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Complete MW2 Multiplayer Strategy Guide
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Complete MW2 Multiplayer Strategy GuidePosted:

Bayrock
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Status: Offline
Joined: Jul 05, 201014Year Member
Posts: 233
Reputation Power: 10
Introduction:
This extensive Modern Warfare 2 Strategy Guide is intended for beginner and intermediate players only. Advanced players, by their very definition, don’t need advice. It sucks to have bullets sprayed in your face every time you encounter another player. It can be really frustrating when the only thing you’ve accomplished in the ten minute matches is target practice for the other team. Hopefully I’ll be able to help you with that. Unfortunately, there is no melee scrotum punch for that after-kill flair. I recommend Infinity Ward patch that mistake as soon as possible.

Once again, this is a primer for people who feel they need help to get better at Modern Warfare 2 or are missing something from their “game.” I believe the best use for this multiplayer guide would be to allow for more suggestions. If we can keep adding to it we can expect more quality players in multiplayer matches. More quality = more fun. And, as we all know, the best way to get more skillful is to play against someone better than you.




Styles of Gameplay:

A. Run-and-Gun

This style of gameplay is my current favorite. Basically, it involves you always being on the move, searching for opposing players to kill. You are likely to get some good kills this way. The odds are stacked in your favor. But, keep in mind that this will likely give you the most deaths too. Something you should probably keep in mind if you are worried about your Kill/Death ratio.

B. Sniper

Sniping is both challenging and very rewarding. In the beginning, the only enemies you are likely to kill by sniping are other snipers and campers. The reason is because moving targets are much harder to kill. On top of that, your enemies usually don’t die with only one shot unless it is a headshot or you are playing a Hardcore match. More on that later.

C. Stealth and Melee

I consider this a kind of hybrid playing style. Some people are just ridiculously good at knifing your entire team. This is one of those instances where you wish there was a scrotum punch button. They are fast, undetectable, silent, and if they don’t knife you they still have silenced weapons and Semtex at their disposal. Beware the ninja.

D. Camping

These players can make life miserable for everyone, even if they don’t kill you. How? Because of the constant whining and vulgar slurs they produce in teenage boys. A camper will find a nice high traffic area and wait. Then, as soon as a body enters their line of sight, they blast them. Don’t confuse these guys with snipers. There is a difference. Campers are there to farm kills as easily as possible.

E. Hybrid

These obviously won’t encompass every player and their favorite style of playing. I’ve seen people play with a Blast Shield, the Danger Close and Scavenger perks, Frags, Rocket Launchers, and a Riot Shield for an entire match. I’m fairly confident he was a pyromaniac. The important thing to remember is that you don’t HAVE to fall into one of the aforementioned styles. Have fun and do what works for you. Unless it is camping. In that case, just don’t play. Ever.




Weapon Familiarization (Primary and Secondary):

A. Advantages and Disadvantages of Each Weapon Type

1. Assault Rifles

Advantages:

- Beginner friendly. Good all-around weapons, especially for new players.

- Large variety. There are more Assault Rifles than any of the other guns, and with varying statistics.

- Firing options. Choice of semi-automatic, automatic, and three-round bursts.

Disadvantages:

- Firing options. Three-round bursts gets you killed in close quarters and is largely inaccurate when fired from the hip. Automatic is better for close quarters, but when firing at a distant target you will be forced to shoot in small bursts for accuracy.

2. Submachine Guns

Advantages:

- Rate of fire. The rate of fire on some of these weapons is insane. Once you get the Rapid Fire attachment you can unload an entire clip in less than a second.

- Weight. Submachine guns are compact weapons by definition. This means lighter weapons for people who like to stay on the move.

- Akimbo. You can use two of these at the same time. The fastest shooting weapons X 2… Yup. Friendly Scrotum Punch inbound.

Disadvantages:

- Rate of fire. This is great in small, up close and personal levels such as Scrapyard and Rust. It becomes increasingly hard to keep a stock of ammo on larger levels since you tend to stay alive longer.

- Akimbo. There’s no real aiming when it comes to the Akimbo attachment. This can be devastating to you if your opponent is aiming down their Red Dot sights.

- Power. Submachine Guns are forced to have a high rate of fire because it takes more bullets to put someone down than other guns. This means you’ll have to make sure you’re more accurate than when using an Assault Rifle.

3. Light Machine Guns

Advantages:

- Magazine size. Light Machine Guns can fire up to 200 rounds without having to reload. This is awesome if you constantly get killed while trying to reload your weapons.

- Power. LMG have a pretty high damage output. That means less shots to take down that pesky camper and deeper bullet penetration for shooting through walls and cover.

Disadvantages:

- Reloading. Because LMGs can hold up to 200 rounds, they necessarily take longer to reload. Although, you can balance this out a bit by using the Sleight of Hand perk.

- Accuracy. There is just too much recoil for them to be very accurate. I recommend getting the Grip attachment as soon as possible if you want to continue using these.

- Weight. These weapons are heavier than others. This is why you can’t pull it up to aim as quickly and why you can’t run as far when carrying it.

4. Sniper Rifles

Advantages:

- Range. There isn’t a single map that you can’t one shot kill another player across the map when using a sniper rifle and scope.

- Power. Huge damage, especially when that bullet gets anywhere near their head.

- Accuracy. Outstanding accuracy. Just remember to lead off when the target is on the move.

Disadvantages:

- Mobility. Using sniper rifles usually means you are stationary, and thus, vulnerable to enemy fire. You can combat this a bit by equipping a silencer, earning your ghillie suits, equipping the right perks, and working on your headshots.

- Hip firing. There’s a couple people I’ve seen who can headshot you while using the sniper rifle. I can’t. If you run into an enemy at close range, you better have your secondary weapon equipped or know how to “quick scope.”

5. Riot Shield – See also: How To Not Suck With The Riot Shield

Advantages:

- Damage reduction. You can simply deflect bullets using the riot shield. ‘Nuff said.

- Handgun mastery. The shield will still deflect bullets when it is on your back. If you are attempting to get some kills with your handguns, this helps a bunch.

- Melee. You can bash people with the shield for a kill. It usually takes 2 strikes to take them down.

Disadvantages:

- Damage reduction. It may seem like you are unstoppable, but if you go against someone that can aim correctly, the shield doesn’t mean much. Not to mention that you are still completely vulnerable from the sides and back.

- Melee. I can’t tell you how many people I’ve killed by knifing them when they hit me with their shield. If you time it right you can slice them just as they come in to hit you.

- Mobility. You stick out like a sore thumb when you have this thing on. Keep that in mind.

6. Machine Pistols

Advantages:

- Rate of fire. A fast shooting weapon that is particularly useful as a secondary weapon. If you are forced to switch to your secondary it is like having Submachine Gun for backup.

- Akimbo. You can dual-wield these bad boys. Sweet.

Disadvantages:

- Damage. Nothing special in the damage area, but still more handy for beginners than a semi-automatic handgun.

7. Handguns

Advantages:

- Damage. Your trusty pistol is always a welcome choice. They put out damage fairly well compared to their machine counterparts. The Raging Bull and Desert Eagle are terrifically powerful.

- Tactical knife. This is one of the best attachments in the game. I think it was also a way for the developers to make sure the handguns were still used. The Tactical Knife attachment lets you melee with your knife much faster. And the animation looks awesome.

- Accuracy. Semi-automatic means less targeting creep.

Disadvantages:

- Rate of fire. They’re all semi-automatic. Greater reaction speed is a requirement when using these over their Machine counterparts.

- Magazine size. Fairly small magazines make it annoying if you miss. The Raging Bull and Desert Eagle have even less shots than the others.

8. Shotguns

Advantages:

- Power. Everyone knows shotguns are powerful. It isn’t uncommon to get one shot kills while using one.

- Accuracy. Although the accuracy of a shotgun is laughable, that is exactly the point. You want a shotgun to spread out as soon as it leaves the barrel. If you’re in close quarters you can never go wrong with a shotgun. Expect to hit multiple enemies and expect to hit them really, really hard.

-Akimbo. Some of the shotguns can be dual-wielded. It is sick to have such powerful weapons in both hands. This is my favorite usage of the Akimbo attachment because you don’t really need accuracy when using a shotgun.

Disadvantages:

- Range. The biggest downfall of a shotgun is its range. If your enemy is much further than 10 feet away you won’t get the stopping power you normally would. That is because after a certain distance, the shotgun rounds spread out too far and become less lethal. Play with shotguns a little and you’ll quickly learn the proper range.

- Reload. Shotgun shells need to be reloaded one at a time. That means a longer reload than most weapons.

9. Launchers

Advantages:

- Accuracy. If you get anywhere close to your target you can cause some damage. These are used by beginners a lot due to the high damage and low skill requirements.

- Damage. Explosive damage is a no brainer. If you couple it with the Danger Close perk it makes things even easier.

Disadvantages:

- Ammo. You usually only have a couple shots to use with these. So don’t miss. If you are determined to use these a lot I’d recommend the Scavenger perk so you can pick up more as you go.

- Hate. People will talk shit about you every time you kill them with a “noob tube.” That would likely make me want to do it even more though…

- Mobility and Stealth. Launchers are huge. If you have one in your inventory you won’t be able to cross a map without looking like your team’s flag bearer.

B. Uses(both common and uncommon) of Each Weapon Type

1. Assault Rifles

Assault Rifles are the most well rounded weapons in the game. The combination of various accuracies, damage, fire rates, and ranges make them very versatile for all players.

The most common use for them is for efficient damage output on medium to large sized maps. The range is better than a Submachine Gun and the accuracy is better than a Light Machine Gun. If you are likely to see your enemy coming, and aren’t an accomplished sniper, try these guns out.

If you are a beginner to multiplayer, I strongly recommend you stick with an Assault Rifle of some kind until you are comfortable aiming for headshots.

The most uncommon usage for an Assault Rifle I’ve seen is probably what I use the FAL for. I don’t like to use Sniper Rifles. If I want to shoot over a distance I will equip a scope or Red Dot sight on my FAL for kills. This also allows me to keep moving and I won’t have to worry about the horrific hip-fire accuracy of a Sniper Rifle.

2. Submachine Guns

Submachine Guns are essential to close quarters combat. Although an Assault Rifle can be used most of the time, the SMG is clearly superior. SMG have a high rate of fire, can be dual-wielded, are very light so require less time to aim, and have much better hip-fire accuracy than other weapons.

I’ve seen a few people attempt to shoot me over a distance with these, but it has yet to work out for them. The only way I can see that happening is if I’m sitting still. The recoil is just too excessive.

3. Light Machine Guns

LMGs can work wonders for a new player on large maps. These weapons have huge magazines, superior bullet penetration, and a generally high rate of fire. The most common usage for them I’ve seen is on a Free For All and Hardcore setting. Free For All because you will turn a corner and find someone right in your face before you know it. This is a good time to start spraying your weapon. Hardcore because it only takes 1 or 2 bullets from a LMG to kill you.

I’ve frequently used LMGs with the Grip and Red Dot sight attachments for headshots across even large levels. Just be careful if you try this because chances are they have a much more accurate weapon. Remember to use small bursts.

4. Sniper Rifles

I am not a fan of Sniper Rifles. I almost never use them and when I do it is with little success. If you have the patience to sit and wait you can make good use of the range, accuracy and power of these weapons. Try not to miss though because the rate of fire is abhorrent on all of them.

They will be used the most on the Derail, Wasteland, Estate, Afghan, and Underpass maps. There is a lot of cover and these levels are sniper havens. If you do plan on become a sniper for a while, make sure you try to get all of the ghillie suits available. They add a little extra camouflage to some levels. This is always good for a sniper.

The most uncommon use for a SR I’ve seen was a video that showed a guy routinely getting headshots while hip-firing a Barett .50 cal. I can’t imagine the patience and dedication needed to become that good with a SR.

5. Riot Shield

Riot Shields are the most intriguing weapon addition in my opinion. They have to be held by both of your hands, thus leaving you with no other weapon. A weapon made for defense, with limited offensive capabilities.

When using the Riot Shield the bullets that strike it are actually deflected and can cause damage to other players. As far as I know, they are also indestructible. The more they are shot, the more cracks they’ll get, making it impossible to see through it. As I stated before, it can be used to melee in close quarters. Be aware that it isn’t that difficult to be knifed when doing so.

I’ve played against people who have used the RS for back protection while trying to level their handguns, people who use it just to frustrated their opponents, and I’ve even seen it used in an almost phalanx-like formation during Team Deathmatch.

6. Machine Pistols

One of the new secondary weapon types in Modern Warfare 2. Basically just how it sounds. Pistols with a high rate of fire. Only one of them has a three-round burst.

There are just too many uses to list them all here. I’ve used them in emergencies, when I’ve run out of ammo on my primary, just to get some kills for attachments, for dual-wielding mayhem, etc. The list goes on and on.

7. Handguns

If you played any previous Call of Duty game you’ll know that you always have a backup Handgun. Nothing new here, really, except for some weapon attachments.

8. Shotguns

One of the best moves for multiplayer was making Shotguns a secondary weapon instead of a primary.

The most obvious use for a Shotgun is close quarters combat. That hasn’t changed a bit in any first person shooter ever made. It is the only thing that makes sense.

On the other hand, these weapons are now being used with the dual-wielding attachment Akimbo and even with silencers for snipers that have been exposed. Experiment with these weapons. Just don’t try to shoot someone from across the map. It won’t happen.

9. Launchers

Launchers were used by beginners a lot in the first Modern Warfare. That hasn’t changed dramatically in Modern Warfare 2, especially if you include the Grenade Launcher attachment for Assault Rifles.

What has changed the most about Launchers is their importance in multiplayer matches for taking down enemy helicopters and harriers. When these Killstreak rewards are called in they can wreak havoc on your entire team, quickly stealing or solidifying their lead.

If you find that you or your team are always getting pummeled by Pave Lows, make sure you always have a class with a Stinger as secondary. Bring that tank back to the ground and earn XP and Callsigns while you’re at it.

C. Attachments and How to Get Them

1. Red Dot Sight(25 kills with weapon)

A small red reticule used for easier and more accurate aiming. There is some debate over the difference between this and the Holographic Sight. Suffice it to say that you can’t really go wrong with either choice. I recommend either a Red Dot Sight or a Holographic Sight on every weapon you use.

2. Silencer(75 kills with weapon)

Also known as a suppressor. You want this because getting kills while using it will unlock the Heartbeat Monitor and because you won’t show up on an enemy radar when shooting your weapon.

3. Grenade Launcher(10 kills with weapon)

An attachment for Assault Rifles that allows you to shoot Grenades over distance. You are given only 2 Grenades for ammo, though you can pick up more by using the Scavenger perk. These Grenades are separate from the Frag Grenades that you equip via the Equipment menu.

Keep in mind that shooting the Grenade Launcher at an enemy in close quarters will only kill them by direct impact. If you miss, the Grenade will simply bounce off the nearest surface and won’t explode. This is to prevent you from blowing yourself up with it.

4. Holographic Site(60 kills while aiming with Red Dot Sight)

This is similar to the Red Dot Sight, but I find I am a little more accurate when using this one. The reason is that with a Holographic Sight there is still some visibility, even through the actual reticule. This means if someone is poking their head over a cliff, for example, and you have the Holographic Sight pointed at the exact spot you can still see them move into your sights. This isn’t possible with the Red Dot Sight.

5. Heartbeat Monitor(15 kills while using Silencer)

If you’ve played the campaign you should already know what this is. If not, it is a small screen on the side of your weapon that will show your enemies as red dots. The Heartbeat Monitor will pick up enemy heartbeats in a 180 degree arc. Be careful though, because equipping the Ninja perk will make a player invisible to your monitors.

6. Shotgun(20 kills with Grenade Launcher attachment)

This equips just like the Grenade Launcher attachment except that it will fire a Shotgun round. I have not seen a single person using this attachment. If you want a Shotgun you can equip as a secondary weapon. There is no point in taking up a valuable attachment slot.

7. ACOG Scope(150 kills with weapon)

A small medium-range scope that can be equipped on most weapons. It will improve your accuracy a distance, takes little time to aim, and using it will unlock the Thermal Scope.

8. Thermal Scope(20 kills aiming through ACOG Scope)

Thermal Scopes are pretty awesome attachments. They let you view your field of vision in a “white hot” spectrum, even through smoke. So if you’re having trouble finding that pesky sniper or camper, equip one of these and you should be able to see your enemy as a large white target.

9. Full Metal Jacket, or FMJ(300 kills with weapon)

FMJ replace the Deep Impact perk from Call of Duty 4: Modern Warfare. You’ll be able to shoot easier through walls and obstructions, allowing for much deeper bullet penetration. It is always gratifying to shoot someone through a wall when they never knew you were there.

10. Akimbo(30 kills with Rapid Fire)

This is an interesting attachment for SMGs and secondary weapons. Equipping this will allow you to dual-wield the weapon. When you play using Akimbo you are no longer able to aim, forcing you to use a large crosshair in the middle of the screen. Each weapon is controlled independently by the corresponding trigger on your controller. I.e. You pull the left trigger to fire the weapon in your left hand and the right trigger to fire the weapon in your right hand.

It takes a bit to get accustomed, but once you do it can be a devastating play style. Be aware that using this attachment makes you completely inaccurate at anything over 10-15 feet. You will do best within that range.

11. Grip(10 kills)

Grips are simple, efficient attachments for Light Machine Guns. By adding a handle to the front of the gun you can reduce recoil and increase your accuracy quite a bit. I always use one if I’m playing with a LMG.

12. Extra Magazines(40 kills through cover using FMJ)

This is exactly what it implies. You’ll be given larger magazines for your weapons. This is handy for Submachine Guns that are equipped with Rapid Fire because you can empty the magazines so fast.

13. Rapid Fire (10 kills)

The Rapid Fire attachment is exactly what it sounds like. Only for SMGs, it allows a higher fire rate. If you’re using this, make sure you either have Scavenger equipped, Extra Magazines, or you are focusing on your Knife kills. You will just run out of ammo really fast otherwise.

One thing to keep in mind is that with the increased fire rate comes higher recoil. Expect your weapon to creep in an upward direction even faster if you empty a clip.

14. Tactical Knife (100 kills with Handgun)

This is awesome. If you like using the Commando perk and knifing people you should try to get this attachment.

You’ll notice the difference immediately once you pull out your Handgun. Your left hand will now be holding your knife under the right wrist, making your arms form an “X” shape. You hold the knife in what is called the “Earth” grip, meaning the blade sticks out of the pinky side of your hand, instead of the more common thumb and forefinger side.

The best thing about this attachment isn’t how it looks, though. It is the increased melee speed and recovery for another stab. You won’t have to do those goofy looking knife ‘duels’ anymore where you and your enemy miss each other with your melee and try not to get shot in the ass.




Weapon Familiarization (Equipment and Killstreaks):

A. Advantages and Disadvantages of Each Weapon Type

1. Frag Grenades

Advantages:

- Range. You can throw these things halfway across the map. Not only that, but they’ll bounce and roll just like a real Frag Grenade.

- Banking. To take the bounce a little further, you can use walls and doors to bank a shot into a room without putting yourself in harm’s way. This is really useful if you cook the Grenade first.

- Cooking. As I mentioned before, you can hold onto a Grenade for a couple seconds if you want it to explode at a certain point. This takes a bit to get used to and you will undoubtedly throw it prematurely for a while. It is worth practicing though because it is impossible to run from a Grenade that blows up as soon as it hits the ground in front of you.

Disadvantages:

- Sound. You can always hear when a Grenade lands near you. It has a very distinct metallic sound. As soon as an enemy hears this they will take off sprinting, thus surviving the blast.

- Throwback. If you aren’t playing a Hardcore match you will see a Grenade Danger Indicator show up when an enemy Grenade lands near you. When you see this you can use the Grenade button to pick it up and throw it back at your enemies.

2. Semtex

Advantages:

- Sticky. It’s a Grenade that will stick to anything. Even an opponent’s chest. Awesomeness.

- Sticky. Did I mention they were sticky? Try sticking these bad boys to Riot Shields, doorways for following enemies, or even teammates for a “Leeroy Jenkins”, or suicide bomber for the uninitiated, type of kill.

Disadvantages:

- Sound. These things have an annoying beeping countdown sound as soon as you pull it out. This can often give it away to an enemy. That’s why it’s usually best to just stick it to them.

- Sticky. Yeah, they’re sticky. That means no bouncing or banking. What this hits it will stick so there is a smaller margin for error in your throwing abilities.

- Can’t cook em’. Unlike the frag grenade, semtex can’t be ‘cooked’.

3. Throwing Knife

Advantages:

- Deadly. One hit with a Throwing Knife and you are only a memory.

- Awesomeness. Uhh…you get to kill people with a Throwing Knife. I shouldn’t have to say anymore, but I will.

- Reusable. You can pick these up and use them over and over again. No need to resupply, just yank it out of Jimmy’s face and keep going.

Disadvantages:

- Aiming. The aiming mechanics for this are hard to get used to. Think of using it like a Grenade Launcher and you should be okay.

- Not a Grenade. I can’t tell you how many times I’ve forgotten I had this equipped instead of a Grenade. Usually I’ll end up with the Throwing Knife stuck in a ceiling somewhere with no way to reach it.

4. Tactical Insertion

Advantages:

- Respawn. You won’t have to run all the way back from the other side of the map. Just drop this somewhere and you’ll respawn in that exact spot.

- Camping and Sniping. If you’re either and you have a spot you don’t want to give up or have to try and reach again then these are great.

Disadvantages:

- Rate of Use. These are flares and take around 5 seconds to use. That is a lifetime if you are trying to use it in a pinch.

- No Throw. Unfortunately you can’t throw these. You will simply drop it on your exact location as soon as the flare is lit.

- Flares. They are flares. As such, they glow a bright red light for all your enemies to see. They can either destroy the flare or kill you and then wait for you to spawn on that flare for another easy kill.

- Not a Weapon. Using this means you can’t equip a Frag Grenade, Throwing Knife, Semtex, C4, or a Claymore. Ewww.

5. Blast Shield

Advantages:

- Explosive Damage. You take less damage from explosives such as Frag Grenades, Semtex, C4, and Claymores.

Disadvantages:

- Not a Weapon. Using this means you can’t equip a Frag Grenade, Throwing Knife, Semtex, C4, or a Claymore. Ewww.

- Peripheral Vision. If you have this equipped you further limit your field of vision. This is done to simulate actually wearing the helmet.

6. Claymore

Advantages:

- Sighting. If placed correctly Claymores are hard to spot until it is too late. One blast is usually all it takes to kill someone attempting to knife you from behind.

- Protection. Even if someone does manage to destroy your Claymore, you are often close enough to hear it explode. That means you will be waiting for the enemy coming after you.

Disadvantages:

- Sighting. Most of the time they are pretty easy to spot.

- Only 2. You can only plant 2 Claymores at a time without the first one exploding. That kind of sucks.

7. C4

Advantages:

- Sighting. They are just too damn hard to see most of the time. I never notice a C4 bundle until it is too late.

- Sticky. You can stick these bad boys to just about anything too. This is especially useful in multiplayer modes like Headquarters and Search and Destroy.

- Damage. Higher damage than C4. You are much more likely to get a kill when using C4 than when using a Claymore.

Disadvantages:

- Remote. You have to actually remotely detonate these charges. Who wants to wait around for someone to walk through a door? Not me.

- Replanting. Like a Claymore, if you die you’ll have to replant it. They automatically disappear when you are killed.

8. Stun Grenades

Advantages:

- Range. You’re able to throw these quite far to stun your victims.

- Distraction. One thing that has been pretty useful for me is a simple distraction factor. I don’t always get the kill when I use these, but a lot of the time these can allow you get past a single enemy or a group for flanking.

Disadvantages:

- Damage. There isn’t any real damage to attribute to these Grenades. You can, however, kill someone by hitting them directly in a Hardcore match.

- Effectiveness. They don’t always work to full effect, depending on where they land in relation to your enemy. On top of that you can still sometimes get a kill if you are stunned by simply spraying with your weapon.

9. Flash Grenades

Advantages:

- Range. You’re able to throw these quite far to stun your victims.

- Blinding. They will completely blind an enemy who is affected by it. Once again, they can still kill you by simply spraying bullets in your general direction.

Disadvantages:

- Damage. There isn’t any real damage to attribute to these Grenades. You can, however, kill someone by hitting them directly in a Hardcore match.

- Effectiveness. You can sometimes escape harm if you are blinded by knowing your terrain well enough. If you are blinded, try to remember where the nearest area of cover was in relation to your current position and move there. If there isn’t any, immediately go to the prone position and start spraying. This can save your ass sometimes.

10. Smoke Grenades

Advantages:

- Range. You’re able to throw these quite far to stun your victims.

- Cover. Smoke Grenades provide excellent cover if you need to move through an area that is being watched by enemies.

- Duration. These little guys can last quite a while. That means more movement for more people through your smoke screen.

Disadvantages:

- Thermal Scopes. Thermal Scopes can see right through smoke. If your enemies have Thermal equipped your Smoke Grenade will be useless.

- Damage. There is absolutely no damage attributed to these.

- Enemy Movement. You aren’t the only one that can move through a screen of smoke.

B. Uses(both common and uncommon) of Each Weapon Type

1. Frag Grenades

Frags are pretty great for online play. They’re useful for nearly every encounter you will be in.

The most common uses for them is to toss into a window where you know an enemy is hiding. For a higher kill percentage you’ll want to “cook” the Frag, meaning to hold down the button you use to throw it for a second or two. When you do this and then throw it you give the enemy less time to get away from the blast since the countdown started well before you threw it.

A very useful and not so common usage for a Frag is to blow the hell out of a vehicle that someone is using for cover. It is pretty funny to throw a grenade that they see land right in front of their cover, or car, and watch as their source of cover takes them to the reaper.

2. Semtex

Another name for Semtex is a sticky grenade. Unlike a Frag Grenade, these won’t bounce when they hit a surface area like a door, floor, ceiling, etc. Instead they’ll stick right where they land. Even on an enemy or a teammate.

Although they’re hard to aim at a moving target, Semtex is most commonly used to stick to an enemy.

I’ve seen Semtex used on occasion as a trap for someone’s pursuer. Someone getting chased can throw these on the frame of a door and if their timing is just right the person chasing them will run through and get blasted.

Sticky Grenades also work well as Riot Shield killers. Stick one to their big shield and run away as fast as you can.

If you and a friend are feeling really adventurous, you can try for to kill by suicide bomber. Stick some Semtex to a teammate and have the teammate run into a group of enemies for a suicide bombing. It’s hard to accomplish this though since they usually see or hear you coming and are rarely in groups. It might be easier in Domination or something similar.

3. Throwing Knife

Throwing Knives are used similar to the way a Grenade is launched. The good thing about them is that it will always give you a kill if it hits true. The problem is getting them to your intended target.

I can’t say I’ve seen it used much, but the most uncommon usage I’ve seen was when someone shot me and I was in Final Stand. Instead of finishing me with a bullet they used their Throwing Knife to kill me. So wrong.

4. Tactical Insertion

There really isn’t much to say about Tactical Insertions. They’re a flare that is used as your next respawn point in case you are killed.

They are used mostly by campers and snipers so they can resume killing from their vantage point without having to trek back.

Take note that they can NOT be thrown. They will be dropped right where you are standing as it is lit. Enemy Tactical Insertions will glow a bright red while friendly flares glow green.

5. Blast Shield

I’ve never used these for anything other than when I was using some Rocket Launchers. There are just too many other good equipment choices for this to be of much use to me.

If anyone finds some use of this beyond protection from your own rocket splash damage let me know.

6. Claymore

Claymores don’t seem nearly as useful as they were in the last game. Either they’re easier to spot or everyone is just so used to them this time around.

I’ve not come across any uncommon uses for it yet. They’re used mostly to either guard a sniper or camper, or as a surprise trap when someone rounds a corner.

7. C4

Another explosive that doesn’t seem to be used much. I’ve had my share of deaths via C4, but not many. The problem is the remote detonation. This causes the trap layer to be in close proximity to the C4. Seems like it would just be easier to shoot them.

8. Stun Grenades

The obvious use is to stun an opponent so you can place some lead in their eye socket. Just be sure that you aren’t too close to the explosion or you’ll also stun yourself.

The most uncommon usages would be to confuse a Sentry Gun or a Claymore. Throw one next to it to give you a few seconds to either rush past or to get close to destroy it.

9. Flash Grenades

Everything I said about Stun Grenades applies here.

10. Smoke Grenades

Smoke Grenades are usually the choice for snipers because it lets them through a certain area without people really knowing where they went. This will work for anyone as long as the enemy doesn’t have a Thermal Scope. Thermal Scopes will see right through the smoke for an easy kill.

Smoke Grenades are used to get close to a Sentry Gun at times too. The Sentry Gun won’t be able to see you coming and can be dispatched with a quick swipe of your knife.

C. Killstreak Combos for High Kill Total

Killstreaks are available after you kill a certain number of enemies without dying. There are quite a few different options, most requiring an unlock for reaching certain ranks. For a full list, reference your barracks section of Modern Warfare 2.

If your interest is stacking up bodies, there are a few routes you can go. In the beginning, I recommend you get your care package first. Whatever you find in the care package won’t count toward your kill streak, but every kill still gives you experience points for rank. In a care package you can find anything from more ammo to the nuclear bomb that will kill the entire opposing team and give an instant win.

Once you’ve gotten a little more comfortable with aiming and are able to stay alive longer without dying, I recommend choosing either a Sentry Gun or Predator Missile for your first Killstreak reward. They require 5 kills, but they are only a stepping stone toward your next reward, the Harrier Strike. Keep in mind that a sentry gun is likely to give you more kills before it is destroyed, especially if you set it up in a high traffic area. The downside to this is that you have to physically place it in that area, thus putting yourself in danger of being killed. The Predator Missile, on the other hand, can be used from any secluded area, but usually only nets 1 or 2 kills. Play around with both until you find the one you like.

Next is the Harrier Strike at 7 kills. There is also an Attack Helicopter that can be used, but it doesn’t usually provide as many kills. The reason is because the harriers drop a large grouping of bombs on a specified area first. Then they hover around shooting anyone dumb enough to stick their head out the window. Harrier Strike should always be chosen over the Attack Helicopter for this reason. Once you call in your Harrier, it is almost a guarantee that you will reach your next, and last, Killstreak reward.

At only 9 kills you have the option of calling in a Pave Low. A Pave Low is a heavily armored attack helicopter. Basically, there is a much better chance of it staying around to wreak havoc on your enemies. This is my personal favorite at the moment. As near as I can tell, the only advantage to the Stealth Bomber is that it is undetectable on the radar. I’ve always gotten more kills from the Pave Low.

Some people prefer to use their last Killstreak reward for 11 kills. This will give you the option of either an AC-130 Gunship or the Chopper Gunner. Both of these are great, and are operated similarly. The AC-130 is a personal preference for most, though I’ve had much more success using the Chopper Gunner.

So for a high body count I recommend one of the following:

-5 Kills Sentry Gun/Predator Missile à 7 Kills Harrier Strike à 9 Kills Pave Low

OR

- 5 Kills Sentry Gun/Predator Missile à 7 Kills Harrier Strike/ 9 Kills Pave Low à 11 Kills AC-130/Chopper Gunner

If you use one of these setups you are almost guaranteed a place in the top three by the end of the round.

D. Killstreak Combos for Team Support

Another common tactic is to use your Killstreaks for team support. Although this is less satisfying personally, the team usually benefits quite a bit. You know the adage. No “I” in team.

The first Killstreak for team players would be either a UAV Recon at 3 kills, a Care Package or a Counter UAV, both at 4 kills. UAVs show anyone without the right perk as a small red dot on your map. This allows the team to find your enemies easier.

The Counter UAV just scrambles their enemy’s UAV, preventing them from spotting you on their map.

I covered the Care Package earlier, but I will add that they make excellent bait for trapping your enemies. If you have one waiting to be opened, you can sit back and wait for some poor schmuck to try and steal it. Press the scrotum punch button and send him packin’.

At 8 kills you’ll have an Emergency Drop. This is a Care Package x 4. Yeah, now imagine if you and 3 of your teammates got something like AC-130, a Pave Low, an Attack Helicopter, and a Predator Missile. The game wouldn’t last long.

15 kills provides you with an Electro Magnetic Pulse, or EMP. This takes away all functionality for the opposing team. Even the crosshairs disappear. The enemy doesn’t really stand a chance for at least 1 minute. I think it is closer to 2 or 3 though I’m not sure.

So, for a team support build go with the following:

- 3 Kills UAV/4 Kills Counter UAV/4 Kills Care Package à 8 Kills Emergency Airdrop à 15 EMP Charge

E. Deathstreaks and Usage Strategies

1. Copycat

This is the first Deathstreak reward and it is defaulted until you change it. When using Copycat you will be able to copy the exact custom class of the person who killed you last. You can do so by hitting the proper button during the killcam and only after dying 4 times in a row without killing an enemy.

The most useful application of this is when you are very low level and you don’t have access to the guns you feel you play best with. Other than that it is quite useless.

2. Painkiller

Painkiller is the updated version of the Juggernaut perk from Call of Duty 4: Modern Warfare. After 3 deaths you’ll have 10 seconds of an increased health total.

This is best used during regular matches and does wonders for frustrating other players.

3. Martyrdom

You’ll remember this from COD4 as well. When you are killed you will automatically drop a Frag Grenade in an attempt to kill another enemy.

Hardcore matches are the best application for this Deathstreak since it only takes a near hit to kill with a Grenade. Unfortunately you can also kill your teammates the same way on Hardcore. Keep that in mind because you are likely to get lots and lots of new nicknames.

4. Final Stand

After 4 deaths without killing an enemy you can use the Final Stand Deathstreak. It is similar to the Last Stand perk, but you will be able to use your primary weapon instead of your secondary. You can crawl around as well, but this keeps you from shooting your weapon. If you survive long enough you can stand back up without dying.

This is the most popular choice for Deathstreak rewards that I’ve seen. It gives you one last chance to earn that kill and possibly survive to keep a Killstreak going.




Perks Described:

A. Each Perk in Detail

1. Tier 1 Perks

a. Marathon(Pro)

This perk allows you to sprint continuously without running out of energy. It is a favorite of stealth and melee players as well as snipers. Once you complete the challenges you unlock the Pro version of this perk.

Marathon Pro adds the ability to climb obstacles faster. The way to unlock the Pro version is by sprinting for a total of 26 miles while using the Marathon perk.

b. Sleight of Hand(Pro)

Provides you with a faster reload. This is especially useful if you have the reload times of Light Machine Guns. It seems to be a favorite for run-and-gun and stealth and melee players. The reload times of small Submachine Guns with this perk are just insane. After you kill 120 enemies with this perk equipped, you unlock Sleight of Hand Pro.

Sleight of Hand Pro allows for a faster aiming time. I can’t stress how important this perk can be if you come face-to-face with an enemy. Sometimes the only difference is how fast you can pull up your weapon and shoot.

c. Scavenger(Pro)

Scavenger is a pretty interesting perk. It is really useful for Submachine Guns with Akimbo and Rapid Fire attachments. With those attachments your weapons can empty a clip in no time. When this perk is equipped you’ll notice small bags next to all the dead bodies. Pick them up and your ammo will be replenished. Resupply 100 times to unlock Scavenger Pro.

Scavenger Pro allows you to hold extra magazines for your weapons. More ammo = more kills. Good perk for run-and-gunners with Submachine Guns equipped.

d. Bling(Pro)

You’ll likely use this perk more than any others once you have it. It allows you to have 2 weapon attachments on your primary weapon. Just remember that you don’t need this equipped unless you have 2 attachments to put on your weapon. If the only attachment you have is a grenade launcher it would be a wasted perk.

Once you get 200 kills using a weapon that has 2 attachments you will unlock Bling Pro. This allows you to have 2 attachments on your secondary weapon as well. Yeah, it’s that awesome. Like I said, use it.

e. One Man Army(Pro)

One Man Army allows you to switch classes without waiting to respawn. The switch takes 5 seconds and replaces your secondary weapon. Although it replaces your secondary, if you are about to run out of ammo you can simply change your class and restock. Get 120 kills using this perk for Pro.

One Man Army Pro just allows for a faster class swapping. I wasn’t impressed with this perk. If I run out of ammo in a firefight, I sometimes need my secondary for back up. You won’t have it with this perk. The rest of the perks are just so much better that I never use this one. If anyone has some success with it, let me know. I’d be interested in learning how.

2. Tier 2 Perks

a. Stopping Power(Pro)

This is one of the most important perks that a beginner can use. Using this perk gives your weapons extra damage to your enemies, which is good if you’re a beginner struggling to make the kill. You’ll likely use this one perk more than any of the others for a good, long while.

After 120 kills using Stopping Power you will unlock Stopping Power Pro. This adds more power to your weapons when shooting vehicles as well. What does that mean? That means less shots to take down that pesky harrier that has been scalping you every time you look out the window.

b. Lightweight(Pro)

This is a pretty interesting perk. Simply put, Lightweight makes you a faster runner. Combine Marathon and Lightweight while using a small weapon such as the Mini-Uzi for close quarters godliness. If you’ve always wanted to be an Uzi touting ninja face-slicer than this is a perk for you.

Pro level is t3h awesome. I can’t tell you how many times I’ve been sprinting through a level to get back to the other team and I’ve run right into an enemy. At that point it is a matter of who will be the first to get their shot off. With Lightweight Pro you can pull your weapon up faster after sprinting. Oh yeah. No more watching yourself die on killcam even though you heard your weapon fire.

c. Hardline(Pro)

This is another perk that will appeal to beginners. Unfortunately for you, it also applies to veteran players. With Hardline equipped your killstreak rewards require one less kill than before. So for you to get your Care Package you only need to kill 3 people without dying. Sounds great, right? It also means that more experienced players only need 4 kills to start their body count killstreak in motion. 4 kills and they have a Sentry Gun or Predator Missile. Crap.

Fortunately, Hardline Pro was tailor made for beginner players. After 40 killstreaks are called in using Hardline, you unlock this and now are required to die one less time for your Deathstreak reward. So you won’t have to wait nearly as long for that Painkiller, Copycat, Martyrdom, or Final Stand. Thank you baby Jesus.

There are a few recommendations I will make for using this one. First, only use it if you don’t have problems killing other players regularly. It doesn’t make sense to replace Stopping Power with this if you are still getting under 10 kills per match. Second, try and use this one with weapons that have a high damage output. Guns such as the FAMAS, FAL, and M16 don’t typically need more damage. Lastly, if you are playing in Hardcore mode, Stopping Power isn’t really needed. That means you can substitute Hardline for Stopping Power if you are a Hardcore match player.

d. Cold-Blooded(Pro)

Cold-Blooded is fantastic for snipers, close quarters, and campers. You won’t be picked up by enemy UAV, helicopters, AC-130’s, or Chopper Gunners. That’s great news for everyone, but especially for those not wanting to be seen.

Cold-Blooded Pro is another matter, however. Have you ever been shot in the face because you were afraid to kill a teammate when someone’s name didn’t pop up in time? I have. I feel like a big noob when I accidentally team kill. Especially if they were about to call in an AC-130 or something. With this neat little perk you can cause that same chaos on your enemies.

Pro version prevents your name from popping up on your enemy’s screen. Cool? Well it also keeps their crosshairs from showing up on you. This one is going to be the bane on beginners for a while. Mostly on maps where teams look similar.

e. Danger Close(Pro)

I’ll admit I haven’t used this much. This one gives you higher explosive weapon damage. The only reason I can see using this are if you are attempting to complete challenges for your grenade launchers, grenades, C4, Claymores, etc. Expect to get called a noob when using this in conjunction with your launchers. Actually, that does sound kind of fun. I might set up a few launcher classes just piss off other players.

Danger Close Pro is the same, except that you get more explosive damage from your killstreak rewards, i.e. AC-130 and Predator Missiles. Unlock this by getting 100 kills using Danger Close.

3. Tier 3 Perks

a. Commando(Pro)

Commando is a pretty straight forward perk. Equip this if you find yourself knifing people a lot. You’ll increase the distance of knife melee range a bit, making the “Oh shit I’m right next to my enemy!” dance end sooner.

Commando Pro will get unlocked after 20 kills with Commando. You’ll be able to fall from buildings without taking any damage. This is a surprisingly useful perk if you are a close quarters or run-and-gunner player since it allows you to chase someone quite easily without them knowing. Works wonders in the Favela stage.

b. Steady Aim(Pro)

If you’re a total noob, chances are that you will be using Light Machine Guns a lot. You’ll quickly realize that LMGs take forever to pull up for aiming. Lucky for you that Steady Aim gives you more accuracy when shooting from the hip (shooting your weapon without aiming. AKA “spraying”). Equip this until you learn how to strafe and aim for kills.

Steady Aim Pro was actually made for people that like to snipe. You’ll be able to hold your breath longer for aiming with a scope. This one seems kind of odd at first, until you realize that Steady Aim is ridiculous for experienced snipers who can hip-fire a Barrett .50 and headshot you. Friendly scrotum-punch inbound. Unlocked by getting 80 kills using Steady Aim.

c. Scrambler(Pro)

Scrambler interferes with your enemy’s radar when you are in a specified proximity of them. This sounds like an excellent thing to have at first. The problem with this perk is that it interferes gradually, meaning that their radar slowly gets harder to read as you get closer. When this happens it alerts the other player of your presence because a Counter-UAV is activated immediately. So when using this one you are affectively giving away your presence. Not cool.

Scrambler Pro is fairly useful though. After 50 close range kills with regular, you’ll be able to pass an enemy Claymore without it detonating immediately. As soon as you realize you’ve set the Claymore’s trigger, you should have enough time to get out of the blast radius. Much more useful than regular. Unless there happens to be an enemy near that Claymore. Then you’ll probably get shot anyway.

d. Ninja(Pro)

Ninja makes you invisible to Heartbeat Monitors. I haven’t encountered many people using Heartbeat Monitors outside of Hardcore Team Deathmatch, but I’m sure it does happen. The real point in using this perk is to unlock the Pro version anyway.

Ninja Pro gives you silent footsteps. It is awesome for every class and play style. This one probably gets used a lot. Use it frequently.

e. SitRep(Pro)

This will give you a heads up when enemy explosives and Tactical Insertions are near. I’m not a fan of this perk since I rarely die by Claymores and Tactical Insertions are bright red flares. They’re kind of hard to miss already. You’ll have to destroy 120 enemy explosives using SitRep for Pro.

Pro isn’t much better, unfortunately. You’ll be able to hear enemy footsteps easier, but this isn’t as useful as you would think. If someone is using Ninja Pro you still won’t be able to hear them. Use at your own risk.

f. Last Stand(Pro)

Last Stand gives a chance to shoot your enemies before you die. This is exactly the same as the original Last Stand from Call of Duty: Modern Warfare, except that you can now crawl too. Crawling hasn’t helped me at all, yet. I have heard of a glitch that will let you swap your weapon for dead enemy’s weapon, though… Get 20 kills with this to unlock Pro.

In Last Stand Pro you can use your equipment too. That means you can throw a grenade or flash too. To be honest, I’d rather just die and respawn for another go. Or just wait until I get the Final Stand Deathstreak reward.

B. Mistakes when Using Perks

#1: Application. It is hilarious to see people using perks like Cold-Blooded on a map like Scrapyard while using a Light Machine Gun. Whatever perks you are using, make sure they all work together and with your weapons, equipment and play style. If you want to focus on just knifing people the entire round you need to equip a small SMG, some Flash or Stun Grenades, Marathon, Lightweight, and either Commando(recommended) or Ninja. You don’t want Bling and Stopping Power.

#2: Attributes. Read each one carefully and then pay attention to how you are going to use it. For example, you don’t really need Stopping Power equipped if you’re using the M16. It already puts out a lot of damage. It would make much more sense to use Hardline or Lightweight.

#3: Matches. The perks you use are going to vary depending on what type of match you are playing. If you’re playing a Hardcore match you should NEVER had Stopping Power equipped. Ever. The ACR can kill an enemy very easily without it if you’re playing Hardcore and it is a very weak weapon.

#4: Scrambler. Don’t use this. Ever. It is crap and only tells your enemy that you are close to their position. In effect, it gives away your position instead of hiding it.

C. Proper Perk Usage

Just do what makes the most sense. Think about what you are trying to accomplish and build your entire class off of that one goal.

If you’re in Hardcore try the Steady Aim perk. You’ll be able to spray your bullets more accurately than before and that is important when it only takes a single bullet to kill.




Class Creation:

A. The Purpose of Custom Classes

Custom Classes are the best thing to happen to First Person Shooters in a long time. They go well beyond the normal scope of weapon and equipment selection, allowing for your character to move, shoot, stab, breathe, and survive exactly how you want.

With that in mind, the best thing you can do is customize your classes to fit your playing style. For instance, I rarely use the sniper rifles. For sniping I use the FAL Assault Rifle with an ACOG or Thermal Scope. Why? Because I am as accurate with the FAL as with the Barrett and I can stay on the move the entire time. Since I’m a run-and-gunner I prefer to keep moving. It keeps monotony to a minimum and doesn’t allow for others to find my hiding spot and search me out.

The important thing to remember when creating your classes is make sure they suit you. Embrace your strengths and use the available equipment, weapons, and perks to exploit them. Oh yeah, and have fun.

B. Class Creation 101

As I said before, you want to build a class that suits your playing style. I’ll give you some basic outlines for creating your classes.

Assault 101:

Primary Weapons: Assault Rifles or Light Machine Guns

Secondary Weapons: Machine Pistols

Equipment: Frag Grenades or Semtex

Perk 1: Sleight of Hand or Scavenger until you unlock more than 1 attachment

Perk 2: Stopping Power (Not in Hardcore matches)

Perk 3: Commando, Steady Aim, or Ninja

Deathstreak: Painkiller or Final Stand

Close Quarters 101:

Primary Weapons: Submachine Guns or Riot Shield

Secondary Weapons: Shotguns or Machine Pistols

Equipment: Semtex, Throwing Knife, Stun, or Flash Grenades

Perk 1: Marathon or Sleight of Hand

Perk 2: Stopping Power, Lightweight, or Hardline

Perk 3: Commando, Steady Aim, or Ninja

Deathstreak: Martyrdom(Only on FFA), Final Stand, Painkiller

Sniping 101:

Primary Weapons: Sniper Rifle or ACOG/Thermal FAL

Secondary Weapons: Any

Equipment: Tactical Insertion, Smoke Grenades, Claymores, or C4

Perk 1: Marathon or Bling if you have 2 attachments

Perk 2: Cold-Blooded, Stopping Power(Regular Only), Lightweight

Perk 3: Ninja, Steady Aim Pro

Deathstreak: Final Stand or Martyrdom

Knifing 101:

Primary Weapons: Submachine Gun

Secondary Weapons: Pistol w/ Tactical Knife

Equipment: Throwing Knife, Semtex, Frag, Stun, or Flash

Perk 1: Marathon

Perk 2: Lightweight

Perk 3: Commando

Deathstreak: Final Stand or Martyrdom

Stealth 101:

Primary Weapons: Assault Rifles or SMGs (All silenced)

Secondary Weapons: Machine Pistols

Equipment: Semtex, C4, Claymores, or Throwing Knife

Perk 1: Marathon

Perk 2: Cold-Blooded

Perk 3: Ninja Pro

Deathstreak: Final Stand

C. Gameplay Style and Custom Classes

So I’ve given you some basic classes to use, but you might still be wondering what type will fit you best. It is fairly straight forward, but here are my suggestions.

Run-and-Gun: Assault 101, Knifing 101, and Close Quarters 101. Stealth 101 might also work here.

Sniping: Sniping 101 and possibly Stealth 101.

Camping: Sniping 101, Stealth 101, and possibly Assault 101 if you think you can survive everyone knowing your location.

Melee: Knifing 101 and Assault 101 with the Riot Shield.




Putting it All Together:

A. Strategic Matchmaking(XP or Gameplay Experience)

Remember that not all match types give you the same amount of experience points and that some will give it to you for different reasons.

In Team Deathmatch the only way to get points is by killing opponents and completing challenges. You typically receive 100xp per kill. This differs from the Hardcore version where you get 50xp per kill. This isn’t including the XP you receive for exacting revenge, getting double kills, or recovering from a Deathstreak.

However, if you find that you get more kills and win more games in Hardcore, that’s what you should be playing. Unless you just don’t like it as much. From a strictly pragmatic point of view you should be doing what gives you the most experience on average. Try all game types to figure out what will be best for you and your style.

B. Knowing your Maps

Don’t underestimate how many kills this will give you. Simply knowing each map can provide you with a huge advantage over another player. For example, when you’re playing Terminal, what are the very first places other players will always run for? Someone will ALWAYS go up the ladder and get on top of the room that extends outside by the plane. You know, the one with the large gas tank on top. Someone will also head for the cockpit of the airplane. Knowing where other players tend to camp and run to will go a long way toward giving you the kills you need.

For me the best way to learn the maps was from my Run-and-Gun play style. Sure I died a lot in the beginning(my K/D ratio is proof enough of that), but I definitely learned the maps faster than someone who went prone and looked down a scope the whole match.

C. Knowing your Role

Although this is less important when you are a solo player like me, there are still times that you need to realize what your team expects of you. This can be assaulting, defending, camping, sniping, sneaking, whatever. If you’re in Capture the Flag and your whole team keeps rushing the other only to die in a blaze of idiocy, sit back and guard your flag. You might not win the match because you’re playing with the special-ed team, but at least you’ll come away with some kills to add to your experience bar and some experience of what to do and not to do when playing CTF.

D. Tips and Tricks for Combat(Aiming, Shooting, Switching Weapons, Knifing, Frag, Semtex, Noob Tube, Sneaking, Camping).

Combat Tip #1: Move, move, move! There are only a couple of times that you would not want to move. One is camping(fail) and the other is sniping. On the other hand, you don’t want to always stay in the same spot, even when doing either of those. The more people you kill, the more you give away your position.

If you are playing any other style you need to be moving. It’s okay to stop and check your corners, but never let the enemy pin you down. If you make a kill, it is doubly important that you move to another position. The first thing that player is going to do is head back to the spot he was killed and look for you. If you move to another position you might even be able to pick him off while he searches for you.

Once you start to get your aiming down a bit you’ll have plenty of 1v1 gunfights. The key to winning these is to learn to strafe while you’re aiming. If you stand still you’re dead. That simple. Strafe, strafe, strafe.

Combat Tip #2: Learn to double tap. There’s a reason that militaries around the world are taught to double tap their weapons. Accuracy is essential if you plan to hit where you aim. Most weapons have quite a bit of recoil and if you try to unload an entire magazine in one burst you will be in deep doo-doo. The importance of this is demonstrated by the fact that there are assault rifles that will only shoot in a 3 round burst. That’s because of the accuracy rating.

Once you become more experienced with weapon recoil you can start to use it to your advantage. Weapons recoil in an upward motion, usually causing you to spray bullets above your target. If you have the chance to aim at a centerline area, like the crotch, and then shoot you can often score a headshot by allowing your weapons recoil to direct it upward. Seems like a cheap trick, but it works. Sometimes.

Combat Tip #3: Don’t reload in a close quarters fight. Seriously. The tutorial you are given at the beginning of the game didn’t lie to you. It is much faster to switch to your secondary weapon than to reload. This is especially true if you don’t have Sleight of Hand and a Submachine Gun equipped. With that said, there are some weapons that you can switch to faster than others. The PP2000, for example, will get you shot. Try some Handguns.

Combat Tip #4: Use your knife every chance you get. You are going to run face-first into an opponent more times than you can count. It will happen so you should be prepared for it. Try to avoid the “Oh shit I’m right next to my enemy!” dance by knifing them as soon as you can. It will save you both from looking like you have cerebral palsy on the Killcam.

Combat Tip #5: Use your Grenades. You might be surprised at how often you can get a kill by throwing a Frag, Semtex, or firing your Grenade Launcher(AKA Noob Tube) through a window. The Grenade Launcher is going to score easy kills for you, especially in the beginning. You’ll catch a lot of hell from it, but just ignore it. They did it in the beginning too, even though they’ll lie about it.

Semtex is pretty awesome because it sticks to whatever it lands on. Early on, attempt to stick it to the backs of enemies. If that person runs for the safety of the pack the kill is only sweeter. Another tactic is to place it on a door frame if you know you are being chased. I haven’t accomplished this yet, but it has been done to me. It’s particularly hard to do so have patience.

Cooking Grenades will increase the potential for kills. “Cooking” a Grenade means to hold it for a second or two before tossing. When you do this it gives the enemy less time to run away from it or pick it up and throw it back at you. Cook them as often as possible. Just be careful not to hold onto it until it blows in your hand. That is embarrassing.

Combat Tip #6: Spray and Pray. There will be times that you’ll run into an enemy head-on and you’ll have little time to aim. In these situations it is best to either knife them or to just start spraying your weapon in front of you.

Another application of this is when you can see an enemy’s head behind a wall that you can’t shoot through and they are running. Sometimes the only way to get that kill is to spray some bullets at the tiny moving head above the wall and hope for a headshot. You will have the most success with this if you are using the M16.

I Have no more room to write, Hope this helped though.


Last edited by Bayrock ; edited 1 time in total
#2. Posted:
LOG_Insane
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This actually helped alot, thanks Bayrock.
#3. Posted:
Bayrock
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Any feedback?
May add on to this if needed.
#4. Posted:
PoopDeritis
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Looks really nice, if only i would read it lol
#5. Posted:
Tricks
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Wowwzers. Did you write all of this or get a copy and paste?
#6. Posted:
-MrX-
  • TTG Addict
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Joined: Jul 10, 201014Year Member
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Status: Offline
Joined: Jul 10, 201014Year Member
Posts: 2,099
Reputation Power: 83
nice tut man.. hopefujlly sweep up the noobs. +rep
#7. Posted:
Riptizic
  • TTG Addict
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Joined: Aug 09, 200915Year Member
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Joined: Aug 09, 200915Year Member
Posts: 2,559
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Nice it might help alot
#8. Posted:
Bayrock
  • Resident Elite
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Joined: Jul 05, 201014Year Member
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Joined: Jul 05, 201014Year Member
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Thanks for the Good feedback guys, Hope It helped.
#9. Posted:
Bayrock
  • Resident Elite
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Joined: Jul 05, 201014Year Member
Posts: 233
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iTRiiCKz wrote Wowwzers. Did you write all of this or get a copy and paste?


I revised it from an unorganized Blog for the TTG Community to use.
#10. Posted:
TTG_UK
  • TTG Champion
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Joined: Jul 30, 201014Year Member
Posts: 8,002
Reputation Power: 356
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Joined: Jul 30, 201014Year Member
Posts: 8,002
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thanks for anther good post
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