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This time, we're covering the FHJ-18 AA.
A fictional weapon that occupies a pure anti-air role, the FHJ is a futuristic equivalent to the Strela-3 or Stinger launchers seen in previous games.
The FHJ is a futuristic Chinese weapon, with its designation implying its introduction in 2018.
Presumably of the same lineage as the FHJ 84, a Chinese double-barrelled launcher used for firing smoke and incendiary rounds - although parallels with the later weapon are few, save for a similar name.
Instead, it has a similar appearance to the American FIM-92 Stinger launcher, but with a suitably modern glass target finder display.
Otherwise, this weapon takes its cues from the other lock-on launchers featured in Call of Duty: a tubuluar means of rapidly despatching aerial threats.
The FHJ is a lock-on only weapon, and as such you won't be able to employ it directly against your foe.
You might occasionally see kills with it when targeting ground-based scorestreaks however - but certainly not with much regularity.
Usage is relatively simple - aim at your intended target, wait for the sequence of beeps and keep the reticle centered until it turns red - at this point, you may fire.
When employed against scorestreaks, you'll eliminate anything the missile touches in just one hit - but your missile may be deflected by infra-red flares, resulting in a miss.
Lower level scorestreaks such as the UAV and Counter UAV have no flares, so can be destroyed with a single launch: Stealth choppers and Escort Drones have one set of flares, requiring that both your missiles be launched; and the highest level of killstreaks - such as the Lodestar, Warthog or VTOL Warship - have three or more sets of flares, requiring a concerted effort to take down swiftly.
Rate of fire is very slow, as you must first acquire a lock-on before launching. 10 rounds per minute would be an optimistic ideal.
Handling is very slow all-round, too: with an aim time of 300 milliseconds, and a switch time of nearly a second, getting into position with the FHJ will take a little while.
You'll also move very slowly with the launcher equipped, at just 80% of the maximum base speed.
Reloads take 2.5 seconds, and as a single shot weapon the FHJ must be reloaded after every launch, imposing a delay for any follow-up shots.
However, unlike the SMAW, you'll spawn with two missiles at the ready - meaning a single FHJ operator will have the means to tackle mid-level scorestreaks such as the Stealth Chopper solo.
The FHJ-18 AA is the clear launcher of choice for those wanting to deny the enemy's scorestreaks.
No other launcher is quite as effective as tackling air support, with either the lack of a lock-on ability or a limited supply hampering effectiveness.
Of course, the FHJ has all of the downsides of a typical launcher - slow handling and switch times may leave you vulnerable, and a limited supply may hamper your effectiveness versus the higher killstreaks.
Still, the FHJ is a weapon designed for a single purpose - and nothing else comes close to its effectiveness within this role.
Not quite a stinger, but when your enemy's scorestreaks poison the skies...
...the FHJ is the perfect antidote.
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