CoD4 - Gun Strategies & Perk Notes

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What follows are cut and pastes of some good gun related commentary by various forum members.

@G.T

I tend to agree with what you say, but your wrong about a couple of things like the sub-auto's, and you failed to mention some of the most effective weapons in the game!

Besides that, a guns is only at its most effective when used in its correct role. So saying this gun or that gun is bad based purely on the in game stats is wrong. Battlefield situations and player skill will ultimately define the practicality of any weapon and its effectiveness.

I'm on my second tour now (equivalent to level 86 of 550), and for my first tour I decided to level up most of the weapons in the game (you get a lot of xp for doing this BTW), and I wanted to get as many weapons upto ACOG status as possible so I could see what was good and what was not so good, and in what situations. The weapons I have listed below are what I believe to be the 'best-of-the-best' in the game.

First of all the LMG's:

The SPD should be the weapon of choice for anyone at level 4 (it is available in create a class). Its high rate of fire and damage (combined with stopping-power) make it a very effective weapon. I've never used the grip, and I can consistently drop any target at long range with just the RDS Reflex scope. Of course the grip improves long-distance accuracy, but I've never seen a situation arise where I would need to use it regularly.

Next, the M60 is BRUTAL! pure and simple. Combine this weapon with stopping power, and all those juggernaut whores will be crying like babies - its unstoppable! it litterally only takes a gentle squeze of the trigger to register the kill. There are a couple of peculiarities that you must adjust to with this weapon though. Firstly, the iron sight is a little intimidating, and can put off all but the faint hearted (though accuracy is superb), and secondly, the rate of fire is not stellar, but if you can overcome both of these faults, you will have one of the most powerful gun in the game!

Secondly, the SMGs:

There are a couple of guns in the SMG class you should use as a matter of course they are:

The AK-74u is a very under-rated gun. This is my preferred CQC weapon along with the SPD. A high fire rate and AK-47 like damage, with less recoil make this the only AK of note in the game. Its feels light in your hands too. Some guns like the LMGs and the assault rifles feel heavy, but this gun is just right and on most maps its a dream to use. Honestly, this gun is much better than the stats say it is, and obviously can be looked over by those that rate guns only by that method. Very effective at all ranges up to medium-to-long range, aquaint yourself with this gun for maximum effect (don't forget the RDS Reflex scope!).

Next up is the P90. This is a great gun, and probably one of the most effective in the whole game! Link it up with double tap, and you will have an awesome gun with a ridiculously high rate of fire. Very effective at close and medium range, and descent at medium-to-long range, this gun is in a class of its own!

Onto the Assault rifles now:

I don't usually use the ACOG scope (its requires little skill to use), but mated with the already sublime M16 makes it a portable sniping platform that some of the sniping rifles wish they were! With stopping power, the M16 can drop anyone with a single-three round burst to the chest/head area. To my knowledge, no other weapon (except snipers of course) can do that with any regularity. This weapon seems super-powerful compared to the rest of the guns in the game, but then if its there, use it! The only down side to this weapon is the semi-auto fire rate, that can make CQC really hairy. Best used for meduim and medium-to-long range attacks, this gun is a treasure! Oh, did I forget to mention that there is virtually now recoil on this weapon? Not a sniff, nadda, zilch! 👍

Now the M14. This is another Assault rifle/sniper rifle combination that can be a killer in the right hands. Its single fire rate though, can deter even the most hardy of shooters. Personally I love this weapon. Its VERY powerful, accurate, and can double up as a sniper rifle with the ACOG, the only downside I've noticed is the muzzle drift during semi-auto fire - it is extreme compared to other guns. This gun is the gun of advanced shooters, but is still accessible enough for those who would like to give it a try. On a side note. If I was a sniper, I'd start off with this gun and the R700 (using the overkill perk), and ditch the R700 in field for a sub-auto (you have to start with a sniper rifle, or you don't get the Ghillie suit).

I have no opinion on the sniper rifles as I have never used them, I do like the .50cal Barrett's, even if I have never fired it in anger!

GUNS TO AVOID

The M4 looks like an attractive proposition when first encountered, but in reality, its a weak (MP5 weak) gun that has no redeeming features. Compared to the M16 that it seems to be based upon, the M4 has no power, worse accuracy, and worse range and recoil. Its only saving grace is it fully-automatic rate of fire. In many fire fights I have found myself out of luck with this gun in my hand - it has very poor stopping power, even at close range. using this gun against a juggernaut whore is an exercise in futility. If a gun can be almost negated by a perk, then its no use whatsoever on the battlefield. Avoid!

As an iconic symbol of resistance the AK-47 has no equal. On the digital battlefield though, its slow fire rate, and dreadful muzzle drift make this a weapon to resist using! don't get me wrong, the AK-47 is a powerful gun, with descent accuracy and good stopping power, its just seems a little old school. Combined with the RDS Reflex and the ACOG, the gun gets a new lease of life, but ultimately as your skills improve, and your rank rises, this gun will get used less and less.

The Desert Eagle is a formidable weapon, but its high stopping power is offset by the ridiculous recoil each time it is fired. Compared with the pistols, this gun is too overpowered! I can usually register kills with them, but this guns recoil makes it an unfriendly gun to use. The gold Desert Eagle though, looks the part...

As for perks I personally use 3 flashes, stopping power, and steady aim. Its the same for all weapons. I did try using 3 frags, but the fact that your grenades can bounce off other guys on your team, and you never know when someone on your team will step in front of you, I judged its safer to be blind than dead (occasionally I will bounce a nade off the wrong wall too, and it will land back at my feet!)

I'm in the process of writing up a battlefield survival guide that is aimed at those that are new to FPSs or those at lower ranks. It will cover weapons, tactics, and maps. When Its ready, I'll post it here.

G.T
The LMGs are pretty deadly when you equip them with the Grip. You can kill lots of people in one go since the clip is so large - the grip is there to help you with long-distance shots.

The M16 and M4 Assult rifles are deadly too, especially with the ACOG Scope. Both have fairly minimum recoil so they're accurate. The single shot rifles are good too if you shoot with them quick enough - a coulple of hits and the enemy is dead.

The shotguns are extremely useful on smaller maps. No point using any additions on those since their range is useless. But instant kills if someone walks in front of you. :D I've forgotten the name but the second shot gun is the best since there's no delay between the shots, even if it only has 4 shots before you need to reload.

The Snipers can be good - I only particularly like the Barrett .50 cal, since it usually kills instantly. I only used that without any additions - I would have tried the ACOG Scope with it, but I traded in my weapons for the extra prestige...

The SMGs have their uses, but I'm not particularly fond of them. Depends on the situation really, but the Red Dot Sight helps a bit, but not a hell of a lot since they're generally inaccurate anyway.

I completely agree with that, I but for me to get the grip I would need to get one out and actually use it. I am not sure but I think the ACOG sucks on snipers, I had it on my Drag and it isn't as zoomed in and I am pretty sure you cannot adjust that so I am not going to bother with it. I think the Barrett should come with a wicked scope like in "All Ghillied Up" where you can zoom a km away.

And some specific custom classes recommended by Blackbird.

The Desert Eagle is not crappy. When I get into very close quarters situations I pull that bastard out instead of my M14. Works like a charm... But anyways:

What's your custom slots like? I think this is the best part of the game I'm always changing around my slots trying to adjust them to work with a particular map or gametype. Here are mine:

For maps like Crossfire, Custom Slot 1:
M4 Carbine(ACOG Scope)
Desert Eagle
Perk 1: Frag x3
Perk 2: Stopping Power
Perk 3: Martyrdom
Spec. Grenade: Stun

For sniping, Custom Slot 2:
M21(currently leveling)
M1014
Perk 1: Weapon attachment: Grip
Perk 2: Overkill
Perk 3: Iron Lungs
Spec. Grenade: Stun

For an all purpose use assault kit, Custom Slot 3:
G36C(M203 attachment)
Desert Eagle
Perk 2: Sonic Boom
Perk 3: Martyrdom
Spec. Grenade: Stun

All purpose semi auto kit, Custom Slot 4:
M14(Red Dot Sight)
Desert Eagle
Perk 1: Frag x3
Perk 2: Stopping Power
Perk 3: Deep Impact
Spec. Grenade: Stun

I call it the Ghost kit...Custom Slot 5:
M14(Silenced)
M9(Silenced)
Perk 1: C4 x2
Perk 2: UAV Jammer
Perk 3: Dead Silence
Spec. Grenade: Flash
 
Not a gun specialist myself and don't know if this is of any use, it's just a bunch of numbers to me :dunce:

Found this on playstation.com...

GunStats.png



*It isn't shown on the chart but the AK-47's damage is Decreased to 40-20 when using a RDS or Silencer
*Double Tap increases fire rate by 50%
*Slight of hand increases reload time by 50%

Shots To kill
*Shotguns fire 8 pellets each counts towards a shot
*Shots to kill are counted for the chest and inside weapons minimum range
*Subtract 1 shot per head shot
*Add 1 shot(2 for AK-47 with RDS/Silencer) for outside weapons minimum range
*Stopping power increases damage by "Damage x(100+Damage)=New damage"
*Double Tap increases fire rate by 50%
*Slight of Hand increases reload time by 50%


No Stopping power vs. No Juggernaut
2 Shots:All Sniper Rifles, M14, Skorpion, M60, Desert Eagle
3 Shots: M16, AK-47, G3, MP44, MP5, AK-74u, RPD, W1200, Berretta, USP, Colt .45 1911
4 Shots:M4, G36c, Uzi, P90, SAW, M1014

No Stopping Power vs Juggernaut
2 Shots:All Sniper Rifles
3 Shots:M14, Skorpion, M60, Desert Eagle
4 Shots: M16, AK-47, G3, MP44, MP5, AK-74u, RPD, W1200, Berretta, USP, Colt .45 1911
5 Shots:M4, G36c, Uzi, P90, SAW, M1014

Stopping Power vs. No Juggernaut
1 Shots:All Sniper Rifles
2 Shots:M14, Skorpion, M60, Desert Eagle, M16, AK-47, G3, MP44, MP5, AK-74u, RPD, W1200, Berretta, USP, Colt .45 1911
3 Shot:M4, G36c, Uzi, P90, SAW, M1014

Stopping Power vs. Juggernaut
2 Shots:All Sniper Rifles, M14, Skorpion, M60, Desert Eagle
3 Shots: M16, AK-47, G3, MP44, MP5, AK-74u, RPD, W1200, Berretta, USP, Colt .45 1911
4 Shots:M4, G36c, Uzi, P90, SAW, M1014

Material Penetration
* Still a lack of info on this but the higher number/letter combo means more damage through walls
C4:Barrett
C3:All other SR's,All LMG's,M14
B3:All other AR's, AK-74u
A2:All other SMG's,All Pistols
A1:Both Shotguns
 
Great info on that image! 👍

_________________________________

WEAPONS OVERVIEW

(by Beerz)


ASSAULT RIFLES

M16A4
The M16 is your very first assault rifle when you start to play this game online.
Main characteristics are it’s high stopping power (usually a well placed shot equals a kill), and it’s unique 3-shot burst every time you press the trigger button.
As a starter weapon it’s an excellent choice if you have somewhat good aim to start with, otherwise it gets frustrating, because of it’s burst-only capability, as if you miss a burst on a moving and closing target, it’ll be much closer by the time you fire your 2nd burst.
Overall, it’s a semi-light weapon, which means you don’t lose much agility when using it and you can aim down in a decent amount of time (compared to heavier weapons).
It’s stock iron sights are very decent, and that coupled with a silencer makes it deadly on medium range combat, as you get really fast kills and move on for the next one before the guy that got creamed comes back to claim revenge.
It does have a bit of recoil when you fire, but since it’s a burst-fire, it’s the same as having none; the first 3 bullets will all end in the same spot, and by the time you’re able to fire the 2nd burst, the aim is back on it’s original position, which means these will also land on the same spot than the previous.
It’s along with the G3, the most accurate weapon on this category, meaning that especially coupled with a Red Dot Sight (RDS) – best combo, as far as I’ve experienced and tested so far -, you can snipe to your heart’s content and take down targets at medium or long ranges with ease (even moving targets, if you remember to aim 10 inches in front of their predictable path, to ensure all 3 bullets get them), even through walls (if you’re using the Deep Impact perk), as it’s high power and concentrated fire means your target won’t have much chance of running off, strafing to the side or getting cover in time. Also, this weapon equipped with the RDS is the best one to get perfect headshots; just aim for the head and fire. If it hits, it’s a kill AND a headshot. 👍
Another curious thing about this weapon is that, coupled with the ACOG sight, has substantially less wobbling than any other weapon, making it (as far as my style of play goes and personal preferences), the only weapon worth equipping with the referred attachment. At medium range, just raise your weapon, aim to his chest and press R1 – instant kill -, whereas with the RDS you’ll lose a bit more time (sometimes enough to get you killed) to get him dead on the crosshairs. At long range, though, the RDS is still your best bet, as this weapon doesn’t move a milimeter while aiming.
My advice to everyone that has this as your primary weapon is to do like me, and grab a full-auto weapon laying down on the map as soon as you can find one and check if it’s loaded (if not, load it and keep it that way until needed). Then, if you’re searching through buildings or approaching a corner that you have no idea if someone’s coming (nor how many), switch to the full-auto and always be ready for close combat situation.
Another thing you can do to minimize the weapon’s weakness at very close range combat is to add the ‘Steady Aim’ on perk 3, as that way when confronted with a guy around a corner, you just have to be facing at him and shoot – with a bit of skill you’ll kill him with that one burst (better than missing completely and not standing a chance).

SUMMARY:
Strong points:
Stopping power – usually a chest-or-above placed burst will grant you an immediate kill (2 if the opponent was using the Juggernaut perk);
Accuracy – You can pretty much snipe with this thing, especially if you equip it with an RDS;
Medium/long range combat – You’re pretty much set while using this weapon, as because of it’s one-burst-kill ability, you don’t have to spray and pray at those ranges.
Ammo capacity on the same clip – if you don’t waste many bursts, you can down at least 6 or 7 targets without realoading – up to probably 10, if you don’t waste bullets.

Weak points:Close range combat – It will leave you many times with a bitter taste in your mouth on those unexpected close encounters, especially if you miss the first burst, as if the other guy as a full-auto firing weapon, chances are you’ll be dead by the time you fire your 2nd burst.
Small amount of ammo given – because of it’s preferred ranges, and since you should avoid close confrontations (meaning you’ll die a lot less), you’ll find yourself without ammo faster than you expect. That’s why I usually get the Bandolier perk with it, so running out of ammo is not a problem anymore.
Precision aiming needed – not really a weak point, just a heads up to anyone that wants to use this weapon effectively; fast and precise aiming is needed to get the most out of it. It you have it (or reach it with experience), this weapon is just phenomenal and really unique amongst all other weapons available on this game.



AK-47
Not my cup of tea, but still definitely a good weapon.
Main characteristics are it’s high stopping power and full-auto fire, making it an excellent weapon for people reaching level 4 and not doing well with the M16 (it was my first weapon when I created classes and I did decently with it in the beginning although I really, really sucked - more).
The accuracy on this weapon is less than comfortable, but you only notice that while shooting full-auto fire at medium and longer ranges, for which you’d be better off with another weapon, or, if that’s not an option, shoot only short burst – only 2 or 3 bullets on each burst – which maintains the accuracy to a more decent level.
With the RDS (recommended), and firing single bullets with taps on the trigger, it’s a very decent medium or even long range weapon, because of it’s high power, meaning 2 or 3 bullets fired individually are enough to down a target at medium or long range.
But where this weapon really shines is in close combat, where the full auto fire combined with the high stopping power gets you out alive on many delicate and surprising situations.
Overall, it’s an LMG with smaller magazines and weighing less than half, meaning your agility won’t suffer and aiming will be fast (same as reloading).
Attaching a silencer on this weapon, although reducing the recoil ever so slightly, also reduces it’s power in a noticeable way, so I wouldn’t recommend it.

SUMMARY:
Strong points:

High stopping power – unbeatable at short range – mainly those close encounters around a corner or inside a room - over any other assault weapon, making it ideal for starting players, who tend to fight closer than more experienced players;
Medium-sized magazine – Good for a few kills without reloading, if you don’t spray (not recommended due to it’s recoil).

Weak points:
Overall accuracy – If your target is not at close range, short burst and/or single bullets are required to take anyone down, or you’ll spray (and waste) bullets everywhere but on your target.



M4 CARBINE
This weapon, unlocked at level 10 (early in the game), is probably used by most players than any other (at least from what I’ve experienced and seen). Main reason being it’s the only full-auto assault rifle that doesn’t have a massive recoil and retains it’s (not so good) accuracy even if you keep your finger pressing the trigger until the clip’s empty.
The massive use of this weapon doesn’t mean it’s the best. Not at all. But it’s versatility – except for long range shooting - has no match amongst any other assault rifles.
The recoil is almost zero on this thing, meaning that you’ll get a good sequence of bullets within a relatively small area. Relative because it’s the only assault rifle that doesn’t stand still. Ever. Even with the iron sights (excellent, BTW), it’s constantly moving, making it hard (extremely) to shoot with the accuracy of an M16, M14 or a G3.
It has medium-low power, but compensates a bit on it’s fire-rate, although the magazines are small and you’ll have to reload it constantly, almost as you’d do with a SMG.
Even with Stopping Power on perk 2, if you’re facing a Juggernaut that has the Last Stand perk, I’d strongly advise you not to miss more than one bullet of that clip (always aiming to his chest or higher, if possible), or you’ll most probably get killed by his pistol while you’re reloading.
Not recommended for maps that are in the majority long range fights (because of it’s wobbling muzzle), but other than that suits just about everything, it’s a very versatile weapon.
Using an ACOG with this one is a great way to improve it’s medium range accuracy, but at long range it won’t do any good, because of it’s low power. You’d need a few bullets precisely placed to register a kill and you won’t be able to do it (unless you’re awesomely great or really lucky).
I find this weapon puts out it’s best performances in terms of k/d ratio when used with a silencer. It’s not a problem to aim because, like stated above, it has great iron sights, and the power doesn’t suffer much from it.
Basically, it’s an everyone-can-use-me weapon, most people like it and suits a great variety of situations. It's inevitable to go back to her at least once in a while, as it never bores.


SUMMARY:
Strong points:

Very versatile and easy to use weapon - can be used successfully on probably 85% of the different situations encountered during matches;
Full-auto fire with minimal recoil;
Looks great with the unlockable camos. :)

Weak points:
Lowest powered of all the Assault Rifles;
Muzzle wobbles even with the stock iron sights, making precision aiming frustrating and time-consuming – it’s the only Assault Rifle that does this.
RDS doesn’t help much with aiming over the very good iron sight, making a silencer a great attachment on this weapon.
Small clip – needs somewhat constant reloading, because when you’re tapping the trigger you sometimes ‘forget’ that it has a limit. :D




G36C
This weapon I can say disappointed me a bit when I used it online, because I absolutely loved it when playing the single player mode.
It’s a full auto compact rifle (almost SMG-like) that is best used for short or medium combat. More than that, and you’ll be better with other weapon.
Deadly at close range, especially when coupled with a RDS (a must-have for this weapon).
Silencers help only slightly with it’s recoil, and as you’ll lose some stopping power (which ain’t that good to start with), you’ll be better off with a silenced SMG, that can usually down a target at close range faster.
Still, one of my preferred weapons to grab on the maps (switch with the pistol) when I’m using an M16 as a main weapon.
Very compact (not much bigger than a stantard SMG) and light, it gives you great agility when using it.
On a down note, and because of it’s compact size and short muzzle, is that although you can aim precisely with it (especially with the RDS), it has medium-strenght recoil, fact which degrades it’s accuracy beyond mid-range.
Silencer is not very recommended for this weapon, as apart the slight power decrease, it will compromise even more it’s range, making it hard to shoot (and hit) at anything in a distance, although for close combat it can be helpful. Another thing about the silencer is that you’re left with the stock iron sights, which I don’t particularly like.

SUMMARY:
Strong points:

Fire rate – very good, almost SMG-like with a big clip;
Clip size – biggest of all the Assault Rifles, meaning you won’t have to reload after every kill (unless you’re spraying).

Weak points:
Accuracy – Not the thing to look for with this weapon, you’ll be surprised how your acuracy stats will drop if attempting to shoot targets at long/mid-range and farther while keeping your finger in the trigger (even if your aim is perfect);
Power – Takes quite a few bullets to down anyone with this weapon (compensated in part by it’s high fire rate), which is frustrating at times because you know you’ve fired QUITE a few of them...
Stock iron sight – not very friendly, bit bigger than it’s comfortable and not as accurate as some of the other Assault Rifle’s iron sights.



G3
A real case of love/hate.
I personally love this weapon, and for many reasons. It has, in my opinion, the best iron sight of the game, and you make a good exercise on your right index finger while using it.
Main characteristics are it’s single-fire (semi-auto) and power.
Better used on basically the same situations as the M16, but with the advantage that on close combat it usually does better.
It is amazingly accurate at any range (coupling with an RDS is your best move), always with virtually no recoil. This is particularly noticed when you’re tapping the trigger as fast as you can and every single bullet lands on the same spot. Just be careful not to run out of ammo, as tapping is fun and the clip will end up pretty fast if you’re not careful.
My major gripe with this weapon is that the number of shots needed to kill anyone increase (in come cases) dramatically, the closer you’re to the subject. For example, at long range, 2 bullets will usualy kill. At medium range, you’ll most likely need 3 bullets. At close range, you’ll sometimes have to fire 4 or 5 well placed shots to kill a guy, which is sometimes hard as the pressure is greater when using a single-shot rifle with a target running at you.
Another thing about this weapon is the silencer; not recommended at all, because it cuts a lot of it’s power. It’s a real shame, as it would be virtually perfect on a weapon with such a great iron sight and power.

SUMMARY:
Strong points:

Accuracy – with an RDS, you can kill a fly on a guy’s forehead at 200 yards;
Power – usually 2 or 3 bullets will grant you a kill;
Iron sight – perfect for whoever grabs this weapon for the first time and can start levelling it up with no problem whatsoever.

Weak points:
Single shot capability – you can shoot it as fast as you can tap the trigger, but I find it hard to tap fast and aim accurately at the same time;
Power inconsistencies according to range of fire – the farther, the better;
Silencer almost useless on this one, due to it diminishing greatly the weapon’s power.



M14
This weapon is on a class of its own within the Assault Rifles.
It’s basically a sniper rifle without the scope, and you’ll have to treat it as such.
Main characteristic is, without a doubt, the huge stopping power (by far the most powerful on it’s category (AR’s) this beast has, meaning one single headshot is a kill, 2 shots on the gut is usually a kill too. At medium and long ranges, one headshot on the chest is also usually a clean kill.
It’s by no means a beginner’s weapon (that’s probably you only have access to it when high in the ranks), as you’ll have to have some experience to use it correctly and effectively.
When you first fire this weapon and try it out, you’ll notice a few things right away that make it stand out from every other Assault Rifle:
It looks awesome on the screen, especially if doesn’t have any camo;
When you first press the trigger, the sound it makes (especially if you have a good sound system on medium or high volume) gives you goosebumps, and from there you can evaluate it’s sheer power;
When trying to fire a few shots while tapping the trigger, it makes you contemplate the sky by the 4th shot, and you think “what a crappy weapon, look at ridiculous recoil on this thing! How the hell is anyone suppposed to use this effectively?!”.
In fact, it handles 2 straight bullets without a problem, and as 2 bullets is all it takes to down a target, you’re set. If you miss one of those, you have to let it settle for about 0.5 secs. before firing it again.
Iron sight is very unfriendly, as it’s very difficult to aim precisely with it at medium or longer ranges, so an RDS is a must on this.
A silencer can also be used (at the expense, of course, of losing the RDS), but it’s only viable on close/medium combat, otherwise you’ll be wasting bullets and getting killed because of the iron sights.
Also, long range shooting, despite the stats, is not as easy as it would seem, in which cases you would probably be better off with a M16 or a G3 (both with RDS’s, of course).

SUMMARY:
Strong points:

Sheer power – most powerful of all the Assault Rifles;
Looks and sounds awesome – feels like you have a cannon in your hands;
Deadly with an RDS at medium range combat.

Weak points:
Huge recoil – makes shooting more than 2 shots in a row a waste of the 3rd and following bullets;
Small clip – reloading frequently is needed



MP44
A WWII weapon on a Modern Warfare game, what were these guys thinking?!...
Surely there were quite a few other weapons that didn’t make it in the game because “someone” thought it was a good idea to slip this one in. :rolleyes:
The MP44 is extremely powerful, but it has a recoil that wrecks the accuracy while on auto-fire, it should be used with the trigger-tap for medium/long range shooting. But it’s stopping power, even at short distances, is just amazing. You can down anyone with only a few bullets, even while firing from the hip (the best use for this weapon is actually small maps and short range firing, coupled with the Steady Aim perk).
Main problem is, it doesn’t allow for any attachments whatsoever. Meaning not even an RDS can be attached on this WWII weapon. My opinion is that, with an RDS, it would make this weapon more worthy of a choice amongst all Assault Rifles.
The way it is on the game, it’s easily surpassed on almost all aspects by the AK-47 – much better choice between the 2.
Iron sights are not bad, but it’s overall accuracy isn’t good at all, so don’t expect to easily down targets at distance with it as you’d do with some of the other Assault Rifles, no matter how good your aim is.


SUMMARY:
Strong points:

High powered rifle – Noticeable different and cool sound produced, making every kill a lot of fun;
Absolute killer at close range – coupled with the Steady Aim makes “Run And Gun” a real treat on small maps (just remember not to aim too high on the opponent’s body, or your following shots will fly over his head).

Weak points:
Doesn’t allow for ANY attachment, so what you see is what you get (apart from the different camos you may unlock;
Bad recoil – being an “old” weapon, it’s understandable, but be warned not to fire more than one bullet (ok, maybe 2) on the same burst if you’re planning to hit anyone not close to you.
 
Great write up, too true also I would +rep but I no longer can. I however find the G36C a great weapon, with digital camo and an RDS it looks the part too.

I think the MP44 was put in for a bit of fun as a prize for nearly reaching prestige, the guns great fun but pretty redundant.

With the G3 I run it with stopping power, deep penatration, and Bandoiler (so my desert Eagal doesn't run out of rounds). when approaching building I use the desert eagal, the G3 is more than capable of disposing of long-mid range. Perhaps my favorite assult rifle.

Perhaps worth a mention is Assult rifles being able to attach grenade launchers which I find most effecticive.
 
Kelly - yeah that is a great contribution. For whatever reason I'm not quite making sense of the HP Accuracy column. Anyone know what these values are intending to mean? Also I assume "deep penetration" bumps the value up one, small to medium to large, but what does it do for a gun with a native "large" value? Make it armoring piercing perhaps?


Awesome beerz! Thanks for taking the time 👍
 
Copied from the general CoD4 thread.

Ok, I'm posting now all the crap I wrote recently. Not sure if it will fit on one post (especially because I'm already double posting as it is).

Here it is...

SMG’S (SUB MACHINE GUNS)

MP5
The first SMG you get when starting to play online, and also one of the best for players on any level of skill.
It has a very good (actual) stopping power (you can drop targets really fast if you aim to the chest or higher).
As on most SMG’s, reloading between every kill or two is absolutely necessary, so when using one of these, and if you’re not used to it, adapt your playing style so that you can safely reload your weapon as often as possible when you0re sure you won’t have any ‘guest’ in the next couple of seconds.
Another thing about reloading is: reload before the clip runs out of ammo, as reloading while you still have ammo (even if it’s just one bullet) is a lot faster and you save precious time that can make a big difference on tight situations. In terms of reloading, and although it’s purely subjective, I just love the way ‘my guy’ reloads this baby; it’s almost furious, ‘forcing’ you to kill more and more. 👍
Overall, this is one of the most well balanced SMG’s in terms of handling, power, clip size, reloading time, but it’s accuracy at anything not at short or short/medium range is a bit undermined by it’s recoil, that makes the muzzle swerve more than you’d expect for a weapon that, on the stats page, shows an excellent accuracy. It doesn’t mean it has bad accuracy at all; in fact, due to its truly excellent and user-friendly iron sight, I can almost snipe with it, firing single bullets with a light tap of the trigger. You have to control your shots when trying to be more precise at a distance; hence this weapon being better off on close range fights, where it’s absolutely wonderful.
To do this, it’s always better to have a RDS attached; this way, you can precisely place your bullets on your tango. But bear in mind that if the other guy is aware of you and is carrying an Assault Rifle or an LMG, you’ll most likely die as you need a bit of time to place your shots by tapping the trigger.
Also, it looks and sounds awesome with a silencer attached, losing very little power, which is also a good option because of its very good iron sight. In addition, the silencer seems to tame the recoil a bit, which is a welcome thing.

SUMMARY:
Strong points:
Overall balanced and strong in almost every item, perfect for beginners, and even experienced players can still massacre with this;
Excellent iron sight, easily the best one on the SMG range, adding to the helpful use of a silencer.

Weak points:
Accuracy at anything not at short range while on full-auto - as most SMG’s, not recommended for anything that’s not close range combat (although you can compensate with a good use of the trigger).



SKORPION
Perhaps the most under-rated weapon of the game, but overall, as far as I’ve experienced, probably the most lethal of the SMG’s in terms of range span.
You’ll start using the Skorpion and it’s just addictive, as it kills super fast and you get on killing sprees easier than you’ve ever expected.
It has the shortest range of all SMG’s (on the stats sheet), but that doesn’t mean you can’t kill people at medium range. In fact, it’s the best mid-range SMG on the game, as it has a super fast fire rate (stats are very deceiving on this) AND barely any recoil, so even at mid-range most of your bullets end up pretty close to each other.
I’ve even used this weapon successfully on Countdown, and dropped guys at medium/long range without even the need for taking bursts; aim (properly), press the trigger, and in about 1 sec. (estimate) you’ll have a kill. It easily replaces an Assault Rifle on some/most maps, because of its precision (much better than and M4, for example) and ease to drop a target.
All this makes the Skorpion the SMG where an ACOG is most effective (on some situations and if it suits your style, of course), as the almost nonexistent recoil is mostly visual, so all bullets will be placed with precision at almost all ranges.
With the RDS, it’s incredibly accurate for an SMG, basically doubling as an Assault Rifle at mid-range, and beating them on close range.
Probably the best thing you can do with this weapon is slap a silencer in it (though the already wimpy sound will suffer and it will sound as if you’re firing grains of sand through the barrel). If it loses any power, I have yet to notice, and the recoil will be even smaller, making it half-way an Assault Rifle at medium range, killing much faster than a silenced M4, and, unlike the mentioned M4, you can hold it perfectly steady, not to mention the weight and agility advantage, as it’s by far the smallest SMG. Don’t mind what the stats say about the range with the silencer, they make it seem that once fired, your bullet will travel slowly for 20 meters and drop harmlessly on the ground. Nothing further from the truth; I can down a target with this weapon silenced from almost across the map on Countdown, with one single burst, or get a perfect headshot . 👍
Another useful characteristic on this weapon is that, because of the minimal recoil, if you use the Steady Aim perk on slot 3, as it’s almost the same as aiming, if your target is close. You can also see the crosshairs while you’re not aiming are very near each other, meaning your bullets will be placed very close to each other. 👍
The iron sight is not one of the best, as basically all you see is the weapon’s ‘body’, with almost no focus point on the tip of the barrel apart from a tiny bump.
The most (and almost only) negative fact about this weapon, and one that is enough to make many people not like to use it, is the really, really, really small clip size, especially because of the extremely high fire-rate. It is possible to down 2 guys with one clip, but only if your shots are placed high in the body and you don’t waste any ammo at all. In any case, reloading is what you’ll be doing A LOT while using this weapon, so don’t jump in a couple of enemies close to each other if you’re planning to kill then both with the Skorpion and not just one, unless you aim nicely to their heads (which isn’t hard with this one) and don’t use more than necessary.
A good way to minimize the annoyance of constant reloading is getting Sleight of Hand as your perk #2, which makes him reload in a bit over 1sec. Of course, this will happen at the expense of the Stopping Power perk, but you can’t have it all, can you?
My usual setup with this one is slapping the silencer, and use 3 Frags, Stopping Power and Steady Aim/Deep Impact depending on the map.
Deep impact kills anyone through a wall in less than 1 sec on this one, with great precision. :eek:

SUMMARY:
Strong points:
Fast killing machine at almost any range range, due to the combination of accuracy, power and fire rate, rivaling with most of the Assault Rifles at medium range, and even some, at long range;
Smallest and lightest of all the SMG’s, giving you agility while going through the maps, aiming at light speed and not losing agility;
Most accurate of all SMG’s, with barely any recoil;
The best one to shoot from the hip, as a surprise encounter around the corner turns into a kill if your reflexes are decent (providing the use of the knife is out of the question);
Doesn’t lose power with the silencer.

Weak points:
For me, only one: Super-duper small clip, meaning usually a reload after every single kill, and sometimes the clip will run empty before the actual kill if you’ve wasted bullets or are shooting at the feet. It goes through the clip in about 1.5secs;




MINI-UZI
Although this was one of the weapons I was more eager to use in the multiplayer mode, I have to say it disappointed me a bit (though it still looks awesome on your hand :D).
Thinking about it, I believe it’s the fact that it doesn’t stand out in anything in particular and it’s just average/good on basically all items.
It’s got a good fire power combined with a very good fire rate, but it doesn’t show while using it, as those two things combined should make it more lethal than it is. Not that it’s bad (it really isn’t), but it doesn’t excel like anyone would expect from looking at the stats.
It’s accuracy on full-auto fire also promised more on the stats than what we experience while using it. Though it’s not awful, it can be at times frustrating to down someone at a longer range, because, unlike the AK-74u, it needs a few more bullets, and the target isn’t (usually) going to sit there forever waiting for you to place all the bullets quietly on him… RDS on this one helps a lot on the placing of your shots. It sucks because it has a great iron sight and you could use the silencer to your benefit, but you’ll most likely be better off with the RDS, although a silencer also helps a tad with the muzzle drift.
Clip size is very decent though, and you can rest a bit on the reloading necessity, unlike a Skorpion for example.

SUMMARY:
Strong points:
Clip size – one of the best in this class;
Stock iron sight, very friendly;
Very fast fire rate – extremely useful for close encounters;
Fire power - one of the best on this subject.

Weak points:
Accuracy at anything not at short range – gets sometimes frustrating.
Single bullet placing is very good even with the iron sight, but reveals somewhat disappointing to try and kill anyone like that.




AK-74u
Easily the most powerful out of the SMG’s range.
This baby shoots big caliber bullets, which makes the medium fire rate not a really big issue, as only a few of these can drop anyone on most maps. Even Juggernauts don’t stand much of a chance against this sexy beast. Kills with one shot on the chest or higher on Hardcore more.
It’s probably your best bet on close combat amongst the SMG’s, if you’re not comfortable with the Skorpion’s small clip. This weapon kills really fast too (fastest of all SMG’s), and the amount of ammo provided on each clip, although not huge, lets you kill 2 or 3 people and still have enough bullets left for another kill or two without reloading in between (considering you’re not spraying and you actually hit the target and conserving ammo).
As usual with most SMG’s, range is not to be expected, especially on this one, as it’s very high power, combined with the fact that it’s a compact, short and light weapon, make it spit the bullets not as efficiently as you’d like it to be when trying to down a target at mid-range, in which cases you’ll have to resort to very short bursts, or even single fire.
Nevertheless, if your aim is good, you can down a target at mid range with 3 or 4 bullets, even through a wall if you’re using the Deep Impact perk on slot 3. For medium or long range shooting, equipping it with an RDS helps a lot, as its iron sight, though good, is a bit deceiving. An RDS will help you maintain your shot on the target, and will also be a big help in placing single shots on a far away target.
Of course, there is no such thing as a perfect weapon; otherwise everyone would pick this one over any other SMG. :)

SUMMARY:
Strong points:
Awesome power – everyone that gets hit with this one weeps like a baby (most powerful SMG);
Good size clip – good for at least 3 or even 4 kills before a reload is needed;
Decent iron sight, suitable for use with a silencer, though it wobbles a bit (not as much as the M4 Carbine, but still sometimes annoying). An RDS lets you use it more effectively.

Weak points:
Accuracy at medium and upper ranges, due to the high power making the muzzle sway all over when on full auto-fire – single fire strongly recommended for long range, short bursts for medium range.



P90
Stands out from all other SMG’s easily.
Not because it’s the best, but because of both looks and main characteristics, one of those being the ‘stupidly’ high fire rate.
Overall, it has really low power. But because of the fire rate, the stopping power increases dramatically, making it a very viable choice on the battlefield (not the fastest killer, though).
From what I’ve experienced, putting the Stopping Power is usually (perhaps at least 95% of the times) more effective than the Double Tap perk, which is, honestly, a waste of bullets and a cool way to run out of ammo in a short time, giving you no advantage on killing speed over the Stopping Power perk.
One thing I find deceiving about this one is the accuracy. Deceiving because of what the stats say, and also because when you use it at close range it feels much more accurate and deadly than when you try to shoot someone at a distance, even with an RDS, as the muzzle jumps randomly to the left, right, up, down… you name it. Sometimes it looks like a circular pattern while on auto fire. Not in an exaggerated way, but it can be really frustrating, and when you die because of it, you find yourself thinking why you didn’t pick another weapon.
Also, even with the iron sight, the weapon doesn’t stand still; it’s on a constant wave (similar to the M4 Carbine) and moving ever so gently like it has no balance, even without firing. Kind of like me, when drunk.
The silencer reduces the muzzle drift a bit, but takes away a small but visible percentage of the power, making it a less lethal weapon and it can get frustrating at times, because you know you’ve put a lot of bullets onto your target, and he still manages to kill you or run away and recover.
What really makes this weapon stand out from the rest is the clip capacity, much larger than any other SMG and almost like an LMG. Of course, given the much higher fire rate, it will run empty a lot faster than with an LMG... But still, you can easily take down at least 4 or 5 guys (or even more if your aim is good) without reloading, which is just great.
Bandolier on this weapon is, in all honesty, a waste of the perk 1, as unless you’re spraying all over, you can go on some serious killing streaks without running out of ammo, and even then, if you’re smart, you already have some other backup weapon picked up on the battlefield (most likely another P90, since they’re always laying around everywhere).

SUMMARY:
Strong points:
High-capacity magazines, making it hard to run out of ammo (or even having to reload) on tight situations;
Overall performance on closed quarters and standard close combat.

Weak points:
Accuracy at medium/long range. Not extremely bad, but not a treat either. Short bursts aren’t as helpful as with some of the other SMG’s for longer range killing;
Low power is somewhat compensated with the fire rate, but adding a silencer makes it a slower killer, especially if you don’t have Stopping Power on perk 2.




LMG’S (LIGHT MACHINE GUNS)

M249 SAW
The first LMG you get to use when starting to play online, basically because of the ease to use, which is probably the main reason why it’s so under-rated (many consider it a ‘noob’ weapon).
Of all the LMG’s, this one has by far both the lowest power and the highest rate of fire, but overall it’s extremely efficient at killing, as unlike the other two (RPD and M60E4), even without the Grip attachment, it doesn’t fire all over the place on full auto fire.
With the Grip, it’s very precise, even while spitting bullets at an incredible rate, killing very fast (yes, even Juggernauts – YAAAAY!!!).
Due to it’s already good accuracy when you first pick it up, many people find it better to fit an RDS instead of the Grip, giving it pin-point accuracy when single firing or firing short bursts, and also because the iron sights, although precise, seem sometimes confusing and obstruct targets that are very far away and therefore, appear very small and somewhat ‘disappear’ within the framing that make the iron sight if they’re standing still and partially concealed.
With the Grip attached, it’s like a giant SMG with very little recoil, losing to those only on the weight issue, as running and aiming will be slower. But the range shots will be a lot better, especially if you use short burst, as it will kill a far away tango with only a few bullets, despite the stats ‘saying’ it would need more than that.
The magazine size is quite big, but don’t let that fool you, as due to it having a kindasuperfast fire rate, it’ll go empty in a few seconds of consecutive firing. The main problem with this is, apart running out of ammo easier than with any of the other two LMG’s, the fact that reloading (again, as with both other, but less on this one) takes quite a bit of time, and those seconds you lose reloading sometimes mean the difference between life or death.
All in all, an excellent weapon for almost any map, especially coupled with the Stopping Power.

SUMMARY:
Strong points:
Fire rate – The best out of all LMG’s, compensating largely for its lower power;
With an RDS and firing single shots or small bursts you can almost snipe with this one;

Weak points:
Magazine wears out faster than with any other LMG
Heavy weapon, making sprint slower, cutting on endurance and above all, needing more time to aim than with a lighter weapon.



RPD
This one is for me, the best of the LMG’s on most of the maps.
It has better fire rate than the M60, and higher power than the M249 SAW, coupled with the best iron sight of the 3. “Less is more” applies here perfectly, as the iron sight is very small, but enables a perfectly accurate shot at any distance, while retaining excellent visibility over anything going on in front of you.
In fact, you can basically be a sniper with this one, and at a long range, usually two single shots will drop a guy.
The magazine is just huge, and unless you’re spraying and praying, you’ll only need to reload a couple of times during an entire match, and only once I’ve ran totally out of ammo, in about 200 matches using this weapon. To give you an idea, using Stopping Power, you can gun down a chopper all by yourself using only about 90% of a single magazine. Now imagine how many guys you can kill with it… :D:tup:
Aiding to it’s lethality (if that’s a word), you can slap on the Deep Impact perk, which will allow you to drop anyone hiding behind a concrete wall (or any other material for that matter) with a couple of short bursts, or, for maps like Vacant, equipping the Steady Aim perk will let you ‘run & gun’ happily ever after. Just remember to run/walk with your aim slightly raised.
One other thing: if you use this weapon on a regular basis, try and get the red camouflage on it. As it is easily (at least) one of the best looking weapons on the game with it, seeing as some don’t look good with the red/grey tiger pattern. Of course, this doesn’t make the weapon any better (although some people swear it’s power increases with each camo up to a point where you don’t even have to shoot to get kills, just aim at them), just cooler and different. :cool:
Attaching the Grip is really helpful, especially for shooting anything not at short range, or you won’t be able to control on full-auto fire it’s recoil, making it spit bullets everywhere but the dude ‘waiting’ for them.
All this makes the RDS on this weapon a bit redundant, as you won’t have the grip, which provides far better accuracy, even while resting your finger pressed on the trigger, and also because it doesn’t add much to the already excellent sight you have on the stock weapon.

SUMMARY:
Strong points:
Combination of fire rate and power, making it extremely efficient;
Excellent iron sight for all purposes, whether close combat or long range sniping;
Huge magazine – takes quite a while to even finish the 1st one, let alone the available 2nd…

Weak points:
Weight, making sprints shorter, and slowing down considerably all your movements, including the act of aiming your weapon;
Reloading time (almost 10 seconds).



M60
Here we are, the most powerful weapon available on this game (apart some sniper rifles).
If you want power, this is the weapon for you.
Never mind the slow rate of fire, since each bullet fired carries an incredible punch that will make you overlook that pretty quickly. In fact, using Deep Impact, you can waste anyone behind a concrete wall with about 3 bullets, most of the times. You don’t have to spray the entire wall. It’s THAT powerful. Also, if you go for headshots, one single bullet will always get you the kill if you’re using Stopping Power (even with Juggernauts).
Like the RPD, it’s pretty damn lethal when on closed quarters and coupled with the Steady Aim, it’s a blast on Vacant, as the Steady Aim on LMG’s usually works extremely well, even on targets at ranges of 20 or 30 meters away, if you position yourself well.
This is also an LMG on which sometimes you’d be better off with the Grip, other times with the RDS, and even others an ACOG does wonders in it on certain maps (yeah, I know it usually sucks, but sometimes on this weapon it’s as deadly as an M16 + RDS, or even a sniper rifle with an ACOG, if you aim well). But bear in mind that not having the Grip attached will only allow you to effectively shoot single bullets, as even short bursts will mess up the aim.
The accuracy while on full auto fire, and if the Grip isn’t attached, is less than perfect. In fact, it’s the worst of all 3 LMG’s concerning the muzzle drift. If you’re trying to use this one on a long/medium range without the Grip and shoot bursts/full auto instead of single shots, most likely only the first bullet will hit your mark. Look at the bright side; you may end up killing someone anywhere on the map with a headshot. :lol:👍
The magazine size is also huge on this one, which, combined with its awesome power, make it last a long, long time. Like I did with the RPD, I’ve also tried this one out on bringing down a chopper, and you can do it by yourself with about 70% of a magazine, leaving you with enough ammo to kill at least half a dozen people before you need to reload.
So far, everything seems as if this is just, hands down, the best LMG of the bunch doesn’t it? Well, of course there has to be something negative about it (apart the semi-slow fire rate that some people don’t like).
The iron sight. That HUMONGOUS metal thing in front of your eyes, blocking a large portion of your view when you’re aiming. It really is quite intimidating… :scared:
I’ve seen some people play really well with the iron sight, but for me it’s a bit too overwhelming. It’s pretty decent on some maps, especially if you’re at very short or long range, as you can just fire a couple of bullets and get the kill. Although the iron sight is massive, it’s actually very good for longer ranges, when the target ‘fits’ in the round hole, because the little spike’s tip is a great help and you can do some sniping with it, even easier than with the RPD and needing less bullets than the latter. In terms of precision fire, it’s just excellent.
Another thing about the M60 that I just love (although it has nothing to do with performance) is the sound that it makes. That semi-muffled slow-paced (“tchug, tchug, tchug…”) deep sound is just too cool.
Also, as with all LMG’s (more with the RPD and this one), you have to be careful due to its weight. As an example, crossing the main street on Crossfire will only be possible with 2 or 3 short sprints, as your guy will get tired really fast (IRL, it would be almost as carrying an injured teammate on your arms). Plus, it will make you really slow to stop a sprint (due to inertia), aim your weapon and start shooting at a target in less than 1.5 seconds.
In a match, it does make a difference many times. As an example, if you have an M60 and your opponent has an MP5, you’re both sprinting and see each other at the same time and also at the exact same time try to stop the sprint, press the aim button and start firing, the guy with the MP5 will be able to start shooting before you’ve been able to aim your sight on him, and as the MP5 kills a guy in less than a second… well, you get the picture. :)
Best advice is to not sprint unless you’re absolutely positive you won’t be seen while doing it.

SUMMARY:
Strong points:
POOOOOWWEEEEEERRRR!!!!!!! Yeah baby, yeah! WOOOOOOO!!!!!! :cool:👍
Magazine capacity – combined with its power in which it only takes a few bullets to drop anyone, it should be able to kill at least 20 people without reloading;
The iron sight – although I don’t like it at all on most situations, I do love it for long range firing, where it excels in precision.

Weak points:
The iron sight – although I love it for long range firing, where it excels in precision, I don’t like it at all on most situations; :D
Weight – it slows you down on every movement you make, making you an easier target.




SHOTGUNS


W1200 & M1014
I’ll write about these together, as there aren’t many differences between them and they’re pretty straightforward weapons to use (that’s why they look cool in movies, ya know?).
What they both have in common is the extremely high power (usually 1 kill shots, even without the Stopping Power), and the extremely short range within they’re usable and effective.
In fact, these are the only two weapons on the game in which range actually matters, as with any other weapon (pistols with silencers, SMG’s with silencers, etc.) you can still hit a target across a map.
With that said, if you’re using a shotgun, use perk 2 for something else other than Stopping Power, as you won’t really need it. I’d say ‘Sleight of Hand’ is the best one since it reduces reloading time to about half (very important with shotguns, as reloading is done individually – one ‘bullet’ at a time, like bolt action sniper rifles - as opposed to a slap in magazine, and takes quite a bit of time, game wise), or even the Sonic Boom, coupled with the ‘3 frags’ or ‘RPG’ on perk 1, which is absolutely lethal – if used well – on maps like Vacant, Showdown, Ambush, Bloc or Downpour. And of course, Shipment. :D
On the range subject, and for those that haven’t yet used the shottys on the game yet, be prepared to change your playing style according to it, as you WILL NOT hit anyone that’s not really close to you. More than 15 meters (close to 15 yards), and your chances of hitting the target are next to none on most of the situations, as the shotguns fire pellets that disperse widely as soon as they leave the barrel.
Another thing they have in common is the recoil when you don’t have the Grip attached, meaning that until you do (forget the RDS on this, it just looks stupid on a shotgun and the range is so short that if you can’t aim properly to a target 5 meters away from you without an RDS you might as well stop playing the game) you have to wait a fraction of a second between shots or you’ll be shooting through the ceiling on your 2nd pull of the trigger. On your 3rd shot, you’d be killing someone behind you, if the game allowed that movement. Thinking about it, it would actually be pretty cool, very cinematic. :odd:
Although the M1014 has a bit less recoil with or without the Grip than the W1200, there’s always a dramatic improvement with it slapped on both weapons.
Also, headshots don’t come as easy as you’d expect with these weapons because of the ammunition spread, so even aiming for the head usually doesn’t give you a headshot.
To get these, you’d better aim to the very dome of the head (or even slightly higher) and hope the pellets don’t spread around it (it can happen).
The most notorious differences between them are:
Firing rate:
The W1200 is much slower on this aspect, you have to plan your moves carefully so you don’t get caught in a situation where you end up dying because your weapon couldn’t fire a couple of shots on a very short amount of time.
The M1014 is just awesome, you can just tap the trigger and it will happily blast away very quickly, meaning if you have two guys in front of you, you can kill one, aim and shoot at the other almost before the first one hits the ground (once again, just like in the movies).
Reason for this is that the W1200 is a pump-action while the M1014 is a semi-auto.
Ammo capacity:
The weakest point of the M1014, as it only carries 4 rounds until it needs reloading. Be very careful as its fast fire rate leaves you empty more often than you’d want to, reload as often as possible.
The W1200 carries 7 rounds, which is more than enough to get out alive of most situations without the need to reload while you’re being shot at. Reloading when possible is important, just not as much as with the M1014.
That’s it, basically.
 
and again.

Here's the rest...


INSIDE SOME PERKS:

2X CLAYMORE
Extremely useful on most maps, and you don’t necessarily have to be a ‘camper’ to use them. Basically, they’re mines with a couple of laser beams (lazy beans) that are visible out of the mine about 1.5 meters, but have an active range of about 3 meters. When you place one, you’ll set the lasers pointing away from you.
When someone ‘trips’ on these beams, it triggers the mine who will blow past 0.5 seconds. They have a blast radius similar to a ‘frag’ grenade and are very lethal, unless people run past them. But in Hardcore mode, they’re deadly over 90% of the times (if well placed, of course).
That’s why correct and clever placement of these is absolutely crucial for them to be effective. Of course, there are some spots that almost always have one and people are more careful on those spots, but still they work fine if you ‘hide them’. Remember, the trigger range is bigger than the visible lasers. Use that in your favor when placing them.
If well placed, they can’t be shot and can only be destroyed with a very well thrown frag grenade. They provide excellent cover for when inside a building/room, and are also great at ‘warning’ you if there’s someone trying to sneak in, as the very recognizable ‘click’ when someone trips it alerts you and you’ll almost never be caught off guard.



STEADY AIM
One of those most people don’t even think about when equipping perk 3 on the Create a Class, but extremely useful on many situations.
Basically, what it does is allow you to shoot much more accurately from the hip, while walking or turning, without the need to aim.
With this, if you’re for example on Vacant, with it’s halls and rooms, Ambush (or any other) while taking a corner an facing an enemy, coming in your direction, all you have to do is pull the trigger and waste him before he even has a chance of aiming his weapon. With this perk, you save about 0.5secs or more (depending on what weapon you’re carrying) on these situations, meaning many times that you’ll survive instead of dying. How cool is that?
I equip it sometimes on my classes, depending on the maps, and it sure is a great help if you remember you have it and shoot before aiming (otherwise, what’s the point?). It’s extremely helpful especially while sneaking quietly into a room where 1 or more enemies might lurk, as you can start shooting at them the moment you spot them, giving you the upper hand right off the bat.
Best way to get accustomed with this is slap in and go to a private match, experimenting with the various weapons and distances, shooting in the direction of walls and then checking where the bullet holes are. You might be surprised at the distance you can kill a guy without even aiming your sight…



DEEP IMPACT
This is the perk I usually have on slot 3, almost in any weapon, as I find it very helpful and even more effective.
What this perk does is allow the bullets you shoot (no matter the gun) to penetrate through walls and enemy cover much more easily (even cars). From there on, it’s each weapon’s power that counts. But it’s really awesome on some maps where the enemies you spot are mostly behind some sort of obstacle or when people are camping inside a room with only their helmets peeking out, as you don’t have to get a perfect headshot to kill them, a few bullets through the wall (depending on the weapon) will take that bastard out for ya. Best weapons for this are the LMG’s, the M16 and the M14.
Even when you can’t see the enemy but you KNOW he’s behind that wall/door waiting for you, shoot the wall until he drops and proceed.



SONIC BOOM
Used by very few people, it is actually one of the most useful perks, almost a must if you couple it with the 3x frags perk, but even with Claymores or C4, it works wonders.
What it does is simply to enhance (by about 2 times) the explosive power of any explosive device you use, like the ones listed above (RPG’s as well).
As an example, the 1st floor room on Strike (the one that, when you start on the upper part of the map and start running down the street is right in front of you); with a normal frag, you cook it, throw it in there and hope it lands somewhere that it hurts/kills anyone. With Sonic Boom, there mere fact the grenade blows inside that room is a 90% chance it kills ANYONE in that room.
For Claymores, it’s pretty cool too, as even if the guy sprints past it, the larger blast radius will get him almost surely (on Hardcore mode, it’s a certain death). Still, best advice is to place them where people can’t just sprint through them.
C4 works nicely with this too, especially on a map like Vacant, where placing Claymores leaves you a bit exposed, and as it is a dark map, their lasers are easily spot. C4 works wonders here, as it just looks like a piece of debris (most people aren’t looking for a small blinking light, as everyone’s too busy all the time), it’s easily ‘throwable’, even while on the move, and with the Sonic Boom (which you can use without a problem at all if you have a Shotgun – they require no Stopping Power), thrown at those choke points, you can easily take out at least 2 guys at once (which btw, is also one of the challenges to be completed). For this, it’s much better to use the double-tap-square instead of changing to the clicker and the blow it, because it’s much quicker and you always have the main weapon on your hands, as it may be needed at any second.
I don’t usually use the RPG, as it doesn’t do as much damage as you’d expect (and as it does in real life), but with the Sonic Boom it’s worth it if used well. For example, on Bloc, if you’re in one of the buildings and you see one or more enemies on the opposite building, shooting the RPG across the main square and making it hit the back wall of the room where your opponents are will (with Sonic Boom) almost surely kill them all.
Just remember to change position as you do this, as the smoke trail left by the RPG will tell everyone your position. 👍
Another advice is to use the stun grenade in conjunction. If there’s a room where you know some enemies are lurking, throw a stun grenade, followed right after by a frag. They’ll still be ‘paralyzed’ by the time the frag goes off, and because of the sonic Boom, chances are, you’ll kill everyone on that room, as none had the chance to escape. Especially true on Hardcore mode.



EAVESDROP
Don’t bother with this; it’s just a waste of a perk. It allows you to listen to the enemy team’s conversation, but as usually people don’t discuss tactics during matches, it’s totally worthless. The end. :rolleyes:



OVERKILL
Coolest name of all perks to begin with, and also a lousy metal band from the late 80’s/early 90’s. :sly:
This perk enables the use of two primary weapons, which means, instead of having a primary weapon and a pistol as a sidearm, you can have any combo you want of the weapons available in the game, like for instance a sniper rifle as a primary weapon and a submachine gun as a secondary, or a M60 as a primary and an RPD as a secondary (sick!), each one with it’s own attachment.
For example, you may have an M16 with an RDS and an MP5 with a silencer as a secondary. This combo is perfect for many of the maps where you quickly have to change from medium or long range fights to closed quarters, where the M16 is not a comfortable weapon at all. Bear in mind that since this perk takes up slot 2, you won’t be able to use Stopping Power or Juggernaut, but if used well, it’s a killer combo, as the M16, even without Stopping Power, will grant you many kills with a single burst, or 2 at the max, and the MP5 (or an AK-74u which kills even faster) is always excellent for close combat.
For snipers, it’s also a great perk to use, as you can have your main weapon (meaning the use of the ghillie suit), and never be caught with your pants down when someone gets closer or tries to get you on closer combat.



DOUBLE TAP
This perk (slot 2) enables any weapon to fire 50% faster as it would normally.
For me, the only weapon I ever fit this perk is sometimes on the M16, as bursts will come out with very little time between them, making it almost as a full-auto that fires 3 bullets at a time. Totally killer, believe me. Plus, it makes the M16 a much better weapon at close range, especially coupled with the Steady Aim perk on slot 3, which turns it into probably the most lethal weapon on most situations that can ever occur during a match.
On most of the other weapons, all this perk does is waste ammo, as it doesn’t kill any faster than when you use the Stopping Power and it goes through ammo really quick, making it almost mandatory to have the Bandolier (extra ammo) on slot 1.
Plus, you have to reload twice as many times, which also leaves you powerless if someone surprises you while in the process… Definitely not recommended for any full-auto that doesn’t have a large clip, meaning it’s an ok perk to use on the LMG’s, but pointless and dangerous on the SMG’s (except the P90), because you’ll have to reload A LOT of times, and it almost forces you to use the Bandolier on perk 1.



MAKING YOUR WEAPON A BETTER KILLING MACHINE USING THE RIGHT PERKS

You can do a lot better with some weapons by overcoming their major weaknesses or just getting the best out of them with the proper use of some of the perks available.
Just a few examples:
With the LMG’s, as they’re extremely heavy and slow you down, making your sprints a lot shorter and your overall agility decrease, using the Extreme Conditioning perk on slot 3 makes your agility (a bit) and stamina (a lot) raise, thus allowing you to get to places fast even while carrying these beasts.
With the SMG’s (also works for the LMG’s very well), as you usually use them for closer combats and are bound to get face to face with an enemy at anytime, the use of Steady Aim on slot 3 gives you a great advantage, as you can just start shooting the very moment you see the other guy, saving you precious tenths of second by not needing to aim and usually getting the kill.
LMG’s are also good with this perk, as their hip-fire accuracy will raise a lot, very visible difference.
On a weapon such as the M16, which fires in bursts, you often find yourself very limited in closer range combat. You can do one of these or even both:
Using Steady Aim on slot 3 will make you a winner on closer range fights if you’re facing the enemy. Also, using Double Tap on slot 2 will allow this one to fire almost like a full auto with very little time between bursts and even without Stopping Power, the bursts will still be lethal most of the times, if you aim chest or higher. Even when the first burst doesn’t give you a kill, you’ll have already fired a second one within 0.3secs, and the kill is yours.
With these two combined, the M16 becomes probably the best weapon available, due to its new versatility and ability to kill both fast and with pin-point precision at longer ranges (sniper-like) and swiftly with a trigger pull at close range, if you’re facing your target.
 
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