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Old 04-10-2010, 04:10 PM   #1 (permalink)
 
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Default Stopping Power on the UMP

What does it do again? I previously thought it was totally useless but someone said it allows you to 2 shot at close range. Is this true or is lightweight/coldblooded the way to go?
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Old 04-10-2010, 04:15 PM   #2 (permalink)
 
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Default Re: Stopping Power on the UMP

yes
since the UMP range is 40-35, with stopping power its 56-49. therefore, its still 3 shot-2 shot. however, it helps while shooting through walls and people with painkiller, you can 2 shot previously hurt people at long range, etc.
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Old 04-10-2010, 04:17 PM   #3 (permalink)
 
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Default Re: Stopping Power on the UMP

Although the one extra bullet can be beneficial at times, I'd still recommend CB on a standard class, or Lightweight on a runner class.
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Old 04-10-2010, 04:24 PM   #4 (permalink)
 
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Default Re: Stopping Power on the UMP

yea IMO the 2 best classes are:

Spoiler:

UMP Silenced
Stinger/CQC Secondary
Claymores
Stuns
Scavenger
Cold Blooded
Ninja


and
Spoiler:

UMP silenced
CQC secondary (G18s are fun), but i find tacknife pistol most useful (or akimbo USPs with the tacknife glitch)
Marathon
Lightweight
Ninja
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Old 04-10-2010, 06:14 PM   #5 (permalink)
 
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Default Re: Stopping Power on the UMP

Ah ok, so it's exactly as I thought. It allows for 2 shot kills at close range.. I think I'll stick with lightweight on my rush class then. Thanks guys
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Old 04-10-2010, 06:37 PM   #6 (permalink)
 
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Default Re: Stopping Power on the UMP

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Ah ok, so it's exactly as I thought. It allows for 2 shot kills at close range.. I think I'll stick with lightweight on my rush class then. Thanks guys
lightweight is suprisingly helpful on rush classes, while it may seem useless (8% speed) it lets you kill the opposite team while capturing flag (domination) or catch people's off guard easier . plus the 1/2 raise time is pretty good.
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Old 04-10-2010, 08:28 PM   #7 (permalink)
 
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Default Re: Stopping Power on the UMP

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Originally Posted by blub212212 View Post
lightweight is suprisingly helpful on rush classes, while it may seem useless (8% speed) it lets you kill the opposite team while capturing flag (domination) or catch people's off guard easier . plus the 1/2 raise time is pretty good.

Yes I know :3

I've been rushing spawns in SND since 2 weeks after release.
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Old 04-10-2010, 08:57 PM   #8 (permalink)
 
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Default Re: Stopping Power on the UMP

GASP Rush in SnD? That annoys me when people use the UMP
Rushing in domination. now that's fun. plus your team usually wins since you can capture so many flags
(i brought us from 50-130 to 180-200. we still lost, but i captured like 10 flags)
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Old 04-10-2010, 10:29 PM   #9 (permalink)
 
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Default Re: Stopping Power on the UMP

Yeah I usually rush with the UMP, but if the other team picks up on it I'll just sit back with a Tar or Famas/ACR
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Old 04-10-2010, 10:37 PM   #10 (permalink)
 
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Default Re: Stopping Power on the UMP

i think thehunter360 previously stated that a good rush class is:

UMP silencer
Spas grip/fmj
marathon
lightweight
commando
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Old 04-10-2010, 10:54 PM   #11 (permalink)
 
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Default Re: Stopping Power on the UMP

ewww. I see a few things wrong with that. The spas is a good weapon, but it loses its power without stopping power, so I'd reccomend a weapon that isn't affected by stopping power (like the Magnum). Also, anyone with a heartbeat sensor or headset will laugh as they counter your rush, so ninja is the better choice imo.

My Ideal Rush Set

UMP45 Silencer
Magnum Akimbo (2 shot kill with lightweight, so with akimbo one bullet from each is a kill)

Marathon
Lightweight
Ninja
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Old 04-10-2010, 10:57 PM   #12 (permalink)
 
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Default Re: Stopping Power on the UMP

iunno that was hunters setup
personally i go with the akimbo USPs due to the fact that they have a glitch where you can knife as fast as tacknife, which is like blingpro while having marathon.
akimbo magnums. magnum is 50-35 damage, therefore it takes 2-3 bullets to kill w/ or w/o stopping power. so it can take more than 2 bullets to kill.
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Old 04-10-2010, 11:38 PM   #13 (permalink)
 
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Default Re: Stopping Power on the UMP

You're right, akimbo USP's are better. That's a good fix for my class, thanks ^^
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Old 04-10-2010, 11:41 PM   #14 (permalink)
 
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Default Re: Stopping Power on the UMP

I win!
since its a normal knife, I'm pretty sure its the range of a normal knife but the speed of a tac knife. win win, plus extra pistol powers
btw is it easier for PC players to spam single-fire weapons (non akimbo or akimbo) or for console users?
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Old 04-11-2010, 12:01 AM   #15 (permalink)
 
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Default Re: Stopping Power on the UMP

I would think console users, but don't quote me on that
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