Call of Duty: Modern Warfare 2

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Funny we were just talking about skills.

Me & ice went on even longer run this time. We finished 3 am our time, 5 am his time. Anyway, this time, we did pretty good. Mostly made up of noobs on our team, but I think we won most of them? Again, anyway. There was this guy, maybe more than one, kept noob tubing & RPGing.

I've mentioned it here before. I always keep a Danger Close class. But only time I bring it out is when they start killing me with it. Well, they did. Every single match.

Finally, last match, Skidrow. Since it's out last one, we already know that they are going to be spamming noobtubes, and last but not least, it's one of the handful of maps that Danger Close is just awesome on, I started the game with Danger Close on. :p

I ended up getting the game winning kill. I missed the noob tube, but nailed him with my TAR. Some dude on the other team was going on about "Oh, I didn't know you guys actually knew how to shoot", this & that.

The point is, Danger Close is bad, kids. Don't do it.
 
You should buy a tube for one of your real guns. Pretty sure you can legally own them.
 
Nah, just imagine an M203 on the end of your shotgun. Totally badass.
 
Nah, just imagine an M203 on the end of your shotgun. Totally badass.
It's a pump action. :lol:

P.S. I forgot your internet was down. When were you coming back on?
 
Its been working since I posted yesterday. It was the craziest thing though that lag spike. It went on longer than normal when the host pulls the plug. Not sure what caused it. I must have some how got host though if it was just my junky router.

and put the tube on the pump action itself? Who needs a grip when you've got one of those to hang on to. Just don't forget the red dot, I know you need all the help you can get.
 
Don't worry. Even I can't spray & pray with a pump action.
 
I went through a hardcore game using the Riot Control class :lol: Eventually two more people joined my cult to protect the bomb.
 
I played a few games yesterday and a few more today. A switch to a Suppressed ACR yesterday got my aim semi-working. Apparently, the ACR re-zeroed my aim. :lol: I have been able to stay pretty well on target with most weapons.
 
I haven't yet used the ACR this prestige I think. I was trying to use the FAL again the other day.
 
Funny we were just talking about skills.

Me & ice went on even longer run this time. We finished 3 am our time, 5 am his time. Anyway, this time, we did pretty good. Mostly made up of noobs on our team, but I think we won most of them? Again, anyway. There was this guy, maybe more than one, kept noob tubing & RPGing.

I've mentioned it here before. I always keep a Danger Close class. But only time I bring it out is when they start killing me with it. Well, they did. Every single match.

Finally, last match, Skidrow. Since it's out last one, we already know that they are going to be spamming noobtubes, and last but not least, it's one of the handful of maps that Danger Close is just awesome on, I started the game with Danger Close on. :p

I ended up getting the game winning kill. I missed the noob tube, but nailed him with my TAR. Some dude on the other team was going on about "Oh, I didn't know you guys actually knew how to shoot", this & that.

The point is, Danger Close is bad, kids. Don't do it.

In all honesty, you were fully carrying me until the last few games. Thank god I at least have all the LW & Mara Pro challenges done. Running around like an "OCD speed warrior" is not my forte'.

DC sux. Agreed.
 
Sounds like you guys need me back :P
 
My favorite level has to be Skidrow. It amazes me that so many people continue to run right down that corridor that leads to the big open area/playground. Setting up shop in that farthest back building (the one with the turret) almost ensures victory (at least in TDM). For starters, there are only two ways into that building (the dark internal staircase on the left and the multi-level staircase on the right). A claymore by the internal staircase keeps the enemy from getting you from behind. That leaves the stairway to the right open. The playground area that is in front of the building you hold has 2 points of entry on the right side, a middle entry point (both ground level and one level higher), and 2 entrances on the left side (though they are both from the same laundromat). Nobody ever goes through the laundromat. Instead, they try to go up the stairs directly into the apartment building. The claymore takes care of that threat. It only takes one person to cover the open area in the middle, including the second floor. That leaves the two entrances on the right side. It only takes 1 person to hold those entrances. Most teams have four players, so the other two teammates can assist in covering these same locations from different angles. A player in the laundromat with a claymore set at the back alley entrance can take out targets on that right side without being exposed. That still leaves a 4th player to do as they wish and actively hunt. I know I'm not the only one using this tactic because I've run into players who like the same area. Hell, that 4th player could sit at the turret and obliterate everything if they wanted while they are covered by multiple teammates.
 
Two most embarrassing match winning kill cams tonight. One of them, I was actually the "kill".

1) Close match, we are gaining on them. Guy camping on the map must gone prone, because his legs are sticking out inside the attic. Our guy inside the attic proceed to shoot him right in his butt. 7500-7400. :lol:

2) I'm running around the corner, dropped by a guy I couldn't even see, game ends. Game winning cam shows this guy, camping around the corner, in prone, with heartbeat sensor, plus the thermal scope. I wasn't mad after seeing the replay. :lol:
My favorite level has to be Skidrow. It amazes me that so many people continue to run right down that corridor that leads to the big open area/playground. Setting up shop in that farthest back building (the one with the turret) almost ensures victory (at least in TDM). For starters, there are only two ways into that building (the dark internal staircase on the left and the multi-level staircase on the right). A claymore by the internal staircase keeps the enemy from getting you from behind. That leaves the stairway to the right open. The playground area that is in front of the building you hold has 2 points of entry on the right side, a middle entry point (both ground level and one level higher), and 2 entrances on the left side (though they are both from the same laundromat). Nobody ever goes through the laundromat. Instead, they try to go up the stairs directly into the apartment building. The claymore takes care of that threat. It only takes one person to cover the open area in the middle, including the second floor. That leaves the two entrances on the right side. It only takes 1 person to hold those entrances. Most teams have four players, so the other two teammates can assist in covering these same locations from different angles. A player in the laundromat with a claymore set at the back alley entrance can take out targets on that right side without being exposed. That still leaves a 4th player to do as they wish and actively hunt. I know I'm not the only one using this tactic because I've run into players who like the same area. Hell, that 4th player could sit at the turret and obliterate everything if they wanted while they are covered by multiple teammates.
Depends on the match though. You have to still have the right set of players on your team, also on the other team for that to work. That building can be more easily breached than you think.

My holy trinity of camp bunker buster:

1) RPD-FMJ
2) Danger Close RPG
3) Flashbang

There are just too many openings in that building, plus too many angles to shoot from.
 
Depends on the match though. You have to still have the right set of players on your team, also on the other team for that to work. That building can be more easily breached than you think.

My holy trinity of camp bunker buster:

1) RPD-FMJ
2) Danger Close RPG
3) Flashbang

There are just too many openings in that building, plus too many angles to shoot from.


I agree, there are definitely ways to break it up, but if a team gets a stronghold on it, forget it. Just to make sure we are on the right page, I'm not talking about the big building in the middle, but rather the smaller one at the very bottom of the map. That one only has 2 entrances, so keeping opponents at bay is very easy. The main issue for attacking a team that holds that area is that that team has their sights trained on the minimal target areas. It's very hard to launch an rpg or grenade when the crosshairs are on you almost immediately. I haven't tried it yet, but I bet a smoke grenade would really help to get in a shooting position aimed at the building.

The other side of the map works well, too. Slap 2 guys in the dual level building by the semi trailer to keep that long hallway empty and the room with the forklift. The rest of a team can control the larger area with the empty cargo boxes. I also agree that it takes the right kind of team to pull it off. If you have some Rambo players, holding an area becomes difficult.
 
People like me will wreck that style of play though. You can ask A6, I get hell bent on cleaning out campers, and I will do it between DC or the crap load of other classes I can use.

Just saying, playing in obvious spots like that is just asking to get punished, brutally. Or the team will just avoid that spot and use the rest of your team for points. Pick one.
 
Bottom line, it just wouldn't work against decent players. I don't doubt that it's worked before, as most players are garbage.

That building with the mounted gun, you can blow it up from the laundry room, from the right side stairs(facing the building), across the park(numerous spots from upstairs & downstairs). On the left side, many times I've hit it from the far left(again, facing the building) doorway, or from that corridor that leads straight from the stairway that does the "U".

The key here is that the two rooms in that building has too many openings. Windows and that huge chunk of wall missing. I prefer to, and have many times destroyed it from the left doorway. RPG with Danger Close will kill everything, at least in one of the rooms. And that's just one hit.

Edit: Anybody playing tonight?
 
People like me will wreck that style of play though. You can ask A6, I get hell bent on cleaning out campers, and I will do it between DC or the crap load of other classes I can use.

Just saying, playing in obvious spots like that is just asking to get punished, brutally. Or the team will just avoid that spot and use the rest of your team for points. Pick one.

Yeah, definitely. It is asking to get punished, but at the same time, those spots are popular for a reason.


One thing I like seeing is that people tend to use the same perks on certain maps. For instance, everybody and their mother has a silencer on derail. Many have sniper rifles. Same goes for Wasteland. On a level like Skidrow, people use FMJ a lot. I don't know how you set up your classes, but mine are all virtually the same.

All have Bling Pro. I typically use Stopping Power Pro or Cold-Blooded Pro. Then it's either Ninja Pro or Commando Pro. All of my guns are the ACR except one class (the M240). The weapon attachments are as follows:

Red Dot, FMJ... this gets cold blooded (skidrow, high rise, scrapyard, terminal, karachi, favela)
Red Dot, Silencer....stopping power (sub base)
ACOG, FMJ.....cold blooded (invasion, afghan, quarry sometimes)
ACOG, Silencer....stopping power (wasteland, underpass, rundown, estate, derail)

The M240 gets Red Dot and Grip. I like to give it Stopping Power Pro as well. This is my "I don't want to run out of ammo" class. I primarily use this on quarry.
 
Oh, to give you an idea on how I do things...

vHguI.jpg


As for my classes... Hmm, off the top of my head.

ACR + Silence, M9 + Silence, Scav Pro, Stopping Pro, Ninja Pro
SCAR + Silence, M9 + Silence, Scav Pro, Cold Pro, Ninja Pro
Vector + Silence, M9 + Silence, Scav Pro, Cold Pro, Ninja Pro
M21 + Silence, M9 + Silence, Scav Pro, Stopping Pro, Steady Aim Pro
Intervention + Thermal, Akimbo M9, Scav Pro, Stopping Pro, Steady Aim Pro
AUG + RDS, Striker + Grip, Sleight of Hand Pro, Stopping Pro, Sitrep Pro
M21 + Extended Mags, TMP + Extended Mags, Scav Pro, Stopping Pro, Last Stand
M4A1 + RDS, Desert Eagle, Scav Pro, Stopping Pro, SitRep Pro
UMP + Silence, M9 + Silence, Marathon Pro, Lightweight Pro, Ninja Pro
AK-47 + Launcher, RPG, Scav Pro, Danger Close Pro, SitRep Pro

I use a mix of the Throwing Knife, Claymores, and Semtex, along with usually Stun Grenades. And a couple of those classes are always changing around depending on my mode. Sometimes I'll go to the M16, or the FAMAS. Berrett if I feel the Intervention isn't working, or back to the USP if my M9 just doesn't feel good. FAL is a favorite as well.
 
I had one game today that started off so one sided our team already had an AC130 almost off the start. I think we were maybe 3000-0 or so. The other team started to quit out and there was only a couple players left. One guy was trying to shoot the AC with his LMG. I see this on my mini map and decide to move in with my shotgun for an easy kill. Little do I know that as soon as I'm on the other side of the fuel tank he is hiding behind he starts to shoot it. Wham we both die. Only kill the other team had before the game dropped. I bet he didn't know what the hell happened either.
 
Bottom line, it just wouldn't work against decent players. I don't doubt that it's worked before, as most players are garbage.

That building with the mounted gun, you can blow it up from the laundry room, from the right side stairs(facing the building), across the park(numerous spots from upstairs & downstairs). On the left side, many times I've hit it from the far left(again, facing the building) doorway, or from that corridor that leads straight from the stairway that does the "U".

The key here is that the two rooms in that building has too many openings. Windows and that huge chunk of wall missing. I prefer to, and have many times destroyed it from the left doorway. RPG with Danger Close will kill everything, at least in one of the rooms. And that's just one hit.

Edit: Anybody playing tonight?

I am!
 
I bought it again because my nephew didn't want Reach anymore.
I remember icelt had it on XBL, but now he's logging some time on it on PSN. :lol:
 
I haven't yet used the ACR this prestige I think. I was trying to use the FAL again the other day.

The FAL is a nice weapon, I enjoy using it in MW2 because it doesn't have a thing that prevents people with fast trigger fingers/modded controllers to fire it properly. I like using it as follows:

FAL w/ Holographic Sight
Spas-12 w/ FMJ
Scavenger Pro
Hardline Pro (If you can throw enough bullets down range with the FAL, Stopping Power shouldn't be needed)
Ninja Pro
 
Did you guys also spent a idiotic amount of time getting the sitrep challenge?

I used Marathon, lightweight and sitrep, and it took me almost 9 full days getting 750 claymores etc. destroyed!
 
Did you guys also spent a idiotic amount of time getting the sitrep challenge?

I have never taken the time to get Sit Rep Pro.

I have reached the point where I could Prestige for a fifth time. It would mean I get another custom class, but I do not know if that is beneficial enough to Prestige again at this point.
 
Same here, never got it. I like doing the challenges and unlocking titles and emblems but I always passed on the Sitrep one.

I'm at level 60 on my fifth prestige and I'm not going to prestige again. I'm just gonna chill at 70, unlock as many things as possible and do as many challenges as possible and hopefully by the time I'm bored with that MW3 will be out and will be something worth buying.

If you find that you're always changing up your classes because you don't have enough slots then an extra slot would be useful. Extra class slots are always good to have but if you find you don't need more and you don't really want to prestige then don't bother.
 
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