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lumin-au 30 days ago
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Call of Duty Multiplayer Basic Builds
I want to share with you guys something I have softly tweaked\made over the past few Call of Duty games. This is my general custom loadout template I use for each game. I've cleaned up a little yesterday in hopes that it's relevant for COD Black Ops 6. The idea for them is the below:
Each loadout is tailored for very different playstyles. You can't just be running and gunning the same way with all of them. Keeps the game interesting and makes it easier to switch to what your team might need given the objective.
Each loadout is focuses on type of guns, not individual guns themselves. That way you can constantly be leveling up and getting camo challenges for each gun, and then swap them out with the same type while still sticking to the general premise of the loadout.
I do have quite a few other loadouts that I've played around with, slight tweaks and more focus on versatility. I might post them in the future if I find any more particularly unique. 1. Navy SEALs (Commando)
Primary: Assault Rifle (suggested: Suppressor, Reflex Sight, Tactical Foregrip)
Secondary: Silenced Handgun
Perks: Stealth Abilities
Equipment: Smoke Grenade
Lethal: Frag Grenade
Playstyle: Focus on covert ops. Moving through maps slowly and silently taking alternative paths to your teammates, taking out enemies without revealing your position. Ideal for flanking and surprise attacks.
2. Delta Force (Assault and Recon)
Primary: Battle Rifle (suggested: Red Dot Sight, Laser, Extended Mags)
Secondary: Launcher
Perks: Protection and Ammo focused
Equipment: Flashbang (for breaching)
Lethal: C4 (for objectives or vehicles)
Playstyle: Front-line fighter, pushing objectives and clearing paths for your team. This loadout can handle both close-quarters and mid-range combat with the ability to disable enemy air support.
3. Spetsnaz (Support & Suppression)
Primary: Light Machine Gun (Suggested: Bipod, Extended Mags, Compensator)
Secondary: Shotgun (for close-quarters protection)
Perks: That assist in camping.
Equipment: Trophy System (to protect from enemy grenades)
Lethal: Proximity Mine\Claymore (for securing areas)
Playstyle: Focus on immobile area suppression and control. Hold down key positions with sustained fire, providing cover for teammates or denying enemy access to objectives.
4. British SAS (CQC Specialist)
Primary: SMG (suggested: Suppressor, Quickdraw, Laser Sight)
Secondary: Combat Knife (for fast takedowns)
Perks: Movement Primary, Stealth Secondary
Equipment: Flashbang (to disorient enemies)
Lethal: Throwing Knife (silent kills)
Playstyle: Ideal for fast-paced, indoor and tight corridor combat. Push hard into enemy territory, disorient with flashbangs, and eliminate targets in close-range encounters with speed and precision.
5. Army Rangers (Assault)
Primary: Assault Rifle (suggested: ACOG Scope, Foregrip, Flash Hider)
Secondary: Handgun
Perks: Protection and Equipment buff
Equipment: Stim Shot (for quick healing)
Lethal: Frag Grenade
Playstyle: Balanced across all combat scenarios, excelling in holding objectives, engaging at mid-range, and providing steady support to your team.
6. Canadian Joint Task Force 2 (Special Ops)
Primary: Marksman Rifle (suggested: Variable Zoom Scope, Bipod, Extended Mags)
Secondary: Compact SMG
Perks: Stealth & 2 Primary Weapons
Equipment: Smoke Grenade (conceal movement or sniping spots)
Lethal: Proximity Mine\Claymore (for protecting your sniping location)
Playstyle: Focus on overwatch and long-range engagements while remaining mobile enough to relocate when necessary. The compact SMG ensures you aren鈥檛 defenseless in close quarters.
7. Australian SASR (Special Air Service Regiment)
Primary: Battle Rifle (suggested: ACOG Scope, Extended Barrel, Foregrip)
Secondary: Shotgun
Perks: Mobility\Visibility\Stealth
Equipment: Concussion Grenade
Lethal: Semtex (sticky grenade for tactical destruction)
Playstyle: Great for methodical, precise engagements. Use your battle rifle to dominate medium- to long-range combat, while keeping your shotgun ready for room-clearing or surprise close-range fights.
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rip-cod-brainrot 1 month ago
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fr tbh Like, from what I know of between the '09 Makarov and the '23 Makarov, '23 Makarov is simply dangerous in a different way.
Old Makarov seems focused on spreading fear through the sheer *destruction* he wreaks. He wants the world to burn because it ain't fucking matter, y'know? Not to him. (Keep in mind my characterization of '09 Makarov so far has come from the COD Mobile comics and other people's interpretations of him).
'23 Makarov, though... He's got those cult dynamics going in Konni, his focus is on constructing stories to fit the narrative he wants... He's manipulative for SURE, and not in a threatening way, but in a "Do this for me, and I will give you everything you want and need, no matter the cost, because you will have not cared about the cost for me" LIKE-
And you're right that he just doesn't STOP. I haven't been paying attention to the dates in the campaign, but it feels like everything happens within the span of a week or two. There's just so much going on. He's been in prison for four years planning everything, and he is not going to stop now. So many plans, and all the time in the world; why not get started now?
Ik that this is most likely old news but I'm recently on a Makarov kick, particularly Julian Kostov's, and one thing I noticed about him is how touchy he is? Like I know that it's very much a manipulation tactic on his side but something about him is just so...raw and I feel like more unhinged than the old Makarov, y'know?? Because where 09 Makarov was like a solid, unmovable force, like a storm that passed silently but was violent enough to kill thousands of people, the new one feels like a unhinged wildfire that consumes and consumes.
Also what I noticed is that while Makarov is often smiling, it doesn't reach his eyes, like they are completely dead and devoid of any emotion.
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automaticdata-uoau 2 months ago
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rip-cod-brainrot 1 month ago
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Ok I鈥檝e brought this up in like a YouTube comment but no codbro cared, so I鈥檒l ask here
Is Farah鈥檚 headband present in the announcement trailer?
In the announcement trailer, Alone is set up against Farah. The last thing we see of the two of them is Alone charging at Farah, clearly not recognizing her in his cloudy-eyed state.
So what I want to know, is was the headband added after the trailer? Because then we know that something happened to Farah, and there鈥檚 still enough of Simon in there to remember her as a friend, to keep something of hers with him.
I wanna nerd out a bit about the new operator (3-headed Ghost) because I just bought him and I can't stop looking at him.
While he is a bizarre combination of limbs from the TF141 members, he's listed as a member of KorTac, a private military contractor in the game known for having the bad guys, including Makarov, Graves, and some Konni soldiers. As of now, all the information of the operator appears as [REDACTED].
The masks he wears are arranged in chronological order following the events of the campaign, starting from the one on the right side, worn by Simon during Grave's betrayal. The mask in the middle is from the cinematic where Simon and Johnny meet up with Rodolfo again to rescue Alejandro, and the mask on the left side is from another cinematic, where Ghost's team eventually defeats Shadow Company.
He has five arms, two of which belong to Simon and are located on the right side of his body. On the left side of his body, two of the three arms are mutated together, and one of the arms belongs to Soap -easily recognizable by his SAS tattoo-, grasping Price's arm, while Gaz's arm is on the back.
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Some of the accessories he wears include Gaz's cap,
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Price's scarf,
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and Farah's headband.
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While he is listed as a KorTac operator, still attached to it can be seen a United Kingdom Special Forces patch on Ghost's arm.
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Another curious fact is that the solitary arms on the back (belonging to Simon and Gaz) and Simon's head do not stop twitching, to the point it looks rather painful, as the head twitches force his entire body to move as well.
When you're in the selection screen, the Alone operator examines his mutated arm for a few seconds before moving on.
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