Hello, this is XboxAhoy and this is the fourteenth
episode of my Black Ops 2 Weapon Guide. This time, we're covering the Combat Knife. This bladed weapon has been long present,
but Black Ops 2 is the first time we've see the knife as an equippable stand-alone. Of course, bladed instruments have a long
history in warfare, from the flint tools of the Neolithic era through early forged iron
and steel. Since the dawn of such tools, soldiers have
wielded bladed weapons - and even since the introduction of firearms, knives remain standard
issue today. The modern combat knife has its origins in
the bayonet - a blade designed to lock onto the muzzle of a rifle, and provide close-range
offensive backup where a slow-firing fusilier might otherwise be left helpless. Of course, modern automatic weapons and the
move away from formation warfare means bayonets are less useful today than they have been
in the past - but the modern combat knife still proves useful in a variety of circumstances. Whether used as a wirecutter, bottle opener
or as a last ditch offensive tool, the knife remains an important part of military doctrine,
and is unlikely to disappear any time soon. In-game, the Knife is always a one-hit kill
weapon, assuming you can score a successful hit. Its range is minuscule, however: you must
be within touching distance of your opponent, and even then a kill is not guaranteed. There are two primary modes of attack: the
slash, and the stab. The slash is a very short-range attack that
can be performed rapidly and repeatedly: the stab, or lunge extends your reach slightly
but has a correspondingly increased recovery time. The lunge is performed when an enemy is within
a suitable distance ahead of you: however, there is no guarantee it will connect, which
may leave you vulnerable. The default slash attack takes around half
a second, yielding 120 such slashes a minute. The lunge is some degree slower than this,
taking almost a full second to complete. There's no need to worry about recoil or aim
time with the knife, but in terms of handling traits the knife's mobility is higher than
any other weapon. Movement speed is 100% of the maximum base
speed, the same as an SMG or Shotgun - but you also gain a 50% bonus to your endurance,
allowing you to sprint for 1.5x as long. Another key advantage the knife has is that
it has no ammunition to deplete, nor any reload to perform. While its killing potential might be limited,
at least you can always rely on your blade should all other ammunition be expended. Our build with the Combat Knife is a perk-heavy
one, taking the maximum allotment of six perks in total for a class with unparalleled mobility,
with a side-order of stealth. First up, the Perk 1 Greed wildcard will allow
us to take two perks from the first tier: with two important cornerstones of our build. Lightweight is our first choice, granting
a 7% buff to movement speed and eliminating all fall damage. Mobility is an essential part of a knife-only
build, as getting close to your opponent is a core stratagem, as is evading unfavourable
circumstance. Next up, Ghost will help grant radar immunity
whilst on the move: an important trait should your enemy favour the UAV scorestreak. Your blade will perform best when you approach
your enemy from an unexpected angle, and to have your position compromised by the UAV
is to have much of your tactical advantage lost: running Ghost will leave your opponent
deliciously unaware of your presence all the more often. Next up, Perk 2 Greed permits two choices
from tier 2: our choices here enhancing stealth and supply. Cold Blooded is our first perk in this tier,
rendering you immune to the more exotic sights - but, perhaps more importantly, it will also
remove the red name above your head. This will allow you to lurk dangerously in
dark corners more effectively, and can buy you critical time in close-quarters: enough
time, perhaps, for your steel to meet flesh. Scavenger is our fourth perk, and while its
utility is limited on a class with no weapons, this perk will permit continued use of your
tactical grenades, enhancing the usefulness of a later point spend. Perk 3 Greed rounds out our all-in perk selection
wildcards, permitting two choices from the final tier. First is Extreme Conditioning: doubling your
sprint endurance for the utmost mobility potential. This benefit will stack with the combat knife's
intrinsic 50 percent endurance bonus, making for marathon-grade performance that will allow
you to stay on the move almost constantly. Our sixth and final perk is Tactical Mask
- protecting you from flash grenades, concussions and shock charges. It's the latter that pose the major threat
to a knife-only build - anything that severely hinders your ability to move can make for
a fatal circumstance. When your enemy resides complacent behind
a layer of shock charges, the ability to charge straight through without impediment is a very
useful one, and thus Tactical Mask is an almost essential choice when facing enemies with
a static bent. Finally, our last point is spent on a single
concussion grenade - although Scavenger will ensure a continuous supply. Concussions can be put to use as either an
offensive or an evasive tool - halting an enemy in their tracks a useful means of turning
the tables, getting close and eroding their ranged insulation. Equally, in cases where you are outmatched
and seemingly doomed to a futile death, the concussion can buy you just enough time to
turn tail and flee - free to try another angle of attack without facing impossible odds. That's our build - one making use of the wildcards
available for the maximum possible perk payload. Six perks allows for a wide spread of abilities
- and should you pick up an enemy's weapon you'll have a distinct advantage over a more
conventional loadout. Successful use of the combat knife is heavily
reliant on timing: knowing the effective range is vital, as swinging too early might result
in a miss, leaving you vulnerable. Pulling off the perfect lunge requires prediction
of your enemy's movement, ensuring your foe is dead centre and at an ideal range before
making your strike. Discretion is the better part of valour, and
you'll often find yourself at a disadvantage when wielding only your blade. When pinned down, it's often best to flee,
instead of being foolhardy and having your futile attempt at aggression shot down. The art of lurking is important to master
- if you can anticipate an enemy's movement you might lurk ahead, hidden behind a corner
or doorway, and wait until your enemy enters your domain. Running a knife-only build calls for a careful
mix of rapid movement and blending in with the shadows - it is important to change up
your pace as to best leverage your position. It's also wise to keep an eye on your health
- if you're injured, wait until your health recovers before exposing yourself to any further
risk. Often you'll need to sponge a couple of bullets
during a charge, so to enter such conflict in a fragile state might prove your undoing. In any case, it's generally unwise to run
headlong at an opponent - striking from behind or the side will yield far more reliable kills. Ideally, your quarry will never know you were
there - but a non-linear approach works very well in tandem with your concussion grenades. Stunning an enemy gives you time to close
a gap, but taking a straight line towards an enemy facing you might yet give them a
chance to gun you down: you'll fare far better taking a less direct tack and striking from
the side instead. The Combat Knife is an ever-present part of
your arsenal, equippable as a standalone without the need to spend a point. While its worth as a weapon is reflected by
its cost, it does open up a challenging, alternative style of play: a ninja-esque blend of motion
and stealth. The knife is also a stalwart reserve weapon:
should you choose to go without a secondary, you won't be left entirely helpless once you
deplete your primary's supply. To say the knife is a competitive weapon would
be misleading, however: you would be ill-advised to take naught but a knife to a gunfight. Inconsistent performance will prove frustrating,
and the tiny range means you will be gunned down all-too often when en-route to a kill. Still, without such a challenge there would
not be as great a reward, and the novel playstyle the knife brings makes for a certain degree
of refreshment. To cut to the chase, whether your blade serves
as a backup or the basis for an entire build: hone your ninja-like abilities, keep a sharp
wit about you... ...and your enemy will certainly get the point. Thanks for watching, this has been XboxAhoy. Join me next week, when I'll be covering the
Tac-45. Until then, farewell.
Manufacturer:
Ancient Man
I don't know why I laughed at that.
I'd have to disagree on his comments about bayonet usefulness. I've opened thousands of MRE's with the blade of a bayonet. Any weapon directly involved in putting food in my belly is paramount to military success.
edit: Yea... I can't think of ever once using it for any other task...
Best pun yet.
I had no idea you could slice the fruit; that was pretty cool.
Those watermelons had no chance, i call bullshit lag comp.
Damn I love this guys voice
I like this guy more than Drift0r. I am not saying I dislike Drift0r, but this guy seems way more professional, his voice is awesome, his video editing is awesome, the pun at the end is always funny, and his loadout recommendations are good.
I never thought about equipping 6 perks and then picking up a weapon before, making you like the super soldiers in MW3 with specialist. Could be pretty OP if done right i guess.
first game - Would have got nuclear too, if the game hadn't ended.
I'm at school and can't watch it... but how the fuck did he make a 9:22 vid about the knife. It's pretty damn impressive. I mean, if it was me I would have been like... um you hit b or right thumbstick to stab people when they're close to you. Thats about it.