Cod4 & Cod Waw Perks: Explaining the Uses and Other Useful Information

A detailed description of perks and how they can be used. Weapon stats and perfect perks to go with guns has been added.

Perk 1 (color blue)
1 Flash X3 – 3 special grenades. No smoke.

2 Bomb Squad – allows you to find/diffuse enemy bombs
3C4 x 2 – 2 C4’s
4Claymore x 2 – 2 Claymores *like C4 except its like a trip mine
5RPG-7 x 2 – 2 shots of a rocket launcher *used to shot down enemy helicopters
6Special Grenades x 3 – Gives you 3 more smoke/flash grenades
7Frag x 3 – 3 frag grenades. No special grenades.
8Bandolier – Adds more ammo to your clip

Perk 2 (color red)

1 Juggernaut – increased health.

2 Sleight of hand – shorter reloading time
3Stopping power – higher weapon damage
4UAV Jammer – Jams enemy radar/ undetectable on radar
5Sonic Boom – higher explosive damage

6Double Tap – faster shooting

*new* 7 Overkill - allows the person to have tow primary weapons. Your pistol will be changed to a assault/sub-machine/LMG/shotgun/or sniper rifle *really useful if you think about it*

Perk 3 (color green)
1Steady Aim – better aiming/ steady hip aim accuracy
2Deep Impact – Better/deeper bullet penetration *used to shoot through walls
3 Dead Silence – Less noise when running or moving
4Iron Lungs – Hold breath longer when sniping
5Eavesdrop – Allows you to listen in on enemy chat
6Last Stand – You pull out your pistol for some last-second efforts before you die
7Martyrdom -A live grenade is dropped when killed.

8 Extreme Conditioning – sprint for longer distances.

Well hello there. If you are reading this then you are interested or need to know about the perks in COD4 (Call of Duty 4). In this guide I will explain the uses of each perk and how they can be put to use. After you have obtained lvl 03, you will be allowed to create your own soldier. I will also mention some perks that can go together make your perfect fighting machine/soldier.

Explanation of Perks

Perk 1 is known as the explosive perks.

1 Flash grenades are really useful grenades. They can be used to disorient the enemy, so they can be killed easily or to make a quick getaway.

2 Bomb squad allows you to find and diffuse bombs. When using this skill you will not be taken off guard from the C4 or claymores set up for you.

3 C4s are used as deadly explosives that stick on any surface. Basically they are used as traps and camp until you find a victim BOOM! Goes the other guy

4 Claymores are much better then C4. they are trip activated mines. Meaning, you just stick the claymore bomb to the wall (recommend for best performance) and leave or watch the enemy die

5 RPG-7 is a rocket launcher. You are given two shots to begin with. A rocket launcher

Can be used as a weapon to 1) take down a helicopter 2) hit a far person and kill them without the use of a sniper rifle

6 Special grenades are a new set of grenades. They are flash and stun grenades. They have there uses also similar to a smoke grenade but a little different. You are allowed to choose 3 smoke or 3 flash. Stun is unavailable for this perk.

7 Frag X3 gives you three more grenades with no special grenades. If you want to take the enemy head on then this perk is for you.

8 Bandolier is a perk that allows you to have more ammo in a clip. I’m not familiar in this skill but this perk is good for long matches or survivalists.

Perk 2 can be known as the combat perks.

1 Juggernaut is a perk that gives the player more health. This perks allows the player to take more damage then a normal person. This perk is useful for people who are survivalists or intend to play one game with one life.

2 Sleight of hand is a useful perk in many different ways. If you are carrying weapons that have a long reloading time, make sure you have the sleight of hand perk. Sleight of hand decreases the time for reloading and allows the player to engage into combat once again after reloading.

3 Stopping power is a perk that allows the player to kill his enemies faster. The bullets

from stopping power deal more damage than without the perk. With this perk requires

less bullets to kill the enemy thus saving you ammo from your gun.

4 UAV Jammer is one deadly, useful perk if used correctly. This perk makes you undetectable on the radar. You can not be seen by the enemy radar. Every time you shoot your position is revealed on the radar. With this skill you position on radar is not revealed when you fire and can keep on shooting without being revealed.

5 Sonic boom is a useful perk for only experienced players or players that use explosives in the game. This perk gives a grenade/C4/claymore/ (maybe RPG-7) more damage. The damage range is increased slightly. For smoke/flash/stun grenades, the range of its use is increased slightly.

6 Double tap is a perk that allows the player’s gun to fire at a faster rate. This is useful if you have an accurate gun. For this will kill the enemy very fast with good accuracy.

Perk 3 can be known as the support perks.

1 Steady Aim is a perk that gives you better aim. Better aim is better accuracy. Better accuracy leads to you saving more ammo and giving the enemies a whole lot easier.

2 Deep Impact is a perk that is almost similar to Stopping Power. Except it can go through walls and hit the enemy behind the wall.

3 Dead Silence is a perk that allows you to make less noise. By making less noise you can sneak up on a person without noticing you and shank him.

4 Iron Lung is a perk designed for snipers. This allows you to hold your breath for longer periods of time thus being able to shoot multiple targets with deadly accuracy.

5 Eavesdrop is a perk that allows you to hear upon the enemies’ conversation. By hearing the enemies conversation you can use information and kill them faster. *Note* Not useful if you enemies to not communicate with each other.

6 Last Stand is a perk that allows you will live for about 30 seconds more. Within those 30 seconds you take out a pistol and attempt to do some revenge.

7 Martyrdom is a perk that when the player dies he will drop a live grenade. This perk is useful for someone who shanks you and stays too close to your body.

8 Extreme Conditioning is a mighty useful perk. It gives the player more endurance being able to run for more periods of time. With his perk you can run to a destination with a faster time. *Note* Useful for other types of multiplayer games or just to get out of the area quick.

Well that’s the end. If there is anything more to write, I’ll post it up. If you have anything you would want me to write about comment. People please comment and say you like it. Another thing is if you like and other people enjoy COD just as I tell them about this article. XP

Here’s the continuation of my work.

Equipment/Camouflage

Note: All grenades do a small amount of damage to enemies if they hit before

exploding, just as if you had thrown a rock at your opponent. You can use this

to kill wounded opponents and fulfill some of the Humiliation challenges

unlocked at ranks 47 and 48! It’s also really funny, so try it if the

opportunity arises.

———-

Frag Grenades: When you press the grenade key you’ll lob a grenade with a 5-second fuse on it. Unless you want to flush enemies out of hiding or get the nade lobbed back at you, this isn’t a good idea. Instead, hold the key down. Your crosshairs will start pulsing, and the grenade will explode at the fifth pulse. For best results, lob the grenade at your opponent at the third or fourth pulse (fourth if they’re close) and they won’t have time

to react. You can throw any frag grenade you’re standing on by hitting the grenade key. This takes a second or two, so unless you have no other choice, run instead of going for the throw. Also, you can kill yourself by throwing a friend’s grenade even if friendly fire is off.

———-

Flashbang Grenades: Detonates 1 second after you throw it; cannot be cooked.

Sets off a loud bang and a bright flash about two seconds after it is thrown,

blinding anyone facing it (including you but not your teammates if FF is off)

for several seconds. Blinded players can still move and fire freely, so be

careful of wild fire when you flash and enter an area.

flash grenades do not report a damage tick if they blind

someone, unlike the stun grenade.

flashed player cannot sprint until the flash wears

off. I tested this with a friend and confirmed it.

———-

Stun Grenades: Arms one second after being thrown, CAN be cooked. Once armed,

it detonates on impact with the ground. Momentarily blinds and mildly damages

those in its radius and slows their motion and turning for several seconds.

You don’t have to be facing it for it to stun you. Ideally you should use this

on enemies with their backs to you so you can take a leisurely headshot or

backstab. Stunned players can still fire their weapons and STAB at normal

speed, so be careful when approaching from the front. I’ve actually stabbed an

attacker while stunned, and it can’t have been enjoyable for him. :)

if the stun grenade stuns someone, it returns a tick

like when you hit someone with a bullet. You can use this to tell you if

someone’s in a room.

———-

Smoke Grenades: Takes about 1-2 seconds to put up a decent-sized cloud of smoke

after hitting the ground. As far as I know you can’t inflict impact damage with

this like you can with the other hand grenades. Despite the passive nature of

the smoke screen, it turns out to be a great stalemate-breaker on

objective-based maps. It can hide your team as they move to an objective, blind

a group of enemies while you fire into their position, or even act as a decoy

to drain enemy explosives (sometimes smoke clouds attract a LOT of enemy frag

grenades). In my experience, teams using smoke grenades on objective maps tend

to make breakthroughs more often than teams that don’t.

NOTE: Keep in mind that being in the smoke doesn’t mean you’re invisible from

every angle! If you really want to stay hidden, stay either in the center of

the smoke or (preferably) on the other side of the smoke from your enemies.

———-

Knife: Hit melee to whip out the knife regardless of how impossible it is to

carry your potentially heavy gun in one hand and slash quickly and effectively

with the other. The combat knife one-shot kills any target, unless you’re on a

feedback FF server where the damage you inflict on friendlies goes to you

instead. In that case, you take damage to within one point of death. I’m not

sure on how the game decides to have you stab or slash someone… perhaps you

slash if you’re strafing. Slashing is rather quick, whereas stabbing has a

recovery time of a couple seconds, which can be perilous if you miss your

target but the stab animation happens anyway. Remember to treat the knife like

a gun; aim with your crosshairs and don’t compensate for where the knife

“should go” in real life.

———-

Camouflage: Paint your gun! In some cases having the proper camo on your gun

will actually disguise you better, but don’t sweat this too much because you

can’t change camo in the middle of a round. Mainly you use camo to make your

gun look cool and for prestige. All primary weapons that you have unlocked

automatically come with desert and woodlands camo. The following camos are

unlocked for all weapons by completing their respective Expert Challenges

(headshot quotas):

Digital Camouflage (25 headshots): gray, blocky micropattern camo good in

concrete-filled maps like Countdown, Pipeline and Vacant, as well as Wet Work.

Blue Tiger Camouflage (75 headshots): blue and dark gray tigerstriped camo,

most likely to blend in in Wet Work and the concrete maps.

Red Tiger Camouflage (150 headshots): red and dark gray tigerstriped camo.

Gold: Available for the AK-47, Mini-Uzi, M60E4, M1014, and Dragunov when you

complete all Marksman and Expert challenges for every gun in their respective

classes. Shiny and easily noticeable by everyone, but you should be proud to

show it off!

Weapon Attachments

These items can be attached to the specified weapon classes with the exceptions

of the Desert Eagle and MP44. All equipment except for the grenade launcher and

pistol silencer must be unlocked for each individual weapon by completing the

Marksman (kill quota) challenges for that weapon. The kills needed to unlock

the equipment are listed next to the equipment names.

———-

Grenade Launcher (assault rifles) (replaces Tier One perk): The n00b tube!

Equip this attachment with 5 to bring up the grenade reticule, and fire. The

impact grenade won’t arm until a second or two after leaving the barrel, so aim

for at least medium-distance targets. The exception is impact kills. If you can

hit someone up close with an undetonated grenade, they die instantly! The kill

icon is rather amusing. As fun as the noob tube is, there’s a reason it has

that name. Players often get annoyed at those who ALWAYS use the grenade

launcher every spawn. It feels cheap after a while, and besides that it doesn’t

get you weapon experience towards equipment or camo and if you’re decent at

aiming you can usually get more kills by moving around with your gun than by

moving around with your 2-shot noob tube. Use in moderation, for everyone’s

sake.

———-

Silencer (assault rifles 75, SMGs 75, pistols): A silenced weapon suffers a 2+

penalty to range and an unspecified minor penalty to damage (SEE BELOW), but

when fired it won’t appear on enemy radar. I believe the silencer reduces

recoil somewhat as well. Use if you don’t want to be detected as easily.

The PFC says that the silencer does not inflict a damage penalty on a weapon,

but by reducing the range it reduces the maximum range at which the bulet will

do any damage.

———-

Red Dot Sight (assault rifles 25, SMGs 25, LMGs 25, shotguns 25): Replaces your

weapon’s iron sights with a battery-powered laser red dot sight. If you have

trouble lining up shots easily with the iron sights, switch to the red dot. The

laser dot will obscure your target at long range, but it’s bright and easy to

aim quickly. I always use this if I don’t need any other attachment for my

primary weapon.

———-

Grip (LMGs 75, shotguns 75) (replaces Tier One perk): Increases weapon accuracy

by 3 and therefore decreases recoil. A considerable benefit for high-recoil

weapons if you don’t mind losing the Tier One perk; not really necessary for

the relatively low-recoil SAW LMG.

———-

ACOG Scope (assault rifles 150, SMGs 150, LMGs 150, sniper rifles 100):

Advanced Combat Optical Gunsight. A telescopic sight intermediate between the

iron sight/red dot zoom and the sniper scope zoom, with a reticule illuminated

by radioactive tritium. Decreases accuracy by 1 and increases range by 2+. Use

with fairly accurate weapons that you prefer to use at long range if you can’t

line up or reach enemies with the iron/red dot sights.

Support

As you rack up kills, you will be notified of support abilities that you can

use by pressing the 6 key. These should be used whenever you get them, as they

can help your team immensely. You can only have one support ability at a time,

so be careful to use your ability before increasing your streak. If you die,

you keep any support ability you had.

———-

3-kill streak: UAV (Unmanned Aerial Vehicle): scans the map, pinging the

locations of all enemies who don’t have the UAV Jammer perk. Everyone on your

team can see the pings. I believe that one call lasts for 30 seconds, and I

think that multiple calls stack for your team, so two calls made at the same

time give a 60 second scan. Feel free to correct me on this.

———-

5-kill streak: Airstrike: if no jet icons are on the radar map, you may call an

airstrike. The map will appear and you can click where you want the bombs to

fall. The area around your click will be bombarded with three strikes in quick

succession. Try to hold your strike until your team’s UAV is active, and don’t

bomb enemies under solid roofs (it won’t do anything). Missing roofs, such as

those in parts of the building in Vacant, are fair game. This support can

sometimes be more effective at taking out enemies than the helicopter, so make

sure to use it before racking up a larger kill streak. Be extremely careful

when using this on a friendly fire server! Also, consider saving it for

critical offensives or saving efforts in Headquarters, Sabotage, Search and

Destroy, and Domination.

———-

7-kill streak: Helicopter: if no helicopter icon is on the radar map, you can

call an AI helicopter gunship to fly around the map shooting at any enemy it

can find. The chopper has missiles and a minigun with considerable bullet

penetration. Any kill the chopper makes goes towards your kill count. If you’re

dealing with an enemy chopper, shoot at it if your fire won’t give your

position away to the enemy. All bullets that can reach the chopper (i.e. not

shotgun shells) will damage it, and every little bit helps. RPGs usually either

kill choppers or reduce their HP to within a few bullets of damage, but LMGs

also do considerable damage. Some servers have custom settings for the

chopper’s HP; I recall a server where the chopper spawned with only one HP!

Don’t count on something like that, though. :)

##################################

Assault Rifles

M16

Accuracy 10 / 12

Damage 7 / 12

Range 9 / 12

Fire Rate 9+ / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 30/60

Recoil low cluster

Reload Time 2.1/2.3

Good Perks/Attachments: Stopping Power, Red Dot Sight, Steady Aim, Double Tap,

Deep Impact

Standard service rifle for the U.S. Armed Forces. Fires a 3-round burst. With

the Stopping Power perk, this rifle is pretty much a guaranteed one-burst kill

if you can land all three shots on your target. Definitely not recommended for

the aggressive, run-and-gun player, but one of the deadliest guns in the game

for those who like to hang back a little and engage in medium-long range fire.

———

AK-47

Accuracy 6 / 12

Damage 9 / 12

Range 9 / 12

Fire Rate 6 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 30/60

Recoil low/moderate cluster

Reload Time 2.7/3.3

Good Perks/Attachments: Stopping Power, Red Dot Sight, Steady Aim, Double Tap,

Deep Impact

Still the most iconic and best-selling assault rifle worldwide. Fires on full

auto. The rifle has a noticeable vertical kick to it, but its recoil

suppressor ensures that the rifle levels again before firing the next shot.

Good for closer-quarters combat than the M16 or M4, but still pulls off good

middle-long distance single shots.

———

M4 Carbine (unlock at Rank 10 Sergeant)

Accuracy 9 / 12

Damage 5 / 12

Range 9 / 12

Fire Rate 9 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 30/60

Recoil low cluster

Reload Time 2.2/2.5

Good Perks/Attachments: Stopping Power, Deep Impact, Red Dot Sight, Steady Aim

Standard service carbine of the U.S. Armed Forces, preferred weapon of the

Marine Corps. Fires on full-auto. This is one of the most popular guns you’ll

see on most servers, since it can lay a lot of bullets on a target in a very

short amount of time with minimal recoil. On paper it’s not very powerful, but

if you aim it carefully it’ll drop enemies in short order. If you just can’t

seem to draw a bead on moving targets with the burst-fire M16, switch to the M4

and you should get better results. This one does just about everything you’ll

want it to, except for maybe max-range sniping and super-fast ninja-ing.

———

Heckler & Koch G3 (unlock at Rank 25 2nd Lieutenant)

Accuracy 11 / 12

Damage 7 / 12

Range 9 / 12

Fire Rate 4 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 20/40

Recoil very low cluster

Reload Time 2.9/4.0

Good Perks/Attachments: Bandolier, Stopping Power, Deep Impact, Red Dot Sight,

ACOG scope

Battle rifle designed in Germany and Spain; used by NATO and non-NATO

militaries worldwide. CoD4 features a single-shot version of the rifle. Don’t

let the low fire rate score fool you; the rifle will fire about as fast as you

can click your mouse, making Double Tap redundant. The combined accuracy and

damage on this gun make it sort of a mini-sniper rifle limited only by how

sharp your eye is or, if you attach an ACOG, how steady your hand is. With

Stopping Power, two consecutive shots will drop a target. Take advantage of

the accuracy and go for headshots when you can. Not recommended at all for

close quarters, since the poor running accuracy can cripple you. You don’t get

many shots with this gun, so consider bulking your ammo with Bandolier.

———

Heckler & Koch G36C (unlock at Rank 37 Lieutenant Colonel)

Accuracy 8+ / 12

Damage 7 / 12

Range 9 / 12

Fire Rate 7 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 30/60

Recoil moderate cluster

Reload Time 2.3/3.1

Good Perks/Attachments: Bandolier, Stopping Power, Red Dot Sight

The compact version of the G36, a successor to the G3 used in militaries

worldwide. Fires in full-auto. This rifle tends to work better in medium-close

quarters. I tend not to use it because it’s not as lethal close-up as the M4

and not as effective long-range as the M16 or G3. You may want to use Bandolier

to bolster your ammo, because it’s a spray-friendly kind of gun.

———-

M14 (unlock at Rank 46 Major General)

Accuracy 9 / 12

Damage 9+ / 12

Range 9 / 12

Fire Rate 4 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 20/40

Recoil high vertical

Reload Time 2.7/3.3

Good Perks/Attachments: Bandolier, Steady Aim, Stopping Power, Silencer, Red

Dot Sight, ACOG scope

This battle rifle has been in active U.S. military service since the Korean War

era. CoD4 gives you the single-shot version. I had issues with this rifle

because of the fierce recoil you get after every shot (highest recoil for any

assault rifle) and because you couldn’t aim it as well as you could a sniper

rifle, even though they have similar optimal ranges. Since then, I’ve tried

some new things and have been able to get more out of the M14.

The PFC suggested using Red Dot and aiming at the low/mid torso of an enemy,

then rapidly clicking two or three times. With or without Stopping Power, this

tactic works pretty damn well at middle distance, although two taps is better

for long distance. This firing method will almost always walk your shots up the

enemy’s torso, hopefully ending in either fatal damage or a headshot.

Because of the high power and range of the rifle, the silencer allows you to

still operate at medium range with the added bonus of stealth. The M14 is not

great for close combat or situations where you can’t take your time when

firing, although in theory you can fire it as fast as the G3 (limited by your

clicking speed). Spamming it with hip fire at close range can get you some

kills, but if you usually fight close up, choose another rifle.

———-

MP44 (unlock at Rank 52 General)

Accuracy 6 / 12

Damage 9 / 12

Range 9 / 12

Fire Rate 3 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 30/60

Recoil moderate/high vertical

Reload Time 3.0/3.7

Good Perks/Attachments: Stopping Power, Double Tap, Steady Aim; NO ATTACHMENTS

AVAILABLE

One of the first true assault rifles, developed by the German Army during World

War II. Fires in full-auto. This gun is a salute to fans of the Call of Duty

series throughout its WWII phase, where the MP44 was one of the best guns in

the game. In CoD4, this gun is here mainly for nostalgia and if you want to

test your skills with a gun that isn’t quite as good as the AK-47 and doesn’t

have attachments available. Use it the same as the AK.

##########

SMGs (Submachine Guns)

Along with the shotguns, these weapons are the most mobile, so you’ll want to

consider these for any ninja class you want to make. Some of them are almost as

versatile as the assault rifles, and one is a contender for the best gun in the

game. Because of their obvious potential as ninja weapons and because they

become more deadly with lowered recoil, I have recommended the silencer for all

SMGs if you favor a close-combat ninja playstyle.

———-

Heckler & Koch MP5

Accuracy 10 / 12

Damage 9 / 12

Range 5+ / 12

Fire Rate 8 / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 30/60

Recoil low/moderate horizontal/cluster

Reload Time 2.6/3.7

Good Perks/Attachments: Stopping Power, Steady Aim, Silencer

Another one of the most recognizable guns in video gaming. Very popular

worldwide among militaries, law enforcement agencies, and special forces. Like

all SMGs, it fires in full auto. The combination of stopping power, fire rate,

and accuracy makes this gun another all-purpose weapon in CoD4. Not as good at

long range as the M4, it makes up for it in added effectiveness in close

quarters. If you like to run around a lot and never spend much time taking

long-distance shots, this gun is for you.

———-

Skorpion vz. 61

Accuracy 11 / 12

Damage 9 / 12

Range 3+ / 12

Fire Rate 9 / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 20/60

Recoil low horizontal

Reload Time 2.6/3.0

Good Perks/Attachments: Stopping Power, Steady Aim, Bandolier, Red Dot Sight,

Silencer

A Czech SMG currently in use in Eastern Europe and several African countries.

The accuracy is this gun is impressive, but unfortunately so is the speed at

which you’ll find yourself reloading. 20 bullets per clip is pitifully small

for a gun with this kind of fire rate. You’ll need to be really twitchy to make

the most of the gun’s accuracy within its small effective range. Stopping Power

helps make the gun’s clip last a bit longer, but either way you should be

careful not to spray-and-pray with this one.

———-

Mini-Uzi (unlock at Rank 13 Staff Sergeant)

Accuracy 9+ / 12

Damage 9 / 12

Range 5 / 12

Fire Rate 10 / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 32/64

Recoil low/moderate vertical

Reload Time 2.6/3.8

Good Perks/Attachments: Stopping Power, Steady Aim, Bandolier, Silencer

A compact version of the famous Israeli machine pistol. This gun is great for

close-quarters spray, and can pick off medium-range enemies if you need it to.

Mainly I see it as a good ninja gun until you get the P90.

———-

AK-74u (unlock at Rank 28 1st Lieutenant)

Accuracy 8 / 12

Damage 10 / 12

Range 5 / 12

Fire Rate 7 / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 30/60

Recoil low/moderate cluster

Reload Time 2.7/3.5

Good Perks/Attachments: Double Tap, Steady Aim, Bandolier, Silencer

An SMG version of the AK-74, the AK-47’s successor. As the most powerful SMG in

the game, this gun is good for pretty much the same function as the Mini-Uzi,

with more attention needed for lining up your shots to compensate for the

slower fire rate.

———-

Fabrique Nationale P90 (unlock at Rank 40 Colonel)

Accuracy 9+ / 12

Damage 7 / 12

Range 5 / 12

Fire Rate 11 / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 50/100

Recoil low cluster

Reload Time 3.0/3.7

Good Perks/Attachments: Stopping Power, Steady Aim, Red Dot Sight, ACOG Scope,

Silencer

This Belgian bullpup SMG should be familiar to fans of Ghost in the Shell,

Stargate SG-1, and Battlefield 2. Once you unlock it, it just might become your

favorite weapon. Sometimes I suspect that fully half the people on any given

server I join are using this gun. It combines a high rate of fire, some of the

lowest recoil of any SMG, great accuracy, decent damage, and a huge clip to be

unmatchably lethal in the hands of almost any player. This gun does everything

better than the M4 does except for a very slight increase in recoil and a

moderate drop in effective range. Every time I use it it just feels easier to

rack up kills than with whatever gun I was using before. That said, I tend to

avoid it because it feels like an easy button for the game. So use it for

whatever role you play in a match, but be mindful that only using this gun

(which you may be tempted to do) makes you miss out on other fun weapons.

##########

LMGs (Light Machine Guns)

If you like guarding objectives or sitting in one place and spamming bullets

for a long time, these guns are good to consider. They excel at shelling out

lots of damage per bullet and lots of bullets per clip at longer ranges than

the SMGs. Be careful not to reflexively reload these weapons! Even with Sleight

of Hand, it still takes longer to reload these guns than most other weapons in

the game. If you accidentally reload too early, switch to your other weapon to

cancel the reload.

———-

M249 Squad Automatic Weapon

Accuracy 8+ / 12

Damage 5 / 12

Range 9 / 12

Fire Rate 9+ / 12

Mobility 4 / 12

Clip Size/Reserve Ammo 100/100

Recoil moderate cluster

Reload Time 6.7/6.7

Good Perks/Attachments: Stopping Power, Steady Aim, Deep Impact, Sleight of

Hand, Red Dot Sight, ACOG Scope

Used by the U.S. and other NATO militaries. Full auto, like all LMGs. Easily

the most accurate LMG under sustained fire, this is the LMG you’d most likely

consider for close encounters. Go for headshots with this one when you can, and

be careful to fire in burst to conserve ammo unless you expect many enemies to

come rushing through the same point.

———-

RPD

Accuracy 7 / 12

Damage 9 / 12

Range 9 / 12

Fire Rate 6 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 100/100

Recoil moderate cluster

Reload Time 10.0/10.0

Good Perks/Attachments: Stopping Power, Steady Aim, Deep Impact, Sleight of

Hand, Red Dot Sight, ACOG Scope

Soviet LMG currently still in use in Asia and Africa. Use in the Soviet Union

itself was halted by the AK-47-derived RPK, known to Battlefield 2 players.

This is possibly the best LMG overall, compromising between accuracy, damage,

and rate of fire. Use for close encounters, long-distance shots, or massive

fire as you see fit.

———-

M60E4 (unlock at Rank 19 Master Sergeant)

Accuracy 8 / 12

Damage 10 / 12

Range 9 / 12

Fire Rate 3 / 12

Mobility 4 / 12

Clip Size/Reserve Ammo 100/200

Recoil high random

Reload Time 10.0/10.0

Good Perks/Attachments: Double Tap, Steady Aim, Deep Impact, Sleight of Hand,

Red Dot Sight, Grip, ACOG scope

U.S. general purpose machine gun, used on vehicle mounts and for medium MG

support. As the heaviest LMG in the game, this technically inflicts the most

damage per bullet, but its slow rate of fire and massive recoil make it my

least favorite LMG. I prefer the RPD in almost any situation.

The PFC suggests using Red Dot or ACOG combined with double-click shots for

long distance, and it works. The LMG’s superior damage means you can use this

gun like a rifle, only needing to land two or three shots (depending on

Stopping Power and whether the target has Juggernaut) for a kill. For medium

range, The PFC suggests aiming low on the torso and holding down the trigger.

The recoil should walk your shots up regularly enough to kill the target.

I recommend using some kind of scope, either ACOG or Red Dot, to replace the

iron sights on this gun, but if you feel you can use them easily then don’t

listen to me.

##########

Shotguns

If you really like one-shotting enemies as you ninja your way around the map

and don’t like how long it takes to recover from a knife stab, use a shotgun.

These deal a lot of power per shot while letting you move as quickly as

possible. Beware the short range, though! Be prepared to switch to your

pistol or (if you use Overkill) a longer-range main weapon if your target gets

too far away.

———-

Winchester W1200 Defender (unlock at Rank 2 Private along with Demolitions

preset class)

Accuracy 3 / 12

Damage 11 / 12

Range 2+ / 12

Fire Rate 2+ / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 7/21

Recoil very high upper right

Reload Time 2.0*/5.8

*Because the shotguns accept individual shells, you can press fire while

reloading to halt the reloading process and chamber whichever shell you loaded

last, in case you need to attack while reloading.

Good Perks/Attachments: Double Tap, Sleight of Hand, Steady Aim, Grip

The combat version of the American-made pump-action shotgun. You’re more likely

to get a one-shot kill with this gun than with the M1014, but you’ll need to be

more accurate with your shots and more careful about taking on groups of

enemies. I have yet to test this gun with Double Tap, but I suspect it may give

this gun an edge over the M1014 depending on how much the fire rate increases.

The grip gives a considerable reduction in recoil (possibly 1/3 to 1/2

reduction), so I highly recommend using it if you can forego the Tier 1 perk.

———-

M1014 (Benelli M4 Super 90) (unlock at Rank 31 Captain)

Accuracy 3+ / 12

Damage 9+ / 12

Range 2+ / 12

Fire Rate 4 / 12

Mobility 12 / 12

Clip Size/Reserve Ammo 4/16

Recoil moderate/high upper right

Reload Time 2.1*/3.8

*Because the shotguns accept individual shells, you can press fire while

reloading to halt the reloading process and chamber whichever shell you loaded

last, in case you need to attack while reloading.

Good Perks/Attachments: Stopping Power, Sleight of Hand, Bandolier, Steady Aim,

Grip

An Italian-made semi-automatic combat shotgun used by the U.S. Armed Forces.

The potentially devastating effectiveness of this gun, known well to

auto-shotty-hating CounterStrike players everywhere, has been reduced by the

use of a 4-shell capacity. You will need to reload this gun constantly when

you’re not firing it, making Sleight of Hand very useful. If you don’t trust

your aim enough to use the W1200 or if you’re playing on heavily populated

servers filled with groups of enemies too large to handle efficiently with

pump-action, choose this shotgun. The grip gives a considerable reduction in

recoil (possibly 1/3 to 1/2 reduction), so I highly recommend using it if you

can do without Bandolier.

##########

Sniper Rifles

BOOM HEADSHOT! These guns are, obviously, for those who prefer very

long-distance kills. The guns are not necessarily more accurate or powerful

than some of the assault rifles, but they maintain accuracy over much longer

ranges and all come with telescopic sights, allowing you to line up shots from

much safer positions. The sniper scope allows you to hold your breath for up to

4 seconds (9 seconds with Iron Lungs perk), which are counted off by loud

heartbeats you can hear. You must recover your breath for up to a second more

than the time you spent holding it before you can hold your breath again, and

the recoil from you sucking in air is sometimes larger than when you fire

without holding your breath. Several of the rifles offered in CoD4 are

semi-automatic and all have an unlockable ACOG scope, making them potentially

useful as high-powered substitutes for the G3 and M14 assault rifles.

Sniping Tips: Be patient, line up your shot and hold your breath before firing,

and remember to change positions after each couple of shots if possible to

avoid being located. This is most important with the slow bolt-action M40A3 and

R700. You don’t have to worry as much about making every shot count with the

semi-auto rifles, but you should still move after each volley. If your class

has a sniper rifle as your primary weapon, your soldier will spawn in a ghillie

suit, a mesh suit covered in foliage which you used in the snipe rlevels in the

single player game. This suit will actually help you blend in to grasses,

especially the grass in the Russian levels like Bloc, Pipeline, Downpour,

Overgrown, and Vacant. Keep this in mind when you choose a hiding spot, and

also keep in mind that you stand out like a wooly sore thumb against metal,

dirt, and concrete.

More sniping tips: It is possible, in a pinch, to no-scope the sniper rifles,

especially the semi-automatics. If you have to deal with someone at shotgun

range and all you have is a sniper rifle, you can risk spamming a semi-auto

sniper, or even a bolt-action. You actually have a decent chance of getting a

kill, especially if you use Steady Aim with a semi-auto sniper rifle (I’ve

actually seen players do this).

———-

M40A3 (unlock at Rank 3 Private along with Sniper preset class)

Accuracy 9+ / 12

Damage 9+ / 12

Range 12 / 12

Fire Rate 2+ / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 5/15

Recoil moderate/high random

Reload Time 2.1*/3.8

*Because the bolt action rifles accept individual rounds, you can press fire

while reloading to halt the reloading process and chamber whichever round you

loaded last, in case you need to attack while reloading.

Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2,

Overkill + SMG, Sleight of Hand

Modified from the Remington 700 hunting rifle and used by the U.S. Marine

Corps. Bolt-action. The Marines took the R700 and gave it lower recoil, a

larger clip, and improved accuracy at the cost of bullet damage. That’s the

tradeoff you have to consider when choosing between this gun and the R700.

Because it’s bolt-action, choosing this gun restricts you to long-range sniping

unless you enjoy using a pistol or using a second main weapon with Overkill.

———-

M21 (unlock at Rank 7 Corporal)

Accuracy 7 / 12

Damage 8 / 12

Range 12 / 12

Fire Rate 6 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 10/20

Recoil moderate cluster

Reload Time 2.8/3.4

Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2, ACOG

scope, Overkill + SMG

U.S. Army sniper rifle in active service since the Vietnam Era. The Army has

switched its standard sniper rifle to the R700-based M24, but they also still

use M21s and I guess the makers of CoD4 didn’t want a third R700-based rifle in

the lineup. The M21 is adapted from the M14, so it basically functions as the

M14 was supposed to anyway. The recoil goes from excessive for a battle rifle

(M14) to acceptable for a semi-automatic sniper (M21). With the lowest recoil

of any sniper rifle, this is the one most likely to be modified with an ACOG

and taken to a closer range. Feel free to take several rapid shots at your

enemy to take them down instead of the painstaking one shot, one kill method

required by the bolt-action rifles. You may wish not to hold your breath when

taking several shots in a row, since the recoil is actually increased by taking

a breath-held shot.

———-

Dragunov (SVD, Snayperskaya Vintovka Dragunova) (unlock at Rank 22 Master

Gunnery Sergeant)

Accuracy 7 / 12

Damage 9+ / 12

Range 12 / 12

Fire Rate 6 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 10/20

Recoil high vertical/random

Reload Time 3.0/3.8

Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2,

Overkill + SMG

Soviet sniper rifle still in active use in the former Soviet nations, the

Middle East, and Asia. This gun has an essentially direct tradeoff with the

M21: the Dragunov has more power, but the M21 has smaller recoil. If you try

pulling off rapid shots with the Dragunov in the same way you would with the

M21, be prepared to compensate for the considerable vertical recoil. Take your

shots more slowly than with the M21 and think twice before carrying it in close

with an ACOG, but otherwise use it in the same way.

———-

Remington R700 (unlock at Rank 34 Major)

Accuracy 8+ / 12

Damage 11 / 12

Range 12 / 12

Fire Rate 2+ / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 4/12

Recoil very high upper right

Reload Time 2.0*/3.5

*Because the bolt action rifles accept individual rounds, you can press fire

while reloading to halt the reloading process and chamber whichever round you

loaded last, in case you need to attack while reloading.

Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2,

Overkill + SMG, Sleight of Hand

The unmodified Remington 700 hunting rifle. It’s larger and more powerful than

the M40A3, but kicks like a bionically augmented mule with the largest recoil

in the game. As a bolt-action sniper rifle and with only 4 bullets per clip,

you should be very discrete about positioning yourself and should follow the

rule of “one shot, one kill” very strictly. If that’s too boring for you, or if

you think you’ll need to engage in close quarters occasionally, either build

your pistol skills or use Overkill with an SMG.

———-

Barrett .50cal (M82, Special Applications Scoped Rifle) (unlock at Rank 49

Lieutenant General)

Accuracy 7 / 12

Damage 11 / 12

Range 12 / 12

Fire Rate 4 / 12

Mobility 8 / 12

Clip Size/Reserve Ammo 10/20

Recoil high upper right

Reload Time 4.4/4.9

Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2,

Overkill + SMG

Used by a number of militaries and special forces worldwide for explosive

ordinance disposal and attacks on military hardware (vehicles, buildings,

personnel behind significant cover). Semi-automatic. I’m not sure if the

Barrett has the highest penetration of any weapon in the game, but it would

make sense. If you like the ability to kill enemies behind cover without using

the Deep Penetration perk, this gun delivers. It can be thought of as the

semi-auto alternative to the R700 in terms of power, but it’s less accurate,

and you can’t fire an accurate volley of rounds nearly as easily as you can

with the M21. It’s a matter of personal preference whether you choose this or

the R700 for a highest-power sniper rifle, but being semi-auto doesn’t make

this gun much better at closer range due to the recoil, which is a bit larger

than the Dragunov’s. If you want power but prefer to fire more rapidly at

closer range, choose this over the R700. If you love your accuracy and

headshots, choose the R700.

Pistols

The game doesn’t give stats for pistols, so I had to guess based on in-game

descriptions, experience, and my understanding of how the game tends to balance

damage and clip size. Pistols constitute your default secondary weapon if you

aren’t using Overkill; they have the advantage of giving you a quick draw, so

you pull them out faster than with any other weapon. Snipers who forego

Overkill in favor of UAV Jammer or some other Tier 2 Perk will rely on pistols

to take out nearby enemies. They’re also what you’ll be using when your Last

Stand perk activates when you take fatal nonexplosive damage, so a certain

element of conscious choice is necessary. Of course, you can always drop the

pistol in favor of a better weapon you found on the ground… Also, like the

G3, M14, M21, Dragunov, and Barrett, the pistols will fire about fast as you

can pull the trigger, so go ahead and let loose if you think you can hit your

target with all the shots.

———-

M9 (Beretta 92FS)

Accuracy see recoil

Damage low

Range close

Fire Rate limited

Mobility 12 / 12

Clip Size/Reserve Ammo 15/30

Recoil very low cluster

Reload Time 1.7/2.0

This Italian-made U.S. Military 9mm pistol is undoubtedly the weakest of the

bunch, but can also fire the most shots before reloading, which is important if

it’s all you have to rely on against multiple enemies until you can find a

better dropped weapon (or in Last Stand). Aim for the head to make the most of

your large clip.

———-

Heckler & Koch USP .45

Accuracy see recoil

Damage medium

Range close

Fire Rate limited

Mobility 12 / 12

Clip Size/Reserve Ammo 10/20

Recoil low vertical

Reload Time 1.7/2.0

You may remember this pistol from Half-Life 2 and CounterStrike. A favorite of

special forces, the USP gives you decent clip size and good accuracy. Consider

silencing this one, since you’ll retain decent damage while gaining the benefit

of silenced shots.

———-

Browning M1911 .45 (unlock at Rank 16 Gunnery Sergeant)

Accuracy see recoil

Damage medium

Range close

Fire Rate limited

Mobility 12 / 12

Clip Size/Reserve Ammo 8/24

Recoil very low cluster

Reload Time 1.7/2.1

The second throwback to Call of Duty’s WWII years (but still in active military

and law enforcement service worldwide today), this pistol has a smaller clip

than the USP but better grouping. Decide for yourself which one suits your

needs.

———-

Israel Military Industries Desert Eagle (unlock at Rank 43 Brigadier General)

Accuracy see recoil

Damage high

Range close

Fire Rate limited slightly slower

Mobility 12 / 12

Clip Size/Reserve Ammo 7/14

Recoil moderate/high vertical

Reload Time 2.2/2.4

This .50 caliber hand cannon made for Magnum Research is used mainly for

competition and sport. Because of its considerable recoil and small magazine,

real-life militaries and law enforcement tend not to use it, despite what

CounterStrike may lead you to believe. Also, the .50 caliber Action Express

pistol round, only slightly smaller than the average thumb, is overkill for a

human target. Given that, every soldier in the CoD4 world must have bionic

wrists to be able to fire the Deagle as quickly and accurately you can in

multiplayer. Use this pistol if you like to go for pistol kills frequently

instead of using the pistol as a second or last resort. It’s very loud and not

silenceable, so don’t use it if you favor stealth. To account for the recoil,

aim at your target’s middle or lower torso and fire as fast as you can; they

should go down in short order. You’ll get a separate golden Deagle when you hit

rank 55; there’s no performance difference between it and the normal gun.

The PFC adds that the silver Deagle is actually a .44 magnum version, whereas

the golden Deagle is a .50 Action Express. He bases this on differences in the firing rates and ammo types in the X360 version, and says that really there’s no PRACTICAL difference between the guns. Use whichever you prefer.

———- cod waw section————————-







Call of Duty: World at War Perks and Weapons

All information will be update as soon as new information comes out. Some perks are obvious because they came for COD 4: MW. So use common sense. Bolded words means updated from my original draft.

Weapons

Bolt Action Rifles

Springfield

Attachments

Sniper Scope – Increases accuracy and range. Unlocked with the gun.

Bayonet – Increases melee attack range. Complete Marksman Challenge 1 to unlock.

Rifle Grenade – Grenade launcher attachment for rifles. Replaces perk 1 slot.

Complete Marksman Challenge 2 to unlock.

Arisaka

Attachments

Sniper Scope – Increases Accuracy and range. Complete Marksman Challenge 1 to unlock.

Bayonet – Increases melee attack range. Complete Marksman Challenge 2 to unlock.

Rifle Grenade – Grenade launcher attachment for rifles. Replaces perk slot 1.

Complete Marksman Challenge 3 to unlock.

Mosin-Nagant – Unlocks at level 21.

Kar98k – Unlocks at level 41.

PTRS-41 – Unlocks at level 57.

Rifles

SVT-40

Attachments

Flash Hider – Invisible on radar when firing, reduced muzzle flash, but shorter range.

Complete Marksman Challenge 1 to unlock.

Aperture Sight – Replaces the default iron sight with a precision sight.

Complete Marksman Challenge 2 to unlock.

Telescopic Sight – Replaces the default iron sight with an enhanced telescopic sight

Complete Marksman Challenge 3 to unlock.

Gewehr 43 – Unlocks at level 7.

Attachments

Suppressor – Invisible on radar while firing, reduced muzzle flash, but shorter range.

Complete Marksman Challenge 1 to unlock.

Aperture Sight – Replaces the default iron sight with a precision sight.

Complete Marksman Challenge 2 to unlock.

Telescopic Sight – Replaces the default iron sight with an enhanced telescopic sight.

Complete Marksman Challenge 3 to unlock.

Rifle Grenade – Grenade launcher attachment for rifles. Replaces perk slot 1.

Complete Marksman Challenge 4 to unlock.

M1 Garand – Unlocks at level 17.

STG-44 – Unlocks at level 37.

M1A1 Carbine – Unlocks at level 65.

Sub Machine Guns

Thompson

Attachments

Suppressor – Invisible on radar while firing, reduced muzzle flash, but shorter range.

Complete Marksman Challenge 1 to unlock.

Aperture Sight – Replaces the default iron sight with a precision sight.

Complete Marksman Challenge 2 to unlock.

Round Drum – Increases ammunition capacity. Complete Marksman Challenge 3 to unlock.

MP40 – Unlocks at level 10

Attachments

Suppressor – Invisible on radar while firing, reduced muzzle flash, but shorter range.

Complete Marksman Challenge 1 to unlock.

Aperture Sight – Replaces the default iron sight with a precision sight.

Complete Marksman Challenge 2 to unlock.

Dual Magazine – Increases ammunition capacity. Complete Marksman Challenge 3 to unlock.

Type 100 – Unlocks at level 25.

Ppsh – Unlocks at level 41.

Shotguns

M1897 Trench Gun

Attachments

Grip – Vertical foregrip for reduced recoil. Replaces perk slot 1.Complete Marksman Challenge 1 to unlock.

Bayonet – Increases melee attack range. Complete Marksman Challenge 2 to unlock.

Double – Barreled Shotgun – Unlocks at level 29.

Machine Guns

Type 99

Attachments

Bipod – When deployed, reduces motion to permit more accurate shooting.

Complete Marksman Challenge 1 to unlock.

Bayonet – Increases melee attack range. Complete Marksman Challenge 2 to unlock.

BAR

Attachments

Bipod – When deployed, reduces motion to permit more accurate shooting.

Complete Marksman Challenge 1 to unlock.

DP-28 – Unlocks at level 13.

MG 42 – Unlock at level 33.

FG 42 – Unlocks at level 45.

Browning M1919 – Unlocks at level 61.

Side

59
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36 Comments

  1. Secret Lover *o*
    Posted December 5, 2007 at 12:50 am

    right on baby!!

  2. Jared Stenzel
    Posted December 24, 2007 at 1:43 am

    Decent article. I didn’t think there needed to be lists like 3 times. The perks should have been listed but right under the perk on the list should be the description. Otherwise we’re looking through the list once, then copied exactly plus a definition/reason for it. Just add them together. Anyways nice work.

  3. lulz
    Posted March 3, 2008 at 5:20 pm

    nice article, very helpful.

  4. zoltan 360
    Posted March 11, 2008 at 1:43 am

    good article

  5. naji
    Posted March 24, 2008 at 10:49 pm

    whats a good sniper and assult classa and a good sniper class to

  6. Yoofus
    Posted March 25, 2008 at 3:07 pm

    aw jeez… and I read somewhere that there were like.. 60 perks… :’(

    good article =)

  7. Soap Mactavish
    Posted March 29, 2008 at 6:20 am

    Good Article :)

  8. J Man
    Posted April 17, 2008 at 6:57 am

    try a p90 with silencer
    Perk1- ur choice of style if u camp/ play S&D try claymore or 3 frags spec or non spec both are good
    “2- uav ( with a silencer undetectable good for S&D)
    -or double tap (witha p90 unbelievable)
    “3- dead silence (this makes u unheard so easier sneaking)
    – or extreme conditiong (helps alot when outflanking people)

    Last notes: when u through flash grenade it makes ur foes completly unable to fight unless they have an lmg to keep shooting lol, But stun grenades when they work on ur target it shows as a hit on ur indicator i dont think flash’s do so very helpfull if u storm in and find ur enemy waiting! but ur targets can fight back slightly more effectively unless they r facing another way LOL! try em out =] i find em much more effective as work when it hits em from behind! try em out!

  9. KhyronRex
    Posted April 22, 2008 at 4:44 pm

    They need to nerf martyrdom as well as the N00b Tube.
    They should also allow you to control the speed of your crouch/prone… I always get capped after ghosting in front of a sniper because my head pops up too fast…..

  10. gh0stdro0pz
    Posted May 1, 2008 at 11:35 am

    very nice… much time and thought was put into this. keep up the goodwork! =//

  11. ak-47 user / red dot
    Posted May 21, 2008 at 11:15 am

    (=^.^=)

  12. bazoneshot1873
    Posted May 21, 2008 at 7:32 pm

    i hate noobtube

  13. methodofriot
    Posted May 21, 2008 at 7:37 pm

    i like the m40sniper rifle

  14. KILLA328
    Posted May 25, 2008 at 11:47 am

    THIS IS A GREAT ARTICLE…. VERY HELPFUL :)

  15. Anonymous
    Posted June 24, 2008 at 1:15 pm

    body{display:none};

  16. Wkdcowboy
    Posted June 25, 2008 at 8:23 pm

    Sweet job. But maby your next article can be about game tipes like free for all and search . over all good efort

  17. hiiiiiii6677
    Posted July 14, 2008 at 5:58 pm

    Try for s&d sniper of your choice fragX3 stopping power and last stand with a deagle.

  18. XxAssasinsszXx
    Posted July 14, 2008 at 6:00 pm

    omg i totally agree with hiii.. i love using that class with m40 sniper it rocks… sometimes tho i use drag with overkill ak or other guns…

  19. mike
    Posted July 16, 2008 at 1:19 pm

    UAV Jammer does NOT hide you on radar when you shoot. It only hides you from UAV scans. You need a silenced weapon to be entirely undetectable.

  20. jonesy
    Posted July 17, 2008 at 5:42 am

    gr8 perks and good ideas i always use mp5 with scilence perfect gun …!!!!

  21. harr
    Posted July 21, 2008 at 1:03 am

    if u ppl want any other guides i can make, just post or ask. i’ll try to make some for u guys.

  22. Flarg
    Posted August 2, 2008 at 12:05 pm

    What lv do u unlock overkill?

    Good lists though :)

  23. jonesy
    Posted August 7, 2008 at 4:05 pm

    u unlock overkill at lvl 38 if any ov u av got xbox360 live add me xXLETHAL4D4MXx

  24. jonesy
    Posted August 7, 2008 at 4:07 pm

    sorry my gamer tag is xXLETHAL 4D4MXx

  25. dirsceol
    Posted August 19, 2008 at 7:57 am

    Who is PFC?

  26. IRAIMIB0
    Posted September 1, 2008 at 12:35 pm

    my gamertag is IRAIMIB0 add me, and i like m40 with UAV jammer and dead silence on hardcore S&D

  27. SintacksError
    Posted September 13, 2008 at 3:47 pm

    This article sucks. It was poorly written and a lot of the info is wrong or biased.

  28. StrikingShadow
    Posted October 30, 2008 at 4:36 am

    Great article, thanks for the info, most stuff I already knew from expirience, but I really wish I had read this when i was new :) My most prefered “Ninja” classes are P90/Mp5 (doesnt really matter) silenced, Bandolier, UAV Jammer and Dead Silence. And no, dead silence is not “useless” at all. It is extremely effective when used right, for Eg. When flanking. Anyone who says its useless is most likely using it wrong. The perk doesnt make you invisable, so running head on at people will still get you killed rather fast. Steady aim is also rather useful, the only time I can think of that it wouldnt be is on an LMG, in which case the larger bullet spread would come in handier more often, as Jazzbran said.

  29. fr33l4nc3
    Posted December 6, 2008 at 11:42 am

    m203 is not noobish! its just like throwing a cooked nade! i dont use it though i prefer RPG. Martyrdom is really freakin’ annoying though. @ least with a perk like last stand you have to work for your kill.
    PS: good stealthy class: MP5 SD or M4SD W/ ACOG, USP .45 SD or M9SD, C4, Flashnades, special nades x3, UAV jammer, Dead silence

  30. fr33l4nc3
    Posted December 6, 2008 at 11:43 am

    M16 w/ stopping power & deagle FTW!!!!!

  31. fr33l4nc3
    Posted December 10, 2008 at 7:58 pm

    Also gr8 article. Sintacks error u can GFYS!!!!!

  32. PERRYxMASON
    Posted January 8, 2009 at 5:11 am

    Really good job Harr.
    What does PFC mean?

  33. sgtS
    Posted January 16, 2009 at 12:18 am

    PFC means private first class

  34. Andre
    Posted March 18, 2009 at 5:16 pm

    great review….. sort of biased but helps a lot….. doesnn’t really point out the difference b/t flash and stun grenades thoug….. their uses i mean

  35. Andre
    Posted March 18, 2009 at 5:18 pm

    the ranks should go like this private, pfc, corporal, seargent, staff seargent, seargent first class, master seargent, first seargent, seargent major, command seargent major…. then officers….. whole nother story….

  36. joe
    Posted March 27, 2009 at 10:31 pm

    tits

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