Hello, this is XboxAhoy and this is the eighth episode of my Black Ops 2 Weapon Guide.
This time, we're covering the Five-Seven.
First present in MW3, the semi-automatic pistol returns in Black Ops 2, occupying a similar
role.
The FN Five-seven is a Belgian weapon, designed and manufactured by FN Herstal.
It was developed in conjunction with the P90 personal defense weapon, and fires the same
cartridge - the 5.7 by 28 millimetre round.
It is this calibre that lends the Five-seven its name: and the unique penetration ability
the steel-core rounds offer its unique selling point.
The smaller cartridge also boasts another benefit: the double-stack magazine contains
20 rounds without protruding beyond the grip base.
All in, the Five-seven is a modern polymer semi-auto pistol, chambered for an interesting
cartridge with some curiously good traits - low recoil, high penetration, and unparalleled
capacity.
In-game, the Five-seven is a high damage pistol - with one major caveat.
While you will be able to kill opponents in just 2 shots at a very close range, damage
will very quickly drop to a 3-hit kill, after just a couple of metres.
At longer ranges, you'll need up to six shots - but, courtesy of a higher than usual headshot
multiplier, you won't need more than 4 shots to the head.
Rate of fire is semi-automatic, limited by your trigger finger's ability - but otherwise
capped at a fairly generous 750 rounds per minute.
Hipfire performance is good, similar to that of an SMG - although with the semi-automatic
rate of fire you are better off firing whilst aiming, unless the enemy is within touching
distance.
Recoil is very low - unless you're able to fire at a rate close to the firecap, the Five-seven's
kick is all but non-existent.
This means the Five-seven can be used quite effectively at longer ranges, but the lower
damage might put you at a disadvantage in such a gunfight.
Aim time is very quick indeed, at around 130 milliseconds - and movement speed is 100%
of the base: the Five-seven is an all-round very nimble weapon.
Magazine capacity is good for the pistol class, too - 20 rounds sets it on a higher level
than anything else within its class, even the automatic machine pistols.
Reloads are relatively slow for a handgun, at 1.6 seconds - but given the higher capacity,
reloads are seldom a problem: 20 rounds is more than sufficient for multiple close-range
kills, and a spare couple of seconds to top-up is usually easy to find.
Our build with the Five-seven is going to focus on the use of the pistols as a primary
weapon.
While they might not be as competitive as some of the primaries, such a build can be
surprisingly effective: making good use of the pistol's excellent handling traits can
make for a very good close-quarter build.
The Five-seven makes for a superlative secondary without any attachment at all: the plain pistol
is fast drawing, high capacity and easy to handle.
The attachments available tend to have a relatively minor effect: for our build we'll be equipping
just one of them.
The Suppressor is a good fit for the Five-seven: while you lose a small portion of your effective
range, any damage loss is made up for with the stealth benefits.
The low recoil and large magazine means any additional shots you might need are instantly
available on tap.
Our perk selections are a speed-enhancing set, making for a highly manoeuvrable class
that will allow you to run circles around slower foes.
First up, Lightweight: granting a 7% movement bonus, no fall damage - and the ability to
ensure you enter gunfights on the best possible positional terms.
Next, Fast Hands - while we aren't using two weapons, the fast equipment usage is very
useful for clearing rooms: and should you pick up an opponent's weapon, you won't be
caught out as often during the cocking animation.
Perk 3 Greed permits two choices from the third tier of perks: and our first choice
is Dexterity.
Better sprint recovery means you can move freely without too severe a penalty, better
allowing for maximum use of Lightweight to get close to your enemy.
Our second tier 3 choice is Tactical Mask: useful when clearing rooms, as you'll be immune
to shock charges and can toss tactical grenades with impunity.
As for your equipment, your lethal choice is up to you: grenades or C4 are the most
useful: for tackling injured enemies behind cover, or lurking round corners.
For your tactical equipment, 2 concussion grenades will prove a useful tool in closing
the gap between you and your opponent: stunned enemies will be immobile for quite some duration,
giving you more than enough time to move up under cover, and harvest your bounty.
That's our build - a nimble set of perks to complement a nimble weapon.
Depending on your preference, you can swap out some of the equipment for the Secondary
Gunfighter Wildcard, and take a second attachment: but most offer a fairly limited benefit.
Otherwise, there's a fair degree of flexibility: the Five-seven is a surprisingly versatile
weapon that doesn't demand any particular part of your loadout.
Effective use of the pistols usually centres around ensuring gunfights occur within a short
range: most of the time, you will fare better in close quarters.
The element of surprise is essential: certain weapons, such as the SMGs and shotguns, may
have a distinct advantage against you up close: if such foes don't expect your arrival, you'll
stand a better chance against them.
Conversely, when employing the Five-seven as a secondary it can save your skin when
an enemy attempts to surprise you: should you be caught out while holding a long-range
weapon, or during a reload - the quick-swapping pistols can often thwart an unexpected enemy
assault.
The Five-seven is an able secondary, both quick on the draw and easy to handle.
In uncomfortably close quarters, the two-shot kill will repel any foe audacious enough to
violate your personal space - otherwise, with 20 rounds on tap, and low recoil to boot:
those with a rapid trigger finger can quickly put a lot of lead downrange.
While the two-shot kill range is miniscule, the Five-seven offers consistent performance
out to a middle range, with moderate damage and a decent headshot multiplier.
The pistol's key strength is in their switch time and rapid handling, however - when using
the Five-seven as a primary you will find other weapons often have the advantage.
The fully-auto SMGs, with their larger magazines and superior fire rates will prove more effective
up-close - and any assault rifle or LMG will have no trouble shutting you down at a distance.
Still, with the element of surprise on your side you can often get the jump on close-range
foes: and when employed in its rightful place as a secondary, this pistol is the perfect
complement to a long-range weapon seeking a reactive close-range companion.
Should you find yourself in a pickle, catch up with the Five-seven...
...and unleash 57 varieties of pain.
Thanks for watching, this has been XboxAhoy.
Join me next time, when I'll be covering the first launcher - the SMAW.
Until then, farewell.