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Tom Clancy's Ghost Recon

Ghost Recon: Xbox Live Tactics 2


Ghost Recon online might not be as in-your-face asMechAssault or Unreal Championship, but nothing equals the intensity. Enter a match of Last Man Standing or Team Play and feel your heart race and your adrenaline pump—you'll probably need a towel nearby just to wipe the sweat off your brow. Nothing kills the rush like constantly feeling outgunned, though. It could be that you just aren't equipped with the right gear.

Jump in on this two-part feature designed to give you the upper hand with a little advanced weapons training. Many of these weapons are unlockable items, so if you haven't completed all 50 in-game tasks offline, it's time to put in some work if you want to be fragging on an even playing field with the best.

Before we dive in, let's review the basics of handing and firing your weapons of choice. Certain weapons have what's called recoil, or the tendency of a weapon to move after a round has been fired. Recoil negatively affects accuracy; notice that the target reticle gets larger the longer you fire. Certain weapons have more recoil than others, but in all cases recoil can be reduced based on your firing position. Shooting while prone limits the adverse effects of recoil most effectively, followed by standing, and then crouching. Both turning and moving affect the target reticle as well. If possible, stand still before firing.

All weapons are not the same—different weapons are clearly suited for different environments. Some are designed for close combat in confined spaces; others are less subtle and just saturate the landscape with lead. So before you choose your weapon, take a gander at what map the host has picked, decide what your strategy is going to be, and choose your poison.

All right, you're ready. Let's begin Part I: Rifleman and Demolitions Gear.

Rifleman Gear

Envision Precision
Riflemen possess perhaps the finest selection of weapons at their disposal. The assault rifles detailed below sport the highest accuracy ratings of all the weapons in Ghost Recon. In addition, with optional grenade launchers and variable settings for rate of fire, these weapons are ideal for any situation thrown your way.

MP5-SD
Ammunition: 300 rounds, 30 rounds per magazine. Silenced weapon.
Settings: Single-round, 3-round burst, automatic.
Description: The MP5-SD is a choice weapon to use in offline missions when stealth is the bottom line of success. Unfortunately, it's difficult to translate these benefits into the online world, simply because unless you score a kill immediately, your opponents get a beat on where you're hiding. The MP5-SD is also not too powerful, and without a headshot, you'll have to unload a few rounds into an enemy before they drop.

M16/M203
Ammunition: 300 rounds, 30 rounds per magazine. Optional M203 grenade launcher.
Settings: Single-round, automatic.
Description: The M16 is a basic assault rifle capable of average range and accuracy, and the accuracy holds up over large distances. It's no surprise that this weapon is available from the start of the game—that should tell you something about its usefulness and dependability. The grenade launcher is a good friend in fiery situations, but reloading after every shot makes it an unwieldy weapon in heated exchanges.

AN94
Ammunition: 300 rounds, 30 rounds per magazine. Optional GP25 grenade launcher. Settings: Single-round, 2-round burst fire, automatic.
Description: The addition of the grenade launcher makes this an excellent choice for open warfare. Exhibits decent accuracy from a distance, even with automatic fire. Be prepared to reload often because the automatic setting drains your magazine quickly.

5.56 Carbine
Ammunition: 300 rounds, 30 rounds per magazine.
Settings: Single-round, 3-round burst, automatic.
Description: Exceptionally accurate single-round fire and impressive from a distance. The dispersal of bullets during automatic fire is minimal—recoil is slight. This sucker is powerful, and with 30 shots per magazine, it fits the bill in fierce conflicts.

7.62 Rifle
Ammunition: 300 rounds, 20 rounds per magazine.
Settings: Single-round, automatic.
Description: Another powerful weapon. The accuracy is a step up from the 5.56 Carbine, but automatic fire eats up rounds because each magazine holds only 20 bullets. Use single shot and burst fire; otherwise you'll use up your ammo and have to reload in the heat of battle.

7.62 Carbine
Ammunition: 300 rounds, 20 rounds per magazine.
Settings: Single-round, 3-round burst, automatic.
Description: Not as accurate as the 7.62 Rifle, but just as deadly if a round connects with the target. The only other significant difference is that the Carbine version has 3-round burst fire.

OICW/GL
Ammunition: 300 rounds, 30 rounds per magazine.
Settings: Single-round, 3-round burst, automatic.
Description: The single-round setting is extremely accurate even from a distance; in fact, it's one of the most accurate weapons in the game. The automatic fire isn't too shabby either. The addition of the grenade launcher makes this a very attractive and versatile weapon. Really one of the better weapons in the game.

Demolitions Gear

Job Description: Blow Stuff Up!
The Demolitions gear doesn't boast the accuracy of the Rifleman gear, nor is itnearly as powerful as the Support gear. These weapons straddle the line between both extremes. The only real advantage here is what the Demolitions crew can add to their secondary slot, like anti-tank weapons and claymore mines. But more and more hosts are excluding explosives because the graphic effects tend to slow down the server. If that's the case, you'd be better off picking a weapon from one of the other classes of soldier.

MP5
Ammunition: 300 rounds, 30 rounds per magazine.
Settings: Single-round, 3-round burst, automatic.
Description: The automatic setting will drain each magazine quickly, so you'd be wise to switch to a single-round or 3-round burst setting. The MP5 has only slight recoil, giving it decent accuracy while on the move or crouching. Bit it's remarkable how severely accuracy plummets at long range. This is a great weapon for indoor environments where combat is bound to be up close and personal.

M4
Ammunition: 300 rounds, 30 rounds per magazine.
Settings: Single-round, automatic.
Description: Both the single-round and automatic settings are relatively accurate in this class. The M4 is best used in prone position; it's not so hot when running or on the move. It's a powerful assault rifle that can be used in any situation, but unless you're after explosives to put in your secondary slot, you'd be better off choosing from the Rifleman class of weapons.

A-91
Ammunition: 200 rounds, 20 rounds per magazine.
Settings: Single-round, automatic.
Description: Strong punch, weak total package. Accuracy is low for both single fire and automatic modes. Magazine is emptied shockingly quickly on automatic fire—inaccurate but good for scaring the bejeezus out of opponents. Its power and coverage make the A-91 a good choice for close combat and indoor environments. The recoil on this one is mild, so crouching to fire is a realistic option.

SA80
Ammunition: 300 rounds, 30 rounds per magazine.
Settings: Single-round, automatic.
Description: Surprisingly accurate heavy artillery. Single shot is dead-on, even from a respectable distance, but the automatic setting negates much of the accuracy. Use only while prone because of severe recoil. Can be used effectively in both indoor and outdoor environments.

Bizon 9mm
Ammunition: 192 rounds, 64 rounds per magazine.
Settings: Single-round, 3-round burst, automatic.
Description: This weapon looks cool but its usefulness is questionable compared to others in this category. Accuracy is extremely low from a distance, drastically limiting it's use in multiplayer play. Combine a high rate of fire with only 192 total rounds, and you develop a headache having to budget your ammo. Select this weapon to lay down suppressing fire or otherwise supporting other players in Co-op or Team Play.

All right, PartI complete. You're on your way to becoming a Ghost Recon weaponry pro. Don't get too big for your britches, though, soldier.Part II is next : Support, Sniper, and Secondary Gear.

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