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Assualt Rifles
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Assualt RiflesPosted:

superhero849
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M4A1

Singleplayer

The M4A1 returns in Call of Duty: Modern Warfare 2 and has retained most qualities and appearances of the Call of Duty 4 version. It has much less sway and slightly more recoil compared to the previous version (also with multiplayer). The AR-15 carry handle which was present in Call of Duty 4 has been replaced with foldable PRI front and ARMS #40L rear sights and the Knight's Armament Rail Interface System (RIS) has been replaced with an ARMS Selective Integrated Rail (SIR) System. It now sports tan camouflage, as opposed to the previous gunmetal color. The M4A1 retains the foregrip, although it is absent in the create-a-class profile image. The M4 comes in many variants in the single player campaign, such as the M4A1 SOPMOD and the M4 Grenadier w/ Holographic, usually featuring more than one attachment. The M4A1 is the weapon of choice for the US Army. The Rangers in-game and reality, use the M4A1 but they are being phased out and slow being replaced with the newer, more accurate SCAR series. All Rangers are to be equipped with a SCAR-H or SCAR-L by 2011.
Multiplayer

In multiplayer the M4 becomes available at Level 4, when Create-a-Class is unlocked. It is very similar to the ACR, firing 50 RPM faster but having slightly higher recoil, and lower damage dropoff and accuracy. The M4's slight recoil forces the user to burst fire at long range, which makes it more suited to medium to close than the ACR. However, the ACR is still much more accurate at long range while firing full-auto. The M4A1 is generally a 4-5 shot kill in Core game modes, and about 2 in Hardcore game modes unless at close range. Players often fit a Red Dot, Holographic Sight, or silencer onto this gun. The Iron Sights on this gun are regarded as some of the easiest sights to use in the game, as they are quite open, meaning a player can see more of what is going on around them. However, there is quite a bit of muzzle flash with the iron sights so a silencer can fix this problem.

The heartbeat sensor can be very effective on this weapon, as the screen is still fully visible, even while reloading.

Weapon Attachments

* Grenade Launcher
* Shotgun
* Red Dot Sight
* Holographic Sight
* Silencer
* Heartbeat Sensor
* ACOG Scope
* Thermal Scope
* FMJ
* Extended Mags

FAMAS

A new set of sights are used, as the original sights are located in the carry handle (which has been covered by a Picatinny rail). Similar to the M16A4, the FAMAS is a very effective assault rifle especially at range. One burst will kill with Stopping Power at any range, as long as all three shots hit. Without Stopping Power, the FAMAS, like all burst weapons, becomes considerably underpowered. If not using Stopping Power, consider adding a silencer as anything other than close range will require two bursts to kill with silencer or not.

The FAMAS has a slower reload than the M16A4, but its damage does not drop off until slightly further and it has less recoil. This difference in damage makes the FAMAS slightly better than the M16A4 at medium range.

The FAMAS has almost no recoil, settling perfectly before the next burst. However, the ACOG and Thermal Scope introduce some vertical recoil, making it more difficult to track targets at long range.

Weapon Attachments

The FAMAS takes the same attachments as the nine other assault rifles:

* Grenade Launcher
* Shotgun
* Red Dot Sight
* Holographic Sight
* Silencer
* Heartbeat Sensor
* ACOG Scope
* Thermal scope
* FMJ
* Extended Magazines

SCAR-H

Unlocked at Level 8 in multiplayer, the high damage and moderate recoil of the SCAR-H makes it popular among players, despite its small magazine capacity and relatively low rate of fire. It has the least ammo of all automatic battle rifles due to its small magazine size, so this gun is a prime option for the Surgical Title, and it also has a fairly slow reload. Stopping Power is useful with this weapon in core - though the rifle doesn't depend on it to be effective due to its relatively high damage, but can be useful to rack up more kills without reloading as many times. In hardcore, the SCAR-H is a one shot kill at any range, unless shooting through cover. The SCAR-H is arguably one of the most effective battle rifles at long range as it has good accuracy, precise iron sights, high damage, and only vertical recoil which is easy to control. It is also decent at close range fighting. However, it only comes with 60 total rounds. This means that the SCAR-H will run out of ammo very quickly.

The iron sights on the SCAR-H are extremely clear and give an unobstructed view of the target, making a Red Dot Sight or Holographic Sight unneeded by those who can use its iron sights well, freeing the slot for other attachments, such as a Silencer or Extended Mags. The SCAR-H is often used as a stealth class with silencer having minimal effect on the guns' damage drop off and if used with stopping power will still kill in 3 bullets at any range.

Scavenger and Extended Magazines are both very popular with the SCAR-H due to its small starting ammo reserve and small magazine. The Extended Mags attachment gives the SCAR-H 30 rounds in a magazine instead of 20.

Weapon Attachments

* Grenade Launcher (Marksman I)
* Shotgun (20 kills with the Grenade Launcher)
* Red Dot Sight (Marksman II)
* Holographic Sight (60 kills while aiming down the Red Dot Sight)
* Silencer (Marksman III)
* Heartbeat Sensor (15 kills with the silencer attached)
* ACOG Scope (Marksman IV)
* Thermal scope (20 kills while aiming down ACOG)
* FMJ (Full Metal Jacket) (Marksman V)
* Extended Magazines (40 bullet penetration kills while using FMJ)
* Foregrip (Only found in the pit of S.S.D.D.)

TAR-21

This weapon is unlocked at Level 20. The TAR-21 carries 30-round magazines, deals 30-40 damage per shot and fires at 750 RPM, making it one of the highest damage-output weapons in the game. The weapon also possesses moderate recoil, making it difficult to use in the hands of an inexperienced player at long ranges without short, controlled bursts of fire, especially with the use of an ACOG Scope. Using a silencer mitigates the recoil significantly. In hardcore, the weapon's recoil is not as big of an issue due to the fact that it can down any player in one shot at any range, unless firing through cover.

The TAR-21 also possesses a unique tinted Red Dot Sight called the MARS Sight, which offers a slightly smaller, circular viewing space versus standard Red Dot attachments on other weapons. One of the advantages of this sight is that when using Bling with a Heartbeat Sensor, the Sensor is still visible while aiming down the sights. However, many players dislike the MARS sight due to its smaller size than a normal Red Dot Sight, and the fact that it reflects the in-game light, sometimes making it difficult to aim through. Because of this, many players will choose to use the Holographic Sight after unlocking it, as it is larger than the MARS sight, has a thinner frame, and does not glare as much while reflecting light.

Although the TAR-21's recoil makes it somewhat difficult to use at longer ranges (though this can be mostly negated with controlled bursts), its high damage per second makes it extremely effective at close and medium range. The TAR-21 is one of the only assault rifles that will be competitive with SMGs at close range. Due to the above traits, this gun can make a very effective stealth/ambush weapon with a silencer and used by a player skilled in its use.

Weapon Attachments

* Grenade Launcher (Marksman I)
* Red Dot Sight (Marksman II) (Seen in campaign only)

* MARS Sight (Red Dot Sight)

* Silencer (Marksman III)

* ACOG Scope (Marksman IV)

* FMJ (Marksman V)

* Shotgun (20 kills w/ Grenade Launcher)
* Holographic Sight (60 kills w/ Red Dot Sight)
* Heartbeat Sensor (15 kills w/ Silencer)
* Thermal scope (20 kills w/ ACOG Scope)
* Extended Magazines (40 bullet penetration kills w/ FMJ)

FAL

The FAL is most commonly used by the Brazilian Militia in Takedown. The variant used seems to be a fixed-stock FAL that has been modified with the addition of the surface-integrated rail.

It is unlocked at level 28 in multiplayer.

Ironically, the FAL (Fusil Automatique Léger), which means "Light Automatic Rifle" is limited to semi-automatic fire in both single player and multiplayer. This, despite its power, reduces its effectiveness at close range. Using the shotgun attachment or carrying a close quarters secondary weapon is recommended. However the semi-automatic nature increases effectiveness at long range, even though the shooter must pause briefly between shots to let the recoil settle. The FAL closes the gap between assault rifles and sniper rifles. Because of the FAL's damage of 35-55, Stopping Power has a minimal effect. It will always be a 2 hit kill at close and medium range and a 3 hit kill at long range, regardless of Stopping Power. However, with Stopping Power the FAL is able to get single head-shot kills.

Like the UMP45, the FAL is one of the few non-sniper weapons in the game that can kill in a maximum of three shots regardless of range, Perks, or attachments.

The FAL is greatly affected by having the Holographic Sight attached. For whatever reason, the FAL's minimum damage increases with the Holographic Sight attached. Normally, the weapon would do 35 damage past 1700m, but with the Holographic Sight, this number is increased to 40 damage past 1600m. Knowing this, the gun becomes a 2 shot kill at any range when using a Holographic Sight (even with Bling and another attachment) and Stopping Power. Because of this, using Bling to add a holographic sight and a silencer in conjunction with Stopping Power will effectively remove the disadvantage of reduced range that a silencer usually adds, as the gun will always be a 2 shot kill. Also, using the holographic with a Heartbeat Sensor works rather well, as even while using ADS you can still see the sensor.

The back of the FAL's iron sights sways when aiming down the sights, although this has no effect on accuracy. For some reason the Masterkey Shotgun attachment removes this swaying, possibly by adding bulk, making the weapon heavier but stable.

Weapon Attachments

* M203 Grenade Launcher
* Shotgun
* Red Dot Sight
* EOTech Holographic Weapon Sight
* Silencer
* Heartbeat Sensor
* ACOG Scope
* Thermal Scope
* FMJ
* Extended Mags

M16A4

Call of Duty: Modern Warfare 2
File:M16A4.png
Call of Duty: Modern Warfare 2
Damage

30-40 (MP)
Damage Multipliers

Head: 1.4, Chest: 1, Limbs: 1 (MP)
Magazine Size

30 rounds
Unlocked at

Level 40 (Captain)
Maximum Ammunition

180 rounds (MP)
Reload Time

1.12s loaded, 2.44s unloaded
Rate of Fire

925 RPM (MP per burst), 460 RPM (MP overall)
Range (explanation)

1800-2200m (600-1000m Suppressed) (MP)
Recoil

Low
Penetration

Medium
Fire Mode

3-round burst
Ammunition

5.56x45mm
Used by

U.S. Army Rangers, Afghan National Army, Task Force 141
Clear

The weapon has returned in Call of Duty: Modern Warfare 2. It behaves similarly to Call of Duty 4: Modern Warfare with some small differences. It is now unlocked at level 40 in multiplayer and its reload animation is now identical to that of the M4A1 Carbine. To make it more realistic, the standard Picatinny rail is displayed. The rear sight aperture has been made thinner than the Call of Duty 4: Modern Warfare version, giving a cleaner, less cluttered sight picture. Also, camouflage is now only applied to the barrel, the stock and any attachment.

The FAMAS is similar to the M16A4 as they share nearly identical stats. The FAMAS takes 1.08 seconds longer to reload (.16s empty), but has less damage drop off than the M16A4, leading to an increase in medium range performance. When a Holographic Sight is attached to the M16A4, the recoil is reduced[1].

In single player, the M16A4 is seen in both American and Task Force 141 missions. It fires in bursts in both singleplayer and multiplayer, unlike its Call of Duty 4 counterpart which was fully automatic in the singleplayer (due to its M16A1 lower receiver).

Weapon Attachments

* Grenade Launcher (Marksman I - 10 kills)
* Shotgun (20 kills with the Grenade Launcher)
* Red Dot Sight (Marksman II - 25 kills)
* EOTech Holographic Weapon Sight (60 kills while aiming down the Red Dot Sight)
* Silencer (Marksman III - 75 kills)
* Heartbeat Sensor (15 kills with the silencer attached)
* ACOG Scope (Marksman IV - 150 kills)
* Thermal Scope (20 kills while aiming down ACOG)
* FMJ (Full Metal Jacket) (Marksman V - 300 kills)
* Extended Mags (40 kills with Bullet Penetration while using FMJ)

ACR

The ACR is first used in the mission Cliffhanger, with a Red Dot Sight, Silencer and Heartbeat Sensor attached (this is impossible in multiplayer because there is a maximum of two attachments per gun), although it is also present in the first mission S.S.D.D. as one choices of weapons for running the Pit, located inside one of the weapon crates with an EOTech Holographic Weapon Sight attached.
[edit] Multiplayer

In multiplayer, the weapon is unlocked at Level 48. It carries 30 rounds in its magazine, deals 20-30 damage per shot, and has a fire rate of 750 RPM. The ACR, although it bounces when firing, has zero recoil as it resets perfectly before the next shot which makes it ideal for medium and long range combat. Its moderately low damage per second makes it somewhat weak in close quarters combat compared to other automatic weapons, making it a good candidate for use with the Masterkey Shotgun.

As a versatile weapon, most Perks and Attachments work well with the ACR, allowing it to fill a variety of roles. The ACR is primarily used at long ranges and excels in medium- large sized and large maps with long sight lines such as Wasteland, Afghan, Highrise and Derail. Unlike most weapons, the ACR suffers no noticeable increase in recoil or sway from the use of ACOG . The ACR consumes ammo fairly quickly, but its complete lack of recoil means that wasting ammo due to missed shots is usually not an issue.

In terms of damage output per second, the ACR's low damage and moderate rate of fire make it one of the lowest damage output weapons in the game. The ACR makes up for this at medium and long range with its perfect accuracy while still firing fully automatically. This makes it kill quicker than weapons with more recoil, which forces the user to burst fire to maintain accuracy at medium to long range.

Weapon Attachments

* Grenade Launcher
* Shotgun
* Red Dot Sight
* EOTech Holographic Weapon Sight
* Silencer
* Heartbeat Sensor
* ACOG Scope
* Thermal Scope
* FMJ
* Extended Mags

F2000

In multiplayer, it is unlocked at Level 60. Its high vertical recoil makes it difficult to kill targets at medium and long range. Firing in bursts is essential at range. It is one of the more unused weapons due to its high unlock level and recoil. The F2000 has the highest rate of fire of all of the assault rifles, and it has the third highest damage output per second of the assault rifles. However, it is beaten in just about every conceivable way by the TAR-21, which has the same magazine capacity, much less recoil, a higher damage output per second due to its high damage per bullet, and a lower rate of fire which makes its magazine last longer. Its inaccuracy can make it difficult to get headshots intentionally, though the vertical recoil will usually yield accidental headshots if aiming for the chest or neck. Due to its rate of fire, the F2000 burns through magazines and ammunition reserves rather quickly, and it also has a fairly slow reload time. Its high rate of fire, however, means that the F2000 can be extremely powerful at short to mid range. With Steady Aim, the F2000 is a fantastic hip-fire gun that will overpower enemies at close ranges. Players usually use Sleight of Hand or Scavenger to mitigate these problems. But Scavenger is not a necessity if the user fires it in controlled bursts in order to limit recoil and maintain accuracy.

Weapon attachments

* Grenade Launcher (Marksman I - 10 kills)
* Shotgun (20 kills with the Grenade Launcher)
* Red Dot Sight (Marksman II - 25 kills)
* EOTech Holographic Weapon Sight (60 kills while aiming down the Red Dot Sight)
* Silencer (Marksman III - 75 kills)
* Heartbeat Sensor (15 kills with the silencer attached)
* ACOG Scope (Marksman IV - 150 kills)
* Thermal Scope (20 kills while aiming down ACOG)
* FMJ (Full Metal Jacket) (Marksman V - 300 kills)
* Extended Mags (40 kills with Bullet Penetration while using FMJ)

AK-47

The AK-47 returns in Call of Duty: Modern Warfare 2, though it is heavily modified. It is equipped with a tan/white-colored polymer furniture and a side bracket scope mount. The upper and lower handguards are replaced by Tapco Intrafuse handguard with a Tapco MAK-90 pistol grip, polymer magazine, a Vltor Modstock stock, luminescent iron sights and a unique spiral flash hider/muzzle brake. The firing of the rifle sounds different to that in Call Of Duty 4: Modern Warfare. The Ultranationalists still commonly use the AK-47.

In multiplayer, the AK-47 is unlocked at level 70, the last level of experience for MP players and when Prestige Mode becomes available, so it may not see much use if players choose to Prestige. This is different from the first Modern Warfare, in which the AK-47 was one of the first weapons unlocked. The AK-47 has the second highest damage output per second among assault rifles, right behind the TAR-21; the AK fires 50 RPM slower than it. This makes the AK-47 very effective at close and medium range. Its fairly low recoil makes it decent at mid-long range though burst firing may be required at extreme ranges. However, the AK-47 does have one major drawback, which is that it sways when using any attachment except for the ACOG. Although the sway is minor, the fact that it sways at all while other weapons do not is a bigger disadvantage than most players realize, as even one or two extra missed shots can lead to the loss of a firefight. Some players simply choose not to use attachments, but most players are unwilling to sacrifice attachments due to their usefulness. For this reason, most players prefer the SCAR-H or TAR-21, although the AK-47 does have a higher rate of fire and bigger magazine than the SCAR-H and less recoil than the TAR-21.

The AK-47's Grenade Launcher, the GP-25, takes about half the time to switch to as other assault rifles, due to the launcher's grip and trigger being gripped at all times. This makes it easier to quickly swap to the grenade launcher and fire off a quick shot. However, the GP-25 takes longer to reload than the M203 of other assault rifles.

Weapon Attachments

* Grenade Launcher
* Shotgun
* Red Dot Sight
* Holographic Sight
* Silencer
* Heartbeat Sensor
* ACOG Scope
* Thermal scope
* FMJ
* Extended Magazines


Last edited by superhero849 ; edited 2 times in total
#2. Posted:
-Ben-
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eh thanks for that but i dont use the ak47!!!!!Scar-H FTW!!!!!!!
#3. Posted:
wilsamacgilsa
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AK-47 is a badboy IMO but I miss the goldenness of the cod4 one :/
#4. Posted:
Calziez
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Nice copy of Codwiki Lol? What was the point of that?
#5. Posted:
Mindbottling
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LOL i noticed that as well also did you guys know the f2000 runs off a 9v battery but yet the emp doesnt effect it?
#6. Posted:
cadets
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lol nice copy and paste

but good tho
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