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The Heartbeat Sensor is a risky attachment, as Assassin Pro users are invisible from its radar. However, their effectiveness is questionable, as both have consistency issues on the damage front. Using said attachments can expand one's arsenal on the battlefield. The underbarrel attachments, the Shotgun and the Grenade Launcher, can prove somewhat useful on the ACR 6.8 due to its versatility, and that the ACR 6.8 isn't very dependent on a certain attachment. With the somewhat long time-to-kill, the Silencer can help the player from being targeted by those reliant on the mini-map, and as well, missing with a silenced ACR 6.8 is less detrimental, as in some cases, the enemy will not notice the player for an extremely long period of time under silenced gunfire. The Silencer is a good attachment to use, as the ACR 6.8 sees little penalty from using the attachment. Using said attachments can bolster the user's performance over longer sightlines, giving higher zoom levels in order to facilitate target acquisition and tracking of the target. The optical attachments aren't overly necessary due to good iron sights, but the long range optical attachments, such as the ACOG Scope and the Thermal Scope, are surprisingly useful on the weapon, due to its great accuracy. The ACR 6.8 has the usual sort of attachments available for the weapon. Accurate players can use faster time-to-kill weapons to greater effect compared to this weapon. As well, more accurate players have little need for this weapon, as they will only hamper their own performance with this weapon, as the time-to-kill profile is lower for those players. Due to its rate of fire, the ACR 6.8 user will have to be extremely reliant on their accuracy in order to win gunfights, as missing is more detrimental to the ACR 6.8 than other weapons. The ACR 6.8's weakness is its average time-to-kill, and appeal to experienced players. This is also a boon in Hardcore game modes, where precision is key to winning most gunfights, and in the case of the ACR 6.8, such accuracy can be put to extremely good use, as the ACR 6.8 only requires one bullet in Hardcore to kill an unarmored opponent. Very little accuracy problems largely negate the need for optical attachments or the Kick Proficiency, and allow the user to easily direct their fire onto enemy troops. The ACR 6.8's biggest advantage is its accuracy. If the ACR 6.8 is the heaviest weapon that the soldier has when they spawn, the soldier will move at 90% of the base movement speed.
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The hip-fire cone is a moderate size, the aim-down-sights time is 250 milliseconds, and the ACR 6.8 reloads rather quickly, at 1.9 seconds, or 2.5 if the magazine is empty. Optical attachments aren't immediately necessary, and the Kick Proficiency isn't immediately necessary either, due to very low recoil to begin with. Accuracy problems are scarce with the ACR 6.8, and will allow less accurate players to be at ease with the weapon. The weapon has a very small upward kick, along with extremely precise iron sights. The ACR 6.8 makes up for its mediocre rate of fire with extreme accuracy. However, such a rate of fire can be beneficial in conserving ammunition, as the ACR 6.8 is not gluttonous for ammunition by nature.
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This counterbalances the damage, and gives the ACR 6.8 a somewhat slower time-to-kill compared to other Assault Rifles. The ACR 6.8 has a mediocre rate of fire, only shooting at 705 RPM. Damage is one of the ACR 6.8's strongest suits, as it will usually cause a large amount of flinch per shot, and will cause significant damage at any range with a headshot. It should be noted that the ACR 6.8 is a one shot kill at any range in Hardcore game types. Damage drops linearly in damage until 30 meters, where the ACR 6.8 will deal 30 damage, resulting in a four shot kill, or a three shot kill where one bullet hits the head. At any range prior to 20 meters, the ACR 6.8 will deal 45 damage, resulting in a three shot kill, or a two shot kill if one bullet hits the head, against unarmored opponents. The ACR 6.8 is a relatively high damage per bullet weapon. Other friendly and enemy NPCs never carry one, and there is no way of receiving extra ammo for the weapon, though it has a high amount of reserve ammunition to compensate for this.
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The ACR is a rare weapon in the campaign, used by Derek "Frost" Westbrook only in the mission " Scorched Earth" equipped with a Hybrid Sight.