Warface: Global Operations on PC Loadout Guide
Guns are the bread, peanut butter, and jelly of FPS shooters. Without them, there’d be no sandwich. Even though Warface: Global Operations has only been officially released for several days, players from all over the world have already climbed to the top of the ranked ladder. We’ve seen our fair share of matches and, so far, we managed to get to Bronze League III, with a K/D ratio of 2.2 and a Win Ratio of 59%.
If you want to find out more about how you can rank up fast, feel free to check out our article on the topic. This time around, we’d like to focus on how you should make decisions for your two Loadouts. We know, we know: jumping straight into battle is part of the fun, but we assure you that a bit of strategy before combat goes a long way when you’re under heavy fire.
What Is a Loadout?
Another game that uses the same system is CoD: Mobile. A loadout is basically your gear configuration for a certain game mode. The only difference here is that there’s no other game mode except for ranked multiplayer, which is quite disappointing, as we were hoping for at least a PvE option. Still, we might see it introduced in the weeks/months to follow.
When you press the “Fight” button in WGO, the game will randomly choose a map and a game mode for you to enter. There are only two modes, deathmatch and control, both of which are pretty self-explanatory. Out of the five available 5 maps so far, none stands out as fabulous. In fact, they all seem more or less terrible. To give you an idea of how unbalanced they are, the initial Inferno on CS: GO was vanilla compared to some of these.
Incredibly strong vs. incredibly weak positions aside, there is a lot of fun to be had when you catch a good spot and nobody can kill you. 17 Kills in a matter of minutes is no small feat, you know.
Construct a Pro Loadout
Mastering your loadouts is a matter of balance and a bit of grinding. The latter will be required to upgrade your weapons and fully unlock each of their talent trees. That’s right: it’s not just the categories of armament (Assault, Shotgun, SMG, Sniper), but each individual weapon that will require upgrade materials (Gears). It sounds much worse than it is, though. As you pass level 10, you’ll see that new weapons are much rarer that we’re initially led to believe.
Before you think of which weapons to stick with, you ought to first try them all out. While you’re at it, make it a point to traverse all the maps you land on. They’re quite small and easy to go through, and it takes no more than 20 seconds to run from one end to the other. After 10 or so games, you ought to know where you’re standing.
The Primary and Secondary slots do not limit your choices in any way. If it pleases you, there’s nothing to say that you can’t run around with two Assault weapons or two Sniper rifles, for that matter. They just can’t be the same exact weapon. Fun as it may be, we still advise against it, though.
Instead, you should aim for a balance between the weapons you carry. This is what a balanced set-up would look like. Our primary choice can handle mid-to-long range encounters, while our secondary one can destroy anything that gets close to us. The Daewoo K2 and Benelli M4 is a legit combo that got us many a win, aside from being incredibly fun to play. Whenever somebody gets too personal, BlueStacks lets us change weapons really fast, so the Benelli makes quick work of them.
We would have gone with the Kalashnikova primary if it weren’t for the game’s terrible lag. Whenever we shoot, there’s a small, rather annoying delay that prevents us from being able to control our recoil masterfully. You can try it out, but don’t say we didn’t warn you. You’ll be spraying 80% of the time. The Daewoo, on the other hand, handles much better given the game’s current conditions.
The South Korean version of the M16 has a very manageable recoil, which means that more bullets will hit your target. More often than not, this will guarantee you’re the last player standing.
The Argument Against Snipers
Although we can’t say we’ve experienced all the weapons in the WGO armoury, we’d advise against using Sniper rifles. In the off-chance that you don’t miss your shot because of the lag, it’s entirely likely that an enemy (maybe two, or three, for that matter) will be standing right beside you while you’re preparing for the next hit.
What’s more, we’ve yet to encounter a Sniper that can one-shot our opponent. Correct us if we’re wrong, but isn’t that the whole point of a low-fire rate, high damage choice? By the time we get our 2nd shot, the person is well out of our vision, recovering their health and armour. The only situation where it does make sense to play with a sni[er is if you’re running with a full stack, which is to say you’re queueing alongside a complete 4-man team.
Pistols can be really important, since you switch to them once your clip is done and you keep firing. For that reason, our advice is to prioritize range over anything else. Your last choice is the Support slot, which can hold either an Armor Kit or a Medkit. So far, we’ve been tremendously successful with the former, since you regenerate health over time anyway. Just make sure to properly time your engagements so that you have a breather to use your kit and wait for the health to go back up.
These are the basics of Warface: Global Operations loadouts. Since you have two of them at your disposal, you can try to get funky with two SMGs or two Shotguns on one side. You’d be surprised at how fun it is to just keep running circles around people without giving them a chance to aim at you. If things go south really bad, you can always switch to a balanced set-up when respawning, but, then, where’s the fun in that?