Choosing a Good Custom Class on Call of Duty: World at War
This is an informative guide to help you find a personalised class suited to your battling style in Call of Duty: World At War. This guide is specifically designed for Call of Duty: World At War but may coincidentally assist you with other Call of Duty titles such as Call of Duty 4: Modern Warfare.
PRIMARY WEAPON
Obviously to begin with you will need a decent knowledge of the weapons and which ones are available to you at this moment in time. Once you have found two or three Primary Weapons that you like above all you will need to start unlocking the attachments for them. The MP40 is the most commonly used weapon and clearly popular with the masses, it makes a good starter weapon. Try each attachment out on various days. If you happen to be doing bad one day it’s usually not because of your weapon or your attachment. This just happens to be down to who your playing with and how mentally positive you feel. Anyway you will normally have preferences to a particular attachment but if you are still not certain I recommend you read this:
- Consider using Aperture Sight if you know that your weapon is lacking range or you are not so good on accuracy yet.
- If you are naturally skilled with any attachment go for the Silencer/Suppressor/Flash Hider.
- Normally for Sub-Machine Guns there are extended clips. If you have a weapon with clips that are low capacity (e.g. Thompson) there is a strong chance that you will need the Round Drum or Box Magazine.
- When your preferred weapon is a Light-Machine Gun or a Heavy-Machine Gun if you have unlocked the Bi-Pod use it. There are no disadvantages to having it. However I believe that the FG42 has a Telescopic Sight available, this is more commonly used as there are far more practicalities.
SIDE ARM
Pistols or Side Arms are quite obvious with their standards. Clearly the Magnum Revolver 0.357 is the strongest, followed by the Colt M1911 or the Tokarev TT-33. However since the Magnum is unlocked at a high level the Colt M1911 is seen more frequently. Pistols have no attachments whatsoever. (Below a .357 Magnum Revolver).
PRIMARY GRENADE
The Frag Grenade is the most versatile and is therefore the most popular of the the Primary Grenades. Sticky N° 74 ST Grenades have just as many uses, but in the majority of situations do not prove as useful as the Frag. Molotov Cocktails are only really used for completing the “Bartender” challenge. Otherwise this weapon is disliked by many, this is due to it’s tendency to cause minimal damage to enemy players. (Below a Sticky N° 74 ST Grenade).
SPECIAL GRENADE
Flares are considered ineffective and are uncommonly seen from most players. I would not recommend to use Flares because they affect you also if you do not have the “Shades” perk. Tabun Gas is strongly effective against players who do not use the “Gas Mask” perk (which is most people). A good combination is to have 3x Special Grenades, Gas Mask and Tabun Gas Special Grenades. Smoke is useful in a lot of difficult situations making it the best choice for tactical games like Search and Destroy. (Below a Tabun Gas Grenade).

PERK 1
With weapons like the FG42 that run out of ammunition quickly you will probably need to apply yourself with the “Bandoleer” perk. If Perk 1 seems to make no difference to you use something mutual like 2x Primary Grenades or Bomb Squad. Weapons that you require you to camp or stop and aim for a while I would advise using Bouncing Bettie’s. Using the M2 Flamethrower can be tricky, but can be made easier using it in enclosed spaces on Core Mode, never Hardcore. Also use Juggernaut and Extreme Conditioning with it because this will allow more frequent getaways. (Below is the “Bandoleer” perk).

PERK 2
Ironically “Stopping Power” is not advised for the weaker weapons as it increases it by a percentage value. For example if a gun did 200 damage it would increase to about 250. Where as a gun with 800 damage would increase to 900. “Stopping Power” and “Juggernaut” are both perks that are effective in every situation. Weapons with lower capacity clips should have “Stopping Power” and weapons with higher capacity should use “Juggernaut”. Another tip is not to use “Juggernaut ever in Hardcore Mode because your health will increase fractionally. Weapons like the Browning M1919 that are slow to reload may force you to consider using “Sleight of Hand” or Fast Reload. “Flak Jacket” is a very unpopular choice because you have so much less chance of dying from an explosive than from bullets. Overkill is a useful perk. Commonly a Bolt-Action Rifle or a Shotgun is used with a multi-purpose weapon such as the Pp-sh-41. “Double Tap” is a perk designed for shotguns an Bolt-Actions otherwise it just drains you ammo. If you tend to go around destroying Tanks use “Fireworks” for more explosive damage (also Juggernaut can help when attempting to destroy a Tank).

PERK 3
For people who want quick XP use “Second Chance” and “Martyrdom” for two good reasons. One because both have challenges to complete and “Martyrdom” can a get you a kill after you die. “Second Chance” gives you double XP when you kill someone when in the “Second Chance” position. Extreme Conditioning is good for players who like to stab others with bayonets and flamers. Deep Impact is overall fine because it can be used effectively with Machine-Guns, particularly Sub-Machine Guns. Deep Impact does not increase the damage of any weapon or explosive. It only reduces the loss of damage when penetrating a hard surface with bullets. “Steady Aim” is useful with every weapon; so a highly recommended perk. Specifically with Shotguns and Sub-Machine Guns. “Fireproof” can easily be considered a waste of your third perk by many players. Reconnaissance is good with “Camouflage” and mainly for players who move the battlefield a lot referencing themselves to the HUD now and again.
Unfortunately I have no experience with Tanks and cannot advise you on the Tank perks.
Thank-you for reading and I hope this guide helped you find a suitable Custom Class!



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