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Call of Duty: Modern Warfare 2 Online Weapons and Perks and Miscellaneous Info


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*Update*

To cut down on the number of stuck topics this has been added to the MW2 Encyclopedia, So if you don't see it on the page for you to use please check there trust me its not gone just hidden alittle.

-Rain

 

Thanks to the COD WIKI, themodernwarfare2.com for the AR pics, mw2.wikidot.com for all the other pics so i did not have to get a cam and take bad looking pics to post XD, My friend tyler and to you guys who thanked me as i was doing the guide it helped alot and to FARAZ_1994 for the header.

 

Introduction:Ever want to know what that gun you just got killed by or when do you unlock it? Well here is where you need to go I am going to give you the down low on the weapons like, How strong a gun is,Clip size, unlock level ect ect.

 

Index:

1,Assault rifles

 

1B,The Launcher and Shotgun

 

2,Sub Machine Guns

 

3,Light Machine Gun

 

4,Sniper Rifles

 

4B,The Riot Shield

 

5,Machine Pistols

 

6,Shotguns

 

7,Handguns

 

7B,Tactical Knife

 

8,Launchers

 

9,Equipment

 

10,Special grenades

 

11,Perks

 

12,Death steaks

 

13,Online maps

 

14,Online Playlists

 

15,Accolades

 

16,Medals/EXP Bonuses

 

17,Kill Streaks

 

18, Ammo Per Magazine With Extended Mags

 

19, Damage multipliers

 

20, DLC

 

1,- Assault rifles:

 

The M4A1 Carbine

 

m4a1-prev.jpg 

 

With a Damage of 30-20 and Recoil being low and having a clip of 30, it is very similar to the ACR, firing 50 RPM faster but having slightly worse accuracy recoil and worse damage dropoff. The M4's slight accuracy recoil forces the user to burst fire at long range, more than negating the slight RPM advantage over the ACR. However, the M4 is still moderately accurate at medium range while firing full-auto. Much like the ACR, the M4 is worse at close range, though at point blank range with Stopping Power it kills .01 seconds faster than the ACR in core modes (.15 seconds vs .16 seconds.) The M4 is a commonly-used weapon from low-level to high-level players, though more players prefer the ACR as it is incredibly accurate at all ranges. A lot of players also prefer higher-damage assault rifles, such as the very similar M16A4 or the SCAR-H..

 

You unlock this Weapon at level 4 and its Fire Mode is Automatic.

 

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 Mags (40 kills with Bullet Penetration while using FMJ)

 

The FAMAS

 

famas-prev.jpg 

 

With a Damage of 40-30 and recoil being low and having a clip of 30 again making this a great gun having a faster burst-fire and longer time between bursts versus the M16A4 and a slower reload to add, but while everything else is nearly identical. These differences make the FAMAS weaker than the M16A4 at close and medium range but more deadly from afar, as the faster burst improves the grouping of the shots increasing the likelihood that all bullets will hit before the enemy moves. The problem with this is that because of the delay of the bursts, Stopping Power is needed because if it doesn't kill from the start with stopping it can be a one shot burst kill if they hit.The FAMAS has no sway with the iron sights, ACOG, Red Dot Sight, or Holographic Sight even when moving. With the Red Dot Sight and Holographic Sights the FAMAS has virtually no recoil, so it can be fired as quickly as the gun will allow with almost no detriment to accuracy, either via ADS or from the hip with Steady Aim. However, the ACOG introduces a significant vertical recoil making it much trickier to land follow up shots or determine if the target is down as the target is barely visible after firing.

 

Unlock this Weapon at Level 4 and its fire mode is 3 round burst

 

Weapon Attachments

 

Grenade Launcher (Marksman I)

Shotgun (20 kills with the Grenade Launcher)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

 

The SCAR-H

 

scar-h-prev.jpg 

 

With a damage of 40-30 and has a 20 round clip[30 With Extended Mags] despite its small magazine capacity and relatively low rate of fire. It has the least ammo of all automatic assault rifles due to its small magazine size, 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. It is obsolete in hardcore, where the SCAR-H is a one shot kill at any range, unless shooting through cover.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 Grenade Launcher.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. Extended Magazines tied with Sleight of Hand, this makes the SCAR-H almost identical in function to the M4A1 Carbine, albeit with a higher damage output.

 

You unlock this gun at level 8 and its fire mode is Automatic.

 

Weapon Attachment

 

Grenade Launcher (Marksman I)

Shotgun (20 kills with the Grenade Launcher)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

 

The Tar-21

 

tar-21-prev.jpg 

 

with damage of 40-30 and recoil being low and a clip of 30 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.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. But many players dislike the MARS sight due to it's smaller size than a normal RDS, and the fact that it reflects the in-game light, sometimes making it difficult to aim through.Although the TAR-21's recoil makes it somewhat difficult to use at longer ranges, its high damage per second makes it extremely effective at close and medium range.

 

Unlock this gun at level 20 and fire mode is Automatic.

 

Weapon Attachments

 

Grenade Launcher (Marksman I)

Shotgun (20 kills with the Grenade Launcher)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

Edited by Viper
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The FAL

 

fal-prev.jpg 

 

With a damage of 50-35 and a clip of 20 but low recoil he FAL is limited to semi-automatic fire in both singleplayer and multiplayer.This means it isn't the best rifle to use at close ranges, despite being very powerful. A good strategy for using the FAL is to have an ACOG/thermal sight equipped, making it a rather effective mid range sniper rifle, having 20 rounds per magazine along with quick reloading. It is not as effective as a long range sniper rifle as it takes three shots to kill at long range and the shooter must pause briefly between shots to let recoil settle in order to be accurate giving the target a chance to find cover or escape. Because of the FAL's damage of 35-50, stopping power has minimal effect. It will always be a 2 hit kill at close range, and a 3-hit kill at long range, regardless of stopping power, with the exception of direct 1hit headshot kills at close range, and 2 headshots at long range. For this reason, another tier 2 perk is recommended for this weapon. Having a silencer attached may also make it an effective stealth rifle since with the silencer will only give minimal negative effects compared to the other sniper rifles. Its very good with Sleight of Hand and Steady Aim, but stoping power does get one thing right and thats one shot head shots in med to close range but use a 2nd perk here as you like.

 

Unlocked at level 28 and fire mode is Semi-automatic

 

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 Mags(40 kills with Bullet Penetration while using FMJ)

 

The M16A4

 

m16a4-prev.jpg 

 

With a damage of 40-30 and a clip of 30 and low recoil The M16A4 has barely been changed from Call of Duty 4. The only known difference is that the time between bursts has been increased from 0.2 seconds to 0.28 seconds, and the only other possible differences would be in recoil and rate of fire per burst. The FAMAS is essentially identical to the M16A4 except that it fires faster per burst but has an increased delay of 0.32 seconds between bursts. It is recommended to have FMJ as the gun has a high penetration rate and the red dot sight. In comparison to its Call of Duty 4 counterpart, it takes a noticeably longer period of time to aim down the sight with the Modern Warfare 2 version of the M16A4, While holding the gun at the hip, the Heartbeat Sensor appears just slightly to the left and below the center of the screen which makes it very easy to see. Unfortunately, while reloading grenades into the Grenade Launcher, the Heartbeat Sensor covers the entire middle of the screen.

 

Unlocked at level 40 and fire mode is 3-round Burst

 

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 Mags(40 kills with Bullet Penetration while using FMJ)

 

The ACR

 

acr-prev.jpg 

 

With a damage of 30-20 and a clip of 30 and recoil what is this recoil you talk about thats right this baby has a recoil of next to zero,The ACR has less recoil and fires faster than the M4 while doing the same damage, meaning that the M4 becomes obsolete upon unlocking the ACR. Many people are unaware of this fact, and continue using the M4, even though the ACR is statiscally better,Most attachments work well with this weapon. All of the sights including the Thermal Scope can be used with it, due to its very low recoil. I fine this to be a stoping power gun to make it work the best and this is where you are likely have a pain at so move it to SP and see it work.

 

Unlocked at level 48 and fire mode is Automatic

 

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 Mags(40 kills with Bullet Penetration while using FMJ)

 

The F2000

 

f2000-prev.jpg 

 

With a damage of 30-20 and a clip of 30 its high vertical recoil makes it difficult to use 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 due to its high damage per bullet, and a lower rate of fire which means that its magazine lasts longer. A silencer tends to reduce these problems and is a popular option for players using it on multiplayer.When the enemy team in multiplayer activates a EMP, The F2000's Red Dot Sight will still work.

 

Unlocked level is 60 and fire mode is Automatic

 

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 Mags(40 kills with Bullet Penetration while using FMJ)

 

The AK-47

 

ak-47-prev.jpg 

 

With a damage of 40-30 a clip of 30 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 takes about half the time to switch to as other assault rifles, due to the Grenade 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.

 

Unlocked at level 70 and fire mode is Automatic

 

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 Mags(40 kills with Bullet Penetration while using FMJ)

 

1B,- The Launcher and Shotgun:

 

The Grenade Launcher

 

https://airsoftglobal.com/images/mid/CA-GL-M203-S-A102M-AG.jpg 

The launcher on all rifles but the AK-47.

 

https://www.xcalibertactical.com/products/airsoft/images/supportWeapons/caAKGrenadeLauncher.jpg 

The AK-47 gets this one.

 

The Grenade Launcher it is often referred to as the "noob tube", because it is capable of killing players easily, and does not need to be aimed directly at the player. Players can be killed either by the grenade's explosion or by being hit by the grenade directly. Enemies who are too far from the point of detonation will only be injured. The grenades are incredibly accurate and move quickly, but have a small blast radius. The grenade must travel a certain distance before it will explode, else it will only bounce off the surface it impacts.

 

Unlocked on Assault Rifles by getting 10 kills with that Assault Rifles you are using.

 

The Shotgun (Attachment)

 

https://sgcusa.com/images/Knights_Masterkey_12_gauge_A.jpg 

Masterkey shotgun looks the same on all rifles.

 

While not capable of the range of the M203 Grenade Launcher, it is devastating at close range. It is pump-action with a four round magazine, and a capacity of 20 shells. If put onto a longer range weapon such as the FAL, and Bling is used, in conjunction with a scope of any kind, the weapon becomes very potent and versatile. The shotgun itself is not the strongest, but it has more range than any other shotgun in-game. This attachment is relatively rare, and allows the user to surprise enemies. It is also faster to switch to the attachment than it is to switch to a secondary weapon. "TO NOTE THAT THIS SHOTGUN ONLY FIRES 6 BUCKSHOT AS THE OTHERS FIRE 8 MAKING THIS ONE WEAKER OR MORE TO SAY HAVE TO HIT THEM WITH MORE OF THE BUCK."

 

Unlocked on Assault Rifles by getting 20 grenade launcher kills.

Edited by Viper
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2,- SMGS "Sub Machine Guns"

 

The MP5K

 

mp5k-prev.jpg 

 

With a damage of 40-20 and a clip of 30 and recoil being mid-high,The high damage and firing rate make the MP5K one of the best fully automatic weapons for close range. However, at long range the MP5K is too inaccurate to be used effectively. For this reason, the MP5K is not the most practical primary weapon due to the typically large sizes of maps in Modern Warfare 2 and the average range of engagement with enemies. However, if the user can remain in the tighter portions of the map, the MP5K can devastate even groups of enemies.In terms of attachments, Rapid Fire makes the gun much harder to use at mid-long range, but increases its effectiveness at close range. Akimbo is relatively ineffective with this weapon as iron sights are necessary to use the MP5K at anything other than extremely close range, but compared to other weapons with Akimbo MP5K has good damage and good rate of fire (UMP45 has better damage, but lower rate of fire; P90, Mini-Uzi and Vector has better rate of fire, but lower damage). Scavenger is encouraged due to the fast firing rate of the weapon, as without it ammunition will run out fairly quickly. The Red Dot and Holographic sights are of questionable use as the iron sights are simple and easy to use. Thermal and ACOG scopes are very rarely seen as they are much better suited to longer ranged weapons such as assault rifles. Extended Magazines are rarely useful as reloading is fairly quick.MP5K is often overlooked in favor of the P90 and its high rate of fire, the MP5K makes up in damage per round, less effective at longer ranges, it actually has the second fastest reload preceding the Mini Uzi. Pair this SMG with Red Dot or Extended Mag and it can rival the P90 and even some Assault Rifles.

 

Unlocked at level 4 and fire mode is Automatic

 

Weapon attachments

 

Rapid Fire (Marksman I)

Akimbo (Dual-Wield) (30 kills with Rapid Fire)

Red Dot Sight (Marksman II)

EOTech Holographic Sight (60 kills while aiming down sights with Red Dot Sight)

Silencer (Marksman III)

ACOG Scope (Marksman IV)

Thermal Scope (20 kills while looking down ACOG Scope)

FMJ (Full Metal Jacket) (Marksman V)

Extended Mags (40 kills with bullet penetration, while using FMJ)

 

The UMP45

 

ump45-prev.jpg 

 

With a damage of 40-35 and a clip of 32, Compared to other SMGs, the UMP has moderate recoil, a comparatively low rate of fire, and kills in a maximum of 3 shots regardless of perks or attachments. The UMP only benefits from Stopping Power at close range, where the perk reduces shots required to 2. This 2 hit kill range only reaches as far as typical shotgun range. Long range shots will deal 49 damage each, thus still requiring 3 shots for a kill. Also of note is that of all the automatic weapons in the game, no other SMG's, the FAL, and only some Light-Machine Guns share the UMP's ability to 3-shot kill without a perk at long ranges, and of those weapons, the UMP is the only one capable of killing in 3 shots at long range while silenced.It is generally advisable to use this weapon in conjunction with a Silencer, as it provides minimal damage reduction. However the iron sights are generally unfavorable as they take up a huge portion of the lower screen but after use any play should get use to them.While having lower recoil than most SMGs, it has relatively higher recoil than most assault rifles, and the UMP blurs the line between the two weapon types. When firing at targets at long range, it is advisable to fire off single shots or 2-round bursts by tapping the trigger. This weapon should be favored in stealth builds due to its silenced versatility at all ranges without the need of Stopping Power.

 

Unlock this gun at level 4 and the fire mode is Automatic.

 

Weapon Attachments

 

Rapid Fire (Marksman I)

Akimbo (Dual-Wield) (30 kills with Rapid Fire)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon Sight (60 kills while aiming down sights with Red Dot Sight)

Silencer (Marksman III)

ACOG Scope (Marksman IV)

Thermal Scope (20 kills while looking down ACOG Scope)

FMJ (Full Metal Jacket) (Marksman V)

Extended Mags (40 kills with bullet penetration, while using FMJ)

 

The Vector

 

vector-prev.jpg 

 

The damage of 25-20 and a clip of 30 and having very low recoil, The Vector is a good close quarters submachine gun due to its high firing rate and little recoil,but has the lowest damage of all the SMGs.However its high rate of fire and low recoil makes it easy to put multiple hits on target dealing lots of combined damage. It has a magazine of 30 rounds, and upon respawning in multiplayer, without Scavenger Pro, you have a total of 90 rounds, including those in the magazine in use. Due to the weapon's incredible rate of fire, it's easy to hose down an enemy and chew through a magazine quickly. It's recommended to use Scavenger Pro along with a handgun to quick switch to when out of ammo. The Vector is more usable at long range than most SMGs, second to the UMP when firing in bursts. The damage range is quite small, so the drop-off is not too significant, meaning only one shot extra depending on range. If used with the extended magazine, it can be one of, if not, the best weapons in the game; because it can drop a group of enemies in seconds with its high fire rate (which compensates for its slightly lower power), high accuracy, quick reload, and good magazine size.It takes 1.8 seconds to fire through one magazine.

 

Unlocked at level 12 and fire mode is Automatic

 

Weapon Attachments

 

Rapid Fire (Marksman I)

Akimbo (Dual-Wield) (30 kills with Rapid Fire)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon Sight (60 kills while aiming down sights with Red Dot Sight)

Silencer (Marksman III)

ACOG Scope (Marksman IV)

Thermal Scope (20 kills while looking down ACOG Scope)

FMJ (Full Metal Jacket) (Marksman V)

Extended Mags (40 kills with bullet penetration, while using FMJ)

 

The P90

 

p90-prev.jpg 

 

With damage of 30-20 and a clip of 50 and low recoil,With its high rate of fire and sizeable magazine capacity, it's a good gun for groundpounding and rushing, but up to a point. The P90 is a threat at close range, but ineffective at distances unless fired in short, controlled bursts. The high magazine capacity and moderate damage output at close range makes this an intermediate weapon between submachine guns and light machine guns, particularly with the Extended Magazines option attached (Extended Mags increases the magazine size from 50 rounds to 75) making this a more mobile option than hauling around an LMG for close range fire support and covering fire.

 

Unlocked at 24 and fire mode is Automatic

 

Weapon Attachments

Rapid Fire (Marksman I)

Akimbo (Dual-Wield) (30 kills with Rapid Fire)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon Sight (60 kills while aiming down sights with Red Dot Sight)

Silencer (Marksman III)

ACOG Scope (Marksman IV)

Thermal Scope (20 kills while looking down ACOG Scope)

FMJ (Full Metal Jacket) (Marksman V)

Extended Mags (40 kills with bullet penetration, while using FMJ)

 

The Mini-Uzi

 

mini-uzi-prev.jpg 

 

With damage of 30-20 and a clip of 32 and In Modern Warfare 2, the Mini-Uzi is a much better weapon than its Call Of Duty 4 counterpart since it has much more controlled recoil thanks to its extended stock.This weapon is now also a much more competitive alternative to the P90, boasting higher accuracy, and keeping its slightly higher rate of fire, but with a smaller magazine size. The iron sights on this weapon are also quite clear and open, making attachments like the Suppressor a viable option.The Mini-Uzi is not recommended with rapid fire because the ammo will drain in nearly one second. And although difficult to use, Akimbo Mini-Uzis are very powerful in hands of a player who can master them.

 

Unlocked at level 44 and fire mode is Automatic

 

Weapon Attachments

Rapid Fire (Marksman I)

Akimbo (Dual-Wield) (30 kills while Rapid Fire is attached)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon Sight (60 kills while aiming down sights with Red Dot Sight)

Silencer (Marksman III)

ACOG Scope (Marksman IV)

Thermal Scope (20 kills while looking down ACOG Scope)

FMJ (Full Metal Jacket) (Marksman V)

Extended Mags (40 kills with bullet penetration, while using FMJ)

Edited by Viper
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3,- LMG " Light Machine Gun"

 

The L86 LSW

 

l86-lsw-prev.jpg 

 

With damage of 40 and a round drum of 100 rounds and recoil being Medium-high,It kills in 2-3 shots (depending on stopping power) in standard multiplayer game types and 1 in hardcore games. It is quite accurate for a light machine gun but only if short, controlled bursts are used. It has a high range, and could even be used as an automatic Sniper Rifle, if the Bling perk is used to attach a Thermal Scope and Grip. When the ACOG Scope attachment is equipped, it takes the appearance of the British SUSAT sight.Even though it uses a drum magazine, the reload time is far quicker than that of the MG4, RPD and M240, because the L86 is not belt-fed.The L86 does the most damage per second out of all of the weapons. However, this is balanced, due to its high recoil when firing full auto at long range and difficult-to-use iron sights. Firing 2 shots quickly with stopping power at a target will almost always guarantee a kill.

 

Unlocked at level 4 and fire mode is Automatic

 

Weapon Attachments

 

Grip (Marksman I)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

 

The RPD

 

rpd-prev.jpg 

 

With damage of 40 and a round drum of 100 and recoil being Medium (without grip), Moderately low (with grip), The RPD benefits greatly from the Bling perk, which allows players some flexibility in their attachment choices due to the near-mandatory Grip. ACOG and Thermal Scope have their obvious benefits, allowing players to perform an 'Overwatch' role seen in real-life conflicts and provide longer-range fire support in most situations, and due to the incredibly clear iron sights, an interesting choice is the Heartbeat Sensor which allows the player a fairly clear view of the sensor even while aiming down the sights; an excellent addition to an already defensive-oriented weapon.The RPD has the 2nd highest damage output per second due to the high capacity magazines, but falls short to the L86 LSW due to the lower rate of fire. The RPD's one major disadvantage is its reload time - 10 seconds. This is same as with the M240, but still slightly faster than the MG4. In this time, you could fire off almost 2 magazines with the AUG HBAR.

 

Unlock at level 4 and fire mode is Automatic

 

Weapon Attachments

Grip (Marksman I)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

 

The MG4

 

mg4-prev.jpg 

 

With damage of 30 and a 100 round box and low recoil,It is one of the least used LMG's in Multiplayer due to a longer reload time than other LMG's and it's low damage. It is, however, a very effective weapon, although ammo is used quickly as the MG4 has a very high rate of fire. Scavenger or Sleight of Hand are encouraged, along with Stopping Power to offset the lower damage. However, in HC, it can kill with one direct shot in the chest area. These combined factors (most accurate LMG, low recoil, high fire rate) can also make it very effective in objective modes as a kind of cross between LMG and sniper rifle - when used with the bling perk to attach a grip and long-range scope, the MG4 can lay down highly accurate covering fire from virtually across an entire map as squadmates advance.

 

Unlocked at level 16 and fire mode is Automatic

 

Weapon Attachments

 

Grip (Marksman I)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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)

 

The AUG HBAR

 

aug-hbar-prev.jpg 

 

With damage of 40 and a clip of 42 recoil on the low side, The AUG HBAR is an LMG with high damage, a medium rate of fire, and low recoil. It uses a box magazine which limits its ammo capacity but also reduces its reload time, though thanks to its medium rate of fire, it can still be used in a similar role to an LMG, to lay down suppressing fire.The AUG is one of the more popular LMGs, as more users are accustomed to using Assault Rifles, so it provides a somewhat more comfortable feel. It is considered to be one of the easiest weapons to achieve the Dictator Title because it has the lowest magazine capacity."This weapon has a scope in Single Player but you can't get one for online."

 

Unlocked at level 32 and fire mode is automatic

 

Weapon Attachments

 

Grip (Marksman I)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

 

The M240

 

m240-prev.jpg 

 

With damage of 30 and a box mag with 100 rounds and mid recoil, The M240 has mild recoil for a medium machine gun, but enough to throw off aim at middle to long distances. Because of this, a Grip is recommended. Otherwise, the weapon is somewhat unremarkable, with a slightly obstructive yet open iron sight, decent but not obscene reload time and decent but not overpowered damage and rate of fire. The belt size is on the larger side. Scavenger is recommended as the weapon expends ammunition quickly.The M240 excels in Hardcore, where it delivers one-hit kills at a very high rate of fire with decent recoil.As with all LMGs, short bursts of two to three shots are recommended for long range, with the number of shots per burst entirely dependent on the random way in which it recoils. With precision control (through practice and training to understand the recoil), a player can keep it relatively level and provide a sweeping fire, or even a vertical sweep (although this is more difficult) using simply the recoil alone.While using the Heartbeat Sensor, the player closes the Heartbeat Sensor while reloading. This also applies to the RPD.The M240 has the same reloading action as the Russian RPD, though a bit sped up, as it reloads about 2 seconds faster than the RPD.

 

Unlocked at level 52 and fire mode of Automatic

 

Weapon Attachments

 

Grip (Marksman I)

Red Dot Sight (Marksman II)

EOTech Holographic Weapon 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 Mags (40 kills with Bullet Penetration while using FMJ)

Edited by Viper
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4,- Sniper Rifles

 

The Intervention

 

intervention-prev.jpg 

 

With damage of 70 and 50 if Silenced with a clip of 5 and recoil is high its Bolt-action,The rifle is designed to be accurate even when equipped with a suppressor being the most accurate sniper and he Intervention's (empty) reload is off by nearly half its full reloading time, making it easy to Reload Cancel. To give you a perspective, the gun is already loaded up when you throw the empty magazine out of the gun and when reloading with the Heartbeat Sensor attached the sensor is still fully visible.The Barrett's high recoil also resets slightly faster than the bolt action cycling of the Intervention, permitting a more rapid follow-on for disciplined shooters. However, many argue that the lower recoil of the Intervention allows the player to keep the sights on target after firing, and this is worth the extra fraction of a second. By the same token, this means more self-control is required with the Barrett to maintain the same level of accuracy. It's also worth noting that when an enemy is hit by an Intervention's bullet the effect is more dramatic as you can see the bullet hit them as opposed the Barrett. The Intervention also reloads much faster, offsetting the smaller magazine.

 

Unlocked at level 4 and fire mode is Bolt-action

 

Weapon Attachments

 

Sniper Scope (default attachment, does not take up an attachment slot).

Silencer (Marksman I)

Heartbeat Sensor (15 kills with the Silencer attached)

ACOG Scope (Marksman II)

Thermal Scope (20 kills while looking through the ACOG scope)

FMJ (Full Metal Jacket) (Marksman III)

Extended Mags (40 kills with bullet penetration while using FMJ)

 

The Barrett .50cal

 

barrett-50cal-prev.jpg 

 

With damage of 70 and 50 if Silenced and a magazine Size of 10 recoil is high and the penetration is very high and works great with the FMJ, the M82 also has a few downsides. One of them is that the sound made upon firing is loud and distinctive and can give away the user's position. Also, it has very high recoil, but thankfully it doesn't last too long, it always travels in the same direction, and the reticule always resets right back on target afterward. A good way to compensate for its high recoil is to treat it as a bolt-action rifle, and only fire when it has returned to its original position. Because of its very high damage, firing rapidly with this gun isn't usually necessary.In comparison to it's closest rival, the Intervention, this weapon does the exact same damage, but it is statistically better in many aspects. The rate of fire is faster, even when taking recoil into account. It also has double the magazine capacity and less sway while breathing, which makes it steady faster when the player begins to hold their breath.

 

Unlocked at level 4 and fire mode is Semi-Automatic

 

Weapon Attachments

Sniper Scope (default attachment, does not take up an attachment slot).

Silencer (Marksman I)

Heartbeat Sensor (15 kills with the Silencer attached)

ACOG Scope (Marksman II)

Thermal Scope (20 kills while looking through the ACOG scope)

FMJ (Full Metal Jacket) (Marksman III)

Extended Mags (40 kills with bullet penetration while using FMJ)

 

The WA2000

 

wa2000-prev.jpg 

 

With damage of 70 and 50 if Silenced clip of 6 and recoil is low, The WA2000 is very similar to the Dragunov in Call of Duty 4, as it does the same damage and doesn't receive any benefits from Stopping Power (if unsilenced) due to its damage multipliers. When using a silencer & Stopping Power or no silencer & no Stopping Power, the WA2000 can kill in one hit from the chest up. This, along with its lower recoil than the Barrett .50 cal and Intervention, makes it a very effective sniper rifle if using a silencer or any other Tier 2 perk, such as Hardline or Cold-Blooded.The WA2000 is a very effective rifle. It has limited sway and recoil along with rapid semi-automatic firing.

 

Unlocked at level 24 and fire mode is Semi-automatic

 

Weapon Attachments

 

Sniper Scope (default attachment, does not take up an attachment slot).

Silencer (Marksman I)

Heartbeat Sensor (15 kills with the Silencer attached)

ACOG Scope (Marksman II)

Thermal Scope (20 kills while ACOG scope is attached)

FMJ (Full Metal Jacket) (Marksman III)

Extended Mags (40 kills with bullet penetration while using FMJ)

 

The M21 EBR

 

m21-ebr-prev.jpg 

 

With damage of 70 and 50 if Silenced has a clip size of 10 and recoil is very low, The M21 has the lowest damage multipliers, but its low recoil and fast fire rate make it very easy to fire multiple rounds very quickly. This means that if the first shot is a miss, or does not kill the target, the shooter still has the opportunity to get the kill. Unfortunately, this can lead to the bad habit of trigger mashing, which can result in a lot of missed shots. It is more effective to aim and fire accurate shots individually, except for in a few situations, such as spraying through a wall or engaging a large number of targets at once. When fitted with an ACOG Scope, the M21 has almost no recoil, making it the most suitable sniper rifle for close quarters combat. Many consider the M21 to be the best sniper rifle in Hardcore modes due to its low recoil and the fact that all sniper rifles are one hit kills if a direct hit is landed.

 

Unlocked at level 56 and fire mode is Semi-automatic

 

Weapon Attachments

Sniper Scope (default attachment, does not take up an attachment slot).

Silencer (Marksman I)

Heartbeat Sensor (15 kills with the Silencer attached)

ACOG Scope (Marksman II)

Thermal Scope (20 kills while looking through the ACOG scope)

FMJ (Full Metal Jacket) (Marksman III)

Extended Mags (40 kills with bullet penetration while using FMJ)

 

sniperchart-1.jpg 

This is for Non-Hardcore and i tested these its right.

 

4B,- The Riot Shield:

 

riot-shield-1-t.jpg 

1st Person

riot-shield-3-t.jpg 

3rd Person

riot-shield-2-t.jpg 

3rd Person, Back

 

The Riot shield is a primary weapon in single player, multiplayer and Special Ops. Players using the riot shield cannot hold a weapon. The shield will deflect all enemy bullets, but the impacts will leave large cracks across the front of the shield, until the game reloads the image (It would over load the game if it did not). The riot shield can take an infinite amount of damage, and will not break. The shield is best used in conjunction with allies. The riot shield does have a number of offensive capabilities, such as a melee attack, in which the player bashes an enemy with the shield. Two melee attacks, or one melee attack in Hardcore will kill the enemy however, using this melee ability can expose the wielder. Bullets can also ricochet off the riot shield and kill enemies and so, it is advised to keep some distance against a shielded player. Deflecting enemy bullets with the shield will give a player additional bonus experience points, but the effect decreases over time to prevent abuse, The shield is generally best used in tight spaces or doorways, as the user cannot be flanked as easily, minimizing the chance of him getting hit from the sides. Riot shield users have to be careful, however, as skilled players will attempt to charge the shield and knife the user. To minimize damage from the sides, it's advised to cut down moving to the sides while under fire. Additionally, if a player is carrying the throwing knife, the optimal time to use the throwing knife with the Riot Shield is when an opposing player is seen reloading, preparing to throw a grenade, or when running directly at you. As many skilled players will attempt to counter the Riot Shield by sprinting at it to knife the player, running in a straight line towards the player with the Riot Shield will leave them wide open for a throwing knife kill, as they can not shoot while sprinting or easily get out of the way.You move the slowest with a Riot shield on.

 

SMGs and Sniper Rifles have a Speed of 100%

Assault Rifles have a Speed of 95%

Machineguns have a Speed of 87.5%

Riot Shield has a Speed of 80%

A player can pick up another weapon and keep the movement speed of the weapon he spawned with.

 

Unlocked at level 4.

Edited by Viper
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5,- Machine Pistols:

 

The PP2000

 

pp2000.png 

 

The PP2000 with a damage of 40-20 and a clip size of 20[30 with Extended Mags] with low recoil, A very good secondary weapon for all classes, especially for snipers. It should be treated just like a secondary submachine gun, but one that draws and reloads faster than true Sub-machine guns. It is accurate from both hip and iron sights with almost no recoil though very weak over any distance. The limited magazine size is the main shortcoming. Akimbo is bad with the PP2000 as the crosshairs are quite wide. The PP2000 is flexible, and varies from player to player, some people like the iron sights since they are small, but clear, while others prefer a reflex sight for more accurate long range targetting. Extended Mags are very useful for this weapon, since the player will quickly run out of ammo against groups of enemies, and having extended mags allows the player to kill even large groups of enemies.

 

Weapon Attachments

 

Red Dot Sight

Silencer

FMJ

Akimbo

Holographic Sight

Extended Mags

 

Unlocked at level 4 fire mode is Automatic

 

The Glock 18

 

g18.png 

 

Glock 18 with a damage of 30-20 and a clip of 33[49 with Extended Mags] and recoil being on the high side, it is a highly effective short-mid range weapon, but has huge upwards recoil. Its firing rate is on par with some of the LMGs, making it both powerful and uncontrollable in full auto. It can have the Red Dot Sight, Silencer, Akimbo, EOTech Holographic Weapon Sight, Full Metal Jacket, and Extended Magazines as attachments. Unlike most pistols, the G18 is held in one hand and arguably bridges the gap between the game's semiautomatic and machine pistols in terms of handling (i.e. draw and aim down sights time), which can make it a competitive option for a sidearm.

 

Weapon Attachments

 

Red Dot Sight

Silencer

FMJ

Akimbo

Holographic Sight

Extended Mags

 

Unlocked at level 22 and the fire mode is Automatic

 

The M93 Raffica

 

m93-raffica.png 

 

The M93 Raffica with a damage of 40-30 and a clip of 20 with low recoil, The M93 Raffica is classed as a machine pistol, but it is similar to a handgun in most aspects (excluding its burst fire). It is very accurate with a high fire rate and one burst without Stopping Power is enough to take down a nearby enemy; due to its low range, Stopping Power is necessary for a one-burst kill at mid-long range. As well, the M93 has a faster drawtime than any other machine pistol and is only slightly slower than the handguns. However it still makes for a suitable side arm for medium range combat, especially for players who use SMGs with Akimbo as a primary weapon due to its accuracy and power.As the M93 Raffica is available to use in Last Stand it is a favoured choice for players using the tier 3 perk and even more so because the player continues to play with any attachments they have unlocked for the weapon such as Akimbo. It is also a popular choice to have as a secondary weapon when using a sniper class. The M93 is a popular and extremely effective sidearm in Hardcore gamemodes because it is one of the only three secondary weapons which usually kills an enemy in a single bullet at any range, the other two being the .44 Magnum and Desert Eagle, both of which are semi-automatic, have much smaller magazines, and have more recoil.

 

Weapon Attachments

 

Red Dot Sight

Silencer

FMJ

Akimbo

Holographic Sight

Extended Mags

 

Unlocked at level 38 with a fire mode of 3 round burst.

 

The TMP

 

tmp.png 

 

With damage of 30-20 and a clip size of 15 [25 with extended mag] and low recoil, The TMP has a high rate of fire and very good accuracy, but short range. However its main weakness is its low magazine capacity of only 15 rounds, the smallest of all the machine pistols. The damage per bullet is also very low on this gun. This means that in a regular match with Stopping Power you may need almost a full magazine to kill a single opponent. It will go through one magazine of ammo very quickly. This gun is a poor choice with Akimbo, as even with steady aim the crosshairs are huge.

 

Weapon Attachments:

Red Dot Sight

Silencer

FMJ

Akimbo

Holographic Sight

Extended Magazines

 

Unlocked at level 58 and fire mode is Automatic.

Edited by Viper
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6,- Shotguns:

 

The SPAS-12

 

spas-12.png 

 

With a damage of 40-20 and with a 8 round clip and being pump-action, the SPAS-12 is often overlooked because it has such a low rate of fire due to it's pump action nature. The SPAS 12`s iron sights are also considered inferior because the rear sight occludes the player`s vision and the front pick is to the left of the notch in the rear sight. The SPAS-12, however, can be extremely devastating when in the right hands as its range and accuracy is only countered by the much later available Model 1887.If the player aims down the sights to pump in Modern Warfare 2, the player pumps .28 seconds faster than if you pump from the hip, so aim when can or do a quick scope like shot aiming then fire, pumping and let go.

 

Weapon Attachments

 

Red Dot Sight

Silencer

Grip

FMJ

EOTech Holographic Weapon Sight

Extended Mags

 

Unlocked at level 4 fire mode is Pump-action

 

The AA-12

 

aa-12.png 

 

With a damage of 20-15 the AA-12 has a clip of 8 so it has a fast reload using a clip other then loading the shells one at a time, balancing the weapon's power and speed, the AA-12 has only one extra magazine, so it is advised to use it sparingly, unless Scavenger is used. It has moderate recoil unless firing full-auto, and very poor range, even when compared with other shotguns. This means players using the weapon will have to get fairly close to enemies to use it effectively. However this trait makes it a highly useful weapon for clearing rooms, or areas full of enemies. Using Extended Mags will increase the capacity to 16 shells, allowing prolonged fire. Using Extended Mags combined with Scavenger (With this attachment, there will be no extra mags) can make it a highly useful weapon, and has made some players use it as a "primary" weapon. Many players avoid this weapon due to its bad range, but a recent update makes it seem to have the same range of the Armsel Striker shotgun. Using a silencer with this weapon is almost completely useless, as it shortens the range to roughly 5-10 yards, which means getting incredibly close to enemies to actually be able to hit them.

 

Weapon Attachments

 

Red Dot Sight

Silencer

Grip

FMJ

EOTech Holographic Weapon Sight

Extended Mags

 

Unlocked at level 18 with a fire mode of Automatic.

 

The Striker

 

striker.png 

 

With the damage of 25-15 the Striker with a 12 rounds in a clip, it has a higher ammo capacity than any other shotgun, holding 12 shells in its drum magazine. Like the M1014, it fires in a semi automatic fashion.The Striker is great for short range combat, if used correctly. It needs its rather large 12 shell magazine because it rarely kills with one shot at even the slightest distance. Fire two or even three shots in a rhythm timed to overcome recoil to guarantee a kill. The Grip can help to speed up this rhythm. Rather surprisingly, Stopping Power works well with the Striker, essentially giving it more "range" as the few pellets that hit at larger distances will do more damage.The main disadvantage of the Striker is the very long reload. Each shell is loaded by hand and the cylinder is wound for each shell, so the length of the reload is dependent on how empty the weapon is. Reloading all twelve shells takes an inordinately long time. Pressing fire while reloading waits for one more shell to load then cancels and does not fire until fire is pressed again so switching weapons or sprinting are quicker, more effective ways of cancelling a reload. The long reload can be mitigated somewhat by Sleight of Hand.

 

Weapon Attachments

 

Red Dot Sight

Silencer

Grip

FMJ

EOTech Holographic Weapon Sight

Extended Mags

 

Unlocked at level 34 and fire mode is Semi-automatic.

 

The Ranger

 

ranger.png 

 

With the damage of 75-25 The gun is unique in that its sights cannot be aimed down. Instead, the ADS-button fires the second barrel, which is like firing with guns with akimbo. With the Akimbo attachment, the aim down sights button fires one shotgun while the fire button fires the other. Pressing the button again fires the second barrel of the respective shotgun. Thus, at most, Ranger users can only fire two barrels at a time. Akimbo is one of the more preferable attachments as it gives you four shots without reloading, as opposed to only two without Akimbo. Thus, Akimbo can be seen more as Extended Magazines rather than Akimbo. The attachment has little cost since the player cannot use the iron sights on the Ranger even without Akimbo. Being able to fire four shots helps at medium range when the target is too far away to be killed in one or two shots. It is also fairly accurate, despite what the Create-A-Class stats and common sense would say. Akimbo Rangers are often seen in multiplayer due to their sheer power. Much of the skill using the Ranger requires knowing when to fire two barrels or only one when faced with multiple enemies and knowing when to fire two shells from one shotgun, which allows the player to reload only one shotgun with the other still available for defense. Akimbo Rangers greatly benefit from reload canceling, as the time the shells are loaded are about half the time the reload animation lasts. A good sound to remember is the first "click" when the first shell(s) are apparently loaded; this is when you should reload cancel. A single Ranger can boast a few attributes that its akimbo counterpart (or the other shotguns in the game) can't. The single Ranger has the ability of being able to kill enemies within its maximum and minimum range almost 100% of the time without the need of the perks Stopping Power or Steady Aim. This is because the game calculates the Ranger's damage formula as 25-75 (x6) (150-450) + 25-75 (x6) (150-450) = Damage per shot (if the user is within the Ranger's bullet range and if they fire both shells at once). So this makes the minimum damage 300 (at the maximum range limit if all 12 combined pellets hit) and 900 (very close and if all the combined pellets hit). Since each player has 100 health total, the Ranger's damage per shot is potentially overkill, and can instantly kill even those with Painkiller. But even if very few of the pellets hit the target, it can still kill as all a user needs is 4/12 pellets to make contact in order to get a kill (which is extremely likely of happening because of the much smaller spread of the single Ranger compared to the akimbo Rangers). But the setback of the single Ranger is the constant reloading (especially if firing two shells at once).

 

Weapon Attachments

 

Akimbo

FMJ

 

Unlocked at level 42 and fire mode is Single-shot [Double-barreled, dual triggers]

 

The M1014

 

m1014.png 

 

With the damage of 40-20, Although the M1014 is very powerful with a capped rate of fire of about 444 RPM, it holds only 4 shells and needs to be reloaded frequently, albeit with a modest reload time. This makes Extended Mags a useful attachment for it, though it only increases its ammo count by 2. Interestingly, if a playes manages to pull the trigger quickly enough, he/she can actually shoot 2 shells simultaneously, something not achievable with the Striker. When fired quickly, the weapon has decent vertical recoil and some slight, random side-to-side recoil, though this may be purely visual. The weapon resettles back to the original aim point and the grip speeds this settling. Using a silencer is not at all recommended because the range is made very short, and the rate of fire is lowered for reasons unknown. The M1014 benefits from a variety of perks: Steady Aim and Stopping Power both increase the chances of one shot kills. However, due to the ability to fire shells in quick succession despite the fire cap, two shot kills do not take much longer. However, two-shot kills require more frequent reloading, which can be offset somewhat by Sleight of Hand. Lightweight is very effective with this weapon, as it allows the player to close the distance a little bit between shots, making the second shot more deadly but this reduces the overall damage of each pellet meaning it will be more difficult to kill at longer distances. The Pro upgrade for Lightweight is also useful when combined with Marathon can let users get even closer to enemies and fire very quickly after doing so which also helps greatly.

 

Weapon Attachments

 

Red Dot Sight

Silencer

Grip

FMJ

EOTech Holographic Weapon Sight

Extended Mags

 

Unlocked at level 54 and fire mode is Semi-Automatic.

 

The Winchester Model 1887

 

model-1887.png 

 

With the damage of 35-20 the Model 1887 has 7 shells a clip and has the farthest range of any of the shotguns. With Stopping Power, Steady Aim, its range of lethality is increased even further, making it deadly at long range the same as the Spaz-12. The Model 1887 is probably the most effective shotgun in Call of Duty: Modern Warfare 2 multiplayer as it has such incredible accuracy and power at mid range. This is, however, off-set by its slow (compared to other shotguns) rate of fire and reload time. The Model 1887 is favored among high-level players, as a Akimbo wielding player can devastate groups of players on a close to mid range map.

 

Weapon Attachments

 

Akimbo

FMJ

 

Unlocked at level 67 and fire mode is Lever-Action [Pump-action in a way]

 

*To note the shotguns does not have any hit multipliers its a 1.0 where ever the buck hits this is due to balance them as they fire multiple bucks each doing the same damage and they have the lowest range of all guns next to all other guns.*

Edited by Viper
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7,- Handguns:

 

The USP .45

 

usp-45.png 

 

With the damage of 40-25 and a clip of 12 [18 with extended mag], The USP .45 largely retains its low hipfire accuracy while maintaining longer range than the M9.Its a nice weapon as it has low recoil so you can fire many accurate shots. It is especially useful with the FMJ attachment and/or Stopping Power. In the Multiplayer the USP .45 has the same damage stats as the M9. This is unrealistic because the M9 fires a 9mm round which has less stopping power compared to the .45 caliber round fired by the USP .45. Due to this, the M9 is arguably better, especially with its much larger magazine capacity.

 

Weapon Attachments:

FMJ

Silencer

Akimbo

Tactical Knife

Extended Mags

 

Unlocked at level 4 and fire mode is Semi-automatic

 

The .44 Magnum Revolver

 

44-magnum.png 

 

With damage of 50-35 and a clip of 6 the .44 magnum is a very accurate pistol, able to make very precise shots at medium range, and it takes 3 shots to down an opponent with full health without stopping power. With stopping power the .44 magnum will become a 2 shot pistol. Each shot produces a fair amount of recoil which takes some time to settle, so it is advised that the user takes deliberate shots at a distance, as they will easily be overwhelmed by rapid fire weapons, and even semi-automatic pistols at close range. The sights are relatively standard. The weapon's main drawback is the low bullet count - only 6 bullets can be held at once, effectively making it the pistol with the lowest round count in the game. Though the revolver uses speed loaders, the reload time is only average.

 

Weapon Attachments:

FMJ

Akimbo

Tactical Knife

 

Unlocked at level 26 and its fire mode is Semi-automatic

 

The M9

 

m9.png 

 

With damage of 40-25 with a clip of 15 the M9 has the highest capacity of all the pistols, and has the lowest recoil. However, it has the shortest range, which effectively makes it the weakest. Despite this, at close range, the M9 is just as powerful as the USP .45, This, coupled with its larger capacity, better hip fire accuracy while moving (compared to the USP .45), and lower recoil makes it the best pistol for point-blank encounters.This is the standard pistol players will use when they go into Last Stand. This means if the player does not have a different pistol in reserve, they will go down with an M9 with full ammo.

 

Weapon Attachments:

FMJ

Silencer

Akimbo

Tactical Knife

Extended Mags

 

Unlocked at level 46 and fire mode is Semi-automatic

 

The Desert Eagle

 

desert-eagle.png 

 

With damage of 50-30 and a clip of 7, the Desert Eagle is mostly the same as in Call of Duty 4: Modern Warfare. However, the recoil is significantly higher, making it harder to manage when aiming, more so when using Akimbo. In addition, the ironsights are slightly off-center. The gun now sports a two tone color scheme, as opposed to the all-chrome finish it had previously in the last game.

 

Weapon Attachments:

FMJ

Akimbo

Tactical Knife

 

Unlocked at level 62 and fire mode is Semi-Automatic

 

7B, Tactical Knife

 

120px-USP_.45_tactical_knife_6.jpg 

 

The Tactical Knife is a weapon attachment in Call of Duty: Modern Warfare 2 for handguns. It allows the character to hold both a pistol and a knife at the same time, letting the player stab about twice as fast. The Tactical Knife can be used with all handguns, although in the single player campaign it is only used with the USP .45. The ability to knife faster and more frequently is advantageous in close quarters combat. Players will often combine the Tactical Knife with Marathon, Lightweight and either Commando or Ninja perks to create a fast, specialised melee class. The usual tactic for this type of class is "Hit-and-Run", using their quick speed the player would flank enemies and kill them with a fast stab from their knife,Though many believe it to be an instant death upon contact it may be possible to survive a stab from the tactical knife, from the stabbing player's perspective they must stab the enemy and then remove the knife to kill them, if the attacking person takes enough damage to kill them while they are going through the stabbing motion, even if they have already stabbed the enemy and are about to remove the knife to complete the action they will die and the defending person will take no damage.

Edited by Viper
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8, - Launchers:

 

The AT4

 

at4-hs.png 

 

The AT4-HS (Heat-Seeking) as it is capable of locking on to aircraft. To lock-on, the weapon must be ADS aimed at the aircraft until a clear, loud tone is heard then fired. Even when locked on, the AT4 occasionally misses. These misses may be caused by the user firing before the tone is perfectly clear and loud.In-game it can also be dumb-fired without locking on, operating like a more accurate RPG-7. This makes it somewhat effective against infantry and ground equipment. However, only a single rocket is available, (you can re-load the AT-4 if you are using the Scavenger perk) so once used it is highly recommended to replace it with another backup weapon. Players using the Scavenger perk can pick up extra rockets from recently killed players from both teams, the transitioning between swapping out the launcher is slow but ensures that the AT4 has a second rocket available during the match. Like the Javelin the AT4 has slightly unusual loading behavior when used with Scavenger. An AT4 user may carry two missiles, one in reserve and one in the launcher itself. However, additional missiles can only be picked up if the launcher is actively equipped and the reserve slot is open.The AT4 is weaker than the Stinger or Javelin for taking out aircraft and inferior to the Thumper for clearing out buildings, although it does have a larger radius and more damage than the Thumper. However, it can fill either role since it doesn't require a lock-on but there is one available. This inferiority is further mitigated by the fact that the weapon is available in the earliest stages of the game and that, unlike the Thumper, the AT4 has no arc to worry about. Despite being weaker than other launchers it is able to destroy a Sentry Gun with 1 shot making it useful in various situations. Finally, it can be dumb fired against aircraft, exposing the user for a shorter period of time than waiting for lock and avoiding the aircraft's flares. This is only recommended against slow moving aircraft. Even when dumb fired against Pave Low's or Chopper Gunners, the missile is still occasionally thrown off course by flares.Like the RPG the AT4 must be fired from iron sights. Pressing the fire button from the hip will raise the iron sights first before firing. The AT4 sights are extremely obtrusive with a very large frame blocking the area surrounding the target. When fired, the AT4 has a slight delay before the rocket exits the tube. The firing sound will play and the back blast will render but if the user is killed before the rocket fully leaves the tube the shot will not fire.One major advantage the AT4 has over the RPG is that the AT4's missile flight is almost perfectly straight, while the RPG can go wildly off course. However, at extreme ranges the missile rises slightly.

 

Unlocked at level 4 fire mode Single-shot rocket.

 

The Thumper

 

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The Thumper is a decent alternative to the M203 launcher for players who do not wish to take up their gun's attachment slot with the M203. When hip firing, the iron sights are brought up for the shot, much like the RPG-7 in Call of Duty 4. Even while aiming down the sights, there is a noticeable delay between pressing the fire button and when the shell is actually launched. This delay makes firing accurately on the move nearly impossible. Unlike the M203, this weapon is supplied with its own iron sights which can help accuracy at longer ranges, but obstruct view in medium range shots. Like usual, grenades that impact a solid object before they reach a certain distance from the user will not explode, however they will still inflict blunt force trauma, able to kill an enemy in one shot, even at full health.

 

Few players use the Thumper until they get an under-barrel grenade launcher for an assault rifle. Scavenger and Danger Close are both very effective on the Thumper.

Unlocked at level 14 fire mode is Single-shot 40mm Grenade.

 

The FIM-92 Stinger

 

stinger.png 

 

It can lock onto killstreak vehicles and comes with 2 rockets. The drawback is that it cannot be fired without a lock-on and thus can not be fired at infantry enemy player, and since it is electronically guided, it can't fire when an enemy EMP is active.It is better than the AT4 in taking down killstreak aircraft due to a better tracking system, a faster missile speed, and higher damage. It takes one missile to bring down UAVs, Attack Helicopters, and Harriers. Pave Lows and Chopper Gunners are a little trickier to dispatch, as they release flares which often re-direct the missile entirely so 2 missiles will generally be necessary. AC-130s take 3 missiles to kill, having two flare defenses. This means that you must get help from a teammate or use the Scavenger perk to find another missile. Another Option for taking out Pave Lows is to position yourself directly under the Pave Low and fire. The missile won't have time to veer off course toward the flares and will strike the Chopper destroying it.As it is quite large and stored on the player's back, it can make the player more visible when partially behind cover.Consider using Cold-Blooded with this weapon so air vehicles will not target you as you attempt to shoot them down. This also helps with acquiring the Pro version of said perk, which prevents the red name and crosshairs from appearing on an enemy's screen when they are looking at the user.

 

Unlocked at level 30 and fire mode is Single-shot rocket.

 

The FGM-148 Javelin

 

javelin.png 

 

The Javelin is the penultimate launcher to be unlocked, being unlocked at level 50. It functions similarly to the Stinger, but has a more sophisticated targeting system: vehicles can be targeted behind cover with arrows pointing to their location. A short beeping noise will confirm when the player has a solid lock on the vehicle. This effectively allows the player to fire in cover, providing there is enough room to fire the rocket. It can shoot down most attack helicopters and UAVs in a single hit and the Pave Low in two, or sometimes even in only 1 if it tricks the Pave Low or if it has already deployed its flares. The Javelin can destroy enemy Harriers, although due to the size of the Harriers fuselage, the Javelin missile may miss and then turn and try to destroy the harrier in mid-air.However, it has a second function which the Stinger does not have: the Javelin is able to lock onto areas on the ground, effectively making it a sophisticated, shoulder-mounted mortar. Once fired, the missile will fly upwards and hit the target area several seconds afterwards, unleashing a fairly large and lethal explosion, similar to, yet smaller than that of the Predator Missile killstreak. When used properly and tactically, a Javelin-user can fire at a safe range and hammer down on a group of enemies. Because of the nature of the weapon, it will always hit the target from above, so make sure your target has line of sight to the sky (in fact, this can even allow you to hit locations that would normally be sheltered against launchers, such as walled-in rooftops, buildings with derelict roofs, or even skylights on Terminal). However, using Danger Close can increase the radius and lethality of the explosion. It is worth noting that the delay between firing and impact is considerable, even a hindrance to reliably getting kills, so it is recommended to use it more as an anti-camp solution or against high traffic objectives like bomb sites or domination nodes.

 

As of the latest patch on the PS3 and Xbox 360, the Javelin now starts the game loaded with one rocket, with no rockets in reserve, and contrary to popular belief, the Scavenger perk does in fact give Javelin ammo, even if it is not the primary weapon.

 

Unlocked at level 50 and the fire mode is Single-shot rocket

 

The RPG-7

 

rpg-7.png 

 

The RPG-7 it is the last launcher unlocked and is one of the three that come with two shots. It is unlocked at Level 65. The RPG-7 remains extremely inaccurate at long ranges, where it tends to curve off course, usually upwards, though it is still far more accurate than it used to be in Call of Duty 4. One way to compensate for the inaccuracy of the weapon is to simply crouch. A major advantage with the RPG-7 in Multiplayer is, since it's an unguided rocket, flares from killstreak aircraft will not affect the projectile. On the downside, the RPG-7, like the AT4, does not inflict as much damage to aircraft as compared to the other launchers, with many aircraft able to survive a direct hit from one.The RPG-7 can only be fired via its rather bulky iron sights and cannot be fired from the hip, unless playing the Museum bonus level. It appears to have a very slight delay between pushing the fire button and the rocket actually firing. Because it travels generally in a straight line, the RPG-7 handles quite differently from the Thumper or the under-barrel launchers, which fire grenades in a ballistic trajectory. Instead of aiming directly at an enemy soldier, it is most effectively fired at a wall, the ground, or a ceiling near the enemy allowing the splash damage to kill the target.While the RPG-7 can strike helicopters, harriers and other airborne targets and the unguided projectile obviously won't track countermeasures, it lacks the power to bring down some targets in a single shot. The only air vehicles that the RPG-7 can take down in one shot is the UAV, Little Bird and Counter UAV, all of which fly very high and are very small or fast, making them nearly impossible to hit. Players looking for an anti-aircraft weapon would do better with the Stinger.

 

Unlocked at level 65 fire mode is Single-shot.

Edited by Viper
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9,- Equipment:

 

M2 Fragmentation grenade

 

frag.png 

 

The the M67 grenade returns as the only fragmentation grenade, but this time it is in the Equipment category, which means the player can replace it with another weapon that is in the Equipment category. Players are now limited to a single frag grenade per life in multiplayer, But can pick up more with the Scavenger perk. Frags now roll if on hills so beware.

 

Unlocked level 4

 

Semtex

 

semtex.png 

 

Semtex takes up the equipment slot. It is obviously comparable to the standard grenade, but with some differences. It cannot be cooked, which limits its direct killing power as the delay gives the opponent time to escape. Additionally, it has a big blinking red light and beeps softly, making it easier to spot and avoid. However, despite its inability to kill directly, it is often more useful than a grenade at flushing an enemy out of a hiding spot, making it possible to kill them with guns. Because the grenade sticks to the first surface it touches (except glass, which it shatters while having its trajectory remain unaffected), it will not bounce and roll past the desired target. This is very useful for sticking the grenade to the Headquarters. Additionally, it can be stuck to the window sill in front of an enemy rather than actually requiring the grenade go through the window, additionally Semtex grenades cannot be thrown back at the original sender.

 

Unlocked level 4

 

The Throwing Knife

 

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The Throwing Knife is an available Equipment choice in Call of Duty: Modern Warfare 2. When selecting the Throwing Knife in the equipment screen, players get only one knife. However, the knife can be retrieved after hitting whatever it is thrown at, including enemies and walls. The Throwing Knife is a one-hit kill weapon regardless of where it hits or how far the target is. (or the player having the death streak, Painkiller, enabled)When the player throws and misses their target, the throwing knife will most likely hit the ground or a wall; if it hits the ground, most of the time, it will slide across it several feet. The player will have to find and pick it up to use it again. If it hits the wall, the player can simply go up to it and pick it up. However, if a knife ricochets off a wall or the ground, it is still deadly and can kill[1]. Players are also able to pick up knives that have been thrown by someone else.The throwing knife is popular with stealth classes as it is silent, has no warning like grenades, and even if the player misses, there is a good chance the target doesn't notice.

 

Unlocked at level 7.

 

Tactical Insertion

 

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Tactical Insertion is an equipment choice in Modern Warfare 2. It is a signal flare that marks the location of the user's next respawn. The player using it drops it at their feet after taking several seconds to light it and spawns at that location when they die. This is useless in public Search and Destroy matches (or any other gametypes without respawns). The flare the player drops can be destroyed by enemy players if they find it, so placing it in a discreet location is advised. It can be destroyed by anything that does damage or an enemy can walk over it and destroy it by holding a button, similarly to picking up a weapon. It disappears upon respawn, so if a player wishes to continue spawning in the same spot, they must drop a flare each time they spawn.

 

Unlocked level 11.

 

The Blast Shield

 

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A player wearing the Blast Shield will cause significantly less damage. The mini-map is lost when donning the blast shield, and the edges of a player's screen is blacked out, though the player can take off the blast shield if needed. It is not to be confused with the Riot Shield, which goes in the Primary Weapon slot instead of the equipment slot. However, if used correctly, The Blast shield and the Riot Shield can reduce the fatality risk from semtex and other explosives. It was most likely put in the game as a replacement for the Flak Jacket Perk from CoD: World at War. This equipment piece is useful for objective game modes such as Headquarters or Domination when you are constantly being bombarded with grenades.Blast Shield equipment cuts damage down to 0.65x, ensuring high survivability, but not invincibility.

 

Unlocked at 19

 

Claymore

 

claymore.png 

 

The Claymore returns in Call of Duty: Modern Warfare 2, but this time it uses the Equipment slot instead of being given via a perk. Also, you only get one instead of two. Unfortunately, it's arming time is a bit slower, taking several seconds to activate once tripped. The actual blast radius has been increased though. A skilled enemy can hear it tripped as soon as it is first flipped and back off just before it explodes. Thus, Claymores now function more as an early warning system than anything else. Claymores are now also temporarely disabled by enemy ( and grenades thrown by the person who planted the claymore ) Stun Grenades and Flash Grenades detonating nearby. Deactivated Claymores will spark and smoke a little. Additionally, Claymores are immediately placed when the equipment button is pressed.

Claymores have:

0.75 second delay after detection. Scrambler Pro increases the delay to 3 seconds.

192 inch detection range.

70° forward field of view detection radius.

 

Unlocked at level 31.

 

C4

 

c4.png 

 

C4 returns in Call of Duty: Modern Warfare 2, this time in the equipment slot instead of via perk. Another change is characters are given only one C4, but it is arguably more powerful and has a bigger blast radius than in Call of Duty 4: Modern Warfare, but the throwing range is laughable. Also, because it is in the equipment slot, it can be placed with a single button. This is noticeably faster than Call of Duty 4's method, which required switching to C4 as a weapon via the directional pad and then throwing it. it is useful to place it on objectives (I.E. Domination flags, Sabotage targets, etc.) and use it as a mine whenever an enemy nears it. It can be used as a rudimentary grenade, but can't be thrown as far and must be detonated by the player.

 

Unlocked at level 43.

Edited by Viper
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10,- Special grenades:

 

Flashbang

 

flash-grenade.png 

 

Flashbang can be effectively used on a defended location or around a corner. If the target is close enough and looking at the detonation site, they will be temporarily blinded and deafened. The target’s reaction is still in real time so they can run or back-up to evade, however, they cannot sprint while affected. They can still easily fire, making any enemy in front of them a potential kill. Any affected target will raise their arm to cover their eyes, allowing the player to know that they are blinded.

 

Unlocked level 4

 

Stun grenade

 

stun-grenade-1.png 

 

Stun grenade can be effectively used on a defended location or around a corner. It is typically used in close quarters combat to kill dazed enemies easily. Affected targets move and turn considerably slower than normal, so if a player throws a grenade immediately afterwards it is almost impossible to escape. There is an initial flash but vision is quickly returned. This grenade will effect the player throwing it, but not his teammates (unless friendly fire is turned on). The effect radius is smaller than the Flash grenade but makes all targets in the radius extremely vulnerable.

 

Unlocked level 4

 

Smoke grenade

 

smoke-grenade-1.png 

 

Smoke grenades behave much the same as they do in Modern Warfare. However, with the introduction of the Thermal Scope which can essentially see through smoke, the nature of smoke grenades changes somewhat. As a defensive tool, smoke grenades lose their effectiveness somewhat as more and more opponents complete challenges and acquire and use thermal scopes. Conversely, if the player has a thermal scope equipped, smoke can be used as an offensive tool effectively one-way blinding the enemy. This of course assumes the opponent doesn't have thermal scopes as well. To counter enemy Thermal Scopes consider using Cold-Blooded with smoke grenades.

 

Unlocked at level 4

Edited by Viper
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11,- Perks:

 

Marathon

 

65px-Marathon.png 

 

65px-MarathonPro.png 

The pro version

 

Marathon is a new perk in Call of Duty: Modern Warfare 2 that gives the user an infinite sprint duration, replacing the Extreme Conditioning perk. The Pro version of this perk is unlocked after running 26 miles and allows the user to vault obstacles faster. It is one of the first perks in Create a Class.The pro version of Marathon is unlocked once a user has sprinted 26 miles across all games while it is equipped. The pro version allows you to climb ladders and vault over cover more quickly. Aside from the obvious increase of action speed, your sprinting isn't affected by the perk.

 

Unlocked at level 4

 

Sleight of Hand

 

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65px-ReloadPro.png 

The pro version

 

Sleight of Hand is no longer a Tier Two Perk. It is now a Tier One Perk. As with World At War and Modern Warfare 1, Sleight of Hand drastically reduces the time spent reloading. Once again, it is best used with LMGs such as the RPD, as they have a huge reload time.The Sleight of Hand Pro Version lowers the time needed to aim down the sights, and is unlocked by getting 120 kills using a class with Sleight of Hand on. This is ideal for quick-scoping with sniper rifles, as the time spent to bring up the rifle is drastically reduced.

 

Unlocked at level 4

 

Scavenger

 

65px-Scavenge.png 

 

65px-ScavengePro.png 

The pro version

 

Scavenger is a Tier 1 perk appearing in Call of Duty: Modern Warfare 2 that partially restocks a player if they walk over blue bags dropped by enemy corpses, regardless of any loadout differences between the player and the dead player. The pro version allows the player to spawn with extra ammo, replacing the Bandolier perk from previous games. This perk also acts as a replacement for the X3 or X2 perks from the original game (such as Frag X3), since it allows the player to restock on equipment (hand grenades, tactical insertions, etc.), special grenades, M203 grenades, and secondary weapon rockets and grenades, as well as regular ammunition.

 

Unlocked at level 13

 

Bling

 

65px-Bling.png 

 

65px-BlingPro.png 

The pro version

 

Bling is a Tier 1 perk that appears in Call of Duty: Modern Warfare 2 and it will allow players to put two attachments onto their primary weapon. The pro version of the perk also allows the player to put 2 attachments on their secondary weapon. The Bling perk icon is denoted with a shiny dollar sign. There are some limitations as to which attachments can go together. You cannot combine the grenade launcher and shotgun attachments. You may only have one set of optics on the gun (Red Dot Sight, Holographic Sight, Thermal Scope, ACOG Scope, Sniper Scope, etc). The Suppressor attachment, Extended Magazines, and FMJ rounds can be used with any other attachment. If one has a Heartbeat Sensor equipped with a certain scope, the Heartbeat Sensor will be partially cut off from the screen. It is also advised not use this perk with newly acquired weapons, as they have no attachments unlocked. Scopes on akimbo weapons are useless because you cannot aim down the sight.

 

unlocked at level 21

 

One Man Army

 

65px-Army.png 

 

65px-ArmyPro.png 

The pro version

 

One Man Army is a Tier 1 perk in Call of Duty: Modern Warfare 2 which allows the player to switch classes without needing to respawn (there is a five second waiting period when you switch). Even though One Man Army is a Tier 1 perk, it also replaces the player's secondary weapon with a backpack (its still in the secondary weapon slot). When the player switches from their primary weapon to the backpack, it brings up the class menu. From there they can pick the class that they want to switch to. The Pro version requires 120 kills while using the perk and it reduces the time needed to wait.One Man Army allows the player to change classes on the fly in 6 seconds.One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon.

 

Unlocked at level 45

 

*Updated*

 

With the Patch for the new DLC added they changed the perk to do the as fallowed.

 

"Changing classes with One Man Army now adds 1 additional second of change time for each consecutive use, up to 6 uses. Therefore, in theory, One Man Army Pro becomes standard One Man Army after 3 uses. This is clearly to discourage the use of Grenade Launchers with OMA, while still being functional enough to not affect more legitimate uses of the perk."

Edited by Viper
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Stopping Power

 

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65px-PowerPro.png 

The Pro version

 

It is also the most commonly used perk in the game. However, it is not advisable for use with shotguns, as they are already very powerful without it. Stopping Power is also more ammunition-efficient, as it decreases the number of shots required to kill a target, The Pro version is unlocked after you have got 250 kills with a class using Stopping Power. The Pro version allows the user to have increased damage against enemy vehicles such as Harriers and Pave Lows.

 

Unlocked at level 4

 

Lightweight

 

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65px-LightPro.png 

The Pro version

 

Lightweight is a Tier 2 perk appearing on Call of Duty: Modern Warfare 2 that allows players to move faster. The Pro version allows players to aim more quickly after sprinting (since there's a delay after sprinting before a player is allowed to take aim),It is easier to complete this perk's challenges with Marathon as both require sprinting for a certain distance.Lightweight will multiply the player's movement speed by 1.1x ( 8% to 10% increase depending on the weapon).Lightweight Pro will cut the delay between sprinting and being able to fire in half.

 

Unlocked at level 4

 

Hardline

 

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The Pro version

 

It is a Tier Two Perk which allows the player to gain their killstreaks with one less kill. For instance, if you had UAV Recon, Care Package and Sentry Gun as your killstreaks, rather than needing 3, 4 and 5 kills respectivley, you would only need 2, 3 and 4 kills. It is useful with all classes, although especially useful with classes with guns which carry little ammo, or ammo which is used up quickly, such as the Vector, because it means you need fewer bullets to get the killstreak, The Pro Version is unlocked after the player gets 40 killstreaks using a class with Hardline on. Unlocking the Pro Version means the player requires one less death for a death streak, so for instance the Painkiller death streak only requires 2 deaths, rather than 3. Killstreak reward selections do not matter as the Hardline perk considers 2 or more kills a killstreak. This is important for unlocking Hardline Pro.

 

Unlocked at level 9

 

Cold-Blooded

 

65px-Cold.png 

 

65px-ColdPro.png 

The Pro version

 

Cold-Blooded is a Tier 2 perk appearing on Call of Duty: Modern Warfare 2 that makes players undetectable to all killstreak rewards and thermal imaging. Players using Cold-Blooded will be invisible to the UAVs, Sentry Guns, Harriers and computer controlled Helicopters and simply will not be targeted. With Predator Missile Strikes, AC-130 and Chopper Gunners, players using this perk will still appear on the screen but they will not be highlighted by a red square. Thus, the best strategy during one of these kill streak attacks is to simply stop moving as the black and white resolution for such attacks is poor and moving objects are much easier to see. Viewed through thermal scopes instead of appearing bright white, Cold-Blooded players will appear as shades of gray similar to the environment, However this may cause the player a disadvantage on snow maps, as the gray has more contrast with the environment, whereas the white-hot non-cold blooded players are much harder to spot against the white snow. As they are not truly invisible, moving Cold-Blooded players are much easier to spot through thermal scopes than stationary ones, The Pro version prevents the red name and crosshairs from appearing on an enemy's screen when they are looking at the user. It is unlocked by destroying forty enemy killstreak rewards (of any kind, even UAVs).

 

unlocked at level 25

 

Danger Close

 

65px-Danger.png 

 

65px-DangerPro.png 

The Pro version

 

Danger Close is a tier two perk in Call of Duty: Modern Warfare 2 that increases explosive damage. The pro version of this increases explosive damage from killstreaks like airstrikes and AC-130 and is unlocked by getting 100 kills with explosives (Claymores, Semtex, etc) while using this perk. It replaces Sonic Boom from Call of Duty 4: Modern Warfare and Fireworks from Call of Duty: World at War.Danger Close is a bit stronger than it's predecessor, 1.4x increase in explosive damage.Danger Close Pro is the multiplier applied to all killstreak damage, from AC-130s to Sentry Guns and Blast Shield and Danger Close will cancel each other out.

 

Unlocked at level 33

Edited by Viper
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Commando

 

65px-Commando_II.png 

 

65px-CommandoPro.png 

The Pro version

 

Commando is a Tier 3 perk appearing in Call of Duty: Modern Warfare 2 that increases the player's melee distance. It is possible to earn experience for the pro challenges by using the Riot Shield's melee attack as well as the regular melee knife. The Pro version completely protects the player from fall damage which can be very helpful on maps with long falls such as Quarry, Favela, Skidrow, and Underpass. Commando, when paired with Lightweight, Marathon, and a pistol with a tactical knife, you can jump and lunge at people, killing them quickly and quietly.

 

Unlocked at level 4

 

Steady Aim

 

65px-Steady.png 

 

65px-SteadyPro.png 

The Pro version

 

Steady Aim is mostly unchanged from the other games. The Pro version allows the player to hold his breath longer while using a Sniper Scope or Thermal Scope, replacing Iron Lungs. Steady Aim is recommended for Snipers and those using Akimbo, which prevents aiming down the sight, making it both useful and easier to get the Pro version.Steady Aim Pro adds five extra seconds to the 4.5 second breath hold time.

 

Unlocked at level 4

 

Scrambler

 

65px-Scramble.png 

 

65px-ScramblePro.png 

The Pro version

 

Scrambler is a Tier 3 perk appearing in Call of Duty: Modern Warfare 2 that scrambles the radar of nearby enemies, leaving only white noise. Enemies that are close to, but not entirely within, the scrambling radius will have their radar appear slightly fuzzy and faded.The Pro version of this perk protects players from enemy Claymores by increasing the time between detection and detonation, Using Scrambler may give away your position, however; a player would notice his UAV fading, letting him know that another player is nearby. It is definitely not recommended for the Search and Destroy and Cage Match game modes. The main way to tell the difference between a Counter-UAV and scrambler (Other than hearing your commander yelling "They're jamming our radar!") is that your UAV will fade slowly the closer you get to an enemy, as opposed to counter UAV which simply cuts out the mini-map.Scrambler will begin to take effect at 800 inches from an enemy. Their radar will be completely snowed at 300 inches.Scrambler Pro will delay claymore detonation for 3 seconds.

 

Unlocked at level 17

 

Ninja

 

65px-Ninja2.png 

 

65px-NinjaPro.png 

The Pro version

 

Ninja is a Tier 3 perk appearing in Call of Duty: Modern Warfare 2 that makes the player invisible to the Heartbeat Sensor attachment. The Pro version of this perk makes the player's footsteps significantly quieter, taking the place of Dead Silence. The Pro version is unlocked by getting 50 close-quarters kills while using this perk.The perk is more useful in games such as Sabotage and Search and Destroy as players with Heartbeat Sensors often wait by the objectives, though Ninja is still rather useful due to the widespread use of Heartbeat Sensors and the lack of many other Tier 3 perks rivaling the practicality of it.Ninja Pro will multiply the user's footstep sound by an amount less than 0.25x.SitRep Pro and Ninja Pro do work against each other, but Ninja has the advantage.

 

Unlocked at level 29

 

SitRep

 

65px-SitRep.png 

 

65px-SitRepPro.png 

The Pro version

 

SitRep is a Tier 3 perk appearing in Call of Duty: Modern Warfare 2. It replaces Bomb Squad and allows players to see enemy explosives and Tactical Insertions. The Pro version increases the volume of enemy footsteps Multiplies the volume of enemy footsteps by 4x.Multiplies the volume of the player and his allies' footsteps by 0.25x.This allows the one with SitRep Pro to more clearly make out the enemy footsteps.SitRep Pro does not make the player's footsteps quieter to the enemy, only to himself. and is unlocked after destroying 120 detected explosives or Tactical Insertion flares, All enemy equipment will appear filled with a solid red color and render through walls and solid objects.

 

Unlocked at level 37

 

Last Stand

 

65px-Lastand.png 

 

65px-LastandPro.png 

The Pro version

 

Last Stand is mostly the same as in the Call of Duty 4, but you can crawl slowly now. 20 kills in Last Stand are required to upgrade to the pro version of the perk which allows you to use equipment whilst in Last Stand, such as prime a grenade.Last Stand will leave the player at one point of health for ten seconds after taking lethal damage.

 

Unlock at level 41

Edited by Viper
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12,- Death steaks:

 

Copycat

 

Copycat.png 

 

Copycat is a death streak perk in Call of Duty: Modern Warfare 2 that enables a player to copy the class of the last person to kill them after dying four times in a row without getting a kill. To activate Copycat, press the weapon switch key when you are either seeing your character die or during the KillCam. The other player is notified that you copied their class.

 

Unlocked at level 4

 

Painkiller

 

Painkiller.png 

 

Painkiller is a deathstreak in Call of Duty: Modern Warfare 2. It gives the user double the normal health when they spawn for the third time without getting a kill. It only lasts for ten seconds before the player's maximum health returns to normal. While Painkiller is in effect, the player's screen is tinged red with a pill showing how many seconds are left in the deathstreak reward. When shooting a player with deathstreak, a small pill will appear below the crosshairs. This deathstreak replaces Juggernaut, but is a little less effective since it's temporary. In most game modes, the player will respawn away from the action, making this deathstreak useless though this perk can be useful if an enemy kill streak is in use such as a helicopter or AC-130, giving the user enough time to react and find cover. It is more helpful in crowded games like Free-for-All where players often spawn close to each other.

 

Unlocked at level 6

 

Martyrdom

 

Martyrdom.png 

 

Martyrdom is a Deathstreak in Call of Duty: Modern Warfare 2. It requires four consecutive deaths before it can be used,The Deathstreak is very useful in close quarters levels, as well as small rooms where it is difficult for the enemy to exit in time to escape the blast.

 

Unlocked at level 27

 

Final Stand

 

FinalStand.png 

 

Final Stand is the last death streak perk unlocked in Call of Duty: Modern Warfare 2. It allows the player to crawl around with their primary weapon (as opposed to their pistol when in Last Stand) when they are downed. If the player can survive long enough, they will make a full recovery and go to the prone or crouching position, where they can then stand up and move around normally again. The player must have a death streak of four (dying four times in a row without getting a kill), or a death streak of three with the Hardline Pro perk enabled, to activate the perk.

 

Unlocked at level 39

 

13,- Online maps:

 

Afghan

 

180px-Afghan.png 

Teams

Task Force 141 vs. OpFor

 

Derail

 

180px-Derail.png 

Teams

Task Force 141 vs. Spetsnaz

 

Estate

 

180px-Estate.png 

Teams

Task Force 141 vs. Spetsnaz

 

Favela

 

180px-Favela.png 

Teams

Task Force 141 vs. Brazilian Militia

 

Highrise

 

180px-Highrise.png 

Teams

US Army Rangers vs. Spetnaz

 

Invasion

 

180px-Invasion.png 

Teams

US Army Rangers vs. OpFor

 

Karachi

 

180px-Karachi.png 

Teams

Navy SEALs vs. OpFor

 

Quarry

 

180px-Quarry.png 

Teams

Task Force 141 vs. Brazilian Militia

 

Rundown

 

180px-Rundown.png 

Teams

Task Force 141 vs. Brazilian Militia

 

Rust

 

180px-Rust.png 

Teams

Task Force 141 vs. OpFor

 

Scrapyard

 

180px-Boneyard.png 

Teams

Task Force 141 vs. OpFor

 

Skidrow

 

180px-Skidrow.png 

Teams

US Army Rangers vs. Spetsnaz

 

Sub Base

 

180px-SubBase.png 

Teams

Navy SEALs vs. Spetsnaz

 

Terminal

 

180px-Terminal.png 

Teams

US Army Rangers vs. Spetsnaz

 

Underpass

 

180px-Underpass.png 

Teams

Task Force 141 vs. Brazilian Militia

 

Wasteland

 

180px-Wasteland.png 

Teams

Task Force 141 vs. Spetsnaz

 

14,- Online Playlists:

 

Team Deathmatch

Mercenary Team Deathmatch

Free-For-All

Domination

Ground War

Demolition

Sabotage

Headquarters Pro

Search and Destroy

Capture the Flag

3rd Person Team Tactical

Hardcore Ricochet: S&D

Hardcore Team Deathmatch

3rd Person Cage Match

Team Deathmatch Express

Mosh Pit

Hardcore Ricochet:HQ Pro

 

Removed Playlists:

 

3rd Person Team Deathmatch

3rd Person Hardcore Team Deathmatch

 

 

15,- Accolades: "There are 108 accolades and they can be unlocked in a Private Match."

 

Unstoppable - Longest kill streak

 

Sharpshooter - Most headshots

 

Wingman - Most assists

 

Devastation - Highest Multikill

 

Clutch Player - Match winning kill

 

The Geared - Most kills

 

MVP - Most kills/Fewest deaths

 

Overkill - Most kills/Most headshots

 

Steamroller - Most kills/Longest kill streak

 

The Show - 10 Kills/No deaths

 

Supernatural - Kill/Death ratio over 10.

 

Decimator - Killed entire enemy team without dying

 

Immortal - Highest kill/death ratio

 

Juggernaut - Fewest deaths

 

Pathfinder - Most UAVs

 

Top Gun - Most air strikes

 

Air Ops - Most helicopters

 

Flanker - Most kills from behind

 

Blind fire - Most bullet penetration kills

 

Vengeful - Most paybacks

 

Avenger - Most avenger kills

 

Upriser - Most kills of higher rank

 

Marksman - Most longshots

 

Rescuer - Most rescues

 

Revenge - Most last stand kills

 

Executioner - Most execution kills

 

Genocidal - Most multi kills

 

Statuesque - Most stationary kills

 

Lifer - Longest life

 

Rally - Most comebacks

 

Lights Out - Most tactical insertions prevented

 

Shell Shocked - Most explosions survived

 

Unbreakable - Most bullets deflected

 

Hot Potato - Most grenades thrown back

 

Stunner - Most stun grenade hits

 

Blinder - Most flash bang hits

 

None Spared - Killed entire enemy team

 

6th Sense - No deaths from behind

 

Switchblade - Most knife kills

 

Fragger - Most frag grenade kills

 

Grenadier - Most grenade kills

 

Hard Boiled - Most pistol kills

 

C4 Killer - Most C4 Kills

 

Semtex Pro - Most semtex kills

 

Ambusher - Most claymore kills

 

AR Specialist - Most assault rifle kills

 

CQB - Most SMG Kills

 

Butcher - Most Throwing knife kills

 

Explosivo - Most Rocket kills

 

Buckshot - Most shotgun kills

 

7.62mm - Most LMG kills

 

SMG Expert - Most SMG headshots

 

Smoking Gun - Most pistol headshots

 

Sniper - Most sniper kills

 

AR Expert - Most Assault rifle headshots

 

Boomstick - Most shotgun headshots

 

LMG Expert - Most LMG headshots

 

Magnifier - Most scoped kills

 

Survivalist - Most equipment kills

 

Dead Aim - Most sniper headshots

 

White Hot - Most thermal kills

 

Exterminator - Most thumper kills

 

Crowd Control - Most riot shield kills

 

Alpha Male - Most kills of lower rank

 

Sprayer - Most hip fire kills

 

Hairtrigger - Most ADS kills

 

Loaner - Most kills with enemy weapons

 

Nomad - Longest distance traveled

 

Runner - Most time spent sprinting

 

Spy Game - Most time watching kill cams

 

Grassy Knoll - Most time spent prone

 

Sneaker - Most time spent couched

 

Lock & Load - Most reloads

 

Weapon Rack - Most weapon swaps

 

Trigger Happy - Most shots fired

 

Low Profile - Lowest average altitude

 

High Command - Highest average altitude

 

Lockdown - Most time spent in one place

 

Nearsighted - Most friendlies shot

 

Grudge Match - Most kills of same player

 

Arsenal - Most weapons used

 

Starter - Most kill cams skipped

 

Evolver - Most classes changed

 

Undercover - Most time near enemies

 

Participant - No kills/At least 1 death

 

Accident Prone - Most suicides

 

Blindsided - Most deaths from behind

 

Deathrow - Longest death streak

 

Terminal - Shortest life

 

Clay Pigeon - Most deaths by shotgun

 

Hijacker - Most stolen kills

 

AFK - No kills/No deaths

 

Protester - Most deaths by riot shield

 

Defuser - Most bombs defused

 

Bomb Expert - Most bombs planted

 

Warming Up - Just getting started.

 

Destroyer - Most targets destroyed

 

Bomb Blocker - Most bomb carrier kills

 

Bomb Threat - Most kills as bomb carrier

 

Bomb Runner - Most bombs carried

 

Dominator - Most points captured

 

HQ Capturer - Most HQs Captured

 

HQ Destroyer - Most HQs destroyed

 

Flag Capturer - Most flags captured

 

Flag Returner - Most flags returned

 

Flag Runner - Most flags carried

 

Flag Blocker - Most flag carrier kills

 

Double Threat - Most kills as flag carrier

Edited by Viper
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16,- Medals/EXP Bonuses:

 

Payback! - You've taken revenge. Kill the person that killed you. Money

will fly from the enemy when killed. +50XP

 

Buzzkill! - Stopped enemy short of a kill streak. +100XP

 

Bulls-eye! - Kill an enemy with a throwing knife. No XP Awarded.

 

Stuck! - Stick Semtex on an enemy. +50XP

 

Rescuer! - Save a wounded teammate (kill the person attacking him). +50XP

 

Hijacker! - Steal enemy care package. No XP Awarded.

 

First Blood! - You got the first blood. +100XP

 

Comeback! - You've recovered from a streak of deaths. +50XP multiplied

by the numbers of deaths in your deathstreak

 

Position Secure! - You've taken an objective. +150XP (Domination)

 

Offense! - You killed a defender. +50XP

 

Defense! - Killed an enemy when defending a position. +50XP

 

Double Kill! - Kill two enemies at once. +50XP

 

Triple Kill! - Kill three enemies at once. +75XP

 

Multi Kill! - Kill multiple enemies at once. +100XP

 

Longshot! - Nice kill from a distance. +50XP

 

Share Package! - A team-mate saved your Care Package from the enemy! +250XP

 

One Shot Kill - Kill someone with one bullet of a sniper rifle +50XP

 

Headshot - Get a headshot +50XP

 

Flag Runner! - Picked up the flag in a Capture the Flag match. +50XP

 

Flag Return - You return the flag to it's "base" +50XP

 

Flag Captured - Capture an enemy flag and return it to base +250XP

 

Crowd Control - Make an excellent distraction. (use your riot shield to

get attention and have a team mate kill the person shooting you) +40XP

 

Afterlife - Kill an enemy while you are dead. +25XP

 

Assisted Suicide - Kill a downed enemy or injure an enemy before he

kills himself (usually due to fall damage). +100XP

 

Avenger - Kill an enemy that just killed your team mate. +50XP

 

Denied - Destroy an enemy tactical insertion before they spawn through

it. No XP Awarded.

 

Execution - Headshot someone who went into last/final stand. +100XP

 

Time Extension - Bomb Site Destroyed, Time Extended. No XP (Demolitions)

 

Saboteur - Plant a bomb. 100 XP

 

Hero - You Defused a bomb. 100XP.

 

17,- Kill Streaks:

Your able to choose 3 of 15 Kill Streak Rewards, each with their own set kill

streak. If you get a killstreak from a care package it will not count towards

your killstreak currently going on. If you die and call in a killstreak the

kills the killstreak gets will not count towards your current killstreak. But

if you call in a killstreak the first time you're alive and get it then the

kills it gets will count towards your killstreak.

 

3 - UAV: Call in a UAV to scan the map and reveal enemy locations. Now

able to be shot down. +50XP For shooting one down. Last thirty seconds.

 

4 - Care Package: "Air drop a random kill streak or ammo." Call it in by

throwing a red smoke grenade. A heli drops the package from the sky and can

land outside the map or on buildings you can't reach. The care package can be

picked up by anyone once it hit's the ground, including the enemy team. The

care package can also kill, if it lands on a player. You can capture it fast

if you called it in, slow if your team called it in, and very slow if it's an

enemies. You can shoot one down but get no XP. It'll most likely drop the

care package still.

 

Chance of getting-

 

14.78% - UAV

14.78% - Ammo

13.04% - Counter-UAV

10.43% - Sentry Gun

10.43% - Predator Missile

9.57% - Precision Airstrike

6.09% - Harrier Airstrike

6.09% - Attack Helicopter

4.35% - Pave Low

4.35% - Stealth Bomber

2.61% - Chopper Gunner

2.61% - AC-130

0.087% - EMP

 

There is no chance of getting a Tactical Nuke, Care Package or Emergency Airdrop in a care package.

 

4 - Counter-UAV: Blocks an enemy UAV and disables their radar for the

duration.Last thirty seconds.

 

5 - Sentry Gun: Air drop a sentry gun (just like a care package) that

fires at moving enemies in it's line of sight. The head swivels on the stand

to find enemies. The gun automatically fires at enemies in its line of sight,

but it can be destroyed by enemy fire or one melee to it. Once deployed, the

player who placed it can pick it back up and redeploy it somewhere else if it's

not destroyed. +100XP for destroying.

Explosives deliver 7x their damage against a Sentry.

A Melee attack will instantly disable the Sentry.

The Sentry has the potential to fire continuously for eight seconds.

It recovers fully in four. If it "overheats", it will take eight seconds.

After 90 seconds, the sentry will destroy itself if the enemy has not done so.

 

5 - Predator Missile: Fires a controllable missile at a designated

target area. User is vulnerable while using. You can make the missle go down

faster by pressing the fire button.

 

6 - Precision Airstrike: Initiates an airstrike on a targeted area just

like the Airstrike in Call of Duty 4. However, the user can now control the

direction the airstrike comes from. Both the Precision Airstrike and Harrier Strike deliver the same payload.Three (two for Harrier) jets fly by and drop a bomb that breaks apart and releases ten bomblets each.Each cluster bomb has an explosive radius of 512 inches, with damage of 200 at the center to 50 at the edge.

 

7 - Harrier Strike Deploys a small airstrike (two fly overs) followed by

a hovering harrier that will attack enemy players for a short time with a mini

gun. Takes one stinger to shoot down. +300XP For shooting one down.The Harrier will hover in place for 45 seconds.

 

7 - Attack Helicopter: Call in an Attack Helicopter, just like in Call

of Duty 4. Takes one stinger to shoot down. +200XP for shooting one down.

 

8 - Emergency Airdrop: Call in a Cargo plane that drops four care packages.

 

9 - Pave Low: Call in a heavily armored Pave Low (helicopter). Takes two

stingers to shoot it down. +400XP For shooting one down.Both the Pavelow and Helicopter last for 60 seconds.

 

9 - Stealth Bomber: Call in a stealth airplane invisible on radar but

you can heard it coming. It drops a large amount of bombs where you want it to.The Stealth Bomber drops a lot of bombs.Each of them have an explosive radius of 896 inches.They deliver 300 damage at the impact point and 50 at the edge.

 

11 - Chopper Gunner: Deploys a Apache attack helicopter that the player

controls. User is vulnerable while controlling it. It's hard to aim but locks

onto targets while shooting. It also deploys flares if being shot at. It takes

about two or three stingers to shoot it down. +400XP for shooting one down.The player controlled Chopper Gunner lasts for 40 seconds, not including the time it takes to travel to the map.

 

11 - AC-130: Deploys an AC-130 gunship that the player controls. User is

vulnerable while using the plane. It's really hard to shoot down since it

shoots flares but isn't in the air that long. You also have to reload after a

certain amount of shots unlike the campaign/spec ops AC-130. There are still

three types of guns. It takes three stingers to take it down. +400XP For

shooting one down.The AC-130 has two flare countermeasures and immunity to everything except lock-on Launchers.It lasts 40 seconds. All three guns are available.

They have a reload time of:

25mm = 1.5

40mm = 3.0

105mm = 5.0

 

15 - EMP: Deploys an Electromagnetic pulse that disables the enemies'

HUD, radar and any other device that uses electronics (Red Dot, Holo Sight,

Thermal Scope, Heartbeat Sensor, Claymores, C4, Killstreaks)

 

25 - Tactical Nuke: Calls in a Nuke that lands after 10 seconds killing

all players, and ends the game leaving your team the victor even if you were

losing.

 

Unlock a killstreak rewards at levels: 10, 15, 23, 35, 47, 51, 56, 59, 63, 66, 68, 69

 

18,- Ammo Per Magazine With Extended Mags:

 

Assault Rifles-

M4A1 - 45 (from 30)

FAMAS - 45 (from 30)

SCAR-H - 30 (from 20)

TAR-21 - 45 (from 30)

FAL - 30 (from 20)

M16A4 - 45 (from 30)

ACR - 45 (from 30)

F2000 - 45 (from 30)

AK-47 - 45 (from 30)

 

Sub Machine Guns-

MP5K - 45 (from 30)

UMP45 - 48 (from 32)

Vector - 45 (from 30)

P90 - 75 (from 50)

Mini-Uzi - 48 (from 32)

 

Light Machine Guns-

L86 LSW - 200 (from 100)

RPD - 200 (from 100)

MG4 - 200 (from 100)

AUG HBAR - 63 (from 42)

M240 - 200 (from 100)

 

Sniper Rifles-

Intervention - 10 (from 5)

Barrett .50cal - 15 (from 10)

WA2000 - 12 (from 6)

M21 EBR - 15 (from 10)

 

Machine Pistols-

PP2000 - 30 (from 20)

G18 - 49 (from 33)

M93 Raffica - 30 (from 20)

TMP - 25 (from 15)

 

Shotguns-

SPAS-12 - 16 (from 8)

AA-12 - 16 (from 8)

Striker - 18 (from 12)

M1014 - 6 (from 4)

 

Handguns-

USP .45 - 18 (from 12)

M9 - 25 (from 15)

 

19,- Damage multipliers

 

Assault rifles

Head- 1.4X

Chest- 1.0X "The FAL has a 1.1X"

Stomach- 1.0X

Limbs- 1.0X

 

Sub Machine Guns

Head- 1.4X

Chest- 1.0X

Stomach- 1.0X

Limbs- 1.0X

 

Light Machine Gun

Head- 1.4X

Chest- 1.0X

Stomach- 1.0X

Limbs- 1.0X

 

Sniper Rifles

-Intervention

Head- 1.5X

Neck- 1.5X

Chest- 1.5X

Stomach- 1.1X

Limbs- 1.0X

--Barrett .50cal

Head- 1.5X

Neck- 1.5X

Chest- 1.5X

Stomach- 1.1X

Limbs- 1.0X

---WA2000

Head- 1.5X

Neck- 1.5X

Chest- 1.5X

Stomach- 1.0X

Limbs- 1.0X

----M21 EBR

Head- 1.5X

Neck- 1.5X

Chest- 1.1X

Stomach- 1.0X

Limbs- 1.0X

 

Shotguns

Head- 1.0X

Neck- 1.0X

Chest- 1.0X

Stomach- 1.0X

Limbs- 1.0X

 

Machine Pistols

Head- 1.4X

Neck- 1.0X

Chest- 1.0X

Stomach- 1.0X

Limbs- 1.0X

 

Handguns

Head- 1.4X

Neck- 1.0X

Chest- 1.0X

Stomach- 1.0X

Limbs- 1.0X

Edited by Pvt Rain
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20, DLC

 

Stimulus Package

 

Stimulus Package is the first downloadable map pack released for Call of Duty: Modern Warfare 2. The downloadable content includes five maps. Two maps make a return from Call of Duty 4: Modern Warfare: Crash and Overgrown. It cost is for the Xbox 360 for 1200 Microsoft Points, or for the PS3 $14.99. There is a "Stimulus" playlist which allows you to play every game type on the new maps. There also is a "Stimulus Hardcore" playlist that allows you to play Hardcore Team Deathmatch, Hardcore Ricochet HQ Pro, and Hardcore Ricochet Search and Destroy on the new maps, and The 3rd Person Cage Match game mode has been removed with the update included with the map pack.

 

" I have no info for how long the "Stimulus playlist" will be up for before being added to all playlist like WaW's or COD4's Map packs. "

 

Maps:

-Crash

-Overgrown

-Bailout

-Salvage

-Storm

 

One Man Army has also been updated in this update for the DLC doing this...

-Changing classes with One Man Army now adds 1 additional second of change time for each consecutive use, up to 6 uses. Therefore, in theory, One Man Army Pro becomes standard One Man Army after 3 uses. This is clearly to discourage the use of Grenade Launchers with OMA, while still being functional enough to not affect more legitimate uses of the perk.

 

---------------------------------------------------------------------------------------------------

 

The guide is done and any more Info added will be added on my free time and time given it comes out on.

 

Enjoy

-Rain

Edited by Pvt Rain
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Once it's done though, it might just be sticky worthy. Good luck completing it. Looks like it'll take a while before it's completed.

*Two thumbs up* :applause:

 

Nice work Pvt.^^ There's a lot of useful information here! I'll be referring back to this regularly.

 

Thanks for taking the time to do this and keep up the good work!

 

Ya tell me i feel like pulling my hair out at times trying to make this XD its my first guide lol, and thanks alot i just here to help ^>^

 

EDIT got the AR pics up working on the others.....damn you photobucket load faster XD

Edited by Pvt Rain
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really cool guide

gonna be using it when its done

and tommorow i'll try out the ACR instead of the scar-h

this is gonna derserve a sticky and an A+ site award

 

Thanks its a great gun my fav gun and a stick would be nice for my first guide <.<

 

>,>

 

But ya i got all the pics up for now and i taking a break for a bit and i going to play online lol.

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