I talked yesterday about a few tips I’ve picked up while grinding out the weapon camos for the primary weapons in Call of Duty: Black Ops III. What I didn’t touch on at all are the secondary weapons – the pistols, launchers and melee weapons – that you need to also complete if you’re chasing Dark Matter. So today, I thought I’d talk a little bit about what I’ve learned as I also work my way through those secondaries.
We’ll start with the pistols since you’ll probably have one available more often than not on your classes. The three pistols that you need to complete for Dark Matter each behave really differently. You’ve got a standard semi-auto in the MR6, a burst-fire in the RK5 and a full-auto with the L-CAR 9. If you don’t like semi-autos, you’ve got other options, even though I think the MR6 is easy enough to use regardless of how slow your trigger is. What I think is a little surprising is how useful the pistols actually are – in Black Ops II, there was really only one sidearm option that was worth using. This time around, each pistol is powerful enough to kill pretty quickly. If you follow my advice and play Harcore TDM, you can absolutely get away with just using a sidearm as your primary weapon, with any of the options. I said with the primary weapons I pick a couple to do each prestige – that’s not how I approach the pistols. I do focus on just doing them one gun at a time, but I don’t worry about doing them within one prestige. Since there’s only three pistols, there really isn’t as much of a hurry to do them. I do still stick with Hardcore though, since getting headshots in there is much easier, even with pistols. I really don’t see the need for a sight, I actually went with no attachments most of the time, or Extended/Fast Mags if I was working on a primary at the same time. After the headshots are done though, I think you can put on Dual Wield – it ups your DPS, and you can work on a few different challenges at the same time. Dual Wield is certainly easier to manage with the RK5 and L-CAR since they aren’t semi-autos, but two MR6’s are definitely a beast to reckon with in close quarters. Honestly, most of what I said about SMGs yesterday fits here with the pistols – play aggressively, aim high, and take Scavenger to replace your ammo. When you’ve moved on to the final set of challenges, I actually think Hardcore is still the place to be – even getting the five kills in one life done there is easier than in Core. I do think you should combine no-perks and no-attachments into one thing though – get them both done at the same time. I recommend taking Tactician and doubling up on stun grenades – I like Concussion and Flashbang/Shock Charge; doing that acts as a bit of a counter to losing perks and attachments. When you’re going for the five kills, get rid of your primary weapon – throw on Secondary Gunfighter, load up on attachments and perks and run with just your pistol. If you don’t feel comfortable without a primary, pick one up off the ground as the game plays out. Out of the secondary weapons, the pistols really shouldn’t be giving you too much trouble to complete.
The launchers, on the other hand, might be a little slower of a grind. You only have two weapons to worry about, but their challenges almost require you to be in a losing situation. You have to shoot down/blow up 100 scorestreaks to reach the final set of challenges for each launcher. UAV’s and Counter UAV’s are easy enough to destroy – they only take one rocket – but when you get stuck in a lobby with a good enemy team that’s just pounding your team with high tier scorestreaks, they can often times push you before you get the rockets off. What I like to do is combine a launcher with my LMG classes, and run with counter scorestream perks – Blind Eye and Cold Blooded. That way if there are lots of scorestreaks up, I get them with the launcher, and if needed the LMG for the perk challenges. The other thing I like to do is get rid of a third perk and put on Scavenger with Cold Blooded to keep my supplied with rockets. That’s more of an issue with the XM-53, since you only get two shots, and some streaks take more rockets than that. You should always have at least one class with a launcher on it while you’re grinding those 100 scorestreaks out – see a UAV called up, switch to it, shoot it down, switch back if you want. With the last set of challenges though, things get a little trickier. On the XM-53, you need to get direct kills with the rockets, 10 times; destroy five scorestreaks in one game; shoot down two scorestreaks rapidly; take out five Talons or Cerberus; and take out 10 Turrets with it. The Blackcell is a little different. It has double the ammo as the XM-53, but requires vehicle lock-on; it’s basically this game’s Stinger missile launcher. Instead of enemy kills, you have to shoot down a scorestreak 20 seconds after it’s called in 5 times – not too hard with UAV’s, you just have to be in the right spot. The other challenges are the same though – just with the added advantage of more ammo. With the launchers, I think this is the one class where no matter what tips I give, or you find elsewhere, you’re in this for the long haul. You’re at the whims of the enemy team – if they don’t or can’t call up scorestreaks, you can’t really progress with the weapons. Just make sure you have a class or two set up with the launchers ready for when/if they do and you’ll be fine.
The last secondary you need to complete for Dark Matter – the Combat Knife – is the one that I have basically no experience with. I never have been a huge knifer in Call of Duty, save for back in Modern Warfare 2 with the Tactical Knife, Marathon, Lightweight, Commando combo. With the new mobility and everything in Black Ops III though I can see playing with a melee weapon as actually not being obscenely difficult. What is tough though is that this is going to be a grind, no two ways about it. 100 kills is already a lot with a melee weapon – this is one case where Hardcore probably is a bad move; in truth I would say go into Ground War or Chaos Moshpit and look for objective games. Once you’ve got those 100 kills done though, you have a set of pretty tough challenges for the Gold. Survivor medals – if you’re just rushing enemies, you’ll probably get these no problem; Revenge medals, same as any other weapon class, not too bad; Back Stabber medals, a little more setup is involved, but actually not too terrible – use doorways and the thrust jump to ninja enemies. It’s the last two that I think are going to be rough – the five kills in one life, five times really has me thinking stealthy play is a must. Lock down buildings with lots of corners to attack from – use active camo on Spectre to help too. The one that I think requires the most planning though has you knife someone, pick up their gun, then kill them with it – all in the same life, five times. Outside of the bloodthirsties, this is probably the only challenge, across all weapons in the game, that requires you to actively plan ahead and target specific enemies. This is one where I think objective modes really help out – you have a pretty good idea of where the enemies are going to be heading, you can catch one headed there, grab the gun, then wait for the second push.
The secondary weapons generally need you to plan a little ahead – you can just play normally, but you’ll probably die a bit more doing that. Slow down your moves, think about your reduced range and rate of fire, remember what role your launchers are supposed to play, and put stealth and flanking higher on the tactics list and you’ll do just fine. It is a little bit of a grind, but that’s the fun of Call of Duty. Tomorrow though we’ll look into the Specialists, and talk a bit about how to go about finishing their armor challenges for Hero Armor.