For nearly a decade, the Call of Duty franchise has been arguably the most popular and played FPS franchise across all platforms. With each and every yearly release, gamers around the globe can expect the same fast-paced and arcade-like gameplay that the Call of Duty franchise has continuously brought to the table. The launch of Treyarch’s Call of Duty: Black Ops 3 has been pretty well received. Though it still shares that same Call of Duty trademark feel, there have been several gameplay advances that might confuse newcomers to the franchise. From grasping and understanding the several different “Specialist Abilities,” to making the most out of all the newly introduced multiplayer weaponry, finishing at the top of the scoreboard isn’t as simple and easy as it once was in previous games. With that said, here are a few tips and tricks for building the ultimate Call of Duty: Black Ops 3 line-up!
If you’re just getting into Call of Duty: Black Ops 3 multiplayer for the first time, and you want to play very safe and reserved until you learn all the tricks of the trade, here’s a quick class set-up that will be pretty beneficial for not only yourself, but your entire team.
Kicking things off, you’ll want to make sure that your primary weapon is a Kuda, a pretty efficient SMG with decent speed, range and little-to-no recoil. Overall, it’s a pretty fun primary weapon to start off with because of it’s decent fire-rate-to-damage ratio, and as long as you plan to play medium-range encounters, this gun is going to hold it’s own in most of the gunfights you come across. As for attachments, I’d strongly suggest using Quickdraw and Extended Mags. Enhancing the speed of this class should have you prepared at all times, so Quickdraw is practically a requirement if you’re wanting to make sure you’re always on the same pace as the opponents on the other team. As for the Extended Mags, this SMG benefits from this tremendously. With having an SMG like the Kuda that has such a pretty good fire-rate, you’ll constantly be going through ammo rounds if you’re anchored somewhere playing support during a game. However, with the addition of these Extended Mags, not only can you continue to make use of this gun’s quick fire-rate, but you’ll also have a bit more ammo to work with before having to start reloading in the midst of a heated battle. Though some people might prefer to use Fast Mags instead, the default reload speed on the Kuda isn’t too bad to begin with. Thus, I think it’s safe to say that having a few extra rounds in your SMG clip to take down the enemy team is just more beneficial than enhancing the reload speed of a gun that is already pretty quick to begin with. As for customizing the optics on the Kuda, you should be fine keeping everything in it’s stock form. Though the iron sights on this SMG aren’t really anything special, they are still pretty easy to use, especially when you consider that this class is primarily going to be meant for short- to medium-range encounters. As tempting as adding a red dot sight to this SMG might be, save the point and it’ll be more beneficial elsewhere.
Now that we have your primary weapon out of the way, let’s discuss your sidearm and secondary weapon. Personally, I’ve always been pretty fond of using the MR6. If you ever get into a situation where your Kuda runs out of ammo and there’s practically no time to find cover or reload, whipping out this sidearm to finish off an opponent or two makes the most sense. Though many people will swear by the RK5, the MR6 appears to be the better fit in my opinion. Not only is the damage output on the MR6 slightly higher, but also being able to fire off your sidearm as fast as your trigger finger allows you to is something that truly has me recommending the MR6. As for attachments, none are really needed here. It’s simply quick, strong, and reliable, even in it’s stock form.
With both of our weapons in this class selected, let’s move on to the equipment we’ll be using. For your Lethal, you can’t go wrong with using your standard frag grenade. Not only will this allow you to flush out rooms that opponents may be bunkering up in, but it also gives you something that’ll distance yourself between opponents. For instance, if you’re anchoring down in an area that you know is usually a frequented route by the opposing team, tossing a grenade down their usual path will more than likely make opponents think twice about taking that route. Thus, re-routing them in the process and giving you some distance between the enemy team. There’s a reason frag grenades have always been a standard option in Call of Duty for years now, and Black Ops: 3 is no different. As for your tactical equipment, I’d say two concussion grenades should be added. With concussion grenades, you’ll be able to toss them around the corner or into a room with confidence knowing that if an opponent is actually in there, they’ll be concussed for a few seconds and not be able to move quickly enough for cover or to defend themselves. Thus, giving you the upper hand in clearing out areas or making your way down a corridor.
Now that our entire arsenal has been selected, here’s a list of perks that should be beneficial with this support SMG class. First things first, we’re starting off with Sixth Sense. This perk is extremely useful because it displays a mini-map indicator with the direction of nearby enemies. If you’re going to be playing support and holding down a certain area, this perk will allow you to have a general idea of when and where to expect enemies that are making their way towards your position. Tie all this in with your medium-range Kuda set-up and you should be mowing down opponents endlessly. For our second perk, we’re going to use Ante-Up. This perk is pretty much like Hardline from back in previous Call of Duty games. When you spawn, you’ll already have 250 bonus points contributing towards your score-streaks. This is great because if you’re holding down an area and playing the support role, you shouldn’t die as often as you would if you were running and gunning. Thus, your kills will continue to stockpile, as well as the points towards your score-streaks, giving you an opportunity to do some extra damage without playing harder than you really need to. For our third and final perk, we’re going to use Gung-Ho. This perk allows you to hip-fire and use equipment while springing, meaning you’ll be able to fly through an area if you need to, while dealing all sorts of big damage. With the combination of these three perks and our class set-up’s weaponry, you should be on track to finishing better than expected.
Finally, let’s finish off this class with our score-streaks. When taking into account that we’ll be playing on the defensive/support side, here’s what I’d recommend: As we begin with the first tier, I’d recommend using a UAV. You can NEVER go wrong with a UAV. Not only does it take little-to-no points to achieve, but also being able to see where some of your enemies are on your mini-map will always be helpful. Not to mention, it’ll benefit the entire team, something that they’ll truly appreciate and make the most of. For our second score-streak, I’d suggest using a Care Package. Like the UAV, not only is it easy to obtain, but it’s also a streak that’ll greatly benefit your team. Chances are you’ll get the low-end score-streaks quite often, but that’s not essentially a bad thing. For instance, a Counter UAV helps when wanting to play defense and protect your team. The same can be said about a Guardian, which is also a common drop with care-packages. Simply place the Guardian in the right area and it’ll support your team with several different benefits. UAVs may also drop as well and, like mentioned above, there’s nothing bad about seeing the enemy on your mini-map. Overall, these Care Packages provide many score-streaks that’ll support your time, all while still giving you an opportunity to get lucky and cash in on a bigger score-streak. Lastly, the final score-streak I’d add to this class setup would be R.A.P.S. If you manage to work your way into the higher kill count and have your points tally up, this is a score-streak that’ll rack up kills like there’s no tomorrow. Even if some get destroyed, chances are you’ll take out a few enemies in the process. As long as you call it in near an area that you know is full of heavy enemy traffic, you’ll be rewarded and pretty satisfied with your choice of selecting these R.A.P.S.
Now that our entire class is designed, you’re left with one final option: Which specialist? Personally, I like to swap between several depending on which map I’m playing on. For instance, I’d use the Sparrow if playing on a larger map with longer lanes in the map’s playing area. The Sparrow’s bow is effective at long-range, so playing to that advantage on a map with some distance really does benefit tremendously. If playing on a smaller map with smaller rooms and tight corners, I’d usually use the Purifier. If timed correctly and used appropriately, the flamethrower can do some insane damage and even at times, wipe out an entire team. It’s all about timing, so keep that in mind before launching your specialist ability.
Call of Duty: Black Ops 3 continues to be a game that’s universally enjoyed by many in the FPS community. Though it might be a tad bit difficult this time around to understand many of the newly added multiplayer features, this class setup should help give you a fair shot at holding your own on the battlefield. Even if you’re not new to the franchise and you’re just looking for a way to raise your K/D ratio, this defensive and support based class with the Kuda might solve some of the problems you’ve been encountering. Simply follow the provided instructions included and I’m sure with some practice, you will begin to see the improvement and be at the top of the scoreboard in no time!