster, and I have no tracers so it's harder to find where shots are coming from. But I have more recoil to control and worse velocity/range.

If you're wondering what this looks like in terms of the times to kill, let's give the floor to TrueGameData once again. "Time to Kill" is a fuzzy concept, because it assumes 100% accuracy - if you can't hit your shots it doesn't matter what the theoretical Time to Kill is, and you'll fall well short of it. That's why recoil control is so important, and why weapons like the M4/Grau/Bruen/Kilo have been the meta weapons - because they are so accurate at longer ranges. They may have slower theoretical Time to Kills than some other rifles, but they are so easy to use that you can get closer and closer to 100% accuracy and the theoretical max Time to Kill.

I say all that, because this chart below shows that my Kilo is basically faster Time to Kill across the board (other than between roughly 60-80m where you'd have a slight (SLIGHT) 4ms advantage. But that is peanuts compared to my 20ms advantage from 0-35m and 45-60m. HOWEVER, again that is only if you are hitting 100% of your shots. My logic is, I think I'm pretty good with the Kilo especially at those shorter-to-mid ranges (I use it as a secondary to a sniper), so I'm choosing to deal with some extra recoil and slightly worse bullet velocity to get a better theoretical Time to Kill. However, I have to hit my shots in order to see that advantage.

My only point in showing this chart was to show you the true cost of all those recoil attachments. In order to reduce recoil like you are, you are forfeiting a faster THEORETICAL time to kill. However, if you are hitting WAY more shots with that max recoil build, than your ACTUAL time to kill is going to be quicker than it would be if you used my build. If you find over time that your skill is improving, like I said swap out the Compensator for a Suppressor, maybe swap the Ranger for a Commando, maybe go without an Optic etc. All of those attachments help with recoil and ease of use, but hurt your theoretical time to kill. As you get better you will handle recoil better and can start trading some of those attachments out for better time to kill.

1604964272130.png
 

Neptune

Recruit
For all assault rifles, you're going to want the longest barrel possible. This is because long barrels help in 3 ways, 2 of which will directly affect the "accuracy" of the weapon. For the Kilo this is the 19.8 Prowler.

- The most noticeable benefit is the -32% reduction to recoil magnitude - AKA your recoil pattern is going to be basically 2/3 of its regular size, which will obviouly help with aiming.

- It will improve bullet velocity by 57%, meaning your bullets are going to be travelling roughly 1.5x faster. This helps with accuracy as well because, faster bullets = less time for the bullet to "drop" due to gravity while it's in flight. Less bullet drop means your shots will land closer to where your reticle is actually aimed. Less bullet drop = easier to aim.

- It also extends the range by 45%. Range is a tricky concept in this game. Basically every weapon has a max damage that it does at short range - for the Kilo this is 30m. So from 0-30m you will do "max" damage (42 headshot, 28 body shot). After 30m the damage drops off (only 34 headshot, 23 body shot), and it stays that way til 55m, so from 30-55m you are at a lower damage profile. Then after 55m it drops off again to "minimum" damage (27 headshot, 18 body shot), and that minimum damage will extend to infinity range. Obviously the more damage you deal the better, so extending those damage drop-off ranges is a good thing. The 45% boost this barrel gives you takes all those range drop-off points and extends them by 45%. Meaning you will do better damage for longer. Here's a before-and-after comparison:

Stock Kilo:

Max Damage: 0-30m
Medium Damage: 30-55m
Min Damage: 55-1,000m

19.8 Prowler Kilo

Max Damage: 0-45m
Medium Damage: 45-80m
Min Damage: 80-1,000m

So you can see, you have an extra 15m added to your Max Damage, and then another 25m added to your Medium Damage range. So if you were going head-to-head with another Kilo user who was using the Stock barrel at say 65m, you'd have the advantage because you'd be dealing 34/23 head/body damage but he'd only be doing 27/18. Advantage = you.

To recap that, you almost always want the longest barrel for assault rifles in Warzone/Plunder. The recoil reduction, bullet velocity, and range bonuses are all very good and all it costs is some movement/ADS speed essentially. This will make you more accurate and you will deal more damage thanks to the extended damage range drop-off points.

Now onto point #2. If you're looking for recoil help, your 2nd best bet (after the long barrel) is a grip. All 3 standard grips (Merc, Ranger, Operator) reduce your recoil magnitude by an identical 17%. So basically half of the bonus you get from the long barrel. In order to pick between the 3 you need to pick the one that matches your playstyle and how you're trying to use the weapon. The secondary bonuses are as follows:

Merc: Improved hipfire accuracy
Ranger: Improved aiming stability
Operator: None (but it doesn't have any of the movement penalties that the Merc/Ranger have, so it's a good middle ground between the two)

If this Kilo is getting paired with an SMG and the SMG is going to handle all short-range encounters, then you want a Kilo that is most useful at medium-to-long range. The grip that does that is the Ranger - the increased aiming stability will help you be more accurate at range. On the flip side, if this Kilo is getting used with a sniper, then the sniper is handling long-range combat so maybe you want a Kilo that acts more like an SMG. In that case the Merc grip might make more sense - since you are using it more up close, the improved hipfire accuracy will help you win more of those gunfights.

The other two grips are unique.

- The Tactical grip only helps with aiming stability - it does nothing to help with the physical recoil control of the weapon. So this is only useful if you are using some long-range sniper-type weapon where you want pinpoint accuracy for the first shot and you aren't going to be firing very quickly so recoil control isn't an issue. This grip is fairly useless honestly in my opinion.

- The Commando grip is the one I use on most rifles. It only helps with 6% recoil magnitude, so basically just 1/3rd of the Merc/Ranger. Which in reality is not much at all. But what it does do is improve the "bounce" of the weapon by 15%. This bounce I'm referring to, is how much the weapon kicks back and forth between shots around the recoil pattern. Think of the recoil pattern as a hypothetical straight vertical line - a weapon with no bounce is going to follow that recoil line directly, while a weapon with a lot of bounce will be kicking back and forth to the right/left of that line constantly. It would be very easy to control the one with no bounce, because all you need to do is pull down on your mouse/joystick to counter the vertical recoil. However the one with high bounce that is kicking back and forth of the line is going to be much more difficult to control, and borderline impossible at longer ranges. That's because, with practice, it is possible to learn to improve your ability to control the physical recoil pattern of the weapon. But you can never control the random bounce of the weapon, no matter how hard you try. This is why I prefer the Commando - because I think it's much more useful to control the random bounce than the magnitude of the pattern.

I say all that as an aside, just because I want you to be aware of what each of the grips do. However if you're needing help with recoil control, then I'm betting you'd be most helped by the 17% reduction from the Ranger/Merc, so follow my guidance above depending on your playstyle and the type of class you're setting up.
You do your research lmao
 
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