BEST "2 SHOT" KSP 45 GUNSMITH IN CODM SEASON 6 #codm #ksp #codmobile #thegameplaychannel Call of Duty: Mobile is a free-to-play shooter game developed by TiMi Studio Group and published by Activision for Android and iOS. It was released on October 1, 2019, where it was one of the largest mobile game launches in history, generating over US$480 million with 270 million downloads within a year. Call of Duty: Mobile was published in other regions by Garena, Tencent Games, VNG Games and TiMi Studio Group. Download link : https://play.google.com/store/apps/de... #ksp45 #ksp #ksp45gunsmith #codm #codmobile #thegameplaychannel #codmseason6 Three-round burst submachine gun with low rate of fire, but high burst damage at medium/close range. The KSP 45 returns in Call of Duty: Mobile. It was added in June 2022 as part of the Season 6: To The Skies update. Like most burst weapons' nature, the KSP 45 sports extremely high damage, capable of achieving a consistent 1-burst kill. As of August 12th, 2022 patch, the legs now deals only 95% compared to the base damage, however, a 1-burst-kill is guaranteed as long as a single bullet is hit anywhere else. A 2-shot headshot kill can also be achieved within the first damage range, making the KSP 45 a very rewarding weapon to use. Recoil is low. Combining with the low burst delay of 155 milliseconds and high base damage, the KSP is a fairly forgiving weapon to use despite being a burst fire gun. ADS Spread is 14, making It one of the most accurate weapons among it peers. Range however, is rather lacklustre, as the 1 burst kill range is only 13 meters. beyond this, a 1 burst kill can still be achieved, though every bullet has to hit the head. Beyond 21 meters, the KSP will be a 2 burst kill. Magazine size is 30 rounds, with 120 in reserve, right around average for class. Extended Mag will bump the mag size up to 42 rounds, with 168 in reserve. While entirely possible, it is advised not to empty the entire extended mag in one spray, as the weapon will no longer recenter after every burst after the first 30 rounds. The KSP also has bullet velocity, similar to the M13, MAC-10, Oden, Krig 6, Crossbow, EM2, Dingo and is tied with the AS VAL and LAPA at 450 m/s. Unlike the Mac 10 and Crossbow, KSP's bullet velocity is not affected by gravity, which makes the weapon easier to use at longer ranges. Combining with the rather poor range, a bullet velocity increasing barrel is preferred choice for consistency, such as the 8.9" Extended Barrel, which double the velocity to 900 m/s, making it tied with the M13. With the already poor range, it is better to keep the slow TTK at range more consistent, since bullet velocity tend to vary the TTK more than human errors. The 10.5" Task Force Barrel is also a great choice, however, even though not entirely noticeable, will make the KSP bounces more within each burst due to the increase in overall recoil. Penetration, similar to the Mac 10, MX9, L-CAR 9 and LAPA, is inherently low, due to the lack of FMJ perk. It is best to avoid shooting enemies through cover at all costs. Mobility is above average in the SMG class, with walking speed at 5.01 m/s, aim walking movement speed at 3.91 m/s, tied with the RUS-79U and Mac 10, making the KSP a great choice for aggressive uses. Aim down sight time 200 milliseconds, second fastest in class, right behind the MSMC. Hip fire spread is 208, right around average for its class. Sprint-to-fire time however, is below average, also at 200 milliseconds, slower than the majority of SMGs, Assault Rifles and even a couple LMGs, combining with burst fire mode, it is advised to hip fire only as a last resort method. The KSP sports a clean iron sight, however, optical attachments can also a good choice for medium range use. Please Subscribe to #thegameplaychannel if you find this video entertaining ✌️😊 Visit my channel for more gameplay videos / @codmatix