// initialize jwplayer var playerInstance = jwplayer('player'); // player dom elements var playerContainerEl = document.querySelector('.player-container'); // returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); } // returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); } // configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' }); // when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED }); // get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl); // set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px'; // below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop; if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); } // namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false; // window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); }; });

The Spitfire SMG has quickly become one of Black Ops 4’s most used tools of close range destruction due to its rapid fire rate, quick moveset, and agile frame.

As a fellow Black Ops 4 player, you might have run into the Spitfire in Multiplayer or Blackout a few times. As in a few times per match, of course.

The weapon cemented itself as a key player in the meta of Black Ops 4 due to its excellent stats. Let’s take a look at those stats with the help of TheXclusiveAce’s numerical breakdowns.

While the damage profile shown here might make you second guess the stats, take a look at that rate of fire. The Spitfire sports the highest RPM of any gun within Black Ops 4 Multiplayer, clocking in at 1034 RPM…that’s 17 bullets a second.

Within average SMG gunfights, this means the Spitfire can kill two targets (if you don’t miss) within a single second. This is why the Spitfire can be such a pain to deal with in objective gametypes such as Hardpoint and Control. It’s closest range time-to-kill clocks in at 290ms, which is only 40ms more than the average human’s reaction speed to visual cues.

Audio cues average out at 170ms, if you were interested.

Now, for those looking to beat the average reaction time, there’s Wildfire. The Spitfire’s Operator mod allows it to overclock its rate-of-fire. This increases the fire rate to an insane 1500 RPM. This puts the closest range time to kill at 200ms, a lightning quick speed unmatched by anything else.

Moving onto ADS and sprint times, the Spitfire does not disappoint. Quickdraw does not provide a significant benefit to the Spitfire as its base ADS speed of 250ms is already quite fast.

The benefit the weapon receives from Gungho is notable however. The perk halves the sprintout speed of the weapon, allowing the gun to be pulled up near instantly after sprinting. This helps significantly as the Spitfire is the run-and-gun player’s weapon of choice.

So let’s move on to checking out a few class setups for the Spitfire.

The Spitfire’s inherent stats limit the need for attachments, so we can focus on perks for extra speed and utility.

The Stock allows for 95% of normal movement speed while ADS’d, making you a difficult target to hit. The Extended Mag will help stamp out the only key weakness of the Spitfire. Due to its rapid fire-rate, the weapon runs dry quite often.

The class packs Tactical Mask to prevent enemy stuns, Seeker Drones, and other annoyances from stopping the player. Dead Silence is included to keep you undetected as you flank enemy objectives.

Double perk 2 slots are used to combine the massive benefit from Gungho and quicker slides and mantles from Dexterity.

The class is rounded out with the Mozu, a revolver with a respectable kill speed itself. If the player runs dry on ammo for the Spitfire (which can easily happen), a nice backup plan is good to have.

As for the second class, we have flipped the tables. This time we opt out of perks to heavily lean into the mobile killing power of the Spitfire.

The Stock and Extended Mag remain for the reasons above, but double Laser Sights are added. This gives the Spitfire the tightest hipfire in the game and eliminates all movement penalties to hipfire.

While Gungho may allow for shooting while sprinting, sliding has asserted itself as the dominate form of movement in Black Ops 4. The mechanic makes the player a much smaller target and paired with Laser Sight II, the player can execute objective retakes all in one slide.

Thank you again to TheXclusiveAce for providing the community with excellent statistical information on the Spitfire. The work he does allows us all to have better insight into how the game works and plays.

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A life-long Call of Duty player, Bachelor of Game Design, and a lover of eSports. Floodsye is my real name, Tommi is just the gamertag my parents gave me.