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Carl's Cold Comfort

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Carl's Cold Comfort has been the sole Medium Range Pistols available to Royals until Jack's Cloudmaker. Carl's Cold Comfort is one of the least encountered pistols of all weapons, let alone pistols, as although they aren't particularly weak, most people prefer either short or long range variants as they provide cover from their specific range and into medium range - often making the MR pistol obsolete.

Carl's Cold Comfort Gameplay Edit

◀- CARL'S COLD COMFORT & LUDWIG'S LOADED - GAMEPLAY - BATTLEFIELD HEROES -►-004:16

◀- CARL'S COLD COMFORT & LUDWIG'S LOADED - GAMEPLAY - BATTLEFIELD HEROES -►-0

◀- CARL'S SUPER COLD COMFORT & LUDWIG'S UBER LOADED - GAMEPLAY - BATTLEFIELD HEROES -►-004:16

◀- CARL'S SUPER COLD COMFORT & LUDWIG'S UBER LOADED - GAMEPLAY - BATTLEFIELD HEROES -►-0

Carl's Cold ComfortEdit


ModelEdit

All standard pistols for the Royals are based on an Colt M1911A1.

Carl's Super Cold ComfortEdit


ModelEdit

The Royal versions are based on the M1917.

Tactics and playstylesEdit

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Against infantry:Edit

Commandos -

*WHEN PLAYING COMMANDO* Carl's Cold Comfort perhaps comes into its own when used against commandos. Its quick fire rate coupled with a commandos low health capacity amounts to quick, frantic battles with the pistolero usually trumping a startled sniper or knifing 'mando. Firstly, it is important to note that the Comfort's effective range is 3-7 metres. Any shorter or longer and a player hits 3-7's rather than 13-22's when at the distance 'sweet spot'. With this in mind, an effective tactic is to sneak toward the target until one is within pistol-range; then empty a clip into them, switch to a knife and use elixir to close the gap and knife them.
When most commandos are confronted with another 'mando, most will not run away but rather attempt a counteratteck - thus, be wary of an elixing commando jabbing pointy, shiny things at you. One potential safeguard to this situation is to place a troop trap ahead of you, before you begin firing your pistol. Thus, if a knife fight ensues the smoke from your elixir will conceal the TT and a clumsy commando will trigger it - hopefully ending the fight and conserving your health.
In the unlikely event a commando does flee, use the remainder of your elixir to keep up with them, popping off pistol shots continuously. After your elixir runs out, and if your quarry is still alive - use mark target so as to track their movements and follow them up at your leisure.
*REMEMBER* - No level of elixir is faster than any other; thus if you strike with elixir, and so do they, both your running speeds will be equal.
However, commandos are perhaps the easiest of prey to conquer using Carl's Cold Comfort.

Gunners - Gunners, on the other hand pose a different challenge and so a different playstyle must be employed. Once, HeroShield was the trademark ability of the gunner, later surpassed by FrenzyFire which destroyed almost all competition. FrenzyFire still plays a predominant role on the battlefield, however the once secondary ability of Leg-It is seeing an upsurge of popularity. Many are prioritising a 5/5 leg-it build which poses a direct threat to the medium range pistolero.

*WHEN PLAYING COMMANDO*
...........

Soldiers -

Against vehicles:Edit

Tanks -

Jeeps -

Planes -


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