Clan GTP's "Noob's Guide To CoD4" - by Beerz, Magburner, GT, F1D & others

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CoD4 - Gun Strategies & Perk Notes

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

@G.T

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

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

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

First of all the LMG's:

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

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

Secondly, the SMGs:

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

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

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

Onto the Assault rifles now:

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

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

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

GUNS TO AVOID

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

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

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

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

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

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

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

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

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

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

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

And some specific custom classes recommended by Blackbird.

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

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

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

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

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

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

I call it the Ghost kit...Custom Slot 5:
M14(Silenced)
M9(Silenced)
Perk 1: C4 x2
Perk 2: UAV Jammer
Perk 3: Dead Silence
Spec. Grenade: Flash

Not a gun specialist myself and don't know if this is of any use, it's just a bunch of numbers to me :dunce:

Found this on playstation.com...

GunStats.png



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

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


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

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

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

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

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


Edit----
Corrected a minor typo in magburner's write up where he referred to the RPD as SPD.
 
Weapons Overview by Beerz

Great info on that image! 👍

_________________________________

WEAPONS OVERVIEW

(by Beerz)


ASSAULT RIFLES

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

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

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



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

SUMMARY:
Strong points:

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

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



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


SUMMARY:
Strong points:

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

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




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

SUMMARY:
Strong points:

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

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



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

SUMMARY:
Strong points:

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

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



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

SUMMARY:
Strong points:

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

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



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


SUMMARY:
Strong points:

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

Weak points:
Doesn’t allow for ANY attachment, so what you see is what you get (apart from the different camos you may unlock;
Bad recoil – being an “old” weapon, it’s understandable, but be warned not to fire more than one bullet (ok, maybe 2) on the same burst if you’re planning to hit anyone not close to you.

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

Here it is...

SMG’S (SUB MACHINE GUNS)

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

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

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



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

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

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




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

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

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




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

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

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



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

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

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




LMG’S (LIGHT MACHINE GUNS)

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

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

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



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

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

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



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

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

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




SHOTGUNS


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

Here's the rest...

INSIDE SOME PERKS:

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



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



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



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



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



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



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



MAKING YOUR WEAPON A BETTER KILLING MACHINE USING THE RIGHT PERKS

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

ADDED CONTENT: HOW TO IMPROVE YOUR WEAPON BY USING CERTAIN PERKS
The Double-Tap perk get its better use (imo, of course) on weapons that have a slow fire rate and/or a HRF (High Recoil Factor – as I like to call it to appear as someone that’s actually smart and knows what he’s talking about).
The reason I think this way is because I personally prefer the Stopping Power, as it uses fewer bullets to finish a kill, and I tend to favor weapons with less recoil as my most used. Remember, Double-Tap allows you to fire 50% more bullets than usual within the same time frame.
Now, let’s see a few practical examples of how Double-Tap may allow you to use your weapon more effectively (if you like it, of course).
AK-47 – With Double-Tap, you get less recoil, as it will concentrate the fire more, thus allowing better precision at longer ranges when shooting bursts. The barrel notoriously doesn’t travel as much as without it, giving you better control of your weapon. Plus, it increases your chances of hitting a moving target, as the AK-47 has a medium-slow fire rate.
M14 – Not really helpful on Hardcore mode, as in it you get 1 shot kills every time, even without Stopping Power. But on normal mode, it helps a lot with the brutal recoil on this thing (of course, at the expense of Stopping Power, so it will require an extra bullet or two to will someone. But you’ll have a much steadier weapon, even while multi-tapping the trigger. Much like a G3, actually.
M60 – My setup with it is usually: M60+RDS+3xFrag+Double Tap+Deep Impact/Steady Aim. This setup on Vacant is totally killer, as you get a damn lethal weapon (especially on Hardcore mode) at close range without even aiming, and it can hit anyone across a hall even without the grip (remember to shoot in bursts), while retaining great view of what’s ahead, due to the RDS. You still get all the stock power of the M60, and instead of getting the Grip (along with getting stuck with the humongous iron sight), you fit the RDS. The lack of the Grip is averagely suppressed by the use of the Double Tap, especially shooting short bursts. Bear in mind that on full auto fire, every weapon will have its muzzle travel as much as without the Double Tap, but using concentrated bursts will benefit your accuracy.
SMG’s – I’ve tried it with only two weapons; the MP5 and the AK-74u. The fire-concentrating effect is notorious (along with an amazing fire rate and sound on the MP5), and it helps visibly with shooting at medium range (up until 30 or 40 meters), but don’t expect to get decent accuracy beyond that. Nevertheless, up until that distance, it’s great and even the AK-74u is easier to tame. As before, when shooting for anything other than short range, be careful with the trigger, try to fire in bursts, it’s far more effective than full auto fire. With concentrated bursts, you can place quite a few bullets on a small area using the Double Tap perk.
 
Magburner's grenade write up followed by some of the original commentary:

There does seem to be many different ways to throw a nade. I was doing a mini-survival guide for CoD4 (aimed at new players), and I had a section devoted to nades, I may as well post it here for you to look at.

'Open, flash, and Clear'

In CQC and combat in general, it is important to have a solid flash/frag strategy. A good strategy, can save your arse, tip the balance in your favour, and it can intimidate opponents very effectively! AS RULE OF THUMB ALWAYS FLASH INTO AN UNKOWN AREA, OR AN AREA YOU SUSPECT THERE TO BE 'E'. Always flash into doorways and rooms that are near the epi-center of a gun fight, it could give you the tip if there is a camper in the room or a stalking 'E'.

Flash Defence

Flashes in COD4 are probably the most powerful 'nade in the game. Powerful for the effects they induce, and not the damage they cause, though a flash thrown near a guy who is 'red' can kill! Proximity is the key with flashes. The area effect of a flash is huge compared to other nades, and even those that thought they were out of range, can be momentarily disorientated. It is the disorientation (and presumed fear) that can be used to your advantage. When I first started playing COD4, I used to panic when I was flashed, I'd move, or shoot randomly hoping to snag the 'flasher'. More often than not though I'd be caught with my dick in my hand, and the guy who flashed me, would get an easy kill. There are a couple of strategies you can use to keep yourself in the fight, some are

If your sure of the cover around you, move towards that cover, and try if possible to keep your crosshair pointing in the direction the flash came from. If your not sure of the cover around you, hit the deck and go prone. Going prone gives you that split second longer to recover from a flash, and the sloppy shooter may miss you as he makes an initial visual sweep of the area you are in.

Flash back! this is a good strategy, but it requires you know the immediate vicinity that you are in. you always stand the risk of flashing yourself too, so this is a 'balls-of-steel' type manoeuvre.

Another way to survive a flash (even at close range) is to obscure the explosion totally, and that means the flash cloud too. I use this tactic often by going prone at a corner and throwing a flash, or by going prone behind low cover and throwing the flash the other side of the cover.

Flash Then Nade (alt nade then Flash)

I tend to utilise flashes with nades nowadays. If I know there is a room with 'E' in it, I will flash first, then nade straight afterwards. The initial disorientation will help your nade as all they will hear is the ping-ping. They may even suspect the second ping-ping to be another flash and do nothing - their mistake.

Airburst

Another feature I like about the flash grenade is its very short fuse. Its possible to throw a flash and have it explode before it hits the floor - this is how I do airburst flashes. I use airburst flashes quite often now as they can at times be more effective than ground burst flashes. Airburst flashes can disorientate, and there is little cover to be found from a flash going off over your head (or in your face). This of course makes this type of attack effective against targets behind primary cover, secondary cover, and even tertiary cover. Air burst flashes have to be thrown at acute angles for them to be effective, time and practice will nail this tactic.

Stuns

Stuns are identical to flash grenades, but instead of blinding, they slow movement considerably. Any tactic that you can use with flash grenades can be used with stuns too. The only thing that a stun cannot do is obfuscate. I don't like stuns for this reason. They can slow down 'E' to the point that any attack is negated, but stuns rely on the fact that 'E' might not be facing the same general direction as you are, and so they would have to turn to meet your attack. If they are already facing you, then your buggered basically, as running in is almost like running into a room without using any nade - suicidal!

Nades

Nades in CoD4 are awesome, they have a good area effect, and they momentarily throw up a cloud of dust and smoke that can briefly cover you assault or egress. There is not much to say about them, other than the fact that they can bounce off walls, and you can cook them.

Cooking Nades

Cooking nades is simple, pull the pin, and hold onto it until either, your bum hole puckers up, or it blows you in half. Anywhere between those two events is fine (there are challenges that require that you kill 'E' with cooked nades BTW).

Nade Bounce

CoD4 has a fantastic physic model, and that extends to the way nades bounce off objects in particular walls. I regularly throw nades 'around corners' using the bounce effect. It is possible to throw a nade around two corners if your in the right position and your aim is true! Think of how a pool ball bounces off the cushions on a pool table, that's how grenades bounce. the entry angle is equal to the exit angle, and that applies to the height at which the nades bounce off the wall too. bounce it higher up the wall, and it will travel further. Of course there is a sweet spot for this tactic, and you know what practice makes don't you? yeah, you got it!

Tweaking Nade Trajectory

Your can tweak them either before you throw them or (if your quick) as you are throwing them. Tweaking is an essential part of my nade throwing strategy, and at times it can be helpful to alter the flight of your nade as you throw it (especially if your strafing or moving at an angle to the intended target). this skill takes practice, its not impossible, but you do have to be sure of when and how to tweak.

Defensive Nading/Distraction

Grenades, flashes and stuns can be used defensively as well as offensively. This point might be lost on the beginner, but it is important to understand that you can use grenades as 'temporary walls'. Here is an analogy I like to use.

Your no doubt familiar with American Football, a superb game of skill, that requires great team work. Anyway, The running backs job is to run up the field with the ball when it is passed to him. To do that he relies on 'blockers' guys that get in the way of the opposition, and aid him in his run up field.

Well nades can be blockers too. They can block areas that you can't easily cover, and they can force enemy troops to retreat temporarily (or stop dead in their tracks) and thus aid in your egress. As well as their use as temporary walls, flashes can be used as distraction tools that can be used to fool 'E' into thinking that there is a 'blind threat' nearby. I don't mean blind threat as in flashed, but blind in respect to the fact that 'E' might not be able to see the threat because of an obstruction (usually corner or something like that).

I hope this little nade guide has been useful, the secret is to practice and experiment with nades, there is a lot more you can do than you can think!


G.T
And yeah, receiving grenade kills is very satisfying. I also tend to throw grenades then a stun grenade to make sure they don't run away in time. It usually works if I threw it accurately. In Headquaters matches you get to know where people camp themselves when they are defending an objective (or just running to gain it), so it's easy to get a kill or two with one grenade there. 👍

I prefer to use the stun first. You throw that, and if you hit someone, your aimer thing will turn to an "x", and you know that you should throw the nade in the same exact place, because they cant get away. But while you are waiting to see if it turns to an x or not, you should be cooking the nade, so if it doesnt turn to an x, just throw in a little further, and hopefully you'll hit someone.

Actually, you should throw the nade (cooked), watch for the x, then throw out the stun and flank them.

And a claymore strategy by Beerz.

Famine - I sometimes use the Claymores in a non-regular way too, not only to protect me while camping for a while.
For example, I plant 2 of them near cars that I know the opponent team will pass by (the ones on the alleys at Crash are perfect for this). I set one where they see it and one hidden, so that regardless if they see the 1st one (and shoot at it) or not, they'll generate a chain reaction with themselves and the nearby cars. It's so sweet!!!
I've once killed 3 guys at the same time with this tactic, usually Claymores get me at least 2 or 3 kills per match.
 
Map Insights "Crossfire"

crossfirenew.jpg


As promised (and sorry for the double post but I wanted to put this on it’s own post), here’s PART 2 of the MAP INSIGHTS.
Today we start off with:


CROSSFIRE:
Another one of my favourites.
Medium-small map with plenty to do, lots of places to hide, but not many where you can feel secure.
One of the maps where I find team work of the most vital importance, since going anywhere alone (unless you’re facing inexperienced players or are just extremely lucky) equals suicide after a little while.
I also find it one of the hardest maps to decide which weapon to use, since it very quickly turns from a medium/long range fight (where you need a powerful but very accurate and reliable weapon to get your kills fast before they hide again) to close-quarters fire fight, where that kind of weapon is usually less efficient due to their weight, and you’d be better off with a sub-machine gun for fast-action-kill-or-be-killed-thing-stuff.
What I do on this map is basically bit-by-bit advance. I clear a room, get in there, get aware of the enemy positions, try to take a couple from there, go to the next building, assess the situation, try to take a couple more… The problem is when your team mates don’t think like you and stick behind.
As I’m not that good, and after being surrounded be enemies with my buddies watching, I can only hope to take at least one with me (that is, of course, after I tie a red ribbon around my head, oil up my muscular body – after taking the top of my uniform off - and run up with guns blazing shouting “”ADRIAAAAAN!!!” with a crooked mouth), only to die right after.
Also, one of the maps where grenades (any kind) are of extreme importance, and where the art of throwing them well and using them wisely (check magburner’s write-up on this subject) makes a really big difference.
Another important thing is, when going from building to building, always be ready to bump into an enemy and have your knife at hand – meaning right thumb half-pressing the R3 button, this will save you many times and rack up easy kills.

Usual spots where people tend to camp:
Windows and balconies (sp?) basically all around, but mostly on both the building up on the street, from where you can see most of the map and have a clear sight of all the street and many other spots including the inside of some ground-level rooms where people usually think they’re safe (of course, all this also makes it a really hot place to be anytime, as you’ll then have a target mark all over yourself), and also the one building with no front walls on the opposite side of the main street, which might seem less safe, but has less entries (allowing you to be safer with a couple of well-placed Claymores), is more isolated (providing better aware of the surroundings at all times), and it allows you to get prone (making you a smaller target for everyone else, and sometimes really hard to spot if you’re on the correct place – almost invisible from ground level), while still enjoying the view and racking up kills.

Spots where you definitely don’t want to get caught camping:
Crossing main street is a suicide act during most of the match (not even talking about camping, which would be downright stupid);
The ‘Dead-Building’ (how I call it). It’s that ‘hidden’ building on the lowest point of the map, when you go down the main street and turn left. It’s almost useless on 90% of the matches, it doesn’t have any front walls to protect you and if you’re caught there, there’s nowhere to run or way to get out – at most, you’ll be able to keep one opponent under cover, but more than that and you’re as good as dead;
On the ‘Ruins’ – The upper part of the map, left of where you start (when you start on the top part of the map) is definitely a bad place to be almost all the time. You may shoot one, maybe two guys at most, and after that you’re dead with almost nowhere to cover;
On the lowest part of the mat, that little grassy bit near the smashed car – only stay here for short periods and still, only when you’re certain all the ‘bad-guys’ are on the upper part of the map, because in here, there’s at least 10 spots from where you can be shot – it looks a lot safer than it actually is.

_____________________

As always, suggestions welcome.
And thanks to those who liked my previous write-up, glad many of my opinions are shared by other
members on this issue.

@Beerz:
For instance, you could talk about strategic locations depending on game mode. On Crossfire, the location of B (in domination) is without a doubt the most important flag to hold onto.
 
Map Insights "Overgrown"

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As promised (and sorry for the double post but I wanted to put this on it’s own post), here’s PART 2 of the MAP INSIGHTS.
Today we start off with:

OVERGROWN:
One of those where experience counts the most, also one of my favourites.
The ‘fresh country air’ feeling is awesome on this map, makes me wish there were more maps using this kind of scenery. It’s the best map for the sniper’s ghillie suit to work properly, but also ‘compensates’ that by not having many areas with large sight lines.
For the very “noob” that isn’t perfectly familiar with the map’s layout, it’s just terrifying (at least for me it was) to be on such a large map and only feel relatively safe inside the buildings scattered throughout the map. What I found out and it’s been working for me, is something that might feel like suicide when you first play on this map: don’t stand on the same spot for more than a while, try to go from building to building, advance through the map, assessing possible threats before you move - definitely uncomfortable at first, but after that it becomes natural.
Like said above, many people get their sniper Classes on this map, but it isn’t as much of a problem as with other maps (namely countdown which has huge sight lines and grassy edges), as a decently organized team can easily counter this by having at least one member calling them out of their hiding spots while still under cover and their team mates shoot or bomb those ghillied bastards away. :D
Don’t be afraid to cross the dry river to get to the other side, a quick glance will usually tell you if there’s anyone waiting for an easy target and the sprint is short enough to keep you away from trouble.


Usual spots where people tend to camp:
Attic of the ‘main house’, either through the hole on the north wall or the lateral windows (the one with the machinegun is the most used, as you can only take him out from the inside or, if on the outside, on an almost frontal position facing the window, which, if the other guy’s holding the mounted beast and aware of any move, can be equivalent to suicide);
Ground floor of the same house facing the dry river (perfect sight of any oncoming enemy and good cover);
On any of the small bombed out rooms (of the building adjacent to the wooden bridge, facing the dry river);
Sniper sweet-spot: the southwesternmost (sp?) point of the map, the grassy area near those trees, taking cover behind those metal zinc sheets near the stone bridge.
Small house near the above referred location, but on the windows facing north – great cover with a fairly good view to the barn;
The barn – although it has it’s weak points, namely the side entrance from which you can sneak up virtually undetected. Also, Claymores will be rendered useless here, because it’s too dark and the laser beams will be easily spotted.


Spots where you definitely don’t want to get caught camping:
The small wooden house next to the hay field (you’re visible from many angles, and if feels as if it’s made out of paper when shot – even without the Bullet Penetration perk);
Anywhere on either the stone or the wooden bridge;
Anywhere on the gas station – You get pinned there really easily and escaping alive will be a very hard thing to do.

_____________________

As always, suggestions welcome.
And thanks to those who liked my previous write-up, glad many of my opinions are shared by other
members on this issue.

Separate discussion on how to get to a couple of roofs for sniping.

Oh yeah, sorry about that. I forgot to say which map it was. Overgrown.
The main white house with the attic, between the barn and the stone bridge. I saw a sniper up on that roof early on today and just loved to see the KillCam after he shot me. :)

Get on the big white tank in front of the hole in the attic (either jumping from the hole or from the wall on the right - easier), then face the house. You'll see a lower lip of the roof just right of the hole. Make a run and jump to it. You're there! 👍

I got killed by someone up ther today, I had a go at it just now and it worked, seems a little exposed, but who looks up on the farside.

go onto of the roof face the barn, there are two small dormer windows, if you ly down ther you are coverd from eitherside, you don't have to worry about people knifing you either, also grenades will just bounce off the roof, its a great tunnel of fire even if you are extremely visable.

Also if you have you back to the chimeney its easy pickings killing people exiting the house and down in the riverbed, its a little exposed off to your left mind.

The easiest way to get onto the roof is acctually to run along the wall and just simply jump up its easier than the gas tank beerz.

Also if you feeling quite the gymnast, jump down onto the fence on the otherside of the house run along and get onto the roof of a nearby building, its got a great view of the bridge,rivine, feilds, and when lying down its extermely hard to hit you. The main problem with this its quite hard to get there without being shot. Its worth it though.

There is also another great sniper roof, if you go right along the wall and ontop of the bridge with corregated iron roof, run along it take a left along a corregated iron wall once your at the end of the bridge, you will find a flat-roofed house that you can almost garrenty won't get you seen by the enemy, it provides a view of the bridgem the barn, fields across the way and with a UV jammer people won't even know your there.

I have circled it in red on the map in the picture, you it is to small to see without enlarging the picture, hard to get too, but very effective.
View attachment 64087
 
Map Insights "Pipeline"

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At the request of many hundreds members (magburner – above - is the only one that comes to mind right now :lol:) I decided to do the map write-ups, hope they’re of any use to at least one of the members here, especially the ones who just started or are about to start. They’re leaned more towards ‘Team DeathMatch’ games, but work just as fine for ‘Free-For-All’ as well.
Basically, they’re just my opinions and my experiences compiled on a small write-up, I know I definitely left some important things out and will only remember them after I post this (as usual). :rolleyes:
I’ll post these two now: Crash and Pipeline.
More tomorrow: Crossfire, Overgrown and Bloc. 👍
After that: Downpour, Countdown, Strike, District…
… and so on until I have covered them all, if there’s enough interest shown.

MAP INSIGHTS (by Beerz)

PIPELINE:
My favourite map of them all. It’s one of the biggest maps and also the one with more tricks that you’ll only learn through experience and watching more experienced players.
It’s easily one of the most complex maps (if not the most), with stuff you only find most times after playing there quite a few times. You have underground tunnels connecting some parts of the map (not often used, since you can get anywhere faster through the ground and under it your chances of finding someone to kill are pretty slim and you’ll lose valuable time walking through the tunnels).
Playing on the roof tops (without getting killed straight out) is almost an art, which I’m trying to master lately, since although you have amazing overall view of large portions of the map, you’ll appear to the enemy (if they’re experienced and also look up instead of ground level all the time) as an easy kill with virtually no cover, so you have to be really careful and always spot them and shoot first before they spot you. The most used way to go onto the roofs is the little inner division inside the big building near the train lines. In here, you’ll find a ladder (starts at your height) that you can climb to the first level, followed immediately by another smaller ladder that takes you to the top level and from there you can access all four sides at roof height. I’ve nearly stopped using this way to get up there for two reasons:
1) While you’re climbing the ladders, you’re an easy target for both ground experienced players and enemies already on the top level, and you’ve got nowhere to hide;
2) Many of the enemy players plant Claymores (trip-activated explosive mines for those less familiar with it) on top of the ladders, which kill you instantly (unless you have the Juggernaut perk :mad:), and which you only see – if well placed – a fraction of a second before you die, with no possibility of avoiding it.
So… I’ve been mainly using the other way up there, which is through the little house near the horizontal gas tank. There’s a ladder on the outer wall facing the tank, I go up that ladder, and from the small roof, I run and jump to the lowest roof of the big building. And you’re there. It’s been working great for me, since most of the times, the enemy players think they’re alone on the roofs because the Claymores haven’t ‘popped’ yet, so you can take out a few in a relatively easy way.
Another thing with this map is that, inside the big buildings, at ground level, if you’re near the darkest walls and still, you’ll become almost invisible (especially if you’re on the Spetnasz team, which wear all-black uniforms. So, take advantage of this on tight situations (alone with more that one enemy or taking time to reload an LMG for instance), and always look carefully, don’t just glance on these walls.
Strategy-wise, if you’re fighting a well organized clan and your team doesn’t “click” fast, you’re going to get wasted pretty badly. Worst case scenario is the enemy team taking all or most of the advantage spots simultaneously and you’re left with virtually no cover anywhere on the map, or getting your team pinned inside only one building, where you’ll be ‘naded, flashed and shot until you’re no more. Please, don’t let that happen. Please.
Another advice I would give is when you’re outside, stick near walls. There’s always someone watching from some high vantage point and in the open you’re way too visible, not to mention cover points will be too far away for a quick hide.
Also, although it doesn’t seem at the beginning, snipers camped on the grassy hills are relatively easy to take out if you go around them through the ‘back’ of the map, crouched and eyes wide open for any ‘bulge’ on the grass, especially near the trees. As soon as you spot them (or have a fair idea of where they are), you can take them out easily by throwing a flash grenade to that spot and waiting for him to get up to shoot him, or just follow the flash by a standard grenade, which will either kill him or make him get up for good so he’s an easy target. It’s best not to let snipers camp there for too long, since (if they’re good, and some are VERY good) they rack up many kills and keep you/your team on other parts of the map as he pleases as no one wants to have his brains splattered on some wall even before hearing the shot.

Usual spots where people tend to camp:Roof tops of the building nearest to the train lines;
Little house (and surroundings) near the horizontal gas tank facing the train lines;
Upper windows and small roof on the building near the two huge vertical gas tanks;
Upper floor of the small building with the smashed squared windows (used less frequently as time goes, since it doesn’t provide that good of a cover);
Crawling people near the wall on the northernmost part of the map, where you have sight of both narrow passages beneath the lateral roofs.
The grassy hills near where the team that starts above begins the match (mainly snipers)

Spots where you definitely don’t want to get caught camping:
Ground/upper floor of the small building with the smashed squared windows (see above why);
At ground level inside any of the biggest buildings, since both of them have at least 2 or more entries into them and you can be surprised at any time;
The large dust road in between both big buildings (not so much camping, but even crossing here can prove a real challenge on some of the matches);
Train lines and both sides of it (easy target without many places to take cover).

__________________________

If anyone has any suggestions, I’ll be happy to include them, since although It’s my opinion only, not a strict guide, I may very well have forgotten a lot of stuff on this, so that’s always helpful.
Thanks for reading, guys!

@Beerz:
Pipeline: Again a superb write-up, but I feel you should of placed some more emphasis on the tunnels as they are fantastic 'get there quick' routes on domination. There are exits by A, B and C. I like to use them as your relatively free to swap from one side of the map to the other with little or no confrontation. 👍
 
Map Insights - "Crash"

crashnew.jpg


At the request of many hundreds members (magburner – above - is the only one that comes to mind right now :lol:) I decided to do the map write-ups, hope they’re of any use to at least one of the members here, especially the ones who just started or are about to start. They’re leaned more towards ‘Team DeathMatch’ games, but work just as fine for ‘Free-For-All’ as well.
Basically, they’re just my opinions and my experiences compiled on a small write-up, I know I definitely left some important things out and will only remember them after I post this (as usual). :rolleyes:
I’ll post these two now: Crash and Pipeline.
More tomorrow: Crossfire, Overgrown and Bloc. 👍
After that: Downpour, Countdown, Strike, District…
… and so on until I have covered them all, if there’s enough interest shown.

MAP INSIGHTS (by Beerz)

CRASH:
One of the maps most people like. It’s simple layout and small size make it a very easy to learn map, so starting from the very ‘noob’, it grows on you fast as you get results even with little experience.
It’s prone to different styles of play (team-wise); usually, teams will work as a block, moving around - attacking (or sticking around - defending) a very small area of the map, which allows for some very cool fights.
Other times, although less frequently, everyone scatters throughout the map, and for those that don’t know it that well or just have less experience dealing with that kind of situation, it’s very tricky, since despite it’s relatively small size, there are plenty of spots from where you can be shot when you’re not expecting and it doesn’t take much for an experienced team to pin down the opponents on a relatively small area where it’s hard to defend decently.
A great spot I tend to use a lot (for short periods) is the top floor of the big building behind the crashed heli. It provides great view, and if used with a couple of Claymores it’s almost perfect. Although it seems you’re very exposed (you have the feeling all your body is visible from the ground), if you do things right, it’s extremely difficult to take you down, since at ground level all they’ll see is your head-tip at a considerable distance, which means that it takes a bit to aim to take you down, while you have more time to kill them instead. Just don’t stand still for more than a few seconds
Another area I really like is the long alley running on the back of the buildings, the one with the debris and the smashed cars. They provide great cover and you can easily take out a few enemies within a short time-frame as they won’t notice you there behind a car or whatever for a small amount of time. Of course, since it’s a narrow place, kill and leave, or you’ll be dead in a while. This alley also allows you to take cover while checking the heli surroundings and provides direct access via the ladder on the wall, to the 1st floor of the ‘Wal-Mart’, from which you can easily take down an enemy camping on the roof with the sandbags.
Also, a great map for guys that really know their grenades, they’re more than helpful here.

Usual spots where people tend to camp:3rd floor of the big building (behind the crashed heli);
Windows of the blue-walled building facing the heli;
Windows of the 1st floor of the convenience store (that’s how I call it);
Roof with the sandbags next to the store (accessible only through an outside wall-mounted ladder.

Spots where you definitely don’t want to get caught camping (mainly if you’re not alone, since the biggest mistake is when entire teams crawl together in these places):
The garage (if you’re here, get out asap);
The small alley going down the stairs from the garage to the blue-walled building (you’ll be ‘naded until you pop);
The building on the map corner when you start on the underside part of the map (either ground or top floor);
The crash area, since you’re vulnerable from too many sides for comfort.
 
Map Insights "Countdown", "Vacant" & "Bog"

Hey guys!
The rest of the map's overview. I think I covered them all now, let me know if I missed some.

countdownnew.jpg


COUNTDOWN
This map is also one of those that can go ‘both ways’; extremely tactical with mostly long range shooting/sniping or more run n’ gun (although usually not as much as most other maps).
Its layout is one of the most basics, as it’s a sort of rectangular-shaped flat area with some missile silos scattered around the center of the map, 2 hangar-like warehouses on each side and a crapload of obstacles everywhere you look, ranging from containers, concrete blocks, dumpsters, tanks, trucks… you name it.
As about 90% of these obstacles stand taller than the players, it means your field of view will mostly be obstructed with something. Theoretically, it would be sniper’s heaven (although there’s only a couple of very small grassy spots), but in reality it’s not what happens, as the few spots where a sniper has a good overview of large portions of the battlefield are already too well known to be safe these days, and none of them provides a really good cover, as there are no windows. walls or steps to hide and/or camp with a decent level of comfort.
The warehouses are also deceiving, as they have tin walls (tin everything really) and don’t provide much of a cover. Besides, they’re relatively small, so a couple of well thrown grenades (especially with the Sonic Boom) will suffice to ‘clean’ one of these.
Worst case scenario is when a team gets pinned inside these, as many times they’ll keep spawning inside the warehouse and it’s a total massacre.
Another thing about this map is the usage of the central parts of it. Usually matches take place mostly on the outer skirts of the map, near the fences, warehouses, side containers, etc. But on some occasions, teams will cut through the inside of the map, and if well organized, provide the other team little chances of escaping. Granted, the inner parts of the map have the great disadvantage of you being exposed from many directions. But if it’s (well) used by an entire team, it’s terrifying because that team can surround the other fairly quickly and make them close the gap between men, pinning them down.
I for one can’t play on the central parts to save my life, because it gives me a false feeling of cover; I always tend to think I’m better covered than I really am and usually end up dying faster than expected. I do a lot better going around the map, where sight lines are better, as it adapts to my playing style a lot better, seeing as I’m usually a better shooter at distance than I am at close/medium range.
Always keep your eyes peeled for a few things:
- People laying prone, both under or on top of the trucks.
- Moving feet (search ground level whenever you can). This is because a vast number of things that are obstacles aren’t fully closed underneath. On these we can include the trucks and those radar-looking things, all of which you can ‘see-through’ to find out if someone’s hiding behind them. This is very important, as many of the times you’ll be surprised by an enemy will be because he showed up ‘out of nowhere’, when you could have spotted him easily if you were paying a bit more attention to any moving feet. 👍
- Missile silo lids. Those obliquous white lids just near the pits where the missiles are can usually have a guy shooting from there. They provide a very reasonable cover as they’re really thick and give you a good overview of what’s in front, from a slightly higher vantage point. If you see an enemy on these, take him out as soon as you can, or he can inflict a lot of damage.
One other thing is the shoot through ability on this map. I already mentioned the warehouses as having extremely thin walls, but there are more on this map than the warehouses.
For instance, those radar-looking things scattered throughout the map can be pierced fairly easily if you have Deep Impact on your slot 3. Use that in your favor.
The concrete blocks are extremely difficult to shoot through, unless you’re aiming for the very tip, where they’re thinner. And even then, you’d better have an LMG with Deep Impact to do it. So basically, the RLT’s (radar-looking-things) aren’t the best cover, both because of their shape, which lets anyone know you’re behind one and due to their ‘softness’ when perforated by bullets.
One advice when trying to snipe (either with a sniper rifle or an assault rifle good enough for that), is to lay prone. This reduces your exposure a lot and since there’s basically no grass on this map, you maintain an excellent view of what’s ahead of you. It also puts you in a advantage position when someone spots you, as it will be harder to hit you from any angle, earning you precious time.
To finish off, choppers. Unless you’re inside a warehouse or under a truck when one comes, you’re basically screwed. Even inside the warehouses, I’ve been shot by it through the metal sheet…
Also on the same subject, I have to say that this map has probably the best ‘cinematic’ scene of all during multiplayer. For those that haven’t noticed it yet, have you ever wonderer why when someone calls in a chopper on this map, it takes quite a while to arrive (between 10 to 15 seconds)? Well, next time you call in one or know it’s just been called in, if you’re on the ‘grassy’ part of the map, somewhere between the truck and the first warehouse, facing the crashed helicopter area on the other side of the map, look above that wall. That’s where the incoming chopper will appear from. It’s quite a sight, almost movie like. Especially when he starts to shoot right after he enters the map. I’ve already been killed a couple of times while staring at it… :dunce:
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vacantnew.jpg


VACANT
The map where everything happens at light speed, compared to the others.
It’s for the most part a map for closed quarters/indoor fight. The layout is pretty simple, with a sort of patio outside with a bunch of containers, a sort of small shed with 2 large entrances, and the main building, with a series of halls, rooms, a big ‘office’ room, a big ‘warehouse’ with a large open gate, and even a tiny bathroom.
Not that much to say about this map, as it’s pretty straightforward. Basically, try to memorize it to the best of your ability, so you know exactly where you are and where you’re facing at every step of the game. Probably more than on any other map, this is crucial.
Always check your corners before ‘turning’ and double-check any ‘camping spots’, as many times you can go by someone not realizing the guy was there. It’s harder to spot enemies on this map than the others, because of the overall darkness, and the fact that, no matter what faction you’re on, uniforms are dark.
Spots that you need to check when playing:
When entering any of the long halls that end on the ‘windows’ with the garbage dumpsters that you can climb on, always check said windows, as chances are high that someone is peeking through the outside waiting for a prey;
On one of the inner halls, the one parallel to the ‘office room’ (the one with the cubicles and computers), there’s a sort of fenced gate (don’t know the English word for it) that often serves as a ‘sniping’ spot for many players, especially lurking inside the office room, as it’s really dark compared to the outer hall and it becomes extremely hard to see anyone in there until they shoot;
Last major thing to look out for is the lateral windows on the very right of the map (assuming containers are south and indoor complex is north), as it’s easy for someone on the rooms to become oblivious to what’s happening on the outside.
For last, weapon and perk choice for this one. Obviously, everyone has their own preferences on this matter, so there are no rules (neither here nor in any other map), but my personal preference goes to something light (Assault Rifle or SMG) with a good fire rate, because these weapons can be aimed faster. I usually use a G36C (I find the short clip size of the M4 a handicap for this map), a MP5 or AK-74u, each one always with Stopping Power and Steady Aim. I normally don’t use Deep Impact on this map, as there aren’t that many situations where you can shoot through walls, even this being basically an indoor map.
Also on guns, it doesn’t really pay off on Hardcore mode, but on normal mode, a Shotgun is truly an excellent weapon to use here, as it takes longer to die by a full auto, whereas you’ll only need one shot to get the kill. Plus, on ‘normal’ mode, if you happen to get face to face with an opponent from across one of the halls (where your shotgun will be rendered useless), you’ll have time to move away from the line of fire (either through a door or whatever), and either keep running to find someone else or wait for the opponent to come chasing you and getting a bunch of pellets embedded on his face, thus taking the most out of the shotgun.

bognew.jpg


BOG
The K.O.L. (King Of Lag), where this really annoying and frustrating event strikes more often and stronger, making an already not very appreciated map a true nightmare sometimes.
In terms of layout, it’s a very basic oval-rectangle field full of garbage, debris, a few containers, and one of the map’s sides has a couple of small buildings (store-like), with the exit of one of them running a metallic fence up to two big walls on the west side of the map.
It’s really a small map, but it appears bigger because it’s played during the night, and you can’t see so clearly far ahead, thus fooling your perception of the size. It’s also the only map on CoD4 which has no steps, absolutely no steps. (I bet nobody had thought of that before, huh? :dunce:)
The most common thing to happen on this map while on team matches, is having either team on each side (left/right) of the big hill/pile of debris, ‘sniping’ each other, or one team on the building near the metallic fence, inside that fence, and the other on the outside. On either side of the metallic fence, but especially on the inside, remember it’s just a thin sheet of metal, it won’t provide any cover whatsoever if someone shoots at it (even without Deep Impact, and even if it’s a pistol), so don’t rely on it when you’re under fire. In this case, best thing to do is get out of there.
Being a small map, the major advantage/disadvantage (depending on which side you’re on) that I see is that it’s hard to sneak up or being caught by surprise, unless you’re not paying much attention. Also, the ‘visibility’ of your guy can be at times very deceiving, as when you think you’re blended with the environment you’re actually sticking out, and sometimes it’s really hard to see someone, even when he’s moving. Try to learn, from watching the Killcam, how much ‘sticked out’ were you, and/or were was that guy shooting from that you couldn’t see him, and also where are the best spots to shoot unspotted, best paths for traveling across the map while having less chances of being spotted. One good advice that usually works, because of all the debris and parts with grass/bushes, is to move while crouched if there’s the possibility you’re on someone’s line of fire, as you dramatically improve your chances of not getting spotted. Otherwise, if you’re already on the line of fire, a short sprint to the next thing you can get behind is always a good idea for getting closer to the enemy.
Speaking of which, try your best to stay clear of the dirt road near the buildings, as it’s as close as you’ll get from having a target on your forehead, and there’s little to no cover on the road itself.
Continuing on the cover subject, the buildings can be a two edged knife, as they work a lot better if it’s just one or two guys inside them, flanking the other team, as opposed to getting your entire team inside the buildings, which more often than not results in what I usually refer to as ‘a massacre’… (Assuming the other team is a good one). And don’t forget the pile of debris, as lying prone on top of it (although exposing you more than most people find comfortable) will get you the best view out of any other place on this map, and while it’s vastly used, it still gets many by surprise. Be sure to be on either side of the pile, as it will provide best cover while camouflaging you better as well; the very top has little advantage in comparison and will expose you a lot more, as people tend to look there much more than the pile’s side.
Passing on to weapon/perks choice, I usually go for one of these, depending on how I’m willing to play there, or how the match is progressing: G3+RDS (excellent precision, especially when the fights are taking place at longer ranges), M4+RDS (same as above, but closer range fights and more chances of getting close to the enemy), or AK-74u+RDS (for when I’m in a run n’ gun mood, especially in Hardcore mode). All of these with Stopping Power (except the G3 on Hardcore, in which case I use the UAV Jammer), and Deep Impact (which I find extremely helpful on this map, as you’ll be faced with many more situations where you’ll need to shoot through walls – the big ones on the left of the map or the buildings – , container walls, the bus, etc., than really up close combat with surprise effect, due to the map’s nature).
It’s also a very good map to use the grenades, as it’s 97% outdoors, and like above said, teams tend to group, making a good use of the grenades extremely effective.
Another thing that can happen (it’s happened to me more than once), is having one of the teams “doin’ da snipah thang”, which is basically having everyone (or almost) sniping from one end of the map, especially on the side with the two walls. Seeing as it’s a dark map, and although there’s barely any grass or bushes on that side, it would be expectable that they’d be visible, but it isn’t the case, as the ghillie suit works decently on the sand at night if they’re prone. If they’re good at it, they completely pin your team on the other side of the map, as you won’t easily be even near enough to spot them before getting shot.
Now, there’s a couple of ways to get around this situation:
1) Advance through the buildings, crouching while exiting the 2nd one (the one nearer the walls), until you reach the area that’s open and then having a view on those guys. From there, stun, frag, shoot, whatever it takes to flush them out and/or getting them on the move so you and your teammates can spot them and kill them;
2) Grenade-Launchers. You can’t beat them with a stick for this kind of situation. Because of the lack of proximity you get from being pinned, there’s no way you can throw a grenade in there by hand, as they’ll drop long before the walls. But with this, giving their long range capability and arched trajectory, you can pretty much clean the area, even without showing yourself.
For the latter, I’d strongly suggest fitting a GL on your favorite Assault Rifle and doing a private match there to practice and see its range, trajectory and learn how much you have to elevate your sights to have the grenade drop exactly where you want it to.
One last thing; when going through the buildings, especially on the narrow exit that leads to the ‘backyard’, keep your eyes peeled for Claymores on that area. 👍
 
Great, sure looks like it took quite along time compiling all this, glad to see my name on it even though my little tip didn't really help that much. I am sure plenty a noob are going to stroll by here and find it usefull.
 
Awesome work, icelt. Great compilation on all this info. 👍

But aren't there some maps still missing? At least Strike, District and Wetworks come to mind. Probably one or two more, but I'm not sure now.
 
Also I believe Showdown, Shipment, Downpore, Crossfire, and maybe even some more are missing.

Not to get on you or anything but I think we need to add some.
 
Also, one tip on countdown (not sure if it's listed in the articles), I find that if you are on "SAS", going to the crashed Heli on the side of the map works extremely well, especially with a RPD and P90, camping there is sure to get a few kills when people run around the containers, but don't overstay your welcome, soon enough someone will catch on and take you out from some hiding spot.

From,
Chris.
 
Also I believe Showdown, Shipment, Downpore, Crossfire, and maybe even some more are missing.

Not to get on you or anything but I think we need to add some.

Wow, quite a few more than I remembered.
I think I did all those except for Shipment. Or didn't I? :dunce: Great, now I can't remember.

Also, one tip on countdown (not sure if it's listed in the articles), I find that if you are on "SAS", going to the crashed Heli on the side of the map works extremely well, especially with a RPD and P90, camping there is sure to get a few kills when people run around the containers, but don't overstay your welcome, soon enough someone will catch on and take you out from some hiding spot.

From,
Chris.

I have a couple of favored spots on Countdown. I even made a pic based on the one already posted to show you.
From any of these 2 spots, I usually do at least a 5 kill streak without much hassle, if the other team is on the hangars.
Because usually they don't tend to look there when they get out of the hangars or even go from one to the other, it's easy kills most of the time.

These two:
countdownnewspotshd8.jpg

I've tried from memory to recreate the areas which you can shoot freely from those spots.
As you see, plenty of clearance. (If you're good with a sniper rifle, it's even easier).
 
Great, sure looks like it took quite along time compiling all this, glad to see my name on it even though my little tip didn't really help that much. I am sure plenty a noob are going to stroll by here and find it usefull.

Yeah it took some time to compile, but there was so much good poop scattered throughout the main thread I just wanted to do my part to contribute. And Joe, feel free to view that mention as a friendly invitation to expand on your own insights to game tactics and strategies ;)

Awesome work, icelt. Great compilation on all this info. 👍

But aren't there some maps still missing? At least Strike, District and Wetworks come to mind. Probably one or two more, but I'm not sure now.

Thank you kindly sir. And yeah I noticed those missing as well, however I've spent many a minute digging through the many dozens of pages in the main thread and I honestly did not see those. I yanked every map mention that I stumbled across. However if you can find others let me know and I'll be more than happy to add them to this thread.
 
Thanks to all for this thread. It's of great help to me as I haven't played much shooter stuff since......Goldeneye? Looks like I have a lot to learn.
 
Glad you've found it helpful. 👍

It's for anyone to contribute for this thread, not just the ones that already did. So if you (or anyone else) has some info that would like to share, or just a simple weapon/map/etc related question, feel free to ask here.
 
Map Insights "Strike"

srikenew.jpg



STRIKE
I didn’t like this map much at first, but now it’s starting to grow on me.
It’s an urban map, like a small neighborhood. Mostly ground level, with a few buildings in which you can go to the first floor.
It’s deceiving as to the choice of weapon to use, as it looks like a close fight map, but most of the fights are actually medium or long range, due to its good sight lines and straight roads.
It’s not easy to play this map with an SMG, as you have to be ‘invisible’ while going through each of the sectors, which is hard due to the map’s nature; as far as urban maps go, it doesn’t get any more open than this.
All this makes most of the fights occur at medium/long range on most of the matches, as there are a few strategic positions that don’t allow the opposition to get very close, if used well (teamwork on team matches), namely the ‘main building’, with its windows facing west and south, from where you can see, within a single room, half the map.
From my experience, the best way to approach this map is either to set up a fortified position on one of the buildings (the one mentioned above, although the best, is also the one where you’re most vulnerable, as everyone tries to take out the guys on that room) or to just run n’ gun.
The first of these options involve almost necessarily the use of Claymores on all possible entries to the building you’re on, and constant lookout for anything that moves. Also, don’t stand on the same spot of the window/balcony for more than a few seconds; just assess the area, move to another window, do the same, repeat… trying to kill anyone you see as soon as possible, before they get behind you or kill your team mates.
The second of these works better if you’re ‘traveling light’, i.e., not carrying an LMG, unless you have Extreme Conditioning on perk 3. But even with that, it’s a dangerous thing to do, as people appear out of nowhere all the time on this map and you won’t have time to stop your run, aim and shoot before you’re dead, if the other guy saw you at the same time.
Speaking of coming out of nowhere, this happens mainly because this map has its central area, but also has a surrounding area that circles the map on its most, and a lot of people use those ‘back tracks’ to try and flank the enemy. Of course, if some are doing it at the same time, they’re bound to meet somewhere…
To do this flanking or to move around, this is one of the maps where it’s most important to do it ‘scraping’ the walls, as most paths are wide and you’re easily spotted because there’s little cover in them.
Use the garbage containers or cars near walls to your advantage, by climbing on them and peeking to the other side of walls before proceeding, as going straight through the entrances without checking first is exactly what the other guys are expecting, and chances are, you already have a weapon aimed at the entrance even before you show up there, giving you little to no chance.
One spot that’s often overlooked is the balcony near where you spawn when you start on the upper side, the one with the wooden ‘fence’. From there, you can control almost by yourself the upper part of the map, especially if you crouch, as the balcony’s fence will kind of blend you in. It allows you to quickly spot anything that moves and if you’re still or moving slowly, it’s extremely hard to see you.
From here, you can check all the area of the ‘coffee shop‘, the plant house area, take out whoever tries to circle the map from behind, and still have a good partial view of the street I front of the plant house and the hiding spots on the building in front. Technically, 2 guys on this balcony can hold the entire opponent team down on the other half of the map.
One last thing, on the subject of camping on 1st floors: if you’re not the camper and you want to take the camper out, there’s a 90% chance of finding Claymores along the way, usually (but not always) at the very top of the stairs, so watch out. Don’t’ be afraid to shoot the Claymore – or frag it, if it’s inaccessible - , and get near a wall aiming at the room the other guy is in, as he’ll almost surely will be peeking to check what happened.
 
Map Insights "District"

districtnew.jpg


DISTRICT
Quite similar to Strike on some aspects, like the urban aspect of it, and the fact that you have a ‘path’ that circles the map, from where you can flank the enemy team.
Biggest difference is the terrain elevations, with many stairways, making it almost like a carrousel sometimes when the pace is higher. Quite fun actually.
First and foremost, biggest advice here is to watch your step when walking through the outer streets (and not only) that circle 2/3 of the map, as they’re literally paved with abandoned vehicles placed very near each other, which causes many times a chain reaction when one of them blows up due to a grenade or whatever.
This means: absolutely no hiding behind or even near unblown cars. Ever.
District has a very cool layout, which allows circling the map always through the outside, and two central places; a small square and a small market, both connected and both with multiple connections to the ‘outside route’. All this allows for a multitude of paths to reach certain parts of the map, which in turn makes flank or getting flanked a matter of seconds; never trust the opponent team is packed on one side of the map, as there’s usually at least one guys going around you to catch you/your team from behind.
The market square and the other square are probably the most dangerous places to be, if you’re on the lower levels, as anyone up the multiple stairways can see you before you spot them and they’re protected by walls, making you an easy prey and them very hard to kill. Only advantage of being on these places, especially the market, is the ability to throw cooked grenades over the walls if you know there are enemies there, and clearing those paths for your teammates to proceed, without having to line up with their line of fire.
Another thing to watch out for is the numerous garbage containers that serve as hiding spots for many people that like to crouch (or go prone) aside or behind them, killing anyone that comes across their line of vision. So always try, whenever possible, to check visually from a safe spot or stun/flash/frag before crossing these places before crossing there.
To finish, and like on Strike, always try to walk/run scraping the walls, as due to the lighting of this map (sort of a dusk mood), you can easily blend on the environment and become hard to spot against the walls, mainly on the shadowed areas of buildings.
 
Map Insights "Downpour"

downpournew.jpg


DOWNPOUR
Definitely one of my favorite maps of this game.
Totally unique due to its configuration, environment and awesome weather effects, with the heavy rain and the thunderstorm, giving it an extremely realistic feel.
The weather plays a very important role on this map as far as gameplay, because even if you’re not wearing a ghillie suit you can easily blend with your surroundings, as the rain and slight mist will create a haze at mid distance that blurs your sight.
What it ‘s great about this map is that you can have very distinct games in it; one game can be totally run n’ gun, the next one can be very tactical.
It’s definitely one of the maps with most visual barriers, meaning unless you’re on a high place (and there’s only 2 of them, on both ends of the map – balconies with mounted machine guns) you can usually only see small distances at a time. Not that it’s that much of a big deal, as you wouldn’t be able to see clearly anyway, unless you have an ACOG or a sniper rifle.
Speaking of mounted machine guns, this is without a doubt the most dangerous map to be in when an opponent has a grip on one, because almost every single structure that you see is either made of wood, metal sheet or just covered with glass (plant-house).
While in game, this results in the bullets from the SAW mounted machine gun being able to go through 3 or more different buildings, like a hot knife through butter, and killing someone on the other side of the map.
Therefore, eliminating people on the mounted machine guns is a must and should be done as quickly as possible. Not only because of the above stated, but also because their vantage points, from where they can alert teammates to the other team’s movements.
Luckily, any of the 2 places where the mounted machine guns are found, are balconies with little protection and accessible through metal stairs that make anyone able to sneak from behind the bastards.
Another special thing with this map is what I call ‘sneakability’. Due to the ‘noise’ of the rain and the thunder, even running won’t be enough for people to hear you coming (or for you to hear other, for that matter). Therefore, your eyes will be the most important tool for assessing enemy presence at anytime.
Because it’s a medium-sized map, and due to the fact you can’t be heard while running, using Extreme Conditioning on perk 3 can prove to be extremely valuable, as you can flank the entire enemy team within about 15 to 20 seconds. Couple this with a silenced weapon, and you’ve got yourself perfect ‘camouflage’ for killing people from behind. Don’t forget to make correct use of all the visual barriers this map has scattered all over.
To finish, a bit about the ‘main building’, this is the wooden house with a big room and an ‘L’ shaped hall that goes into the tunnel opening: It’s very dark inside comparing to the outside, so use the basic eye-adjusting-to-light-difference to your favor. It’s an in-game thing, not a player thing. Always check the windows if you’re on the inside, there’s usually someone peeking in waiting for less cautious players to show up for an easy kill. Do the same when on the outside, especially on the windows facing the tractor house; they’re a lot less used (obviously because you’re more visible), but precisely because of that, the surprise effect will be exponentially larger. Just don’t stay on the same spot more than a few seconds and don’t forget to watch your back too while you’re peeking in.
 
Map Insights "Showdown"

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SHOWDOWN
Awesomely cooly mappy.
Not really...
Not that I do bad in it, but the layout of the map is sometimes annoying, as you have a central square surrounded by walls, each wall has a tunnel or arch that gives you access to and from the inside, and there’s a hall on 1st floor that circles the wall entirely.
Most of the times, people don’t like it because if the other team knows what they’re doing, they can pin down the other team on spots they have no cover whatsoever. In fact, cover is something that barely exists anywhere on the map, so anywhere you are (with a couple of exceptions), you can get shot from at least one side, and worse, from the back. This is mostly due to the small size of the map, which allows anyone to circle it and flank the enemy in a matter of seconds. Basically, it was thought as a run ‘n gun map, but even playing like that is hard, as there are always people lurking on some crevices or obstructed by one of the thousand pillars or stone fences...
The two stairways that lead to the upper floor from the outside both have a bridge-like thing over a closed gate. I find these gates stupid, as they should be either totally closed (full-metal gates) or more open (just a few metal bars). The way it is, it sometimes becomes extremely difficult to see if someone’s on the other side waiting for you, and as you’re moving, it’s easier for them to spot you.
Also, there are a few spots on the outside, like small inner corners and large metal ‘baskets’ that you can get in where there’s usually someone just waiting for the enemies to stroll by for easy killing. This makes Showdown camper’s heaven, and run n’ gunners and/or sniper’s nightmare. I’ve yet to see a single sniper on this map. Not really, I’ve seen one once, but he changed his class right after his 1st death.
One perk I always make sure to have for this map is Deep Impact, it’s just invaluable. Most of the enemies you’ll come across during matches here will be behind some sort of obstacle, namely short walls or stone posts, and Deep Impact makes it much easier for you to get them and harder for anyone to hide behind protection.
The central square itself is like sacred land: you don’t step on it. :) Actually, almost the only exception is at the very beginning of the match, when I usually go across it and crouch peeking aside from the statue, making for easy 2 or 3 kills right off the bat, as there are always enemies coming through the opposite tunnel not expecting to see a guy just a few meters away from them. It has it’s down point, as I’ve died already from grenades thrown by enemies that were suppose to go through or near the tunnel on the other side, but end up plim-plim’g right next to me instead.
On any other situation, you’ll be visible to anyone not on the outside of the walls and your chances of surviving a cross while your enemies are watching you are less than me getting Angelina Jolie in my bed (that means you have low chances of survival, just to make it clear).
Best spots to kill and be protected is the upper floor of the walls, namely the part where it’s fully closed with no posts, and near the stairs that access the upper floor by the inside. The lower inner halls may seem a good cover, but you’ll be more exposed and susceptible to get fragged.
 
Map Insights "Wet Work"

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WET WORK
Definitely my least favorite map (i.e., the one I really hate).
In terms of layout, it’s very simple; a ship’s upper deck, with a long rectangular shape for you to play, and lots and lots of cargo containers to serve as obstacles/whatever.
Together with shipment, it’s grenade heaven. Most people tend to bring their 3xfrag perk here, even on Hardcore more, as it will almost surely grant you a few kills during the course of a match.
The reason for this is because of the ship’s long and narrow shape and the way the containers are spread throughout the map, mostly on the outer edges, leaving a sort of open hall in the middle throughout the ship. This makes the natural need for cover turn against players, because it gets very predictable where the opponents are at almost any moment, even without the HUD.
It’s also a very hard map to visually spot your opponents, as it’s a night map, although with some bright spotlights, but with areas that are very dark in the shadows pf the containers, making you have to always look extra careful and not just glance at some spots. Also, it’s probably the map where checking corners is more important, due to the always high possibility of having an enemy crouched or prone in the shadow just around the next corner.
There are always some useful advices to not get kill so often on this map:
Never go running like crazy to find some ‘people for you to kill’, the enemies are always waiting to see some movement and you’ll never react fast enough as you need to stop running before you can aim (most likely, they already have their sights up).
- Always double check every place you look or you think there’s somebody, ESPECIALLY dark corners. A guy prone in the shadow waiting for easy kills to come around the corner is extremely hard to spot if you just take a glance.
- Don’t just look out for what’s ahead; always check the other side of the ship too. You’ll be surprised how many kills you can pick up if you take the time to look to your left or right and search for some movement.
- If you’re planning to throw some grenades, wait until the UAV comes up, so you don’t waste them, and that way be almost sure you’ll get at least a kill with each (don’t forget to cook them for a couple of seconds).
Another cool thing abbot this map is (at least for me) the number of headshots one gets here. This is mostly due to the fact that, if you’re shooting from one side of the ship to the other, there’s usually some sort of obstacle in between, making the only parts of your enemy that are visible being the chest and head. Therefore, as you have to aim very high, your chances of getting headshots increase exponentially.
Another thing: the ‘bridges’ across the deck. They seem like good spots for racking up some kills (and actually are, it’s great when you get up there and have a great angle of the ‘battlefield’), but unless you’re playing with inexperienced people, it’s a really bad idea, as most times, even when you think you’re well covered, you’ll stick out like Cuddy’s ass and will be easy prey.
Watch out for snipers on high spots on both ends of the ship. Their work, despite the poor visibility, is easier than on some other maps, because people tend to be cautious when going around corners, moving slowly, becoming easier sniper targets. Snipers are also one of the reasons people tend to stay on either side of the ship, as the middle is almost free of high obstacles, turning you again in Cuddy´s ass, for snipers.
I usually go with Steady Aim instead of Deep Impact for this map, as the containers are mostly too thick for bullets to penetrate, and more often than not you’ll find yourself in situations where you won’t have time to aim your weapon if you want to survive. Steady Aim saves your life many times. 👍
 
Map Insights "Crossfire"

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CROSSFIRE:
Another one of my favourites.
Medium-small map with plenty to do, lots of places to hide, but not many where you can feel secure.
One of the maps where I find team work of the most vital importance, since going anywhere alone (unless you’re facing inexperienced players or are just extremely lucky) equals suicide after a little while.
I also find it one of the hardest maps to decide which weapon to use, since it very quickly turns from a medium/long range fight (where you need a powerful but very accurate and reliable weapon to get your kills fast before they hide again) to close-quarters fire fight, where that kind of weapon is usually less efficient due to their weight, and you’d be better off with a sub-machine gun for fast-action-kill-or-be-killed-thing-stuff.
What I do on this map is basically bit-by-bit advance. I clear a room, get in there, get aware of the enemy positions, try to take a couple from there, go to the next building, assess the situation, try to take a couple more… The problem is when your team mates don’t think like you and stick behind.
As I’m not that good, and after being surrounded be enemies with my buddies watching, I can only hope to take at least one with me (that is, of course, after I tie a red ribbon around my head, oil up my muscular body – after taking the top of my uniform off - and run up with guns blazing shouting “”ADRIAAAAAN!!!” with a crooked mouth), only to die right after.
Also, one of the maps where grenades (any kind) are of extreme importance, and where the art of throwing them well and using them wisely (check magburner’s write-up on this subject) makes a really big difference.
Another important thing is, when going from building to building, always be ready to bump into an enemy and have your knife at hand – meaning right thumb half-pressing the R3 button, this will save you many times and rack up easy kills.

Usual spots where people tend to camp:
Windows and balconies (sp?) basically all around, but mostly on both the building up on the street, from where you can see most of the map and have a clear sight of all the street and many other spots including the inside of some ground-level rooms where people usually think they’re safe (of course, all this also makes it a really hot place to be anytime, as you’ll then have a target mark all over yourself), and also the one building with no front walls on the opposite side of the main street, which might seem less safe, but has less entries (allowing you to be safer with a couple of well-placed Claymores), is more isolated (providing better aware of the surroundings at all times), and it allows you to get prone (making you a smaller target for everyone else, and sometimes really hard to spot if you’re on the correct place – almost invisible from ground level), while still enjoying the view and racking up kills.

Spots where you definitely don’t want to get caught camping:
Crossing main street is a suicide act during most of the match (not even talking about camping, which would be downright stupid);
The ‘Dead-Building’ (how I call it). It’s that ‘hidden’ building on the lowest point of the map, when you go down the main street and turn left. It’s almost useless on 90% of the matches, it doesn’t have any front walls to protect you and if you’re caught there, there’s nowhere to run or way to get out – at most, you’ll be able to keep one opponent under cover, but more than that and you’re as good as dead;
On the ‘Ruins’ – The upper part of the map, left of where you start (when you start on the top part of the map) is definitely a bad place to be almost all the time. You may shoot one, maybe two guys at most, and after that you’re dead with almost nowhere to cover;
On the lowest part of the mat, that little grassy bit near the smashed car – only stay here for short periods and still, only when you’re certain all the ‘bad-guys’ are on the upper part of the map, because in here, there’s at least 10 spots from where you can be shot – it looks a lot safer than it actually is.
 
Map Insights "Overgrown"

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OVERGROWN:
One of those where experience counts the most, also one of my favourites.
The ‘fresh country air’ feeling is awesome on this map, makes me wish there were more maps using this kind of scenery. It’s the best map for the sniper’s ghillie suit to work properly, but also ‘compensates’ that by not having many areas with large sight lines.
For the very “noob” that isn’t perfectly familiar with the map’s layout, it’s just terrifying (at least for me it was) to be on such a large map and only feel relatively safe inside the buildings scattered throughout the map. What I found out and it’s been working for me, is something that might feel like suicide when you first play on this map: don’t stand on the same spot for more than a while, try to go from building to building, advance through the map, assessing possible threats before you move - definitely uncomfortable at first, but after that it becomes natural.
Like said above, many people get their sniper Classes on this map, but it isn’t as much of a problem as with other maps (namely countdown which has huge sight lines and grassy edges), as a decently organized team can easily counter this by having at least one member calling them out of their hiding spots while still under cover and their team mates shoot or bomb those ghillied bastards away. :D
Don’t be afraid to cross the dry river to get to the other side, a quick glance will usually tell you if there’s anyone waiting for an easy target and the sprint is short enough to keep you away from trouble.


Usual spots where people tend to camp:
Attic of the ‘main house’, either through the hole on the north wall or the lateral windows (the one with the machinegun is the most used, as you can only take him out from the inside or, if on the outside, on an almost frontal position facing the window, which, if the other guy’s holding the mounted beast and aware of any move, can be equivalent to suicide);
Ground floor of the same house facing the dry river (perfect sight of any oncoming enemy and good cover);
On any of the small bombed out rooms (of the building adjacent to the wooden bridge, facing the dry river);
Sniper sweet-spot: the southwesternmost (sp?) point of the map, the grassy area near those trees, taking cover behind those metal zinc sheets near the stone bridge.
Small house near the above referred location, but on the windows facing north – great cover with a fairly good view to the barn;
The barn – although it has it’s weak points, namely the side entrance from which you can sneak up virtually undetected. Also, Claymores will be rendered useless here, because it’s too dark and the laser beams will be easily spotted.


Spots where you definitely don’t want to get caught camping:
The small wooden house next to the hay field (you’re visible from many angles, and if feels as if it’s made out of paper when shot – even without the Bullet Penetration perk);
Anywhere on either the stone or the wooden bridge;
Anywhere on the gas station – You get pinned there really easily and escaping alive will be a very hard thing to do.
 
Tactical Sniper Guide
That's tactical, not watch me camp with a billion claymores until someone countersnipes me in the face.


Introduction To Sniping​
Snipers provide cover for the main force, and can help lock down an entire map or area from distance. Often working away from the mainforce on large maps, but also working closely on the smaller ones. True snipers aim to conceal themselves for as long as possible, and take selective shots on those who are vulnerable or exposed. Multiple enemies makes a hard fight, picking one guy off is a piece of cake so snipers pick their fights carefully.


Load Out​
First things first, you need your rifle, sidearm and the perks to make the most of them so let's start with the rifles themselves.
General info across all rifles, all rifles are very accurate, some more then others. Semi-autos trade some accuracy in for the increased rate of fire, ideal for urban maps with smaller sightlines. Once you have found your chosen rifle, stick with it as they all behave slightly differently, knowing your weapons is just as helpful as knowing your enemy and provides a huge advantage in the field.

Tests: Each weapon was tested for accuracy at range, accuracy when firing successively (and thus recoil) and power (without stopping power). Penetration was not tested as you should be able to see what you're shooting at and they all have similar levels of penetration accept the Barrett. Muzzle flash was also tested but results were inconclusive as the difference wasn't large enough to warrant any effect.

M40A3
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The M40A3 is the standard sniper rifle to begin with, highly accurate but generally needs a headshot to kill in one shot. A very good rifle to begin with, as it is not only highly accurate, it is the most accurate available. Being a bolt action rifle, you want to be going for the cliche one shot one kill (OSOK) tactic, as it's impractical to be firing twice to kill with such a fire rate and will often result in the target getting away. During testing, it was easy to fire multiple shots as fast as possible and get the weapon steadied and aimed almost instantly never missing the target. Power wise it's 2 shots to the chest to kill which could cause problems if the target has a way out.

A good weapon and great for new players to sniping due to the high accuracy, this will help them get used to scoping and encourage selective shooting as the reduced power means more headshots are needed.

R700
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My weapon of choice. This is the perfect OSOK weapon, providing great first shot accuracy but a rather large recoil makes multiple shots more difficult. The M40A3s main rival due to them both being bolt action, on that first shot was almost identical (bar recoil) however recoil is less of a problem due to its increased power. One shot to the chest will do the trick making this a formidable rifle in the hands of an experienced sniper.

High accuracy, high power weapon, less user friendly then the M40A3 so lends itself to the more experienced marksman, however it is quite long so be careful not to poke it out windows and be spotted.

M21
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The least accurate of the rifles, you can often find yourself pointing at a stationary enemy down the scope, then missing the shot this gun is that innaccurate. The highest useful fire rate though due to low recoil, this encourages spraying and will often give away your position but in closer battles can be useful. It's also pretty weak so you almost need to spray to get the required 2 shots to the chest. During testing at range it took a third shot as although the first one was perfectly in the chest, it missed completely.

My personal least favourite of the bunch, but low recoil allows the semi-auto capability to be utilised best, useless at range however.

Dragunov
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Fairly accurate semi-auto weapon with a classic styling. Much more effective at range then the M21, one shot in the chest does the trick. However this weapon carries a very high recoil, making small use of the semi-auto ability because of it, however close targets can still be taken down better with this then a bolty. Not alot to say about it as it's not bad but not great either.

Good all-rounder with no real excelling areas. One of the highest recoils though.

Barrett .50 cal
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The most powerful rifle available, one shot does the trick almost all the time and with high penetration walls are often just small hinderences between you and the target. Also high recoil similar to the Dragunov, this weapon should be treated almost like a bolt action due to its high recoil, high power nature. This gun is very, very loud though, everyone will know there's a Barrett about once it fires making it the least stealthy of rifles (semi-auto + huge sound). Accuracy is good though combined with the high power makes it a formidable weapon.

Excellent penetration and power with decent accuracy and a sound that knocks fear across a battlefield.

Pistols
Unless you're using Overkill, you'll need a sidearm. Most pistols are very similar, the USP and M1911 almost identical and recommended if going silenced. Otherwise its the Desert Eagle due to it's large power, avoid the M9.

Special Grenade
Smokes, it's that simple. Smoke grenades are the most useful to a sniper by far, they can conceal movements, provide distraction, and allow home-made cover when you have to run for it.

Perks
Perk 1:
Claymores if the battle is at stalemate and there's little room to move (if there's room to move though, you shouldn't waste a slot with them as staying still will often get you killed if against a decent team, more on that later). I don't like them, but they work.
Bandolier is useful if you have long lifes, particularly for the R700 as it doesn't carry much ammo with it.
Bomb squad can also be useful at times, depending on the mode.

Perk 2:
UAV Jammer, go figure. Allows stealth movements and is invaluable in moving into position, definately the most recommended perk when combined with an OSOK rifle.
Stopping Power: If you're not moving anywhere, why bother with a Jammer when each time you fire you give away your position? Campers favourite (see comment to claymores). Useful on the M21 and M40A3 though.
Overkill: Allows multi-role working. So you can quickly change to frontline soldier from tactical sniper. Useful when caught off-guard.

Perk 3:
Extreme conditioning, allowing fast movement for moving to position or retreating. Great when combined with UAV Jammer.
Iron lungs, mainly useful for new snipers or again camping.

Top recommendation
Rifle: Whichever you feel most comfortable with avoiding the M21.
Pistol: Silenced USP (friendlier sight then the M1911) or Desert Eagle, either variant.
Perk 1: Bandolier
Perk 2: UAV Jammer
Perk 3: Extreme Conditioning.
This is the most useful set up as regard this guide useful in almost any situation, this helps to conceal yourself and move quickly when need be. This helps extend your life which is when the Bandolier kicks in to keep you from running dry.

The Tactics​

Ok so, now you're geared up and ready to go so what do we actually do with these weapons?

Camping
Firstly I'll admit, camping works dispite the comment under the title of the guide, it just does. If you have a good aim and good awareness, you can spend entire matches in one spot and have very low deaths, some maps make it hard to not camp. E.g. Crossfire there's little room to move from the top spawn and get good sightlines. So what do you do should you be camping? First of all never take aim until you know where the enemy is. Stay behind cover, pop up and take a quick scan, then get down again (don't waste breath when scanning). If you spot an enemy, shoot if they're not looking at you, otherwise get down and adjust to be ready to aim, hold your breath THEN stand up and take the shot and get down again. So you might not kill them, but you're alive and they're now either pinned, or retreating.

Spending long periods of time scanning will land you a bullet through the face thanks to an enemy sniper or marksman. Watch your back to as camping will often end up getting you grenaded or shot in the back if teammates aren't around.

Enough on camping as we're here to do some real sniping.

The Real Stuff
This is when the recommended set up comes into play, its about getting a good kill-death ratio, not getting alot of kills.. Snipers often work in pairs, with one of the two acting as spotter, or both providing a large crossfire. So we'll go over sniping in pairs first (with 2 snipers). Note that many of these apply overall, but save yourself time if you're alone by skipping this.

Sniper Teams
1. Stay hidden, the longer you're hidden the longer you survive, simple, this abides to your and your partner.
2. Position yourself well, make sure its either difficult for someone to reach you because you're hidden, or because there's few entry points and someone is covering those for you. Don't stray to far from each other, once you're spotted it's hard work with a pistol so combining firepower helps in whatever fashion.
3. Leave an exit route. Use your self a way out should things get bad, preferably with cover from your partner or teammates.
4. Don't stay still for to long, if there's room to move (e.g. Overgrown) Use it, cover each other, one moves, one covers, swap and repeat.
5. Don't stay to close. Killcam means once you kill, someone knows where you are, if you're next to your partner, they know where they are to.
6. Pick your shots, don't take shots that your partner has a better view of, let them take the kills and keep yourself hidden instead of risking your own neck.
7. Know when it's time to run. Don't think because there's two of you, your partner always has your back, use your smoke and any available cover to run or hide yourself from the enemy.
8. COMMUNICATE, the single most important thing in any team. Make sure you know what your partners doing, and they know what you're doing. Many of the above are useless without communicating well. Mute the rest of the players in game if need be.

Not alot more to say in sniping teams, the main thing is to create crossfires where you can cover large areas (or each other) and keep communicating at all times, even if nothings happening let your partner know that it APPEARS clear. Looks can be deceiving.

Spotters

This is when one of the team will be calling out the enemy for you. They should stay in a move forward position and also stay hidden, make sure they can see things you can't e.g. 'Theres a sniper in X position watching Y, be aware' or 'Enemies moving in on your position, fall back to M'. It is very useful for the spotter to have a silenced weapon as losing the spotter means the sniper may be exposed to flanking. But also remember spotters should take out targets to if they have the chance, don't shout at them for killing a guy you had aim on, they saved you giving away your position.

Going Solo

Although snipers in real life work in pairs alot, this is COD4 and you're often alone with no communication between team members. So here's some tricks of the trade.
1. As always, stay hidden, you can't shoot everyone and anything and expect to survive.
2. Cover your team, just because you don't know them or aren't speaking to them, doesn't mean you can't help them.
3. Let your team cover you. Stay behind your teams main offensive and provide support where you can, also try to watch their backs (and your own) if there's worry of someone flanking.
4. Use your environment. This is important to all snipers, but more so when solo. You don't have someone to cover you all the time when you move, so use anything you can to keep you alive. Smoke, walls, grass, trees even an airstrike can conceal you, all of them can make you a much more difficult target.
5. Pick your fights, all of them. If someone has spotted you, don't always take them on, learn to leave enemies who present high risks to yourself.
6. Your knife is your last resort. Don't go chasing knife kills, always use your pistol first at close range unless they are literally right in your face. The knife is useful as it is silent, but your pistol should be to.
7. Don't camp for to long. Lone rangers are more exposed to flanking moves, so keep yourself ready to move once you've taken a few shots.
8. Leave a better exit. Team snipers have each other, you have no-one alot of the time. Smoke is key to distract or conceal, use it wisely you only have one.
9. One way in = one way out. Creating bottle necks can be great, you only have to watch one area. Thats all fine and dandy with teammates about, especially if they're making it one way in. But remember, if you're in a room with one way in and a grenade comes in, there's only one way out.
10. COMMUNICATE. You may not know your team, you may not like them, but communicate with them if possible.

Location Location Location​
I've mentioned positioning, but where do you go? Wheres the sniping hotspots and where should be avoided?

Nowhere. Thats right, nowhere. The best positions depends on game mode, objective positions, enemy positions, teammate positions. There's are a few tips though.
1. Stay behind A team, yes it might not be your team, but behind the enemy provides great opportunity to ambush and surprise enemies, even up close by using your knife/pistol in the back. Behind your own team means the enemy concentrates on them, not you.
2. Buildings provide good solid cover, but limits retreating options. Don't always go for the nearest door or stair case. If you're compromised your pistol is not the best thing to do. Jump out a window or something (not to high though!) by using the jump then crouch technique, to avoid the climbing animation. This way of going through windows is faster and allows you to shoot at the same time.
3. Outdoor environments provide more escape routes but less cover generally. Use whats available, walls, foliage etc. If its a ghillie suits available use bushes and grass to conceal yourself. It works at distance but not to much up close.
4. Move slowly when need be. If you can crawl behind something, do it. If there is NO cover though, use the sprint and extreme conditioning to move quickly.
5. Know your map, even if it's only the section you're in, you need to know you ways out and the enemy ways in.
6. Keep moving, smaller games require more movement as less teammates cover you, larger games you can just sit behind your team and let them be a distraction, but eventually someone comes round to get you, so keep on the move.
7. Get in to position quickly, and be ready to get out quick. Sometimes speed is the answer, stay one step ahead of the enemy.

Conclusion
I've wrote alot so it's time to round it off. The key points are knowing your surrounding, knowing yourself (ability and weapons) and adapting to whatever enemy may be coming your way. Be patient, be clever and be alive.
 
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Great write up, Drago. 👍

I found it very useful as I never was any good at sniping (and only tried it a few times because of that), and your pits really made me want to give it a try.
 
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