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  • A little Modern warfare 2 stuff...

    Hey, I play COD: MW2 online quite often on the 360. I dunno how many other 62-yr.old folx play it, but as a person who's played VGs from the gitgo, I am tickled to have seen'em come this far.

    I generally play in Free-For-All mode, so I don't hafta figure out whether to shoot/not shoot. And for an old fart, I have very quick reflexes. I also have the ability to quickly aim accurately. However, I often concentrate in killing one enemy so intently that I overlook others & often get whacked by them; I'm usually very aggressive. And I don't watch my radar as well as I should. But I usually finish in the top 4, winning about 1/4 of my matches. And I play on a 42-in. HDTV, which has many advantages.

    Some general things to remember about this game:

    Several factors can give you an advantage or disadvantage. One that's sometimes overlooked is the speed of your Internet connection. A slower link means your bullets will take slightly longer to hit their target. Sometimes this gives an enemy the split-second he needs to shoot YOU, or to step outta the way. Also, the QUALITY of your link is very important. Every online player has had a match where he/she suddenly loses control of his/her char, and the whole screen goes crazy. This is almost always due to the host player having a bad connection. More than one player will use a wireless Internet card to pick up a neighbor's wireless broadcast, & these often go screwy without warning.
    Be sure to adjust the color, contrast, & sharpness of your TV or monitor to give you your best view of the game. Same with the output of your console. And a good controller is a MUST.

    This brief review is mainly for players similar in playstyle to mine.

    Well'nuff said about that. On to my evaluation of the weapons.

    Assault Rifles...
    M4A1...You begin with this weapon, & it's a decent beginning rifle, with fair damage inflicted per bullet, and average accuracy. Its iron sights are adequate, but I'm a player who prefers the red dot sight (RDS) over all other sights for most weapons. For me, this increases the M4a1's accuracy quite a bit. Recoil is average for long shots.Has average reload speed. The more ya use it, the more you'll prolly like it, but I recommend you use the Stopping Power perk with it. On a scale of1- 10, with 10 be3ing the best, I give it a 7.

    FAMAS...IMO, one of the BEST weapons in the game! Used with Stopping Power perk, its quick 3-shot burst will kill an enemy at any distance with few exceptions; it does more damage than the review charts indicate. Very accurate, low recoil, decent iron sights. You'll quickly get used to the 3-shot burst firing pattern & find it's one of your best friends for every map & situation! Makes a pretty good sniper gun with the ACOG scope. I give it a 10 on the scale! (Only drawback is a little-slow reload speed.)(I have gotten 1000 kills with it in all the Prestiges I have completed!)

    SCAR-H...One of the top 3 weapons in the game, the SCAR combines fair accuracy with great power to make it, for me, the deadliest close-to-medium-range weapon. Its drawbacks are low ammo capacity and fairly high recoil, making it not at all ideal for long-range shooting. For me, it worx best with the RDS, as it can be quickly aimed with it equipped, but its iron sights aren't a bit shabby; in fact they're IMO the best default sights of any of the assault rifles. In team games, the SCAR is VERY handy for shooting your way thru a roomful of tangoes, long as you keep its low ammo capacity in mind, but its power makes up for a lotta shortcomings. A little slow reload speed. I give it an 8 on the scale.(I have also gotten 1000 kills with it in all my Prestiges.)

    TAR-21...Not quite as accurate as the SCAR, and not quite as powerful, the TAR still isn't a horrible weapon. However, I use it only to get the EXP points from making so many kills with it. Good at close range, fair at medium range, stinx at long range. Despite what the graphs show, the TAR does NOT have the power of the FAMAS or SCAR, nor does it have a large ammo capacity, and reloads faster than the SCAR. It has decent default sights, but to me the MARS RDS sight sux. I give it a 6 on my scale; it isn't nearly as good as the SCAR.
    However, for me, the combo of TAR with silencer & FMJ has proved quite deadly. The TAR is one weapon that does NOT lose power,range, & accuracy with a silencer. The silencer also eliminates the TAR's awful muzzle flash, which gives away your location to every nearby enemy.

    FAL...One of the BETTER weapons, in the top 3, along with the FAMAS & SCAR. Its accuracy and almost total lack of recoil make this semi-auto rifle good at any range. If you can shoot very quickly, the FAL's combo of accuracy, power, & holding your aim can make it your best assault rifle. It kills most enemies with 3 hits, but often one head shot will work. It has a fairly high ammo capacity, reloads pretty fast. Its default sights are a little clunky, but it worx GREAT with any of the other sight blings. Earns a 9 on my scale.

    P. S.

    Notice how the power of most weapons drops off with long shots? Well, using the FAL's Holographic sight extends its full power for as far as you can shoot-n hit! Another note: When using the RDS, the shots hit slightly low & to the right of the dot.

    M16A4...If you like the FAMAS, you'll like this one! it's a little less accurate than the Famas, has a little more recoil for long shots, deals the same amounta damage as the FAMAS regardless of what the graph sez on the FAQ sites, loads a little more quickly.

    ACR...While low in power compared to other ARs, it's total lack of recoil makes it a GREAT long-range weapon or sniper gun. Its drawback is that you can be outgunned at close range by someone with a more-powerful gun like the SCAR or TAR. Has good ammo capacity and average reload speed. I really believe this weapon shoulda been one of the first weapons available, as in most situations its so easy to use. Its default sights are fair; worx really well with any sight bling. I give it a 7 on my scale.

    F2000...Very high fire rate, fair ammo capacity, slow reload speed. High recoil, low power, GOOD default sights. To me, THIS GUN SUX! All but useless from high-medium range outward, its RDS is that crappy MARS sight. Its combo of poor accuracy & low damage inflicted makes me rate this thing at a 2 on my scale. Forget this thing unless you want the challenge of facing the enemy with an inferior weapon! However, if ya MUST use it cuz ya wanna make all its achievements, FIRE IN BURSTS! Usually 4 hits at close-to-medium range will score a kill. It does all right with a noob tube.

    AK-47...High damage, high recoil, the AK is almost-strictly a close and medium-range weapon. It's as good as any AR up close, however, has good ammo capacity and a quick reload time. Good for use in maps like "Rust", with lotsa close-in fighting; poor for maps with lotsa space like Terminal or Underpass.

    In summary...To me, the FAMAS, SCAR, & FAL are the best ARs, with M164A and M4A1 being right behind. The only one that really sux is the F2000. With PRACTICE, however, you can do quite well with any AR.

    I shall render my take of other weapons classes in future posts.
    Last edited by Phil The Hammer; 08-05-2010, 04:31:57 PM.
    I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

  • #2
    I shall be brief about light MGs. Some common traits they all have are:

    ...lack of mobility. Your player cannot run fast carrying a LMG unless you use the Lightweight perk.

    ...Large ammo capacity.

    ...SLOW reload time. It's just about essential to use the Sleight of hand perk unless you're camped-out well-hidden when ya reload.

    ...average stopping power and less-than-average accuracy.

    ...USE THE GRIP! This greatly improves the accuracy of any LMG.

    The RPD is one of the BEST weapons in the game, PERIOD! It's more-accurate than the chart shows, & whenn used with Stopping Power, it's almost always a 3-hit kill at any distance. Its plusses: HUGE ammo capacity, good accuracy and damage, excellent iron sights, quick aiming. Minuses: Like all LMGs, you can't run fast with it, & it takes about 10 seconds to reload, except with the Sleight Of hand perk.

    Second-best LMG, IMO, is the AUG. A little more-accurate than the RPD, but less-powerful, and a smaller ammo capacity.

    IMO, the LMGs are best only at short and near-medium range. They're not nearly the all-around weapon assault rifles are. However, some players like me just LOVE the RPD! Give'em all a try; you MAY find them to be your fave primary weapon!
    Last edited by Phil The Hammer; 06-03-2010, 03:41:27 PM.
    I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

    Comment


    • #3
      SHOTGUNS...Devastating close-range weapons, all shotguns are the hip-fired weapon supreme. However, they have a VERY short range. But you almost always get a one-shot kill every time with any shotgun, even if the foe is using Last Stand.

      SPAS-12...You have this gun by default. It's a basic pump gun, thus a fairly slow rate of fire.

      AA-12...A FULL AUTOFIRE SHOTGUN! Given the shotgun's power, what does one need autofire for? While it does have a slightly-farther range than the other shotguns, it's a real ammo-eater.

      STRIKER...Its best feature is its 12-round capacity; its worst is its long reload time. I highly recommend using the Sleight Of Hand perk with this'n.

      RANGER...A sawed-off double-barrel shotgun that's very effective fired from the hip. One of the best Akimbo weapons in the game.

      Remember, even in Akimbo mode, you only have four rounds, so reload often!

      Masterkey...the shotgun attachment for several of the assault rifles. It has the longest range of any of the game's shotguns, but no more power than the SPAS. Useful for close quarters, quicker than switching to your secondary weapon.

      M1014...This semi-auto will fire fast as you can pull the trigger! Slightly more-powerful than any other shotgun in the game, it'll score a 1-shot kill if it hits an enemy at all! I've never even had an enemy use Last Stand when I've hit him with the M1014. My fave shotgun!

      Model 1887...Another sawed-off, it's, for mostplayers, the best Akimbo weapon in the game. Is as good from the hip as any weapon in the game, and its 5-round capacity gives you TEN rounds with Akimbo. The advantage of the sawed-offs, Ranger and 1887, is they don't hafta be aimed directly at the target....just SHOOT if he's in fronta ya! Thus, the ranger and 1887 have an advantage in extreme close-quarter fights.

      I always use a shotgun where close-quarter fighting is often the rule, such as on the Rust, Skid Row, & Invasion maps.
      Last edited by Phil The Hammer; 06-03-2010, 03:44:54 PM.
      I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

      Comment


      • #4
        SMGs...Overall, some players will find an SMG as their fave small-map weapon, but no SMG in the game is an effective long-range or high-medium-range weapon. The SMGs are the highest-mobility primary weapons in the game, with the highest overall rate of fire. However, all have fairly high recoil, making them poor long-range weapons, and have a long reload time without using the Sleight-Of Hand perk.

        UMP 45...MW2 does not save all the best weapons for higher levels, and the UMP is proof of this, as you have it available by default. IMO, it's the best SMG in the game, with high damage, moderate fire rate, good close and medium-range accuracy, and can be quickly aimed. Its default sight is rather poor, and my fave perk is the Red Dot Sight.(RDS) Just be sure to have a dependable secondary weapon in case ya run outta ammo at an inopportune time. The UMP 45, with Akimbo and Rapid-Fire is a devastating close-range weapon; I have won more than one match in the Vacant, Skid Row, Invasion, & Vacant maps with it, using the Raffica as my secondary weapon for longer range.

        VECTOR...IMO, the 2nd-best SMG in the game. A little more-accurate than the UMP, it has the highest fire rate in the game. However, it deals much-less damage per hit than the UMP, but is still a devastating weapon in small maps such as Rust. Just remember to keep an eye on your ammo supply!
        Many players find the vector to be their fave SMG. Its default sight stinx, but the RDS is a huge improvement.

        MP5K...The other default SMG, it's a pretty 'average' SMG. It has excellent default sights, but low accuracy from longest medium range outward. It deals only fair damage, and has a fairly-long reload time. You'll prolly wanna use the UMP instead, as your default SMG.

        P90...Not too far below the UMP & Vector IMO. Has the best default sight of any SMG, and does moderate damage per hit, but is fairly accurate with a high fire rate. Can be quickly aimed, but has the high recoil of all SMGs.

        MINI-UZI...Don't be deceived by the magic name "uzi". In this game, this weapon SUX, IMO. Its massive recoil, moderate damage factor, and poor sights make it, IMO, the poorest of the SMGs.

        In summary...SMGs are excellent close-range weapons. However, I recommend using other weapons for larger maps such as Terminal or Karachi.
        Last edited by Phil The Hammer; 06-10-2010, 08:32:21 PM.
        I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

        Comment


        • #5
          SNIPER RIFLES...Overall, medium and long-range weapons, but with very high power. Obviously, they're best-suited for long-range shooting. All are pretty well equal in range and sighting.

          INTERVENTION...This rifle is no more nor any less accurate than any of the other sniper rifles, but combines a fairly slow bolt action with high recoil. It doesn't have quite the power of the Barrett.
          No matter who you are, on what map, you're gonna find yourself in a face-to-face confrontation, too far away for a Melee, where you have only enough time to fire from the hip. If you're armed with the Intervention, you'd better not miss! It's my least-fave sniper rifle.

          BARRETT .50 CAL...My fave sniper rifle! If ya can see an enemy at all, the Barrett can take him/her out at any range with one shot! With Stopping Power perk, any hit at any range will kill the enemy. The Barrett has a very high recoil. While the Barrett obviously isn't the ideal short-range weapon, you CAN shoot your way outta close encounters of the worst kind thanx to the Barrett's fairly rapid semi-auto fire ability. It is the most-powerful of the sniper rifles. Its drawbacks are its high recoil, fairly slow aim, and moderate rate of fire. With the ACOG sight, it can serve decently as an AR, lacking only a noob tube.

          WA 2000...Basically, in this game, it's a faster-firing version of the Intervention, much-inferior to the Barrett.

          M21 EBR...Right behind the Barrett as my fave! Quick semi-auto fire and low recoil make this a useful weapon for many situations While it doesn't have quite the power of the Barrett, it'll kill enemies with 2 hits at any range, often with just one shot, with all head shots being kills. It has a quicker rate of fire than the Barrett, which makes up for its lower power. Like the Barrett, it worx well as an AR with the ACOG sjght.

          I use only the Barrett and EBR as sniper rifles.
          Last edited by Phil The Hammer; 07-20-2010, 08:57:58 PM.
          I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

          Comment


          • #6
            RIOT SHIELD...This is a primary weapon in this game. While it will stop any bullets, you can only use a secondary weapon with it, or kill a nearby enemy with two Melee hits.
            An enemy can kill you by shooting your legs if you're not crouching, can knife you from behind or the side, or with most explosive devices from the side or behind, or by sticking a Semtex to the shield. Also, you are vulnerable to shots from aircraft & missiles such as the Predator.

            You cannot run fast with it deployed, even with the Lightweight perk. This leaves you vulnerable to side and rear attax. An experienced player using Lightweight will kill ya easily every time ya encounter him unless you're ultra-kwik with a shotgun.

            Some players liketa use a Riot Shield all the time, and are reasonably successful, especially when using it along with a Blast Shield, but usually such players have a low kill score dueta having little-to-no medium & long-range capability. Their success rate falls off drastically when they reach higher levels of play against more-experienced players. The only time a Riot Shield-equipped player kilz me is if he/she surprises me if I'm in a corner, etc. I almost have a Semtex or Flashbang ready for'em.
            Last edited by Phil The Hammer; 07-20-2010, 09:04:24 PM.
            I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

            Comment


            • #7
              SECONDARY WEAPONS
              Let's start with that most basic secondary weapon, the handgun. These can be brought to bear quicker than any other gun in the game, & don't restrict your char's mobility in the least. But they're close-range weapons only.

              USP.45...This is your first handgun, and it's fairly accurate. Like all the other handguns, it'll fire as fast as you can pull the trigger. Its damage factor is unbelievably low in the game, and it has average recoil. Better than an empty primary weapon!

              .44 MAGNUM...the only revolver in the game, it does more damage than the .45, but it's still unrealistically low for this weapon as compared to reality. Massive recoil makes this a very inaccurate weapon for multiple shots, and the first shott isn't all-that-accurate, either. Good for blazing away at close range, can make 1-hit kills in Hardcore mode, but its inaccuracy, six-shot capacity and fairly slow reload time make this low on my list of fave handguns.

              M9...My fave handgun. Low recoil, the most-accurate of all the handguns, and a reasonable ammo capacity make it IMO the best handgun. With Stopping Power perk, it kills with 3 hits, or one close-range headshot. I have gotten many, MANY "Last-Stand" kills with it, as it's brought online almost instantly, and reloads quickly, enabling me to sometimes get 3 kills from a "last-Stand" mode! And, BTW, it'll kill any enemy you can hit with it at any range!

              DESERT EAGLE...The MOST-INACCURATE of the handguns, it takes even longer than the .44 to re-aim on the same target. Also, it does slightly less damage than the .44. For most players, it'll be a big disappointment.
              Last edited by Phil The Hammer; 03-08-2010, 01:10:58 PM.
              I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

              Comment


              • #8
                MACHINE PISTOLS...For most players, these are favored over handguns as the secondary weapon of choice. They definitely are for me! They combine rapid fire, good damage factor, decent accuracy, and good ammo capacity and mobility to make formidable weapons.

                PP 2000...Your first MP, it's an "average" type of this weapon. All its attributes are fairly average. It's not a long-range weapon at all.

                G18...Imagine a fully-automatic USP.45 & you have the G18. Can be devastating at close range. REMEMBER YOUR AMMO CAPACITY!

                M93 RAFFICA...Far & away my FAVE secondary gun! Great combo of high accuracy, power, and ammo capacity! A miniature FAMAS or M16A4! Has almost the accurate range & low recoil of those two assault rifles, & kills enemies with 2 bursts with the Stopping Power perk, or one headshot burst. A super all-aroind weapon!

                TMP...In this game, an inferior weapon compared to the other machine pistols IMO. Less accuracy, damage, and high recoil make it less-desirable than another machine pistol, far as I'm concerned.
                I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

                Comment


                • #9
                  LAUNCHERS...This genre of secondary weapons has advantages & disadvantages all its own. They are the best weapon with which to shoot down an aircraft. They pack a powerful explosive charge on the ground. However, they are somewhat slow, and somewhat inaccurate. And it's hard to conceal yourself while packing a launcher on your back.

                  AT4-HS...Your default launcher, it can be used against both ground targets and aircraft. However, it only has ONE ROUND of ammo, so you'd better make it count. It has the drawbacks of shooting knuckleballs if not locked on, and it's not very accurate against many aircraft, even if locked on. On the ground, you're better off to use the grenade launcher you earn with several assault rifles; it's at keast as accurate as this launcher, and has just as much explosive force, plus, it has TWO rounds. I highly recommend you use the Scavenger perk if you're a fan of the AT4-HS.

                  THUMPER...This launcher is a little quicker to fire & a little more accurate than the AT$-HS. It has two rounds, and is about equivalent to the grenade launcher attachment for assault rifles. Again, the Scavenger perk is a great help. However, it's next-to-useless against aircraft.

                  STINGER...This is by far the best anti-aircraft weapon in the game. To fire, it must be locked on to an aircraft, but one hit usually destroys the aircraft, the exception being the Pave low, which sometimes takes two hits. You rarely miss a hovering Harrier with it, but some choppers and the AC130 often drop flares which lead the Stinger's shot away from it. The Stinger comes with 2 rounds. (The trick to shoot down an AC130 is to fire one shot and allow the Stinger to reload, and quickly lock on & fire again. It works better if someone else has fired at it & it's just dropped some flares. The AC130 cannot quickly drop another round of flares, so your followup shot should hit it.) The Stinger cannot be fired at ground targets; it's strictly an anti-aircraft weapon. However, it's a "Godsend" when you're caught in the open by an enemy aircraft in a map like Wasteland, far from any shelter. But it sticks up from your back, making it hard to conceal yourself bu crouching behind some low cover. I like to blast aircraft, so I use the Stinger more than any other launcher.
                  Remember, you cannot shoot down a stealth bomber or a chopper delivering a care package or emergency airdrop. Also, the opponents can see where your shot came from, so don't linger in the place from which you've fired your Stinger.

                  JAVELIN...In this game, the Javelin works the same as in MW1, except you have free use of it against any target you can lock it on. While it's accurate & does terrific damage, it has some major DISadvantages: it takes several seconds to lock on. It needs space in fronta it for its missile to begin its upward flight. It takes close to 10 seconds before the missile strikes, giving a nground enemy plenty of time to move(or shoot you) if he realizes he's been targeted. And every enemy in the vicinity can see where your shot came from.
                  It's not quite as effective as the Stinger against aircraft, and the time it takes to lock on and for its missile to strike can be fatal for you. But one of its great advantages is its ability to take out an almost-inaccessible enemy, or a Sentry Gun an enemy has cleverly deployed where you cannot get at it otherwise. Since the Javelin comes with only one round, you might wanna use the Scavenger perk with it to reload.

                  RPG...It's not over-accurate, has only one round, and makes it hard for you to conceal yourself behind a barrel or similar-size cover, but it can be brought to bear quickly against any target, air or ground. Might be your best weapon against Pave Lows or Apaches with an enemy controlling its gun, as its missile is not lured off-course by flares. Wanna practice with the RPG? Try shooting down UAVs with it!
                  By the time you unlock it, you should have long had the Scavenger perk available. You can reload the RPG with this perk.
                  I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

                  Comment


                  • #10
                    EQUIPMENT...

                    FRAG GRENADE...basic hand grenade, is "cookable", that is, you can hold it a few seconds before throwing it, so ot bursts quickly after being thrown. Can be bounced off walls around corners, or off other solid objects. You have only one frag, but you can replenish it with the Scavenger perk.

                    SEMTEX...This grenade will stick to objects (or enemies) it's thrown against. If stuck to an enemy, it's a 100% kill. Same if it's stuck to an enemy's Riot Shield. It cannot be cooked. You only have one at a time, but it can also be replenished with the Scavenger perk.

                    THROWING KNIFE...This weapon takes time to throw, more time to reach its target. If you catch an enemy unawares, it's a sure kill. However, an enemy with a gun who's facing you will kill you before you can throw it. It's not a piece of equipment I'd rely on. If you use it, remember to pick it up after you throw it.

                    KNIFE...You have a knife by default; it's your Melee weapon, a one-hit Melee kill. You can use the Commando perk to increase the distance to an enemy your Melee will strike, or the tactical Knife addition to your handgun to make your Melee strike more quickly.

                    TACTICAL INSERTION...This equipment enables you to drop a flare where you will respawn after dying. However, any opponent can see the flare, & can either destroy it or wait for you to respawn and kill you before you can react. If you respawn, the flare vanishes, & must be dropped again. Most of the time, this is a pretty useless, and outright dangerous pieca equipment. I don't use it.

                    BLAST SHIELD...Reduces damage from explosives to about 65%, but will not protect you from a direct blast nor from a Semtex stuck to you or your Riot Shield. Also, it reduces your line of sight and your radar.Can be equipped or unequipped.Not a very good piece of equipment, IMO.

                    CLAYMORE...A mine activated by an enemy's proximity to it. When an enemy triggers it, you(and he)will hear a metallic click, & it'll explode about 3/4 seconds later , unless that enemy is using the Scrambler Pro perk, which will increase its blast time to 3 seconds. Remember, while you cannot trigger your own Claymore, its blast will kill you if you're too close.
                    Remember, the opponents can see its two red lights, so place it accordingly. They can see it anywhere with the Sit Rep perk. And, while you only get one Claymore at a time, you can rener it with the Scavenger perk, thus being able to place multiple Claymores . Also, a "dirty' trick is, while laying near death using the Last Stand perk, spotting a Claymore right in fronta you. All your unexploded Claymores vanish a few seconds after your death.

                    C4...An explosive package you can place almost anywhere and detonate with a hand-held trigger. Great for ambushes in some areas, as it's not as easily-seen as a Claymore is. Has the same power as a Claymore. You only get one at a time, but you can get and spot multiple packs with the Scavenger perk. However, they all detonate at once when you use the trigger.
                    You don't have to be in line-of-sight to detonate a C4, so you can place them where you know enemies are likely to go to, and detonate them from elsewhere, hoping for a "shot in the dark". Also, you can be killed by your own C4 if you detonate it too close to you.
                    Last edited by Phil The Hammer; 03-09-2010, 11:44:00 AM.
                    I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

                    Comment


                    • #11
                      SPECIAL GRENADES...

                      FLASH GRENADE...This will temporarily blind and deafen anyone nearby facing it when it bursts, INCLUDING YOURSELF, so be sure not to throw it too close. You can turn your back to it or get behind cover to avoid being blinded. Also, it will temporarily disable a Sentry Gun.
                      You get two of them, & they can be replenished with the Scavenger perk.

                      STUN GRENADE...It will slow down a target for several seconds, or YOU if you don't throw it far enough. If stunned, try to shoot in the direction you think it came from; maybe you'll catch the enemy with his pants down. You get two of'em; like all other grenades, they are replenished with the Scavenger perk.

                      SMOKE GRENADE...Just what it says! A thermal scope can see thru its smoke, but not the naked eye, and it's not a weapon, its smoke is not poisonous. Its uses should be self-explanatory. You get one at a time.
                      I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

                      Comment


                      • #12
                        PERKS...Your choice of perks is entirely-PERSONAL. of course, but here are my opinions of them. As an experienced player working on a high prestige, I've played with'em all enough to form an "educated" opinion.

                        Remember, "pro" status is an ADDITION to any perk, not a replacement for the abilities you already have from it.

                        PERK SLOT 1

                        MARATHON...You can sprint as far/long as you want, without tiring. With the Pro rating. With Pro, you scale obstacles faster. Useful for large maps such as Wasteland or terminal.

                        SLEIGHT OF HAND...Significantly decreases your reload time. Pro decreases the time it takes to aim your weapon. One of my fave perks, VERY useful when using a LMG or other slow-reloading weapon.

                        SCAVENGER...My 2nd-fave perk! Every slain enemy leaves a little blue satchel. Pick it up my merely walking or running over it & it replenishes your ammo supply(does NOT reload your weapon, unless it's empty & you're outta ammo) and your expendable equipment such as grenades. Pro gives you extra ammo magazines, the number depending upon the weapon.

                        BLING...Allows you to use two attachments at once on your primary weapon, such as RDS and FMJ. Pro lets you use 2 attachments on your secondary weapon also. Remember, you cannot use some attachments together such as RDS and ACOG scope.

                        ONE-MAN ARMY,,,Allows you to swap classes at any time. I don't find this too useful, since I already know what class I'm gonna use for a given map. Pro allows this swap to proceed faster. BIGGEST BUMMER: THIS PERK REPLACES YOUR SECONDARY WEAPON! I don't use this perk any more.
                        I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

                        Comment


                        • #13
                          PERK SLOT 2...

                          STOPPING POWER...Increases the damage your shots cause by about 40%. One of the most useful perks in the game! Pro increases the damage your shots do to aircraft.
                          You don't need this perk when using a powerful weapon such as the Barrett .50 cal or SCAR. However, it lets the FAMAS or M16A4 kill with one 3-round burst. I almost always have it on except when using the weapons above.

                          LIGHTWEIGHT...Allows you to run-move faster. Pro allows you to aim faster, especially after sprinting. This is a very useful perk, especially on urban-warfare maps such as Favela. Great when used in combo with Marathon.

                          HARDLINE...Killstreaks require 1 less kill. For example, you get a UAV after 2 consecutive kills insteada three. Pro allows your Deathstreak rewards to require 1 less death. Depends upon personal likes/dislikes whether to use this much or not. Personally, I won't replace Stopping Power with it.

                          COLD-BLOODED...You are invisible to enemy rader, UAVs, thermal scopes. or air attacks such as the Predator. Pro removes the red crosshairs & your name from your opponents' sight in team games when you're targeted. Again, I won't replace Stopping Power with it.

                          DANGER CLOSE...Increases the damage and range of your explosive devices. Pro increases the damage-range of your air attacks. This is my fave perk with which to replace Stopping Power. especially when I'm using a weapon with a grenade launcher. (Noob Tube)
                          I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

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                          • #14
                            PERK SLOT 3

                            COMMANDO...Increases the distance you can reach with your Melee attack. VERY useful with a Tactical Knife attached to a handgun! Pro eliminates falling damage, from rooftops, etc. But you can still fall to your death from the rooftops in the Highrise map.r the cliffs in Afghan. Overall, a very useful perk.

                            STEADY AIM...Increases your hip-fire accuracy. Pro lets ya hold your breath longer when sniping. To me, not a very useful perk, as I see very little difference in hipfire success while using it. It doesn't seemta affect shotguns at all.

                            SCRAMBLER...Disrupts opponents' radar. Pro increases enemy claymore blast time to 3 seconds. Downside is that when you get close enough to an enemy to disrupt his radar, he knows you're near, and if there's only one approach to him, he can be waiting for you, or suddenly charge you. I don't use this too much.

                            NINJA...Invisible to enemy heartbeat sensors. Pro enables you to run silently. Very useful in maps where you often have noisy running steps, such as Scrapyard, where you will most likely run over metallic surfaces , catwalks, & stairs. Isn't super-useful until you get Pro.

                            SIT REP...Enables you to see enemy explosives, even thru walls. Pro makes enemy footsteps louder, unless the enemy is using Ninja Pro. To me, not a very useful perk; I don't use it any more.

                            LAST STAND...To me, one of the MOST-USEFULof all the perx! Enables you to lie on your back for 10 seconds after being fatally wounded. You will quickly draw your handgun, or the Raffica if you have it as your secondary weapon. Pro enables you to use your grenades or claymore while dying. AND YOU CAN MELEE WHILE IN LAST STAND!
                            Face it...if you're playing, you're gonna get killed! It's nice to still often get a kill or kills while fatally wounded, often taking revenge on the cat who whacked ya. On the Rust map, I once got FIVE kills with the Raffica & a grenade while in Last Stand!(Yes, I got the Predator for a 5-kill streak when I respawned!)
                            Remember, if you down an enemy who has Last Stamd, to finish him off before someone else steals your kill or the downed enemy kills you! Yes, you can steal a kill if someone wounds an enemy who has Last Stand and you finish him off. You can finish them off with a Melee as well as a gunshot. (A "dirty trick" is to plant a Claymore as you're lying there, especially if an enemy is charging to Melee you!)

                            There, you have my brief rundown and opinion of the various perks. Hope it helps you make YOUR choices!
                            Last edited by Phil The Hammer; 06-07-2010, 08:28:51 PM.
                            I come from a smart family...In the Civil War, my great-grandpa fought for the WEST.

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                            • #15
                              Hey Phil I believe we played a round some time ago in WaW before this released, but anyways I would like your gamer tag so we can have some rounds at this. I never find people on the forums I visit who play 360 games I do or even have a 360. My GamerTag is Furious Helder .
                              Spoiler Alert! Click to view...

                              THE BAD GUY!!!!!!

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