Hello, this is XboxAhoy and this is the fourteenth episode of my Black Ops 2 Attachment Guide.
In this episode we're covering the MMS, or Millimetre Scanner.
A futuristic optical gunsight that makes its debut in Black Ops 2, the MMS is unique in
that it offers a glimpse of enemies through walls.
In real-life, a similar technology does exist in the form of full-body scanners, such as
those employed at security checkpoints at airports and other sensitive locations.
They employ EHF radio waves to form a three dimensional image of a subject, capable of
seeing through thin materials such as clothing to reveal contraband beneath.
Quite some distance from Black Ops 2's depiction, with the small sight unit of the MMS emitting
energy sufficient to penetrate multiple layers of brick and concrete.
In-game, the MMS is available for the Assault Rifles, SMGs and the shotguns.
As an optical option, you won't be able to use any other sights on your weapon - but
beyond this, combining FMJ is forbidden as well.
This is presumably to limit your ability to kill quickly through walls, and this will
mean with the lower-penetration weapons such as the Shotguns and SMGs you will be unlikely
to kill an opponent through thicker cover.
The attachment's effects are twofold: as an optic, the MMS behaves in a similar fashion
to the reflex sight.
The only real difference is that the MMS provides a lower default zoom than the reflex, at just
1.1x magnification.
This will preserve a larger portion of your peripheral view while aiming, but may slightly
harm your longer ranged ability.
In addition, the larger viewfinder will leave you vulnerable to EMP grenades, as the loss
of your reticle might make it difficult to aim.
This is rectified with Hard Wired, although this occasional threat is perhaps not quite
enough to justify the perk's selection.
The second effect of the MMS is far more interesting: a pulsing wave of energy will reveal stationary
enemies when looking through the sight.
Pulses occur every couple of seconds, and will reach out up to 25 metres, giving you
sight through cover thick or thin - including obscurants such as smoke.
Toss a smoke grenade into the fray and your enemy will likely be left blind, leaving you
all the time in the world to take aim at their sillhouette.
Not all enemies will be visible, however: only stationary enemies will be detected,
so you won't be alerted to foes on the move.
In addition, the Cold Blooded perk will render your opponent invisible - so it's wise to
not trust the MMS entirely when clearing buildings.
Still, any warm-blooded camper will light up as clear as day, and you might catch a
glimpse of a mobile enemy pausing to resupply.
The Millimeter Scanner is an entirely usable optic with the unique ability to see through
walls - and while the latter trait is rarely useful, it can sometimes divulge your enemy's
location and prevent your death as a result.
The low zoom means it's a great choice in conjunction with the Adjustable Stock, as
you can move swiftly while aiming, retain much of your peripheral vision - and receive
notice of stationary enemies lurking ahead.
It's also a natural pairing for weapons with good wall-penetration ability: the assault
rifles and KSG perhaps the best suited to shooting through walls.
It only really works within an aggressive role, however - the low zoom means an alternative
optic would be a better choice for a longer-ranged role.
The MMS is also arguably of lower utility on the weapons with poor penetration characteristics,
too: while knowing where an enemy lurks will make your life easier, entering their domain
to eliminate them still poses a certain risk.
Still, it remains an interesting alternative to the reflex sight, and has few downsides
for a close-range build.
Should your enemy lurk like a skeleton in a closet: with the help of this x-ray vision...
...you'll fracture such brittle defence.
Thanks for watching, this has been XboxAhoy.
Join me for the next attachment guide, when I'll be covering Rapid Fire.
Until then, farewell.