The inevitable IWI X95 review

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First of all i have to admit to you that for the purpose of reviewing the X95 i have unlocked the W-Task of the X95 by buying it. (The W-task of the x95 is only 30 Triples so it's easy enough, but i was too impatient and the unlock was pretty cheap.

The X95 is rumoured to outperform the P90 Devgru. The fact that the Devgru has reappeared on VK does suggest that the developers now feel that the Devgru has a good credit counterpart. Let us compare the stats of the weapons. (I'm comparing the tasked x95 with the devgru)



Accuracy.

x95 wins by a hair.

Recoil. 

Devgru is the obvious winner, but still has 12 recoil. What does this tell us? Well, if you got firestab, the x95 would probably cause it to kick in more rapid, thus in case of firestab, x95 should be favourite. If like me you don't use firestab you will have to become either a burstmaster or instead use the Devgru.

Damage.

WAIT WAT?..X95 beats the Devgru by a whole 10 points? Unbelievable.

Firerate.

P90 wins by a hair. BUT, taking the extra damage of the x95 in consideration, the X95 wins in terms of dps.

Mobility. 

Devgru wins but the x95 doesn't feel sluggish so that will not spoil the fun.

Reload speed.

Again the x95 wins.

Ammo capacity. 

Both have the same number of magazines, but the devgru has 20 bullets/mag more, making the Devgru the better choice for ammo preservation for prokills.

Penetration. 

And yet again; the x95 wins, so if headshots are not your thing, then x95 it is.

Range. 

Well...x95...holy shit, i cant even grasp, just look at this. the Range of the x95 simply RAPES that of the devgru. Where the devgru ends, the X95 is only starting to drop down.

Collimator. 

This is not a stat but for the purpose of comparing these weapons i have to say the the collimator on the x95 is a mepro sight. Some love it but due to its enormous red dot it's not very fit for sniping med range distances. Furthermore, Mepro sights conflict with thermal vision, making it even harder to aim. IMO the collimator on the devgru is way more accurate and wins by far.

In conclusion, 

In terms of damage the x95 is better then the devgru and i think it's safe to say that the devgru has gotten some serious competition from a credit gun. This is a victory for all freeloaders and froobs and making the "GPguns are OP"- whinage irrelevant!

Orgy out!

My Skillbuild

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Currently there is a post on the Contract Wars facebook group in which a player explains his skill build and the Contract Wars staff is daring people to post theirs. Well, i completely disagree to the skill build in the video and i will share and explain my skill build.


Click to enlarge!


My main philosophy behind my skill build is :

-Main hand first / Offhand is not important.
-Make sure you can hit someone (ACC / REC)
-Hit Someone harder (DMG)
-Make sure someone does not kill you (+Health +Armor +utility)
-Make life more comfortable (Faster reload speed, more mobility, extra bullets)

(I'm usually playing aggressively with either AsValMod3 or noveske silenced. It's AR's for me, no snipers, no shotguns, no LMG's. just AR's and sometimes SMG's)

Scout tree :

My scout tree is pretty plain, i like the 3 mobility and +5 reload speed. I'd love to go further into the scout tree but this would cause reload speed of some of my weapons to become too low because of the destroyer skill that increases your reload speed for slow weapons. The pistol part of the scout tree to me is BS, if i had an endless supply of SP, I'd gladly spend it here but i do most of my killing with my main hand weapon, so investing in an offhand improvement is useless to me.

most important skills : none, they are all utility and not mandatory.

Assault tree :

The Assault tree is also my class, so most of my skill points are invested in this tree. You can see i work my way down to the AS Val MOD3 but skip the skill that reduces falling damage. The best solution to prevent falling damage is : DON'T FALL. You don't need a frigging skill that saves your ass from taking damage for a mistake you shouldn't have made in the first place. When you learn your maps, you will learn safe ways to drop down and not take damage so this skill is useless.
As for the armor. I think 60 armor is sufficient to have. I have 40 armor but another 20 armor from clanskills so that's why i took 20 less armor from the scout tree after my last respec.

most important skills : -5 recoil / damage buffs. 

Destroyer tree :

I spend SP in the destroyer tree for 2 main purposes: Getting more ammo for prokills and even more important -15 recoil.
Odd things about my build : I don't use a lot of grenades, but i think damage reduction for grenades is a lifesaver so i unlocked that and invested 3 more sp in order to get the grenade. If in a future skill reset i desperately need 3 extra skill points, then i will drop the grenades.
Another oddity is the absence of Firestab. I believe everyone when they say that Firestab rules. But still i don't unlock it. Why? Firestab promotes spraying, if i get this to PWN in Contract Wars, i may become a sprayer and handicap myself in future fps games I'm going to play. So no firestab for me. I might one day take it tho and if you are flexible then you should really consider taking it.

Most important skills : -7 rec / -15 Recoil / additional ammo.

Sniper tree : 

To me the most important skill is in the sniper tree: + 15 Accuracy. The +15 accuracy is my main goal in the sniper tree as this is mandatory for getting your guns to 100 accuracy. The dynamic shooting skill is on the path to +15 accuracy, it's nice and this skill causes me to always walk when i fire for more accuracy. The sniping operator skill (faster switching to sights) is on the path too, but i wouldn't call this an important skill. Now, i took the attention I skill because it rocks. When you take fire, you will see from what direction you've been hit. This may not sound useful at first but once you get to know this skill...you will rely heavily on it. It rocks.

Most important skills : +15 Accuracy / +7 Accuracy

Gunsmith tree :

As for the gunsmith tree : screw everything besides the updates to the right. True, 25 mortars can be useful, but these don't match my game style for the same reason as i don't use grenades...i forget that i have airstrikes waiting ;) Now those little skills to the right are your ticket to tweak your guns just that extra bit. I took just enough of these skills to get most of my weapons to my desired 100/1 status.

Most important skills : The skills that can make your main hand go 100/1, no more, no less. 

To clan or not to clan: Stuff to think about before starting a clan.

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So you want to be a clan leader? You want to have the best damn clan Contract Wars has to offer? Well hold on to your horses for one moment here and think about some things first. Starting a clan is easy, but building one is hard. In fact, keeping it progressing and growing will be a real challenge!

The most important thing before you sign up your own clan is to realise that it is currently not easy to delete your clan. If your clan fails, for whatever reason, then the only speedy option to end it is to make someone else (or an alt) clan leader and leave the clan. Signing over leadership will cost you 50 GP BUT since you can transfer 200gp MINIMUM to the clan's account, it will take 200GP to be able to leave your clan. If you don't have access to GP, then you can send a pm to the contract wars staff on Facebook or Kong with your IGN (in game name / nickname), your Player ID and a screen shot that proves that you are the clan leader. This method is free, but clan disbanding is a low priority thing to the developers so it can take a long time before your request is honoured. If you cannot buy GP then i would strongly urge you to think the whole clan idea over thoroughly and possibly join an existing clan.

I have been a clan leader in many games, i had good clans, bad clans and even amazing clans yet i found starting and building a Contract Wars clan many times more difficult then every other game i have previously played. Eventually i felt my efforts were wasted and i left my own clan to join OhMy. A decision i will not regret as OhMy offers me everything i was trying to establish with my clan in the first place (being amongst skilled and more important : dedicated players). So i kinda failed as a clan leader, and i had the GP to correct the mistake. The reason i write this topic is not to demotivate you but to make sure you know what your getting into.

Main question you have to ask yourself : Is "being the boss" really the most important aspect of the game to you or is being amongst cool, possibly like minded people more important? Even though my personal status was not the reason i founded a clan, I'm man enough to admit that being in an existing clan gives me infinite more pleasure then when i was struggling to get my own clan going.

Currently there's over 6000 clans, and IMO, at least 5500 of them will not make it, you think you can make a difference? Possibly you will but remember..at least 99% of these clans would also recruit your target audience...making the competition extremely hard.

Fact : People want clan skills, people want to level, no one is happy about donating and yet almost everyone demands clan skills.
As a clan leader the above is something you have to deal with every day. people come and go because when they join, don't see any skills and leave just as hard.

The cheapest clan skill is roughly 4mil clan credits and if you go and look at the clan rankings in CW you will notice that clans with "possibly" 1 clan skill start to appear in the top 150. Meaning you will have to collect about 4-5 million XP before you get a single skill!. Clans with more then 1 skill start appearing in the top 100 and clans who offer more, if not most skills are limited to the top 20.

now take a look at the top 20, these clans have multiple skills. Sure, clans like OhMy, 1337 and FEAR are recruiting players with higher then average skill only but there are also top 20 clans that are not that strict. (Figa etc.) Do take into consideration that if you want to have access to clan skills, you can join a top20 clan.. it's not impossible to get there but it will be a huge obstacle in getting your own clan going (why would anyone settle for your clan when they can have skills already?).

Are clan skills that important?
Before i joined OhMy i would say no, but now i got access to some clan skills i have to say yes, as my game has improved quite a bit so yeah...Clan skills are not groundbreaking, and without them i wouldn't suck either but they sure are nice to have access to. So don't blame people for wanting access to clan skills instead of helping you to get them for your clan. It's only human nature.

My personal opinion on starting a CW Clan : Don't start a clan unless you already represent a group of people on which you can count to donate both XP,CR and also GP! For example A number of DR members split from DR to form LeGcW, the reasoning behind this is their business but they started as a group with a clear goal and currently are in the top 20 already. Together they achieved this in an amazing tempo. Same goes for clan RONIN, disbanded, reformed and top 20 already

Another option could be a national clan. If CW becomes popular in your country, then chances are people will want to join a national clan. Clans like IND, PINOY, FiTH, ARABS, ITALY, OGG can rely on the fact that people of their countries would want to join them to be amongst country(wo)men.
In fact...national and regional Clans make up the larger part of the top 50 clans! Do the math..profit!

Also : Never start a clan for your desired status. People want to invest time into friends and family and not to make you the coolest guy in CW.

Conclusion : Don't think too lightly of starting a clan, if you're sure you got what it takes then by all means ; proceed but if there's only a spark of doubt in you : DON'T and think it over really hard. This may sound harsh, but think of this : I'm level 63, and if i didn't attempt to start a clan, i would have been level 65 by now! (that's the amount of xp i wasted on my attempt!)