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    Walkthrough by dbcification

    Version: 2.1 | Updated: 09/27/10 | Search Guide | Bookmark Guide

    dbcification's Complete Guide to Call of Duty: MWR and Cubfan's Ultimate Guide
    to MWR's Multiplayer
    I'm dbcification, aka [REDACTED], and this is my guide to Call of Duty:
    Modern Warfare: Reflex! In my most recent update, I indexed the whole guide,
    added Cubfan's Multiplayer Guide, added a new strategy, rewrote a lot of the
    guide for clarity, and generally streamlined this behemoth thing. It's now at
    7,993 lines of text in the formatted version. Please correct me if my info's
    wrong or something. Now then, on to the guide!
    MWR1............................................................Welcome to MWR
    MWR2.............................................................Weapons Guide
    MWR3............................................................Campaign Guide
     -CAM2...........................................................Act I
     -CAM3..........................................................Act II
     -CAM4.........................................................Act III
     -CAM6...................................................Intel Rewards
    MWR4................Cubfan's (Almost) Complete Guide to MWR's Multiplayer Mode
     -AT02..............................................Secondary Grenades
    CUB4...........................................................TDM Strategies
    CUB6...........................................................SnD Strategies
    MWR5................................................................Perk Guide
     -PER1....................................................Tier 1 Perks
     -PER2....................................................Tier 2 Perks
     -PER3....................................................Tier 3 Perks
    MWR6...........................Miscellaneous Tips, Tricks, and Facts about MWR
     -STR2..................................................Mobile Sniping
     -STR3........................................................The Toob
     -STR5..............................................The Art of Warfare
     -STR6..................................................Ninja Defusing
    MWR8..........................................................Challenges Guide
     -CHA1.......................................................Boot Camp
    LEG1................................................................Legal Info
    Use "Ctrl + F" and type in the four letter section name to skip around.
    1.0 Just uploaded this
    1.1 Made some major changes after looking back over this coherently
    1.2 Updated the guide to have it run on IGN
    1.3 Minor changes to grammar structure in Intel
    1.4 Completely revamped Intel to be Campaign mode
    1.4.5 Finally found a decent text editor to get this into 79 character lines
    1.5 Updated the guide on IGN, and put it on GameFAQs
    1.6 Updated the guide on IGN, GameFAQs, added a Challenges guide, and put it
    on Neoseeker. Also made some corrections.
    1.7 Added the guide onto Supercheats. Made a few minor fixes, and put the
    weapons challenges in with their respective weapon. Made a printer friendly
    1.7.1 Added the guide onto Cheat Code Central. Fixed wrong information about
    RPGs and choppers. Also fixed Expert challenge numbers for Shotguns.
    1.8 Added a Shotgun strategy, and updated NoblWolf's UGL guide.
    1.9 Added a class loadout that I would use for each weapon. Put the guide on
    MMGN. Expect a large update for Version 2.0.
    2.0 Added Cubfan's Multiplayer Guide, added a new strategy, indexed the entire
    guide, streamlined and edited and rewrote a lot, and made it generally awesome
    and undoubtedly the best MWR guide in existence!
    This guide is near completion. There's really not that much left for me to add
    in that can be added into a plain text guide. I will periodically add in new
    Strategies, but the guide won't be updated right when I get one ready. I'd say
    I will update when I have five new strategies ready to go. Also, there will
    soon be a Rush Sniping guide, so look for that when Kefka sends it to me
    (Hurry Kefka, hurry).
    If you have a Strategy you want me to feature in my guide, email it to me in
    the body of an email, not an attachment.
    Also, I have preordered Treyarch's new title, Call of Duty: Black Ops, which
    is scheduled to drop November 9th of this year. At this moment, I am planning
    on writing a guide similar to this one for Black Ops, but it will take a few
    months past the release date to get it sorted out. So, look for that around
    January of 2011.
    MWR1 - Welcome to Call of Duty: Modern Warfare: Reflex
    Back in 2007, Activision Publishing released a game developed by a relatively
    unknown studio of aspiring developers called Infinity Ward. Whether or not
    they knew the impact that their game would have is up for debate, but one
    thing is for sure - Call of Duty: Modern Warfare changed the way we look at
    First Person Shooters. It was released for every major console except
    Nintendo's Wii, which was believed to not be equipped for anything remotely
    awesome. Two years later, another Activision studio, called Treyarch, ported
    the game to the Wii. And thus, Call of Duty: Modern Warfare: Reflex was born.
    MWR2 - Weapons Guide
    Now then, let's dive into the meat of the game - weapons! I have detailed
    information on each weapon, as well as the challenges for each respective
    weapon, and a brief class loadout that I would use myself.
    Weapons are rated on a scale of Poor, Good, and Great.
    If you go by the in-game range unit, please note that 4 In-Game Units (IGU)
    are roughly 1 meter. Thus, 2000 IGU (max range for most of your weapons)
    translates loosely to 50 meters in real life. I thought about including both
    IGU and meters in the information, but it wasn't practical.
    All detailed weapon information came from DenKirson at xanga.com.
    ASSAULT - 7 Weapons
    M16A4 - Semi-auto (3 Round Burst) - Great - Available at Level 4
    The M16 is one of the most feared, respected and hated guns in the game, and
    for good reason. Every pull of the trigger unleashes a furious three-round
    burst, which can down an enemy instantly in close range. The rounds separate a
    little once they reach their maximum distance, especially with an ACOG Scope,
    which can make your ultra-long shots a pain to pull off. Because it is a
    semi-automatic, you have to be able to aim if you want to survive a bout of
    CQC. One of the few guns that people consistently whine about as being
    overpowered, and the only one that could truly be considered such.
    Damage: 40 per round/30 per round
    Range: 35.7 meters/50 meters
    Range Silenced: 12.5 meters/25 meters
    RoF: Max is 450 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 2.365 Seconds
    Ammo Sharing: Type A (M16, M4, G36C)
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Marksman I: Kill 25 enemies using the bullets of the M16A4.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the bullets of the M16A4.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 Enemies using the bullets of the M16A4.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M16A4.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M16A4.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M16A4.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    M16A4 with Red Dot Sight
    USP .45 with Silencer
    Frag x 3
    Stopping Power
    Steady Aim
    AK-47 - Full-auto - Great - Available at Level 4
    The AK-47 is the single most famous assault rifle in the world. Wildly
    successful in all combat environments, the AK-47 has shaped the standards of
    modern assault rifles. In the game, the AK-47 is a potent all-around weapon,
    with a good Rate of Fire, excellent damage, and good range all in a small,
    easy to use, easy to master package. So long as you keep it bare, it does
    considerable damage at a distance, and can take down an enemy in four hits.
    Damage: 40 per round/30 per round
    Damage RDS or Silencer: 40 per round/20 per round
    Range: 35.7 meters/50 meters
    Range Silenced: 12.5 meters/25 meters
    RoF: 700 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.25 Seconds
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Glitches: Red Dot Sight and Silencer both cause the AK-47's long range damage
    to fall from 30 to 20
    Marksman I: Kill 25 enemies using the bullets of the AK-47.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the bullets of the AK-47.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the bullets of the AK-47.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the AK-47.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the AK-47.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the AK-47.
    Reward: Red Tiger Camo, 1000 Exp.
    Assault Expert: Complete all Marksman and Expert challenges for every Assault
    Reward: Golden Camo
    Example Class:
    AK-47 with Silencer
    USP .45 with Silencer
    Double Tap
    Steady Aim
    M4A1 Carbine - Full-auto - Good - Available at Level 10
    The M4A1 is the Marine Corp's full-auto alternative to the M16. While it does
    less damage per round than most other assault rifles, it makes up for that in
    a much higher Rate of Fire than most all the other assault rifles, and rather
    low recoil when firing at full speed. It is one of the few weapons that has
    idle sway when an ACOG Scope is put on it. However, its sway does not change
    depending on your position. When you get into a firefight with somebody who
    has another assault rifle, keep in a covered position. If you fire first, you
    can beat anyone who tries to kill you, as long as you stay on target.
    Damage: 30 per round/20 per round
    Range: 35.7 meters/50 meters
    Range Silenced: 12.5 meters/25 meters
    RoF: 855 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 2.36 Seconds
    Ammo Sharing: Type A (M16, M4, G36C)
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Marksman I: Kill 25 enemies using the bullets of the M4A1 Carbine.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the bullets of the M4A1 Carbine.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the bullets of the M4A1 Carbine.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M4A1 Carbine.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M4A1 Carbine.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M4A1 Carbine.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    M4A1 Carbine with Silencer
    USP .45 with Silencer
    Stopping Power
    Extreme Conditioning
    G3 - Semi-auto (Single round) - Good - Available at Level 25
    The G3 is an assault rifle designed with range in mind. It is most useful
    when you have a bit of distance between you and the target, say, from the
    metal lookout post on Backlot to the broken two storey building. In close
    quarters situations, your best bet would be to try to circle and back away, or
    else you'll end up getting swamped by those with full-auto weapons. If you can
    mash the trigger and be accurate at the same time, you should get out of most
    encounters like that without much difficulty.
    Damage: 40 per round/30 per round
    Range: 35.7 meters/50 meters
    Range Silenced: 12.5 meters/25 meters
    RoF: Max is 1200 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.75 Seconds
    Clip/Reserve/Bandolier Reserve: 20/40/120
    Ammo Sharing: Type B (G3, M14, M40, M21, R700)
    Glitches: Causes the knifing action to run twice as long, even though the
    animation runs normally, effectively making it impossible to quickly knife.
    Marksman I: Kill 25 enemies using the bullets of the G3.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the bullets of the G3.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the bullets of the G3.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the G3.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the G3.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the G3.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    G3 with ACOG Scope
    USP .45 with Silencer
    Stopping Power
    Deep Impact (You shouldn't be getting in close with this anyway. Think of it
    as a sniper rifle)
    G36C - Full-auto - Good - Available at Level 37
    The G36C is a lesser-known assault rifle, but is still fairly good. To use it
    effectively, you have to put a slight bit of distance between you and your
    enemy. It does lower damage than most assault rifles, and has a lower Rate of
    Fire than the M4A1, which does the same amount of damage. Silencing it not
    only makes it look rather cool, but gives you an edge over your enemies. While
    it isn't a top tier assault rifle, the G36C is a very solid Class B weapon.
    Damage: 30 per round/20 per round
    Range: 35.7 meters/50 meters
    Range Silenced: 12.5 meters/25 meters
    RoF: 750 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty Time: 2.967 Seconds
    Ammo Sharing: Type A (M16, M4, G36C)
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Glitches: The ADS Sway for the ACOG'd G36C is .03 while proning, meaning
    there is virtually no sway. Also, this gun gives you a free Sleight of Hand,
    making your actions with it much faster (thanks to Rip4D).
    Marksman I: Kill 25 enemies using the bullets of the G36C.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the bullets of the G36C.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the bullets of the G36C.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the G36C.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the G36C.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the G36C.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    G36C with Silencer
    USP .45 with Silencer
    Stopping Power
    Steady Aim
    M14 - Semi-auto (Single Fire) - Good - Available at Level 46
    The M14 is a Vietnam-era, single shot assault rifle which was later converted
    to the M21 sniper rifle. In game, it does very good damage, but has extremely
    high recoil to make it fair. Also, its iron sights are some of the worst in
    the whole game, so a Red Dot Sight or an ACOG Scope is recommended if you wish
    to go loud. If you want to go quiet, a Silencer can muzzle it and turn the
    recoil WAY down. The irons aren't quite as bad when the recoil doesn't kick
    the barrel up three feet with every shot. The M14 is best used in Hardcore
    modes with the Silencer, because it's a One-Shot Kill that the enemy will
    never hear or see.
    Damage: 50 per round/40 per round
    Range: 35.7 meters/50 meters
    Range Silenced: 12.5 meters/25 meters
    RoF: Max is 1200 RPM
    Multipliers: Head: 1.5%, Neck 1.5%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.06 Seconds
    Clip/Reserve/Bandolier Reserve: 20/40/120
    Ammo Sharing: Type B (G3, M14, M40, M21, R700)
    Marksman I: Kill 25 enemies using the bullets of the M14.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the bullets of the M14.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the bullets of the M14.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M14.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M14.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M14.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    M14 with Silencer
    USP .45 with Silencer
    Claymore x 2
    UAV Jammer
    Dead Silence
    MP44 - Full-auto - Good - Available at Level 52
    The MP44 was the first assault rifle as we think of them today. Its design was
    what inspired both the M16 and the AK-47, making it the official father of all
    modern assault rifles. The MP44 was only given the Machine Pistol designation
    to get it past Hitler's quality inspection. Once he approved of its results in
    battle, it was given the designation STG-44. The STG stood for Sturmgewehr,
    which literally meant Storm Rifle. However, the MP designation stuck in other
    parts of the world, and it came to be forever known as such. In the game, it
    plays like a shaky, slower AK-47. Its Rate of Fire can be a problem, but it
    can also give you an advantage known as sheer dumb luck.
    Damage: 40 per round/30 per round
    Range: 35.7 meters/50 meters
    RoF: Around 600 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.5 Seconds
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Glitches: RoF speeds up and slows down randomly.
    Expert I: Get 25 headshot kills using the MP44.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the MP44.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the MP44.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    USP .45
    Stopping Power
    Steady Aim
    SMG - 5 Guns
    MP5 - Full-auto - Great - Available at Level 4
    The MP5, created in the sixties by German small arms maker Heckler & Koch, is
    one of the world's foremost submachine guns. In the game, it is the powerhouse
    of its class, dealing as much damage as a silenced or RDSed AK-47. Its high
    Rate of Fire makes it the winner in CQC most of the time, unless the other guy
    started shooting first and is more accurate than you. Once you unlock the
    Silencer for it, you'll probably be using it forever. Not only does it look
    awesome, but the silenced makes your shots invisible. So now you can have all
    the power you want, and they'll never know you were here.
    Damage: 40 per round/20 per round
    Range: 19.05 meters/25 meters
    Range Silenced: 8.89 meters/16.51 meters
    RoF: 800 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 1.77 Seconds
    Reload (Empty) Time: 3.3 Seconds
    Ammo Sharing: Type C (MP5, Mini-Uzi, M9)
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Marksman I: Kill 25 enemies using the MP5.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the MP5.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the MP5.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the MP5.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the MP5.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the MP5.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    MP5 with Silencer
    M9 with Silencer
    Bomb Squad
    UAV Jammer
    Dead Silence
    Skorpion - Full-auto - Great - Available at Level 4
    The Skorpion is a generally underrated and underappreciated gun. People don't
    really expect much from it, because it has such pathetic range compared to
    other SMGs. However, it is a top-tier SMG in my estimation. You have to set up
    your play-style to fit close-range combat, and press the enemy hard. That's
    the only way to effectively use the Skorpion. It does massive damage up close,
    so take advantage of that. Silencing it will give you an advantage over those
    who hunt by their radars, but hurts your already-dismal range. An ACOG Scope
    should be what you use at all times once you unlock it.
    Damage: 50 per round/20 per round
    Range: 5.08 meters/10.16 meters
    Range Silenced: 2.54 meters/7.62 meters
    RoF: 855 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 2.2 Seconds
    Reload (Empty) TimeL 2.67 Seconds
    Clip/Reserve/Bandolier Reserve:  20/60/160
    Marksman I: Kill 25 enemies using the Skorpion.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the Skorpion.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the Skorpion.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the Skorpion.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the Skorpion.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the Skorpion.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    Skorpion with ACOG Scope
    USP .45
    Stopping Power
    Extreme Conditioning
    Mini-Uzi - Full-auto - Good - Available at Level 13
    The Mini-Uzi is an Israeli submachine gun designed for close-quarter combat,
    and getting as many rounds into a target as fast as possible. The Mini-Uzi
    accomplishes this purpose easily, with the fastest Rate of Fire on any gun in
    the game. Burst firing, a habit you should keep to anyway with automatic
    weapons, is your friend with the Mini-Uzi, because it has massive recoil when
    fired continuously. Slap a silencer on it, and you have yourself a bona fide
    killing machine.
    Damage: 30 per round/20 per round
    Range: 19.05 meters/25 meters
    Range Silenced: 8.89 meters/16.51 meters
    RoF: 950 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 2.2 Seconds
    Reload (Empty) Time: 3.5 Seconds
    Ammo Sharing: Type C (MP5, Mini-Uzi, M9)
    Clip/Reserve/Bandolier Reserve: 32/64/192
    Marksman I: Kill 25 enemies using the Mini-Uzi.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the Mini-Uzi.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the Mini-Uzi.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the Mini-Uzi.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the Mini-Uzi.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the Mini-Uzi.
    Reward: Red Tiger Camo, 1000 Exp.
    SMG Expert: Complete all Marksman and Expert challenges for every SMG.
    Reward: Golden Camo
    Example Class:
    Mini-Uzi with Silencer
    M9 with Silencer
    Bomb Squad
    Stopping Power
    Dead Silence
    AK-74u - Full-auto - Great - Available at Level 28
    The AK-74u is a compacted version of the AK-74, the Russian-made update of the
    AK-47. In the game, it has very good damage and good Rate of Fire, tying with
    the MP5 for overall effectiveness. Using it silenced does not affect the
    hipfire spread of the 74u on the Wii, and makes it perfect for a Ghosting
    class if you so choose. The Red Dot Site does, however, increase its hipfire,
    so in that respect the MP5 has it beaten. Ultimately, the battle between the 
    AK-74u and the MP5 is one of preference, so use whichever one you like best.
    Damage: 40 per round/20 per round
    Range: 19.05 meters/25 meters
    Range Silenced: 8.89 meters/16.51 meters
    RoF: 800 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight/Medium
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.25 Seconds
    Clip/Reserve/Bandolier Reserve: 30/60/180
    Glitches: When RDS'd, the 74u has the hipfire accuracy of an Assault Rifle.
    Marksman I: Kill 25 enemies using the AK-74u.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the AK-74u.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the AK-74u.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the AK-74u.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the AK-74u.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the AK-74u.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    AK-74u with Silencer
    USP .45 with Silencer
    Stopping Power
    Extreme Conditioning
    P90 - Full-auto - Good - Available at Level 40
    The P90 is a personal defense submachine gun made by FN Herstal, a Belgian
    small arms company. It is one of the fastest three weapons in the game, tying
    with the M249 SAW and coming in second to the Mini-Uzi. While its damage isn't
    exactly stellar, it still packs a powerful punch due to its large lack of
    recoil. Combine this with a high Rate of Fire, and fifty-round clips, and you
    have yourself a very potent weapon in the hands of a master. Though most can
    pick up a P90 and stomp over people, it is rather easy to counter if you stay
    aware and out of its good range.
    Damage: 30 per round/20 per round
    Range: 19.05 meters/25 meters
    Range Silenced: 8.89 meters/16.51 meters
    RoF: 925 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 1.77 Seconds
    Reload (Empty) Time: 3.5 Seconds
    Clip/Reserve/Bandolier Reserve: 50/100/300
    Glitches: Causes the player to have Extreme Conditioning along with the Perk 3
    perk they have chosen.
    Marksman I: Kill 25 enemies using the P90.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the P90.
    Reward: Silencer, 500 Exp.
    Marksman III: Kill 150 enemies using the P90.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the P90.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the P90.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the P90.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    P90 with Silencer (This is the ultimate rage-inducing class)
    USP .45 with Silencer
    Claymore x 2
    UAV Jammer
    Dead Silence
    LMG - 3 Guns
    M249 SAW - Full-auto - Good - Available at Level 4
    The M249 SAW is a Light Machine Gun used generally for squad support. Anyone
    using it can lay down suppressing fire to send the enemies into hiding so that
    his squad can accomplish its objective. In the game, this functionality
    remains mostly intact, but the amount of boneheaded players who think they're
    a one-man army kind of destroy a "team" atmosphere. The SAW has the fastest
    reload times of any LMG, clocking in at about 2.5 seconds as opposed to the 5
    second and up reload times of the RPD and M60. The SAW is the best mobile LMG,
    but is not good for holding choke points for long periods of time due to its
    weak per-round damage as compared to the other two LMGs.
    Damage: 30 per round
    Range: Bullets travel infinitely at 30 damage.
    RoF: 925
    Multipliers: Head: 1.4%
    Hipfire Spread: Medium/Loose
    Reload (Add) Time: 5.23 Seconds
    Reload (Empty) Time: 6.45 Seconds
    Clip/Reserve/Bandolier Reserve: 100/100/300
    Glitches: When Gripped, the SAW has the hipfire accuracy of an Assault Rifle.
    Marksman I: Kill 25 enemies using the SAW.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the SAW.
    Reward: Grip, 500 Exp.
    Marksman III: Kill 150 enemies using the SAW.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the SAW.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the SAW.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the SAW.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    M249 SAW with Grip
    USP .45
    Stopping Power
    Steady Aim
    RPD - Full-auto - Good - Available at Level 4
    The RPD is a very average LMG. It fires at a lower Rate of Fire than the SAW,
    and does less damage than the M60. However, on the other token, it does more
    damage than the SAW, and fires faster than the M60. So, if you want more power
    in your LMG, an RPD is a good compromise between firepower and Rate of Fire.
    One man with an RPD can hold a choke point until someone comes in with a
    bigger gun than it, but since most weapons do the same amount of damage as it,
    this bigger gun could be anything if the user of the RPD is caught off-guard.
    Damage: 40 per round
    Range: Bullets travel infinitely at 40 damage.
    RoF: 700
    Multipliers: Head: 1.4%
    Hipfire Spread: Loose
    Reload (Add) Time: 7.13 Seconds
    Reload (Empty) Time: 9.7 Seconds
    Clip/Reserve/Bandolier Reserve: 100/100/300
    Marksman I: Kill 25 enemies using the RPD.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the RPD.
    Reward: Grip, 500 Exp.
    Marksman III: Kill 150 enemies using the RPD.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the RPD.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the RPD.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the RPD.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    RPD with Grip
    USP .45
    Sleight of Hand
    Steady Aim
    M60E4 - Full-auto - Good - Available at Level 19
    In use since the Vietnam era, the M60E4 is the oldest Light Machine Gun in the
    game. It provides massive power within a good distance, and fairly good power
    at long range. Its iron sights are the worst in the entire game, so you are
    recommended to swap out the sight quickly. It has the consistent lowest rate
    of fire in the entire game in order to compensate the backbreaking power, so
    you may wish to put Double Tap on it. It also has the slowest reload time in
    the game, so Sleight of Hand is another good option.
    Damage: 50 per round/40 per round
    Range: 25 meters/37.5 meters
    RoF: 600 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Loose
    Reload (Add) Time: 7.13 Seconds
    Reload (Empty) Time: 9.7 Seconds
    Clip/Reserve/Bandolier Reserve: 100/100/300
    Marksman I: Kill 25 enemies using the M60E4.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the M60E4.
    Reward: Grip, 500 Exp.
    Marksman III: Kill 150 enemies using the M60E4.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M60E4.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M60E4.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M60E4.
    Reward: Red Tiger Camo, 1000 Exp.
    LMG Expert: Complete all Marksman and Expert challenges for each LMG.
    Reward: Golden Camo
    Example Class:
    M60E4 with ACOG Scope
    USP .45
    Claymore x 2
    Sleight of Hand
    Deep Impact
    SHOTGUNS - 2 Guns
    W1200 - Pump-action (single shot) - Great - Available at Level 4
    If you were a shotgun user in Call of Duty: World at War, this gun should make
    you feel right at home. It is very similar to the M1897 Trench Gun, only with
    more ammo. You can still do the reload cancel with it, as you can with the
    bolt-action sniper rifles, and this comes in handy if get caught by an enemy
    while reloading. Due to the lag that is always present in MWR, you will need
    to learn the art of lagshooting in order to get any kills with it. With the
    addition of Stopping Power, it has the potential to kill at the edge of its
    range if all the pellets hit the enemy, but Stopping Power is really a waste
    on it. Juggernaut or UAV Jammer are also good options, but tend to get more
    into the realm of specializing in a certain type of shotgunning. If you just
    want to go out there are redneck your way around the map, Sleight of Hand is
    for you.
    Damage: 40 per pellet (eight pellets per shot fired)/10 per pellet
    Range: 7.62 meters/12.7 meters
    RoF: Max is 150 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Medium
    Reload (Add) Time: .25 Seconds per shell
    Reload (Empty) Time: 1.75 Seconds
    Ammo Sharing: Type D (W1200, M1014)
    Clip/Reserve/Bandolier Reserve: 7/21/56
    Marksman I: Kill 25 enemies using the W1200.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the W1200.
    Reward: Grip, 500 Exp.
    Expert I: Get 25 headshot kills using the W1200.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 50 headshot kills using the W1200.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 100 headshot kills using the W1200.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    USP .45
    Sleight of Hand
    Extreme Conditioning
    M1014 - Semi-auto - Good - Available at Level 31
    The M1014 is a semi-auto shotgun with less power than the W1200, but more
    range to work with. It plays similarly to the Double-Barrel Shotgun from Call
    of Duty: World at War, but with an additional two shells. When using this, its
    relatively low power means that it will only kill if most of your pellets hit,
    so accuracy and learning to lagshoot are once again necessary. Stopping Power
    ensures that when you shoot, they die, but it passes on sloppy aiming habits,
    so I tend to shy away from it. Sleight of Hand is good again, but not quite as
    good as on the W1200. Juggernaut may be your best bet here, because of the
    need to get in close, but UAV Jammer does the same thing a different way. It's
    really up to you what Perk 2 perk you choose, but just make sure your Perk 2
    perk lines up with your playstyle.
    Damage: 30 per pellet/10 per pellet
    Range: 8.89 meters/16.51 meters
    RoF: Max is 300 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Medium
    Reload (Add) Time: .25 Seconds per shell
    Reload (Empty) Time: 1 Second
    Ammo Sharing: Type D (W1200, M1014)
    Clip/Reserve/Bandolier Reserve: 4/16/40
    Marksman I: Kill 25 enemies using the M1014.
    Reward: Red Dot Sight, 250 Exp.
    Marksman II: Kill 75 enemies using the M1014.
    Reward: Grip, 500 Exp.
    Expert I: Get 25 headshot kills using the M1014.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 50 headshot kills using the M1014.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 100 headshot kills using the M1014.
    Reward: Red Tiger Camo, 1000 Exp.
    Shotgun Expert: Complete all Marksman and Expert challenges for each Shotgun.
    Reward: Golden Camo
    Example Class:
    USP .45
    Sleight of Hand
    Extreme Conditioning
    SNIPER RIFLES - 5 Guns
    M40A3 - Bolt-action - Great - Available at Level 4
    The M40A3 was the United States Marine Corps' standard sniper rifle until late
    2009 when the M40A5 took its spot. The M40 family was initially brought into
    use during Vietnam, and was based off the short-action version of the R700
    series of rifles. In the game, the M40A3 is the most common of all sniper
    rifles due to its reliability and performance. ACOG quickscopers take
    advantage of its glitch, but it actually performs much better with the normal
    scope. It's one of the easier rifles to begin sniper with, but is also deadly
    in the hands of a master. As with most sniper rifles, if you want a One-Hit
    Kill, Stopping Power is a must for those pesky Juggernauts.
    Damage: 70
    Range: Range is infinite - if you can see it, you can shoot it.
    RoF: 70 RPM Bolt
    Multipliers: Head 1.5%, Neck: 1.5%, Torso: 1.1%, Stomach: 1.1%
    Hipfire Spread: Loose
    Reload (Add) Time: .26 Seconds per round
    Reload (Empty) Time: 1.3 Seconds
    Ammo Sharing: Type C (G3, M14, M40, M21, R700)
    Clip/Reserve/Bandolier Reserve: 5/15/40
    Glitches: An ACOG Scope brings its damage up to 75, causing an instant kill
    anywhere on the body of a non-Juggernaut with Stopping Power.
    Marksman I: Kill 100 enemies using the M40A3.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M40A3.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M40A3.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M40A3.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    USP .45 with Silencer
    Stopping Power
    Extreme Conditioning
    M21 - Semi-auto - Good - Available at Level 7
    The M21 is a rather random sniper rifle. You either pick it up and blast away
    the enemy team, or you get tons of hitmarkers with it and drop it for an SMG.
    First brought into use in Vietnam, an M21 is basically an M14 with a sniper
    scope attached to it. It has relatively weak multipliers, so Stopping Power is
    almost a must for sniping non-Juggernauts. Double tapping each shot you take
    is both possible and smart, so I'd recommend that if you're aiming for the
    body. While it has dismal luck with the body, it is a headshot magnet if you
    use it right. You have to take a little more time with the M21, but it can be
    a decent rifle.
    Damage: 70
    Range: Range is infinite - if you can see it, you can shoot it.
    RoF: Max is 1200 RPM
    Multipliers: Head 1.5%, Neck: 1.5%, Torso: 1.1%
    Hipfire Spread: Loose
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.1 Seconds
    Ammo Sharing: Type C (G3, M14, M40, M21, R700)
    Clip/Reserve/Bandolier Reserve: 10/20/60
    Glitches: Gives the player Extreme Conditioning along with whatever Perk 3
    perk they picked.
    Marksman I: Kill 100 enemies using the M21.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M21.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M21.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M21.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    USP .45 with Silencer
    Stopping Power
    Extreme Conditioning
    Dragunov - Semi-auto - Poor - Available at Level 22
    The Russian-made Snayperskaya Vintovka Dragunova, or Dragunov for short, is
    a sniper rifle designed in the Vietnam era for use in the Soviet Union. Since
    then, it has become the standard support and sniper rifle of many countries,
    including former Warsaw Pact nations. In the game, it features very good
    multipliers, coming in just behind the R700 and M82A1 for overall power.
    However, it earns a Poor rating because of the Wii-only glitch that makes its
    scope displacement after each shot completely random instead of vertical-only.
    It has good damage, but it just doesn't match up to the other sniper rifles in
    terms of reliability.
    Damage: 70
    Range: Range is infinite - if you can see it, you can shoot it.
    RoF: Max is 1200 RPM
    Multipliers: Head 1.5%, Neck: 1.5%, Torso: 1.5%
    Hipfire Spread: Loose
    Reload (Add) Time: 1.5 Seconds
    Reload (Empty) Time: 3.5 Seconds
    Clip/Reserve/Bandolier Reserve: 10/20/60
    Glitches: Scope displacement is completely random after each shot.
    Marksman I: Kill 100 enemies using the Dragunov.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the Dragunov.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the Dragunov.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the Dragunov.
    Reward: Red Tiger Camo, 1000 Exp.
    Sniper Expert: Complete all Marksman and Expert challenges for each Sniper
    Reward: Golden Camo
    Example Class:
    USP .45 with Silencer
    Stopping Power
    Extreme Conditioning
    R700 - Bolt-action - Good - Available at Level 34
    The R700 was originally developed by Remington Firearms in 1962 as a hunting
    rifle, but was quickly adapted for police and military use. In the game, it
    comes with a four-round magazine, which gives it less overall ammo than the
    other four sniper rifles. It comes in just behind the M82A1 for the highest
    multipliers in the game, but it is the most powerful of the true sniper
    rifles. The sound it makes, coupled with the fact that camouflage on it 
    up onto the scope as well as the rifle itself makes it a favorite of more
    experienced players who like a challenge when sniping.
    Damage: 70
    Range: Range is infinite - if you can see it, you can shoot it.
    RoF: 70 RPM Bolt
    Multipliers: Head 1.5%, Neck: 1.5%, Torso: 1.5%, Stomach: 1.3%
    Hipfire Spread: Loose
    Reload (Add) Time: .26 Seconds per round
    Reload (Empty) Time: 1.04 Seconds
    Ammo Sharing: Type C (G3, M14, M40, M21, R700)
    Clip/Reserve/Bandolier Reserve: 4/12/32
    Glitches: The Idle Sway of this gun is .65, which is much higher than all the
    other sniper rifles. You have to take your shots quickly, or else the scope
    will move around noticeably. Also, the recoil is much worse on this when you
    fire a shot after holding your breath.
    Marksman I: Kill 100 enemies using the R700.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the R700.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the R700.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the R700.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    USP .45 with Silencer
    UAV Jammer
    Deep Impact
    Barrett .50 Cal (M82A1) - Semi-auto - Great - Available at Level 49
    The M82A1 is not a true sniper rifle at all. Instead, it was designed as an
    anti-materiel rifle, a rifle which specializes in piercing and destroying
    dangerous and armored targets. It chambers the mighty .50 BMG round
    originally used in the M2 Browning machine guns. In the game, no sniper rifle
    can stand up to it. It has the single highest multipliers of any weapon in the
    game, as well as the highest bare penetration values in the whole game, even
    higher than the Vulcan minigun attached to the chopper. Essentially, if you
    shoot someone with the M82 and you have Stopping Power, they aren't getting up
    Damage: 70
    Range: Range is infinite - if you can see it, you can shoot it.
    RoF: Max is 1200 RPM
    Multipliers: Head 1.5%, Neck: 1.5%, Torso: 1.5%, Stomach: 1.3%, Limbs: 1.1%
    Hipfire Spread: Loose
    Reload (Add) Time: 2.8 Seconds
    Reload (Empty) Time: 4.6 Seconds
    Clip/Reserve/Bandolier Reserve: 10/20/60
    Marksman I: Kill 100 enemies using the M82A1.
    Reward: ACOG Scope, 1000 Exp.
    Expert I: Get 25 headshot kills using the M82A1.
    Reward: Digital Camo, 250 Exp.
    Expert II: Get 75 headshot kills using the M82A1.
    Reward: Blue Tiger Camo, 500 Exp.
    Expert III: Get 150 headshot kills using the M82A1.
    Reward: Red Tiger Camo, 1000 Exp.
    Example Class:
    USP .45 with Silencer
    Stopping Power
    Deep Impact
    PISTOLS - 4 and 1/2 Guns
    M9 - Semi-auto - Good - Available at Level 4
    The M9 is your basic, run-of-the-mill pistol. It does good damage up close,
    and has the highest capacity for a pistol in the game. It also has almost
    non-existent recoil, and overall works very well. It chambers 9mm rounds, so
    it shares with other weapons chambering 9mm rounds, like the MP5 and Mini-Uzi.
    Unfortunately, its good power and high capacity are somewhat nerfed by its
    dismal range, which is lower than all the other pistols.
    Damage: 40 per round/20 per round
    Range: 6.985 meters/12.5 meters
    Range Silenced: 5.08 meters/10.16 meters
    RoF: Max is 1200 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 1.2 Seconds
    Reload (Empty) Time: 1.9 Seconds
    Ammo Sharing: Type B (MP5, Mini-Uzi, M9)
    Clip/Reserve/Bandolier Reserve: 15/30/90
    Example Class:
    MP5 (For Pistol Example Classes, switch out to the pistol at each spawn)
    Bomb Squad
    Stopping Power
    Extreme Conditioning
    USP .45 - Semi-auto - Great - Available at Level 4
    A favorite of snipers and Ghosts alike, the USP .45 is the pinnacle of stealth
    and power. With the same damage as the M9, but better range, the USP wins out
    easily in pistol-only matches. It also has more ammo than the M1911 .45 and
    the Desert Eagle, which puts it above those two as well. Sometimes you'll find
    it unsilenced, and that's okay too. If there's nothing better around, a
    USP .45 can be the difference between a chopper and an airstrike.
    Damage: 40 per round /20 per round
    Range: 12.065 meters/25 meters
    Range Silenced: 7.62 meters/17.145 meters
    RoF: Max is 1200 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 1.2 Seconds
    Reload (Empty) Time: 1.9 Seconds
    Ammo Sharing: Type E (USP, M1911)
    Clip/Reserve/Bandolier Reserve: 12/24/72
    Example Class:
    USP .45
    Stopping Power
    Extreme Conditioning
    M1911 .45 - Semi-auto - Good - Available at Level 16
    The Colt M1911 .45 is the second acknowledgment of Call of Duty's WWII roots,
    even though the version given us in the game is a more modernized version of
    it. Created in 1911 by Colt Firearms, the same company who made the Colt
    Revolver, the M1911 has seen a lot of action over the years. A favorite even
    today of special forces soldiers, the M1911 has a foothold in special
    operations units worldwide. Though mostly replaced by the M9 and others, the
    M1911 lives on. In the game, it is a very accurate gun when hipfiring. It has
    the standard amount of power, and better range than the M9, though not than
    the USP .45. Its clip is rather small, as pistols go, so you have to be deadly
    accurate when using it, or you'll be caught reloading.
    Damage: 40 per round/20 per round
    Range: 9.525 meters/20.955 meters
    Range Silenced: 5.715 meters/12.5 meters
    RoF: Max is 1200 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 1.2 Seconds
    Reload (Empty) Time: 1.9 Seconds
    Ammo Sharing: Type E (USP, M1911)
    Clip/Reserve/Bandolier Reserve: 8/24/64
    Example Class:
    M1911 .45
    Stopping Power
    Extreme Conditioning
    .50 Cal AE Desert Eagle - Semi-auto - Good - Regular available at Level 43,
    Golden available at Level 55
    The Desert Eagle is a self-defense rifle developed by Magnum Research and
    manufactured by Israeli Weapon Industries. It is capable of firing a multitude
    of different rounds, including .357 Magnum, .41 and .44 Magnum, and the .440
    Cor-bon. But the version given us in this game fires the mighty .50 Action
    Express, a version of the .50 BMG optimized for use in smaller weapons. In the
    game, each shot up close does a whopping 50 damage, and does a respectable 30
    at range. It has the best hipfire accuracy of any weapon in the game, which
    makes many believe it is the best pistol in the game. However, since most use
    their pistols while aiming down the sight, the Desert Eagle comes in second to
    the USP .45 due to its large and bulky iron sights. It also has very high
    recoil, which effectively eliminates the option of spamming it at the enemy
    and hitting them.
    Damage: 50 per round/30 per round
    Range: 9.525 meters/31.115 meters
    RoF: Max is 1200 RPM
    Multipliers: Head: 1.4%
    Hipfire Spread: Tight
    Reload (Add) Time: 1.43 Seconds
    Reload (Empty) Time: 2.1 Seconds
    Clip/Reserve/Bandolier Reserve: 7/21/42
    Example Class:
    Desert Eagle
    Extreme Conditioning
    EXPLOSIVES - 7 Weapons
    Frag Grenade - 5 second timer - Great - Can't be unequipped
    If a gun is the soldier's best friend, the grenade is his buddy who bails him
    out of jail. In use since the first World War, grenades are highly versatile
    explosives capable of going anywhere they can be thrown. About the size of a
    baseball, they throw rather similarly to a rock. In the game, they do massive
    damage almost to the very edge of their explosive radius. Due to the grenade
    indicator being broken in MWR, grenades can be deadly if one doesn't know that
    one just landed next to them. It takes about 1.5 seconds to arm a grenade, so
    the 5 seconds left to you after you arm it to get it away from you are
    Damage: 300/75/15 by Direct Impact
    Range: 6.5 meters/6.51 meters/Direct Impact
    Timer: 3.5 seconds/2.5 second for a Martyrdom grenade
    Other: Crosshairs blink red for every second a grenade is cooked
    Example Class:
    P90 (The point of an explosive class is to have fun)
    USP .45
    Stun/ Frag x 3
    Frag x 3
    Sonic Boom
    Stun Grenade - 1 second timer - Great - Available at Level 4
    Stun Grenades are paralyzing agents that slow a target's movement to a crawl
    for a bit. In the game, they are used to get headshots and generally impede
    the enemy team's strategy.
    Damage: 1/40 by Direct Impact
    Range: 13 meters/Direct Impact
    Timer: 1 second after impact
    Other: Don't stun yourself
    Example Class:
    Good luck on this one. Stuns only kill on a person in Last Stand.
    Flashbang - 1 second timer - Good - Available at Level 4
    Flashbangs work by exploding and releasing an incredible bright light and a
    burst of sound. The target of a flashbang, if he saw it, would be unable to
    see and hear for a moment, which is all the person who threw it would need to
    make the kill.
    Damage: 15 by Direct Impact
    Range: 18 meters
    Timer: 1 second after impact
    Other: You can flash yourself, and it only works when somebody sees it.
    Example Class:
    See above.
    M18A1 Claymore - Motion Sensing - Great - Available at Level 23
    The M18A1 Claymore is a motion sensing tripmine, and is used extensively in
    sniper's nests. In the game, it functions much the same; place the Claymore
    down facing wherever you want, and if someone crosses the beams it sends out,
    they get blown to bits.
    Damage: 200/50
    Range: 6.5 meters/6.51 meters
    Timer: .83 second delay between the click of the trigger and the explosion
    Other: Make sure the little lasers are pointing TOWARDS the entrance of your
    nest. Can't say how many times I've killed snipers who placed their Claymores
    Example Class:
    USP .45
    Claymore x 2
    Sonic Boom
    Last Stand
    C4 - Booby Trap - Good - Available at Level 4
    C4 is a remotely-operated explosive used to destroy targets without harming
    anything around them, or to lay booby traps. In the game, it functions much
    the same. You get some C4, place one under a car, and get to some secluded
    view point to watch for someone who goes by it. If some unfortunate wanders by
    your trap, you pull the trigger and blow them up. They stick to anything, from
    the underside of cars, to walls, floors and even ceilings. The kinds of traps
    you can lay depend only on how creative you can be.
    Damage: 200/50
    Range: 6.5 meters/6.51 meters
    Timer: .83 second delay between triggering and explosion
    Other: You can go back to your gun and trigger the C4 by double-tapping the
    Action Button.
    Example Class:
    P90 with Silencer
    Desert Eagle (To lure people in)
    C4 x 2
    Sonic Boom
    Extreme Conditioning
    Grenade Launcher - Projectile Explosive - Great
    The Undermounted Grenade Launcher is an attachment for Assault Rifles. The
    kinds in this game are the M203 for every Assault Rifle except the AK-47 and
    the MP44, and the GP-25, which is used on the AK-47. The M203 is an American
    under barrel grenade launcher which fires 40 mm ceaseless grenades. The GP-25
    also fires 40 mm ceaseless grenades, but it was made in the Soviet Union in 
    early 1980's. In the game, the UGL has a small area of damage where death is
    unavoidable, and a larger area of splash damage. Commonly looked down on by
    experienced players as cheap, the UGL actually does have some strategic use.
    But to most people, it will forever be branded the noobtoob, and an
    off-limits and cheap weapon.
    Damage: 155/25/135 Direct Impact
    Range: 3 meter/9 meter
    Timer: Needs to travel about 9 meters to arm the explosive, otherwise it DI's
    Other: You can kill yourself via ricochet Direct Impact, or by getting caught
    in the explosion.
    Example Class:
    M14 with Grenade Launcher (The purpose of this class is to DI campers)
    Desert Eagle
    Bomb Squad
    UAV Jammer
    Extreme Conditioning
    RPG-7 - Projectile Explosive - Good
    The RPG-7 is a shoulder-mounted anti-armor weapon designed by the Soviet Union
    to replace the aged RPG-2 in the early Vietnam era. Since then, it has seen
    use in almost every world conflict since then, and is highly effective. In the
    game, it has large splash damage, which will kill within a certain distance,
    and an insanely high Direct Impact damage, making it the ONLY effective
    explosive against choppers.
    Damage: 160/30/1000 Direct Impact (Which is why Choppers go down so fast after
    being RPGed)
    Range: 6.5 meters/6.51 meters/Direct Impact
    Timer: Instant explosion on impact with ANYTHING
    Other: You shouldn't use this up close, as you can blow yourself up too.
    Example Class:
    Desert Eagle
    RPG x 2
    Sonic Boom
    Extreme Conditioning
    MWR3 - Campaign Guide
    This section covers the single-player portion of Modern Warfare Reflex, the
    Campaign Mode. I'll be covering each level in its own section, with tips for
    completing harder areas, and tips for getting all of the Intel Pieces. This
    guide was done on and written for Regular mode, so Veteran mode users may not
    find it helpful. However, if you're doing the Campaign on Veteran, you should
    already know what you're doing, so why are you looking for a guide on it?
    FNG begins with your character, Soap McTavish, in the armory/target range of
    the SAS Training Facility in Credenhill, U.K. Gaz instructs you to pick up
    your rifle, a G36C, from the table, and move to target station 1. Do so, and
    complete the shooting exercises he gives you. They should be easy, but you can
    and will fail the pop-up test if you have Aim Assist off.
    Once the shooting tests are over, grab a USP .45, then switch back to your
    G36C, then back again. From there, Gaz instructs you to knife the
    watermelon on the table.
    From here, follow your Objective Indicator at the bottom of the screen to
    another large warehouse where Captain Price is waiting. Now you have to run
    the infamous Cargoship test, which determines your ideal difficulty setting.
    A time of 15.50 seconds or less will earn you Veteran, while anything below
    25.0 earns you Hardened. Anything below 60.00 gets you Regular, and anything
    60.01 and above will earn you Recruit. If you take longer than two minutes to
    complete the test, you fail, and must try again.
    Slide down the rope into Position One, where there are three enemy targets to
    eliminate. Once they're down, move down the stairs to Position Two, taking out
    the target at the bottom. Bring out a flashbang as soon as you reach Position
    Three, and throw it into Position Four. Once the flashbang goes off, take out
    the two targets, and move to Position Five. Take down the targets, and bring
    out another flashbang before moving into Position Six. Once it goes off, take
    down the targets and sprint to the finish area. If you missed very minimally,
    you get an accuracy bonus that shaves up to three seconds off your time, so
    try to be careful when aiming.
    If you're satisfied with your time, go over to Captain Price near all the TVs
    and select your difficulty when prompted to. It's advisable to stick to the
    recommended difficulty, but if you want to, you can choose a different one.
    Crew Expendable
    Crew Expendable begins with Soap in a helicopter that is moving to drop him
    and the rest of his SAS squad onto a ship in the Bering Strait. Once on
    deck, shoot through the windows to kill the crew in the bridge, and move
    down the stairs.
    Once you get down the stairs, a drunken enemy will walk out of a barrack.
    Shoot him, and move in through a door on your right to the barrack itself.
    There are two sleeping enemies there; kill them quickly. Look on the table
    next to them for your very first Intel piece.
    Leave the bridge, and walk around through the debris-strewn deck until you
    reach the other side, taking out the two lookouts with flashlights en route.
    From there, your helicopter will take out the enemies in the tower above you.
    Move up to the left-hand door with your squadmates, and enter the hallway.
    Move down the hall, and turn left. Keep walking down the new hall, and turn
    left at the stairs. Follow the only available path until you run into your
    first enemies that shoot back. After killing them, move with your squad down
    the hall towards the open door.
    After your team throws a flashbang through this door into the cargo hold, move
    down the stairs, eliminating the three enemies there. Grab the Intel piece on
    the displaced piece of grating on the floor, and move on. Follow your squad to
    show you the right path, and move between the wall and the shipping containers
    and taking out a Desert Eagle-wielding enemy along the way. From there, move
    back across the cargo hold to the door on the same side you came in on. Move
    up the stairs, taking out the enemies on the other catwalk along the way. Get
    down to ground level in this second cargo hold, and fight your way across to
    the other side's door, making sure all the enemies are dead in this cargo
    Your squad will send in another flashbang to breach the third cargo hold, and
    this is where the fighting gets intense. Start by clearing all the enemies in
    front of you, and move up onto the catwalk. Take down the enemies below you
    systematically. Once all the enemies are down, you move to investigate a
    container that causes your Geiger meter to tick. Grab the manifest on the box
    inside this container when instructed to do so, and move back the way you
    came. As you walk into the second cargo hold again, the ship will be hit by
    missiles, and begin to sink. You must then run back up onto the catwalk, and
    go all the way back the way you came. Don't get tripped up in this part or
    you won't make it.
    Once on the deck again, run towards your helicopter and jump for it.
    The Coup
    The Coup is a cutscene mission, much like one later to come in the Campaign.
    You are President Al-Fulani, and you have been captured by Khaled Al-Asad's
    men. They will drag you to a car, where one Victor Zakhaev is waiting in the
    passenger's seat. He threatens you with his Mini-Uzi, and you start moving.
    You can watch the carnage and chaos in the streets, or you can simply relax
    and enjoy the ride. Once you reach the arena, you will be tied to a post, and
    summarily executed on national television by Al-Asad himself, using a borrowed
    Desert Eagle.
    CAM2 - ACT I
    Blackout begins with Soap and the rest of his SAS squad standing in a small
    river in Russia. Move forward towards the two enemies standing out in the
    open. Take them down with your Suppressed M21 quickly so they can't alert the
    two in the shack, and switch to your M4A1 SOPMOD to take down those two. Enter
    the shack to collect your third Intel piece on a crate next to the radio.
    Move forward along the river until you reach a collection of shacks, and a
    small house on a hill. Move up the left side of the hill until you reach a
    boat. Stand behind the boat and mow down the two guys in the first shack, then
    creep up behind the enemy sleeping in the chair. Take him out, then rush into
    the shack and eliminate the two there. Move with your team until they reach
    the field where you meet up with Sergeant Kamarov and his men. Once you reach
    them, move up the hill, through the playground at the top of the hill, and
    follow the fence to the area where only the bottom slats are overlooking two
    enemies and a building.
    Snipe the two enemies quickly, and snipe the three up at the top of the area
    you are overwatching. From there, hit the two machine gunners in the window,
    and move up to the door to the burnt house at the end of the path. Go through
    there, equipping the M203 grenade launcher as you leave the building. Take out
    the helicopter troops, and get set to snipe again. Snipe as many enemies as 
    want before dealing with the three enemy snipers in the building with the
    blown-off roof directly below you.
    From there move up to the power station, and prepare to rappel down the cliff.
    Once you reach the bottom, move towards the open building that enemies are
    coming out of, but watch out, as sometimes the NPC Russians will take an RPG
    to the troop transport near there, and its explosion will kill you in one hit. 
    Clear that building room-by-room. Watch out when you reach the last room of
    the building, as one or two enemies will try to move to attack you from the
    open window. Move up the hill, and into the large house. Switch to the M21,
    and enjoy your fun in the dark. No one will attack you until the second floor,
    but be wary of enemies anyway. Shoot them on sight, and don't be surprised by
    them. There is one in the bathroom on the second floor who will either throw a
    grenade at you, or shoot at you with an AK-47. The AK-47 is more concerning,
    since you're in close proximity to him. Your fourth Intel piece waits on a
    crate in the room across from where Nikolai is. Move to the final room and
    kill the last enemy who has a flashlight and an M9. Once you have Nikolai, go
    through the door that Gaz came in through, and move towards the large, open
    field where your chopper is waiting.
    Charlie Don't Surf
    Charlie Don't Surf starts as your character, Paul Jackson, is flying in as
    part of a strike force into a Middle Eastern town. Once you get on the ground,
    simply follow your squadmates to the target building. Once the building is
    breached, move down the stairs, stopping at the last step. Throw a flashbang
    in at an angle so that it lands on or near the long tables in the room. Once
    it goes off, clear the enemies by the table, and the one to your right behind
    a crate. Move cautiously along the left wall, and start shooting as you enter
    the doorway of the room there. Once you've killed the two in there, run in and
    grab your fifth Intel piece from the table next to the TV.
    Move back to the main room, swapping a Dragunov for your M9. Throw a flashbang
    at an angle towards the first door when instructed to, and rush in, killing
    the two in plain sight, then moving to the outer wall of the room to kill the
    rest. Once all the enemies are dead, move up the staircase, replacing the ammo
    you lost from your M4A1 with the ammo from the two M4A1's next to the outer
    door. Move up through the concrete wall, following your squad until you get to
    the formerly blocked off area from the beginning of the level. Take out the
    enemies grouped by the two cars in front of you, and move up the path by the
    cars. Once you reach a square structure made of sheet metal fencing, throw a
    flashbang above, so that it explodes over the other side of the structure. Run
    over to that side, and mow down the enemies there. Fight your way forward till
    you get to the two-storey building on your right, and then go upstairs and
    take down the enemy who is there. On the table in the corner, there is an 
    piece sitting next to a radio.
    From there, use that Dragunov and take down the guys with RPD's on the
    buildings opposite your position. Once they're down, move out of the building,
    going right from that building up to the main road. An enemy on a Technical
    will speed onto the road; kill the gunner, but let the truck go.
    Move forward with your squad up to a bunch of cars. Enemies will pour in
    towards your position, but they are easy enough to take down. Go up to the
    blue car, and turn right to the staircase for the building you walked by.
    Watch out, as there are likely to be anywhere from one to five enemies up
    there, depending on whether or not you saw them earlier and took them down. Up
    there, on a table and next to a TV, is your seventh Intel piece.
    From here, you have two choices. The first would be to take the first path on
    your left once you get back onto the main area with your squad. You can
    somewhat avoid the frag-spamming, trigger-happy enemies that camp on the roof
    in front of the other path, but you have to kill them eventually. This path is
    by far the easier way though. The second path on the left goes right by the
    roof where those aforementioned enemies from Hell are, but it's generally a
    good way to kill yourself, especially on Veteran.
    Once all the enemies are down in the area of the ruined house, move with your
    squad to breach the TV Station. As you first walk in, take notice of the enemy
    in the doorway down the hall. Take him out, and prepare for a firefight with
    five enemies in the server room. Once they're down, move with your squad into
    the main room of this floor.
    Move forward to the wall opposite the one you came in on, taking down the
    enemy who runs out to greet you. Move into the room he was in, and take out
    his buddies as well. Spend some time thinning the crowd with your M4A1 from
    the windowed office off of that room the enemy came out of and then move back
    out of there, and up into the next part of that room. Spend about ten seconds
    wasting enemies here before moving back the way you came. Go back to the wall
    you started from and eliminate the enemies along it. By now, most of the main
    floor enemies are dead. Kill off the few remaining, and get out your Dragunov.
    There are two enemies perched on opposite sides of the upper floor; kill them,
    or you can't progress.
    Once your squad moves to a hallway in the opposite corner from your starting
    point, go through the door they open to meet up with Staff Sergeant Griggs. Go
    up the stairs into the room with the three windows. Use your Dragunov and
    snipe all the enemies down there. When they're gone, move into the building,
    following your squad until you reach the studio.
    The Bog
    The Bog starts with Jackson and his squad getting ready to move to the
    stranded tank War Pig's location. After you pass the first destroyed tank, get
    down behind the destroyed car directly after it. RPG's and heavy gunners will
    start raining fire down on your position; use your M203 to quiet them down.
    Once they've stopped shooting, run along the right side of the highway until
    you reach the stairs. Go down them, and follow your squad, turning on
    Nightvision before entering the building. Systematically take out enemies in
    the first area of the building, then move into the first floor hallway. Go up
    the stairs, taking down the enemy there before he can kill your partner. If
    you have any ammo left for the M203, use it as soon as you are in the doorway
    on the landing of the second floor. Fire into a group of enemies and then mop
    up the rest with the M4A1. Move all the way down the hall, and make sure all
    the enemies are dead in the little room with the Mounted Machine Gun, then get
    on it and wreak havoc on the enemies across the building from you. When they
    are all dead, move into the room on the left side of the second floor hallway,
    kill the enemies, and grab your eighth Intel piece from a table along the
    Move back down to the first floor, and start taking down the enemies scattered
    in the main area. When most of them are dead, move into the building, and up
    the stairs. Take out the enemies up there, and start picking off enemies on
    the overpass. Make sure to take down any and all RPG troopers you see. Soon,
    you'll hear your name being called, so move down to the ground level and pick
    up the shining weapon lying on the ground. This is the Javelin; use it to take
    out heavy armor, such as enemy tanks. Go onto the open roof of the building,
    and lock onto and destroy each of the four tanks. Once they're gone, move
    through the hole in the fence with your squad. The best way to navigate this
    maze is to stay with your squad, but if you want Intel, take every available
    left turn you can. The ninth Intel piece is hidden behind a 3 by 3 by 3 stack
    of boxes when you reach a dead end after turning left as often as possible.
    From that Intel piece, turn around and follow your squad to the area where War
    Pig is pinned down. Once you get to the tank, pick either West or South, and
    watch that direction and kill anyone who comes towards the tank. You have to
    get lucky for this part, as Bog will randomly decide which side the detpack
    guys will come from. There will also be snipers on the rooftops in this whole
    area, and you have to take them down to move on. Once you take out enough of
    the detpackers, your Lieutenant will radio Command for air support. This
    can't happen because of an anti-air gun set up across the bog from you. Cut
    through the enemies to your west and southwest, and move past them, through
    the sheet metal fence, and go into the building there. You're in a store; once
    you get to the front of the store, crouch and look at the roof of the building
    across from you. Take out the enemies on top of it, and take down the enemies
    inside the building as well.
    There are three guys guarding the anti-aircraft gun; kill the two not on the
    gun first, then deal with the operator. Once they are all dead, plant some C4
    on the glowing spot when instructed to, then run back to the storefront and
    blow the charge. Once the anti-aircraft gun is gone, your squad will have
    moved up to your position, but will be pinned down by heavy fire from a
    fortified building. Run back to the tank, and follow the fence on the right
    side of the area. Take cover when the fire gets too hot on you, and move
    towards the glowing area after the open-ended shipping container. Plant the
    beacon you are prompted to plant, and fall back behind a dumpster or the sheet
    metal fence up in that area. Your friendly chopper will come in to take out
    the threats, so sit back and relax.
    Hunted starts with Soap, Gaz, Price and Nikolai riding in their helicopter
    that evacuated them in Blackout. As you ride along, Price notices a missile
    coming straight for the chopper. You brace for impact, and crash land after
    being hit. You come to and move towards the wrecked chopper. There, you can
    pick up one of three weapons: a G36C, an MP5, or an M4A1. None of them have
    full ammo, so be aware of what kinds of ammo the enemy drops. I pick up the
    MP5, since a lot of enemies use that or the Mini-Uzi, so you can find ammo
    fairly easily. Move with your squad up into a barn where you see enemies
    threatening a farmer. If you're quick enough, you can take down the one who is
    nearest to the farmer, and kill the rest. Once the group of enemies is taken
    care of, move up with your squad to the field.
    Go prone when Price tells you of the enemy chopper, and wait it out. Once it
    leaves, move towards the building in the distance. When you reach it, enemies
    will somehow detect your presence and attack. Hold them off (or hide behind
    the tractor's wheel) until Gaz gets the cellar door open, and run inside. Take
    point and go up the stairs, following the path of the house. When you get to
    the front room, watch out, as two enemies and a flashbang are waiting for you.
    Take them down and move down onto the road. Go into the building with a soda
    machine outside it and go to the far end; your tenth Intel is on a table in
    there. Go back outside and move up until you reach a wave of enemies and some
    dogs. Fight your way up to the top of the building with the metal stairs and
    take down the enemies in the little courtyard area below. Once they're down,
    move with your squad through the gate, and get ready for a stealth session.
    Wait with your squad until they decide to move, and leapfrog your way across
    the field teeming with searchers. Once you get to the opposite side, you'll be
    found. Kill all the searchers and run into the greenhouse up near the top of
    the field. Kill the enemies in this greenhouse and in the areas around it, and
    move up to the second greenhouse. Take down the enemies there, and move up out
    of the greenhouse. On your left is a destroyed building; when the chopper that
    has begun to chase you sweeps away, jump in through the window and run under
    the metal awning with tables all over. Grab your eleventh Intel from one of
    the tables there, and take out the enemies in the open. Spam some frags and a
    flash or two into the barn and take down the three in the barn.
    Swap out a weapon for the Stinger missile, and lock onto the chopper. Fire,
    and go get another, since the chopper dropped flares to disengage the heat
    signature it gave off. Pop another one off at it, and move with your squad
    through the door on the second floor of the barn. From there, wait as Price
    talks to the AC-130 gunship operators, and watch the fireworks as the entire
    enemy force ahead of you is destroyed. Run up after the fire stops and finish
    off any enemies still living, but watch out for exploding cars.
    Death From Above
    The level begins as your character, the AC-130 TV Operator, is watching over
    the sleepy Russian town that the SAS squad below is trying to get through.
    Some enemies will come out of a church, and once you get authorization, take
    them down with the 40 mm cannon. Don't touch the church, or else you fail the
    mission. Stick to black heat (the enemies appear black with white weapons) for
    the duration of this mission, and you'll be fine. Take down enemies as you
    sweep further and further through the town, and take notice when your squad
    gets into vehicles they commandeered on the road. Don't fire on the civilians
    who got out of the cars, and go down the curved road. Spam the forested areas
    near the buildings, and the buildings themselves to stop RPG gunners, and
    watch out for the tank that will arrive in that area. From there, take down
    the enemies in the junkyard until your squad is about halfway through it.
    Then, check the upper ridge of the field they are moving to for enemies.
    Waste them, and watch the squad escape to safety.
    War Pig
    War Pig starts in the bog again, in the daylight this time. Take down the
    enemies while moving toward the bus, and grab an RPG from the front of it. Try
    to take down the two enemy choppers before they unload their chalk, then move
    towards the gate of the town after War Pig moves in. Take down any and all
    enemies you see, and move up along the right side. As soon as you see a
    staircase to the right of you, go up. Take down the enemies there, and grab
    your twelfth Intel piece from the building. From there, move to the left side
    of the street. Work your way up to the second floor, and check each room for
    enemies. In one of the rooms, there is another Intel piece, your thirteenth.
    Move along the right side of the level now, checking each and every building
    for enemies. As you move up to your squad, you'll find them pinned down by an
    enemy machine gun. Take it out with your M203 if you have any ammo left over,
    and eliminate the enemies in the open. Breach the building with your squad,
    and move up the stairs into the room the machine gunner was in. Your
    fourteenth Intel is sitting on the bed in that room. From there, move into
    the open area, and take out enemies as they move along behind the incoming
    enemy tank. Stay out of the tank's way, and eventually War Pig will blow it
    to smithereens. Get down on street level and take out any remaining enemies
    on the ground. Once they're down, move up into an open area with your squad
    and get in the Seaknight.
    Shock and Awe
    Shock and Awe begins with Jackson and his unit moving to aid a stranded unit
    pinned down by enemy fire. On the way, you can use the Mark 19 rapid-fire
    grenade launcher to destroy AA-batteries, and enemy tanks, as well as enemy
    personnel. Once you land, move up the street to the target building. Take down
    the enemies there, and move up to the second floor. In the farthest corner
    from where you emerge onto the second floor is your fifteenth Intel piece.
    Hop down onto the ground, and move into the two storey building. Take down the
    enemies in that building, and get a fully loaded RPD in place of your pistol,
    along with your sixteenth Intel piece in the closet. Move out of the building
    and back into your Seaknight. You'll fly along for a while until your partner
    Seaknight, Deadly, is shot down in a street. Move up through the streets,
    using your RPD to mow down the enemies in the street.
    Once you get to the chopper, throw some flashbangs towards the enemies coming
    toward you from the flank of the Seaknight. Grab the pilot of Deadly and get
    her out of there into your Seaknight. Chuck some grenades and fire into the
    crowd of enemies trying to get a last shot in at you. Once you get in the air
    a warning will go out about a nuclear bomb found in the city. Once this 
    broadcasts, an explosion will occur behind your Seaknight. You watch in horror
    as the dust cloud inches closer and closer to your speeding chopper, and
    eventually overtakes you.
    Aftermath starts in the downed Seaknight in a world where the sky is red.
    Crawl out of the Seaknight, and move as far as you can down the street until
    the effects of the nuclear blast take their toll on you. As you look upward,
    if you're close to the playground to the right of the road, you can hear some
    eerie things. There are reports of childrens' voices laughing playfully, and
    Jackson's own child saying "I love you daddy." As the sky gets brighter,
    Jackson passes away.
    CAM3 - ACT II
    Safehouse starts back with your SAS squad we left in Death From Above. You
    begin down at the bottom of a hill, near an abandoned gas station. A Russian
    Loyalist meets you at the station and explains the situation. Once you know
    what's going on, move up the hill cautiously. Take out the enemies by the
    church at the top of the hill and take up residence there. Use your air
    support from Mosin 2-5 to great advantage by wasting the enemies by the burnt
    house. After 2-5 is done shooting, move down to the first house you see
    nearest to the church. Clear the basement, and then go upstairs. Watch out for
    an enemy in the bathroom, and grab your seventeenth Intel piece from a 
    Next, move from the house you're in across the road to the house with the open
    attic. You should use your M203 to great effect to get across here. Once in
    the house, clear it. There should be an enemy sniper on in the attic; kill him
    and take his Dragunov. Use it on the enemies grouping on the hill, and move
    out of that house, up the stairs set into the hill. Set 2-5 on the gunner in
    the two storey house across the area from you, and make a run for the building
    at the top of the hill. Clear the basement, which is flooded, and the upper
    floor, which may or may not have enemies in it. Once you've cleared it,
    grab your eighteenth Intel piece from the first booth to your right when you
    come downstairs.
    From here, move back down the hill cautiously, taking out all the enemies near
    the house you set 2-5 on earlier. Clear it completely, and go back to the top
    of the hill by the house with the flooded basement. Go through the fence, all
    the way up to the gate of the farm, and fall back from enemy fire. Call 2-5 in
    again to take care of the enemies, and clear the farmyard one more time. When
    you're ready, move to breach the barn.
    Note that there is a tank in this level that follows you around, and will kill
    you if you stay outside for too long. Mosin 2-5 can and will destroy it if it
    spots it, so you generally don't have to worry, but you can destroy it on your
    own with the Javelin in the tower of the church.
    All Ghillied Up
    All Ghillied Up starts fifteen years prior to the events of MWR. Set a decade
    after the Chernobyl nuclear reactor disaster, your character, Lieutenant
    Price, and his mentor, Captain MacMillan, move through a Russian wasteland,
    getting closer and closer to a point to watch a deal between Ultranationalist
    rebels and Middle Eastern terrorists.
    Move with MacMillan to the strange little building where he spots the first
    two enemies. Stay in the building, and kill the enemy on the right when Mac
    says "Take one out when the other's not looking." Move with Mac, and wait for
    the enemy he tells you about to go back inside the building you're hiding
    against. Move up with him until he tells you to stop, and look up at the
    church tower. When the lookout is in view, take him out, but watch out since
    he is a moving target.
    After taking out the lookout, shoot the lone enemy by the car when he is near
    the car. Run with Mac to the church, and enter. Run past him, up the far
    ladder, and grab your nineteenth Intel piece near the fallen lookout's body.
    Move with Mac, proning when the chopper comes near. Go all the way to the
    field and stop. Here, you have two choices. Once the dramatic music starts
    playing, you can either choose to return to the graveyard and wait for the
    search party to pass, or you can sneak with Mac. If you choose to sneak, make
    sure you stay within two meters of Mac. You need to follow his movements
    precisely. If you get separated, move very slowly up towards him, using your
    reticle to find his location.
    Once you get to the next area, crouch, and walk with Mac up to the bulldozer.
    Wait for Mac to move away and drop down, then crawl with him past the tanks
    until Mac stops. Once he stops, an enemy will stop right behind him. Crawl
    forward and knife him quickly, then crawl with Mac behind the chopper. Move
    up with him, sneaking through the wasteland of shipping containers. After
    he takes down the second enemy in the container area, go down through the
    open container where that enemy is, replacing your USP .45 with his P90-SD
    (note that SD on weapons in Campaign means that they are silenced). Move up to
    the place with three enemies, one asleep and two talking, and kill the three
    as quickly and quietly as possible. If they can't raise the alarm on you,
    that's good. Grab your twentieth Intel piece and go with Mac. If they do raise
    an alarm, grab the Intel and fall back to the end area of the containers. Mac
    should follow, hopefully without any enemies. If any do come, just down them.
    Next area, follow Mac religiously, copying his exact movements. As long as you
    stay close, you won't be seen, so just move with him. Though you may be
    tempted to take down some of the enemies near him, DO NOT. Once you get out of
    the area, move up with Mac until ordered to stop. Snipe the sniper on the fire
    escape, and go up to the fourth floor, and enter the little room there. Grab
    your twenty-first Intel piece, and go back to Mac on the first floor. Move up
    with him, ignoring the wild dog on your way. Follow Mac through the
    abandoned area and move with him through the parking garage for the hotel
    overlooking the place where the deal goes down in the next level.
    One Shot, One Kill
    One Shot, One Kill begins in a window overlooking a group of enemies with
    weapons and Jeeps all around. Take a good look at the man in the picture next
    to your rifle, then scope in. Zoom in close, but not all the way. Wait for the
    target to approach the area. Watch the wind, and, if you're feeling brave, try
    to correct for it and make the shot. You only have one good opportunity before
    everyone starts running, so make it count. If you're playing on Regular or
    Recruit, the wind will eventually die down long enough for you to make the
    shot. Once the target is down, take down the chopper that has spotted you by
    nailing the pilot with a shot from your rifle. Once the chopper goes down, you
    need to get to the rappelling ropes on the other side of the room, and get out
    of that building as soon as possible. A second helicopter will destroy the
    floor you were on, just as soon as you're off of it.
    Once you land, make a beeline for the buses, taking down the enemies there in
    short order. If you picked up a different weapon in place of your USP .45 in
    the last level, you'll start with a full AK-47. Throw a couple flashbangs over
    the buses, and run down past the third one. Throw a flashbang out when you 
    reach the middle of the third bus, then throw your last one as you get past
    the bus, then sprint towards the apartment like there's no tomorrow. That way
    is much easier than fighting off a million enemies, especially on higher
    Once you're through, move through the apartments with Mac, shooting down
    enemies who are trying to get you. When you reach an open field, mow down any
    enemies in sight with your full-auto weapon, and turn around to face that
    second chopper. Take aim at the cockpit and open fire with your M21.
    Eventually you'll hit it, and it will crash down, sliding along the ground
    until it grinds a halt, crushing Mac's legs in the process. You have to pick
    him up now and carry him like a backpack, though you can set him down and let
    him do some sniping if you so choose. Just keep the enemies off of him, cause
    he can die.
    Proceed up to a wrecked car, and drop Mac. Four enemies will come out and
    surround you; take them down. Pick Mac back up and go through to the next area
    where enemies begin to be airdropped in. Take them all down, making sure they
    don't take Mac out in the process, grab him and go through to the building
    with a blown-out door. Run through, but drop Mac in the first room when you
    hear a dog. Take down the two dogs, and the two enemies in the area, then grab
    Mac again and head outside. There will be a fire escape immediately after this
    building; climb up it to find your twenty-second Intel piece.
    Heading towards the abandoned pool area next, move through the locker rooms
    until you reach the drained pool itself. Pay no mind to the dogs in the
    bottom, as they always run away too fast to shoot anyway. Once you emerge on
    the other side, drop Mac and plant a few Claymores in a line, with a line of
    C4 about ten meters after the line of Claymores. Grab Mac and place him on the
    glowing patch of grass, and take eight more Claymores. Place these about
    fifteen meters after the line of C4, then move back to the Ferris Wheel. Here,
    my guide diverges. You can either chase the Intel in this area (Regular and
    Recruit only), or you can survive the attack.
    First, the Intel piece path. Take up a position, letting the first few enemies
    break on the first line of Claymores. When the enemy nears the line of C4,
    blow that up, killing more of them. Finally, start sniping as the few
    remaining enemies crash against your second line of Claymores. Once a couple
    enemy choppers drop off more troops, move along the right side of this area
    looking from your position at the Ferris Wheel. There will be a set of double
    doors here; if they aren't open, move back towards the way you entered this
    dangerous area, back towards the pool. When you reach the newly-spawned fence,
    turn around and kill the enemies who spawned behind you. Move back to the door
    while killing enemies to find that it is open now. The twenty-third Intel is
    here. The thought is that the enemies have to come from somewhere. If you cut
    off their main spawn point, they'll come from somewhere else, like the Intel
    hallway. Get back to the Ferris Wheel, watching carefully for flankers, until
    help finally arrives. When the chopper touches down and troops exit it to give
    you covering fire, move to it with Mac, and prepare to jet out of there. That
    was the Intel path. Now for the Survival path.
    The Survival method is recommended for those who already have all the Intel,
    so that you don't have to worry about sticking your neck out for it. Go to the
    booth nearest the Ferris Wheel and prone there in the corner. This way, you're
    shielded from enemy fire and grenades. You can let Mac and your explosives do
    the work. If an enemy flanks, kill him. Otherwise, just wait for help to get
    there. When the chopper touches down and troops exit it to give you covering
    fire, move to it with Mac, and prepare to jet out of there.
    Heat brings you back to present day as Soap again, back in the Safehouse.
    Sprint with your squad down the hill until you reach the white fence. From
    there, prone at the fence and pull out your SAW. When the enemies start coming
    up towards your position, don't fire. They will be blown to bits by the all of
    the charges set along the line. Once the smoke clears from the explosions, you
    should begin to waste 'em. Soon, they'll start popping smoke grenades to cover
    themselves; when this happens, head up the hill to the church, and find the
    downed Apache on the hill there.
    Crouch inside of the Apache, and waddle up to the minigun. Get it spinning,
    and wait for enemies to start coming. They come at you from both sides of the
    church, so switch between sides every so often. Do not let them get under you,
    since they're free to take potshots without risk. Soon, some enemy choppers
    will fly in, so take those down. Once the choppers go down, fall back to the
    lodge where you found the Intel and all of the weapons in the booths. Go to
    each of the four second-floor windows and blow the charges using the
    detonators placed there.
    After the charges are blown, move back to the barn. You'll hear a report
    about enemy tanks, so grab a Javelin from the barn and blow those suckers up.
    Once you hit one, enemies will zero in on your position, so make sure to fall
    back to the farthest place you can go while destroying the other three. In
    between shots, it would be smart to move behind something solid so you can
    reload the Javelin. It only takes about five seconds give or take, but better
    safe and whole than sorry with bulletholes.
    Once the tanks go down, you receive word that all of this was for nothing, and
    you need to return to the base of the hill by the gas station from Safehouse.
    Replace your Javelin with a P90 if you wish, and head back down the hill,
    strategically placing airstrikes. Unfortunately, enemy behavior in this area
    is random, so you'll have to figure out a way down yourself. It's advisable
    to keep right, and not to run past an area till you're quite sure there are no
    more enemies hiding there. Utilize your airstrikes until you reach the bottom
    of the hill, where Griggs and an American crew will meet your squad and
    evacuate you across the water.
    The Sins of the Father
    The Sins of the Father begins as Soap, but you now have Staff Sergeant Griggs
    as well as Gaz and Price. You are in a junkyard; move with your squad until
    you see a dumpster behind a building. Get on top of that dumpster and take
    out the guards in the tower via your fancy R700. Move up with your squad,
    killing enemies when they pop up to shoot you. Move up to the diner and kill
    the last few with your pistol. Grab the twenty-fourth Intel piece from a
    table on the dark side of the diner, but be quick; you have to do this part
    while it is still nighttime.
    A few hours later, you'll be up in the tower with Griggs. Grab your R700, and
    watch the road. Zakhaev's son will be in a Jeep immediately before a tank,
    and after a troop transport. Once Price gives the order, snipe the kid's
    driver, being careful not to hit him. He'll hit you anyway... With his Jeep.
    He'll knock the tower over, and you'll lay there collecting your senses for a
    second. As soon as you can move again, chase after him, killing the dogs along
    the way. Snipe as many enemies as possible without endangering Zakhaev, then
    move down the road.
    When told to, turn down an alleyway, taking note of the enemy locations that
    are called out to you. You can choose to either go left or right in the alley.
    Choose to go right, and you'll come out behind two enemies. Kill them, then
    run up the stairs to your right. There are two more up there; kill them, then
    look on the table in that room. Your twenty-fifth Intel piece waits there;
    grab it and get back to the ground. Take out the guys on the roof, and keep
    moving up. Eventually, you'll reach an apartment building with a heavily
    fortified machine gunner high up. Prone behind a wall and wait for your
    chopper to take it down.
    Once the MMG is down, move up into the building. You'll want to swap out for a
    W1200 whenever you can, since you'll be doing a lot of CQC in this building.
    Keep moving around on this floor until you reach the stairs on the northern
    side of the building. Go up the stairs, and get into cover immediately. Wait
    for your chopper to take down the second MMG, and then move up to the roof
    with your allies. As soon as you are instructed to get the gun Zakhaev has
    away from him, he will commit suicide.
    CAM4 - ACT III
    Ultimatum begins in a snowy area, with the SAS squad wondering where Griggs
    got to. You'll be informed that Griggs has been captured by the enemy, and you
    and your squadmates head off to find him. Move through the snowy hillside
    until you reach an enemy search party. Once you see it, start shooting. The
    quicker you down them, the easier it'll be for you to advance. Once you down
    the search party, move up with your squad to a house on the hill. Clear it as
    quietly and quickly as possible, and move outside. Once you're outside, an
    attack force will halt your progress; take them out, and move up to the house
    on your right.
    When you enter the house, clear it like you did the one before it. When you
    reach the second storey, kill all the enemies on the floor, and cut Griggs
    loose. From there, move down with your squad to the power cable tower. Plant
    the blocks of C4 as instructed, and blow the charges. Once that's done, move
    through the hole Gaz cuts in the fence to the complex that houses the nuclear
    missile silos. Go into the complex through the hole in the wall, and pick up a
    SAW and a Dragunov from the crate there. Move into the garage and take down
    the waves of enemies who appear to stop your advance. Make sure you take down
    the RPG gunners on the roof of the building you can't enter, as they'll take a
    significant chunk out of you if they hit you. Once you've gotten most of them
    down, move through the buildings in order of proximity, and stay on the right
    side. Once you get into the building parallel to the garage, go in and move to
    the room to your right from where the enemies who were firing on you were. In
    that room, you'll find your twenty-sixth Intel piece, and oddly enough the
    only one on the level.
    From here, move up to the shipping container outside the building. An enemy
    will assault you from a balcony; kill him, and move to his location. From
    there, go all the way down the catwalk to the far corner of the building
    you're in, and take down the enemies who get airdropped in. Once they're down,
    move cautiously through the building at the far end of your line of sight from
    the window, and look up at the rooftops in the next area. There will be a
    couple RPG gunners, and a couple guys with AK-47's. Down the ones on top of
    the building nearest you, then snipe the guys on the other building. Go into
    the southern building in this area, and look westward. A couple troop
    transports will roll up; use the 4 RPGs located in the building to blow them
    up, also killing they guys they dropped off in the blast. From there, move
    with your squad through the forested area until you meet up with the American
    sniper team. They are in Ghillie suits, so watch to make sure you don't get
    scared. As you meet them, look eastward to see something that will make your
    blood run cold.
    All In
    Follow your squadmates down to the fence. Move through it, down to the many
    shipping containers stacked around. Pop some smoke, and take down a few of the
    guys down there. Your sniper team will be of some use though, so try to draw a
    few of the guys out into the open. Once the BMP rolls up, throw a couple smoke
    grenades and run up to it. Plant some C4 where the indicator tells you, and
    back up. Blow the charges when you're at a safe distance (say, behind the
    containers), then advance on the right side of the complex.
    Grab an RPD, and take potshots at the guys on the rooftops, ducking into
    each alcove as you get the chance. If you have Infinite Ammo, grab an RPG and
    spam it. If you don't, grab a Dragunov and take careful aim from cover. Once
    you reach the second alcove, dip all the way to the right, and go down the
    little alley. Your twenty-seventh Intel piece waits there, along with some RPD
    ammo. From here, wait until your squad blows the gate, then enter the silo
    area. Watch out, cause there are a couple tanks here.
    Use the RPGs scattered around, or blow them up using the Smoke-C4 trick. Once
    you blow them up, make sure you've got the weapons you want, then head into
    the farthest hangar on the right. Following the right wall of the hangar, move
    down until you find your twenty-eighth Intel piece. Follow your squadmates to
    the grates they are in the process of cutting through, and rappel down into 
    ventilation shaft of the missile launch complex.
    No Fighting in the War Room
    Dropping down into the ventilation shaft, follow Captain Price through the air
    ducts until you drop into the showers, where your allies have already taken
    care of the enemies in the vicinity. From here, you can either go left or go
    right. The right path is shorter, but the left path has an Intel piece. Taking
    the left path, you will run into enemies in the barracks area. There is
    nothing in the barrack, but you can use them to recover health if things get
    too hot for you. Once you reach the end of this hallway, you can go directly
    to the stairs, or turn left into a dark room. Go into that dark room, because
    your twenty-ninth Intel piece rests on the long table.
    From there, move across the hall, then go down the stairs. Move into a large
    room there, and pick a path. Unless you have Infinite Ammo, you might need to
    just take one side and leave the other enemies. Note that your teammates will
    not move up unless you do, so hurry. Once you reach the opposite side of the
    room from the one you entered in through, get ready for some speed rounds. In
    the next area, you HAVE to pick one side and stay with it. It would serve you
    well to have an AK-47 or a M1014 to make sure you can drop the enemies quickly
    so you can stay alive, since, if you notice, you are in the actual missile
    silo. Take down the two enemies in the first silo, and take down the two in
    the next.
    From there, run down the hall into the door, and stand clear as
    Griggs shuts the heavy blast door. The heavy double doors will open slowly,
    and you can stick your gun in between the doors when it opens far enough and
    take down a couple of the enemies trying to set up a resistance to end your
    progress. Down all of them, and go into the hall bathed by red light. Go to
    the dead end, and wait there for the glowing C4 marker to appear. When it
    does, set the charge, move back, and blow the wall.
    Take down the guys in the war room, and move up through the top area. There is
    a conference room there; your thirtieth and final Intel piece lays waiting on
    the table. Once you grab it, move to the second row of computers, on the left
    when you go down the center aisle. Find the glowing keyboard, and hold the
    button to enter the abort codes to stop the missiles.
    Once you stop the missiles, follow Griggs and Price up to the elevator, and go
    into the vehicle depot. Once you're there, spray the cars, aiming especially
    for any red barrels you see. Once the enemies are down, you move to get into
    the vehicles and get out of there.
    Game Over
    You start by zooming down a hillside onto a highway near the complex. Once you
    get onto the highway, you'll need to start taking down truckloads of enemies,
    but take into account the speed of the vehicles. Aim slightly ahead of the
    enemy you're targeting for the best results. A little after you get inside of
    the first tunnel, RPG gunners will be on the trucks. Blow them away as soon as
    you can, since they can destroy your truck.
    Once the last of the trucks gets swept away by an overturned semi, an Mi-28
    Hind will attempt to blast you away for the last part of your drive. You are
    urged to blast away at it with an RPG with about two shots of backup. A better
    strategy is to take the RPG in place of your M1911 .45, and crouch in your
    truck. Regardless of your actions, the Hind will blow up the bridge anyway, so
    just wait it out. You will then get on the crumbling part of the bridge;
    follow Price or you will die. Once you're on a stable part of the bridge,
    crouch or prone the destroyed cars and wait.
    Soon, the Hind will take another shot at you, and your squad will be knocked
    down. You will, regardless of your position, be knocked back to a point a few
    feet in front of the crashed cars. As you lay there in a form of Last Stand,
    Griggs will pull you to safety, but be shot in the process. You will turn to
    see Griggs' killer, Imran Zakhaev, standing some feet off from you with his
    bodyguards. He will execute Gaz and a miscellaneous SAS agent, but will be
    distracted by the arrival of Karamov and his men by helicopters.
    After this, Price, lying wounded behind a car, slides you his M1911. Take it
    up and shoot down Zakhaev and his bodyguards. As Soap fades from
    consciousness, Kamarov has him and Price airlifted into the choppers and sped
    away. A reporter remarks that the Russian government has confirmed a series
    of missile tests, and that the search for a cargo ship lost in the Bering
    Strait due to a storm has been called off. She also notes a rumored
    leadership struggle within the Ultranationalist party of Russia.
    Soap and Price pull through, and both return for Infinity Ward's sequel to
    Call of Duty: Modern Warfare, Modern Warfare 2. Soap is your squad leader, and
    Price is locked away in a Russian gulag until he is freed.
    Mile High Club
    Mile High Club has a few anonymous SAS agents boarding an airplane filled with
    terrorists who have taken a very high value target. You start off moving down
    the lower level of the plane, underneath a conference room.
    Move through the plane cautiously, taking down enemies quickly and cleanly.
    Grab an M1014 early on and things will go much more smoothly for your team.
    You need to move quickly, so be efficient. Once you reach the upstairs
    conference room, you'll have to take down the head enemy before he executes
    your target; shoot him in the leg to down him, then kill him. Enjoy your
    Now, grabbing Intel pieces will unlock the following Cheat List for you:
    CoD Noir...............................................................2 Intel
    Photo-Negative.........................................................4 Intel
    Super Contrast.........................................................6 Intel
    Paintball..............................................................8 Intel
    Cluster Bombs.........................................................10 Intel
    A Bad Year............................................................15 Intel
    Slow-Mo Ability.......................................................20 Intel
    Infinite Ammo.........................................................30 Intel
    You can now activate these cheats in Campaign mode. Pause, and select Options,
    then go to the bottom to Cheats. Read the descriptions before selecting.
    MWR4 - Cubfan's (Almost) Complete Guide to MWR's Multiplayer Mode
    Here is Cubfan's excellent guide, brought to you mostly intact, though
    formatted to fit in the guide. I've given it to you guys in the exact way he
    gave it to me, and boy is it a treasure trove of information. It's broken up
    by section.
    CUB1 - Basic Strategy and Courtesy to your Teammates
    It amazes me how little common sense I see with random players online, I want
    to share a few basics that will help you not only be a better player but a
    better TEAM player. I understand that not everyone can be a good player, but
    you can be less of a hindrance and that will lead to team success in death
    matches. I will start by saying I am just above average, I play at about 1.55
    to 1.60 KDR in tactical game modes and about a 2.5 KDR in team death matches
    depending on if I have to host or not (I play worse when I host). But games
    that I stick with, me and the team will typically win or play competitively.
    While I try for big body counts, I look more to minimize the times I die being
    careless and make sure that if I am not doing the killing, I am contributing
    the objectives in tactical game, which is where this topic comes in.  Just a
    few basics here first, then on to the more detailed approaches to playing this
    game on-line:
    1) First and most importantly, keep your distance from your team mates. Do the
    best you can to never stand within a blast radius of a frag, toob or RPG when
    near team mates. You can turn one kill into two or three and give up a UAV to
    start and things can/will spiral quickly from there.
    2) It is the instinct of most to sprint to the perceived point of conflict,
    with most people I see heading right for the middle of the field. This is
    folly, especially if you are guilty of the crimes stated in point number 1.
    Look to keep to the outskirts of most maps and travel through buildings and in
    and out of cover, not only will it help you with surprise it can keep you
    alive should you get under fire.
    3) Spraying weapons from the LMG class, especially when you are near a TM who
    is sniping or otherwise using some sort of a stealth rifle class should be
    avoided. You have to pay attention to what your TMs are doing. You will give
    away yourself and your TM and likely cause death to both of you when you miss
    the kill. Shot selection is more important than simply getting rounds off,
    missing gets not only the attention of your target but anyone paying attention
    to the radar. Good players will flank and smoke you for long distance spray
    4) On the topic of paying attention, see who on your team is calling in the
    airstrikes and UAVs. Then stay away from them, if you start spraying or being
    reckless in their general area, or shadowing their movements you can flub up
    the rhythm to their game and poach their would be kills. Best to go to an
    opposite building or cover a different floor or alley to support their efforts
    rather than trying to get in on it. When the chopper comes in, then play how
    you would. Pay attention.
    5) On the flip side, if you are giving up streaks to the other guys, slow your
    pace and give your TMS a chance to try and catch up with the enemy or enemies
    that are killing you. Take a different route to where you were killed or fall
    back and wait for them to come to you.
    6) Do your best to not take a LS chance kill, I know this is hard; I still do
    it from time to time, but try, really try. You could cost your TM a streak
    that will help the overall effort.
    7) If you are playing HC mode, turn off martyrdom. I will kill you if you frag
    me. Also recognize who the enemy is, if you can't stop yourself from killing
    your TMs you shouldn't be playing this mode.
    8) If you are running around in the middle of the street with an RPG on your
    shoulder, you have already failed at all of the above, and you should do the
    decent thing and leave the game.
    9) Always check your six, meaning after sprinting or moving across and alley,
    turn around and see what is going on behind you. With the humiliation bonuses
    I see many players trying to get the knife kills and C4 / toob impact kills.
    All of this requires them to be close to you. At least once a map I kill
    someone trying to creep up on me, turnaround from time to time and see what 
    you see.
    10) Toobs beget toobs, just because someone is using the UGL doesn't mean you
    have to join in or abandon the concept of playing with the team because you
    got hit by the UGL. Most of them can be dealt with outside of going all out
    spamming yourself. Doing this exposes you to getting killed since it tends to
    make the people I see more reckless than they already are. Patience, stay
    back, take cover, and wait for them to come to you.  Most tubers bail games if
    you start beating them, keep that and mind and stick with it.
    11)  Don't be a mark for the heli. Take cover if you can't kill it, chances
    are someone on your team can. Even using your rifle can effectively damage it,
    since one RPG cannot take it down by itself, if you can hit it with the
    majority of your shots you can clean up for the team mate who hit it square
    and keep most of you alive. Keep a roof over your head and away from the
    windows when you can, giving up three or four lives to the heli will turn the
    game around.
    12) You need to have an approach based on the map you play and the level of
    competition you are facing.  Big mistakes are made if you have tunnel vision
    when it comes to red flashes on the map.  While chasing around the red dots
    seems like the best way to earn some kills, if you forget to check flanks or
    watch for clay mores, you can find yourself running right into an ambush.
    Don't forgo common sense whenever and enemy dangles a carrot in front of you
    (such as seemingly unguarded objective or the perception of a camper's
    The intent of this guide is to help player who want to play better as a team.
    If you are a kill whore who does not seem to mind having a negative Win/Loss
    record the elements in this guide will likely not be geared toward your
    mentality of game play.  Within the forthcoming sections there will be tips on
    how certain challenges can be had by using the techniques and tactics
    Enjoy the guide,
    LedFammaMFR (aka Cubfan082 on GameFAQs)
    CUB2 - Semi-Advanced Tactics
    Here are Cubfan's semi-advanced tactics for MWR's Multiplayer.
    SAT1 - Semi-Advanced Tactics - Topic 1: Suppressors
    You know of the expressions to be "Seen and not heard".  Take this concept and
    apply it to MWR, but here in all TDM modes but HC, to be heard is to be seen.
    Suppressors, IMO, are far underutilized on AR and SMG classes in this game. I
    would expect that this trend will continue since a lot of people really like
    the ACOGs and UGLs. This is fine, because believe it or not, you have the
    Surprise is the most lethal weapon in this game.  While moving unnoticed is
    important, killing unnoticed from a flank, or more perfectly from behind an
    enemy is the key to getting continuous streak bonuses.  Having two or three
    TMs, playing in a similar fashion that can keep calling in UAVs will make it
    utterly impossible for any non-UAV jamming opponent to do the same thing to
    I don't recommend use of the suppressor on the Skorpion or pistols. I strongly
    recommend its use on the remainder of the SMG classes and the AK-47, M4, and
    the M14 from the AR classes (M14 is a godly weapon when suppressed). They are
    still fairly good with the M16, G3 and 36c.  It doesn't affect the damage
    (except for the AK-47) or accuracy of the weapon, but you will likely suffer a
    20 to 25% drop in MAX DAMAGE RANGE, not the distance the bullet travels.  What
    this can mean is that in large maps like Bog, Bloc, Overgrown, and Strike,
    Stopping Power (SP) may be a necessary choice if you find yourself in a long
    distance rifle fire match...
    ...but if they are firing unsuppressed, you pretty much know exactly where
    they are now don't you?  Using the perimeter of the map to flank/get behind
    your opponents can lead to many consecutive CQC kills that you would not be
    getting otherwise.  You can use them to set perfect ambushes on Backlot,
    Vacant and Wetworks, basically at any point where an enemy will turn a corner
    and give you their back or flank.  I can't tell you how many times I have
    cleared an entire building that had three or more enemies in it by myself
    because the suppressor kept me unnoticed until their death/near death.
    Once I have earned them, I will likely never use anything but suppressors on
    my weapons, give it a try and see what you see.
    SAT2 - Semi-Advanced Tactics - Topic 2: Cooking Grenades/Playing the Carom
    I am sure that everyone knows what "cooking" the grenade means right?  Pulling
    the pin and holding it, then releasing, there is a challenge for being a
    "Master Chef", which I will typically accomplish start to finish in one
    evening.  Cooking grenades is responsible for a large portion of my initial
    successes at MWR, but many people still make mistakes with this.
    First off, the maximum range of a tossed grenade needs to be estimated. I have
    found that at about a 30 to 40 degree angle you can throw grenade from:
    1)  Ambush - The back alley where the car is located to the left of the
    initial spawn point, you can put a grenade from that car up to the top of that
    2)  Wetworks - After passing an awning at the third point along that map, go
    around the first stack of crates, from there you put one to the opposite
    corner of the ship, under the opposite wing.
    3) Backlot - Where the mounted machinegun is in the building under
    construction, at the corner wall facing down the alley, you can get them to
    the car at the back of the alley with a bounce.
    Hopefully that will clue you in to the distance a grenade can travel, I have
    found at maximum arc it takes 2.5 to 3 seconds to travel from its release to
    the maximum range.  But, there is about a .25 to .5 animation from when you
    decide to release the grenade to when it actually leaves your hands.  This
    means that if you want it to detonate at impact at max range, you have to
    cook no more than 1.5 to 2 seconds, since the fuse is a full 5 seconds, with
    each flash of the cross hair counting 1 sec of time.
    Throwing the grenade with the crosshairs set at head level to an enemy will
    give you a 20 to 30 foot range in the game, that travel time is about .5
    second.  That means in CQC with an enemy moving, you need to cook for almost
    3.5 seconds to expect detonation in a kill zone of the grenade.  Factor in
    that you cannot fire or reload while doing this, it makes standing toe-to-toe
    with a firing enemy cooking grenades not a good idea.
    This is hard, hard thing to accomplish for kills consistently, but there are
    other options. Caroming the grenade (i.e. bouncing it off of a hard object)
    and getting a kill with less cook time is the way to go when CQC is expected.
    I like to do this on vacant quite often, where I know and enemy is in the hall
    and we have traded an initial burst of fire.  I will cook for about 1.5
    seconds, the toss it not in front of the door, but high up at the wall behind
    the doorway with a side angle favoring the direction the enemy retreated to.
    Hopefully what this will do is give them a danger indicator that will
    initially show the nade in front of them, but as it continues moving it goes
    behind them.
    If they have initially retreated, they are now hosed, if they have stepped
    forward they go into your line of fire. You should win in this situation.
    Cooking grenades to the 3.5 sec time frame is great for clearing rooms, using
    a 4 sec time can give you those ever so obvious FU points to the people
    sitting on the mounted machine guns by having face level detonation from about
    a 20 to 25 foot distance off of the ground.
    And in district, perhaps my favorite place to use the carom, you can make them
    bounce around corners like a cue ball to eliminate pesky campers that hide
    behind the taller portal walls, practice with the side angle and you can drop
    them right in their lap in no time.
    Pro Performance Tip: Thanks to Fleeman6019 for bringing this to my attention,
    the in game challenge for "Hot Potato" is most easily accomplished by pulling
    the pin on your own grenade, throwing it at your feet, and then picking it up
    and throwing it at your target. This works best when you know someone is
    camping in a room or on a SAW mount, bounce it to the base of a wall then pick
    it up and throw it immediately.  I haven't timed it, but it does appear as if
    you still have the typical five seconds from pull to detonation on the pickup.
    I could be wrong, but the boom comes really quickly due to the double
    animations for throwing and picking up to throw again.
    In general, picking up the grenades period can be a good thing to do when you
    are stuck indoors and one comes flying in the window of door, if you get the
    "+" sign to pick it up, tap it and look for a place to throw it away.  If it
    was cooked well you are dead anyways, but if not you can avoid a death, earn a
    kill, or as a last best resort, if you make it through the throwing motion
    prior to detonation, yet are still killed with it, it gets recorded as a
    suicide rather than an enemy kill.  So you can see why this has value right?
    If you kill yourself obviously the grenade tosser won't add you to their
    streak and you will wipe out any points that would have been earned by killing
    you and any team mate in the blast zone.
    SAT3 - Semi-Advanced Tactics - Topic 3: Claymore Placement
    Why would I call this semi-advanced and not basic?  Well because an awful lot
    of people don't do this right, and you can pretty much run right through areas
    "covered" by claymores with just a minor scratch.
    For a claymore to be 100% lethal, it MUST be placed in an orientation that has
    the target moving directly towards or directly away from it.  The little
    lasers give you an indication of the blast zone, when you bring it up you are
    looking at the back of the mine, when you drop it, the blast zone will be
    directly in front of you.
    It is important to remember that these are not like the Bouncing Betties of
    WaW; they don't have the same trigger or the blast radius.  Trying to use them
    as if they were will make you hate claymores.
    I have found the best way to use these mines is in the following orientations:
    1)  At the top of the stairs, place 3 to 4 feet back, at a 90 degree angle to
    the stairway, place to that the mine is off to one side of the landing and not
    in the line of sight as you move up the stairs.  Player will assume area is
    clear and move up, then boom...
    2)  At any doorway, you have two placement options.  First and most effective,
    pick one side of the door, preferably the side that the enemy will use to move
    into the room, place mine about 5 feet back, 5 feet to the side at a 45 degree
    angle to the doorway. This works best against rushers on maps like Bloc and
    Overgrown who move in and out of buildings.
    3)  Second door placement, if the enemy is more cautious, put your back to the
    wall where the door is, take a step to the left or right of the door in the
    direction of anticipated travel, and place the mine at a 90 degree angle with
    the door.
    4)  My favorite, behind cover objects along flanking routes. Best described on
    Downpour, on the spawn side with the green houses, the right flank has two
    oil/fuel barrels.  I like to place one there behind a barrel at a 45 degree
    angle back towards my spawn point, I will then retreat back and shoot at
    players coming out of the house (a great spot to use placement 3), if I miss
    the kill, I will retreat to reload and see that 50% of the people I shot at
    rush down that area between the barrels and into my ambush.
    5)  On map like Wetworks, a claymore placed against a shipping container 2
    to 3 feet back, at a 45 degree angle to the box will kill anyone who turns the
    corners tightly.  In the hallways that lead up to the bridges on Wet works,
    you can use placement 3 very effective to watch your back as you snipe, method
    1 also works well on the tall stairs.
    I chose the 2 to 3 foot setback because that appears to be how long the lasers
    are visible, I chose the 45 degree placements away from obstructions because
    if you don't you bury half of the mines explosive force into the obstruction.
    There are infinite possibilities with these anti-personal mines.  They can be
    placed on top of objects in games as well, be creative and see what works.
    Obviously I didn't give out all my best places, sue me, I do need to keep a
    few things close to the vest. Good luck.
    Pro Performance Tip: Having trouble with the "Clay more" challenge?  Put on a
    UAV jammer and enter domination mode, often times when the enemy is securing
    or capturing a flag, you will see them stand still/prone/look off into the
    same direction.  You can "Ninja" claymore them quite easily on maps like
    Overgrown, Backlot (at flag B especially) and Strike, many other places as
    well.  Basically, set yourself up out of site (UAV jammer), wait till you see
    enemies go by or to hear the flag you are watching is under attack, rush out
    with claymore enabled and place it right behind the player or players capping
    the flag, If it is more than one and you got it close enough, "Clay More" will
    be accomplished.  This is a fun way to give an emphasis kill to sniper or
    camper BTW, one of the many ways to keep the fun level in this game high. It
    also is nice if the player has proned and is remaining still, shoot the
    claymore yourself and get credit for "Counter Claymore".
    SAT4 - Semi-Advanced Tactics - Topic 4: C4 Packs
    C4 packs are my second favorite Perk 1 (Stun x3 in case you were wondering);
    they are extremely versatile and can be used effectively in all forms of the
    game.  The can be used to clear rooms of personnel or explosives, as an ambush
    device, or as a passive defense measure in tactical modes.  In the game it
    appears as a small brown package with strapping and a blinking red light. If
    you see one stay away from it, but shoot it to clear if it is an enemy's. You
    will know it is not yours because the friendly flag will not mark it, just
    like the claymores, or that by trying to shoot it, detonation will not occur.
    The basics, you enable them like any other perk 1 explosive, but these can
    either be placed directly or thrown to the location you want them. To place I
    look down and tap z button, to throw I adjust my point of view for the angle
    and direction I want then again push the "z' button.  You now have the option
    to both leave the detonator in your hand and blow the C4 by hitting the
    trigger button when ready, or you can swap to your primary or secondary weapon
    and detonate by tapping the left D-pad button twice in succession.  The packs
    can be thrown about half as far as a grenade, likely no farther than 30 feet
    (about as far as the length of the bridges in overgrown at maximum 30 angle in
    elevation), but that is more than enough to send them into an elevated window
    or to the back of a large room.
    These packs are often used as passive defense measure in S&D, Headquarters and
    Domination.  They are by far most effective in Domination, provided that the
    enemy has not destroyed them or the game properly alerts you to when you are
    losing the flag you booby trapped with them.
    C4, in the game at least, can be detonated by either pulling the trigger on
    the detonator, having it shot by a bullet, or by splash damage from another
    explosive.  (IRL, the latter two will likely do nothing, many apologies to
    Mr. John McClain) This is important to remember in your placement in modes
    such as Headquarters or SnD, where your C4 stays in place even after you die.
    You can give the enemy extra fire power if you C4 the HQ while your TMS are
    inside of it, as a detonation could trigger the "Dominoes" challenge and give
    the enemy kills from what you considered your defense.
    It can be stuck to all surfaces in the game.  Cars, the ground, walls,
    ceilings, barrels you name it.  Use this to your advantage as a way to
    disguise the packs and to put them in unexpected places. This works wonders
    on Vacant, placement on the ceiling or on the walls in high traffic areas net
    you loads of kills if you are watching, especially when using Sonic Boom.
    Some examples of effective use:
    1)  Playing Domination, players will use it as a passive defense measure so
    they can run off and cap another flag or farm some kills.  When the game
    voice tells you that you are "losing" your flag, the will remote detonate
    blindly and hope to net a kill of the would-be capper(s).  Use the background
    of the map to conceal the packs, placing them in the open will result in them
    being destroyed.
    2)  As an example of a C4 ambush, at the exit of the ware house on Vacant, you
    can place a pack on the wall so it would be invisible from inside the
    structure, then fire off a few pistol shots to let the enemy know you are
    there, when they exit the building and turn towards you, detonate for the easy
    trap kill.  You can watch this pack from the lower area outside the structure.
    3)  As mentioned above, you can toss the C4 from ground level into any second
    story window, it does not travel with as high of an arc, but if you get close
    it will sail in with no problem, detonate and get some kills.
    4)  CQC/Dances of Death, personally I hate them but toss a C4 pack out in
    front of the enemy then detonate, hope to get the kill.  Clean up any
    survivors with a pistol or primary weapon fire.  This works really well
    against players who prone and bunny hop constantly while circling/reloading.
    5)  If you are firing out of an elevated window and have killed a player and
    they know you are there, move to a spot where you can see the stairway and
    either C4 the wall they would not see coming up the stairs or the ceiling,
    wait for them to show and BOOM...
    6)  You know those pesky LMG mounts?  Why not leave a surprise on the ceiling
    above, a wall behind or just underneath...
    If you want to be effective at using this perk offensively you have to
    practice the throwing motion and get a feel for how far you can get it to
    travel.  You can even detonate it while it is in the air. Also, if you toss
    out both packs at once the single detonation will fire both packs.  Be warned
    that as you throw them at an enemy firing upon you, their bullets can hit it
    and blow it up in your face (read as "Counter C4 or "Return to Sender"
    challenges).  For my money this is the perk that will generate the most LOL
    funny deaths in the game, especially when you hit a multi C4 and see 3 or more
    bodies blown out of a room...
    Pro Performance Tip:  Many users think that the "How the?" challenge is a
    tough one, it can be if you approach it as having to find an enemy explosive
    (claymore or C4 pack) and shoot it through a wall to make a kill.  It doesn't
    have to be this hard; you can take the idea of placement 6, equip Deep Impact
    as Perk three and set up ambushes with YOUR OWN explosives.  Best places are
    the SAW mounts; put one right under the thing on the wall beneath the mount.
    Set up where you can keep an eye on it, if an enemy comes through to the
    mount, shoot with your rifle where you think the C4 is and boom, challenge
    complete.  You can also use your own C4 packs to get the "Counter C4"
    accomplished, place them were you know enemies will be, scope in and shoot it
    for the kills.
    CUB3 - Advanced Tactics
    Here are Cubfan's advanced tactics for MWR's Multiplayer.
    AT01 - Advanced Tactic 1: Bringing Down the Chopper
    This is imperative, with the continued ability to chain that streak bringing
    down the chopper is key to not only breaking the chain, but keeping you and
    yours alive.  Eliminating the chopper is the single most important thing to do
    in matches where you are playing with less than able team mates.
    The easiest way to bring down the helicopter is through use of an RPG.  If
    the chopper is hovering, put the tip of the point at the top of the RPG sight
    near the back half of the chopper and fire away.  It always takes two RPGS
    from what I have found, regardless of use of the Sonic Boom perk.  After you
    land one RPG shot, immediately switch to your primary weapon and FIRE ON THE
    HELICOPTER.  It takes less than one magazine from ANY weapon that is not a
    Skorpion will finish the job.  I actually sniped one once after I witnessed my
    TM land a RPG shot, players claim pistols will do as well but I have never
    tried that one.  I do know that shotgun buck shot cannot reach it, so try
    something else.
    A problem comes into play in that the accurate range of the RPG leaves
    something to be desired, it is probably no more than 50 - 60 yards, about the
    distance from the opening of a Hangar on Countdown to the middle of the map,
    at best.  Again, you need to either hit two RPGs or use your primary weapon
    to bring it down completely after one RPG hit.
    I like to hammer the rotor of the Heli with a gripped or a mounted LMG. Try to
    fire from cover, such as behind a concrete wall, under a trailer, behind a
    blown up car or through a window.  Key to firing through a window is to do so
    when you only see about half of the chopper, if you see all of it will
    consider you the immediate threat and rockets and minigun fire is coming
    right at you.
    I have also found that use of a suppressed AR is highly effective, not only
    will you be considered less of a threat to the Helicopter, but you won't stand
    out on the recon map for firing full auto.  I don't use RPGs that often, so I
    mainly shoot the chopper with my primary weapon.  This is an extremely
    important thing to do especially if you have noticed your TM landing one RPG
    on it.  Again, it takes less than 1 magazine from all weapons in the AR class
    and most in the SMG class to finish the job after it has been hit by a RPG.
    There are many maps that allow you to fully bring down the chopper before it
    makes a kill, namely Downpour, Bog and Countdown.  You have a clear view of
    its approach and can either mount LMGs or hammer it with RPG and LMG fire as
    it is entering its kill zone.  It will take damage along the entire path of
    its approach if you can hit it, thus making grips on LMGs an extremely useful
    attachment to keep in a LMG class.  For my money, the easiest chopper kill in
    the game is on Downpour from the high side of the map on the LMG mount, the
    heli will hover outside of its kill area in relation to that position as it
    enters, thus you can kill it before it does much of anything.
    Did you know: The chopper hones in on the enemy player with the top score
    first, but it does also have a "threat indicator" in its programming that
    makes the person who is most likely to bring it down the primary threat
    regardless?  I don't know the exact specifics, it factors in your distance
    from the heli plus the damage the weapon in your hand can cause at that
    range and decides who it is going to shoot first.  People walking around with
    RPG equipped or a LMG are almost always considered highest threat if out in
    the open, if no one meets those criteria it goes after the top player on the
    Use this to your advantage, if you need to move to try to set up an assault
    on the chopper, run with your pistol in your hand as you find cover.  Same
    goes for a shotgun or a Skorpion.  Once you are set up, pull out the RPG,
    mount the LMG or use your own LMG and do what you can.  If your TMS are
    competent, all of you collectively can bring it down with minimal damage
    If they are all incompetent or unequipped to deal with it, DO NOT ALL RUN TO
    THE SAME COVER SPOT!!!!  Biggest fish in a barrel kill spree you will ever
    see unleashed is on Wet works, where people crowd the open shipping containers
    and look for cover.  You are a well placed frag or stun and gun away from all
    dying and giving up a chopper to someone else.  If you notice a bunch of
    people spawning around you in your cover position, get away.  Odds are the
    enemy has a UAV in the air, and if they are chaining you are also about to get
    As a final word, if you have no plans on engaging the chopper or for some
    reason cannot shoot effectively at it, get indoors and don't get out again
    until it has moved away from you.  People to this day, some 6 months after
    release still run around wild in the streets while the heli chews them apart.
    There is no excuse for playing that foolishly.
    AT02 - Advanced Tactic 2: Mastering the Secondary Grenade
    There are three types of secondary grenades, we all know that.  But we all
    don't know how to effectively use them.
    My personal favorite is the stun grenade, Not only does it is deliver 1 to 40
    points worth of damage, your target does not have to be looking at it the
    detonation for them effective.  They basically render your target unable to
    run and slows the speed in which they can move the camera.  I am a big fan of
    the stun X 3 for perk 1, thanks to F5|Hustla for opening my eyes to this.  As
    a counterpoint to that, I am not a big fan of the flash bang.  This is
    primarily because I play close to the enemy, and if I flash bang, I will
    almost always affect myself with the flash as well as the target.  Flash bangs
    blind you only when you are in the direct line of sight of the flash and
    really close to its point of detonation.  If I use these, I prefer to use them
    long distance against players who are sniping or range firing AR/LMGs.  They
    can save your bacon in this situation, but up close and personal I find them
    Word of caution on stun grenade use, while they slow the enemy considerably
    they can still see you fairly clearly.  If you stun someone facing you, don't
    stop  moving to square up a shot, continue to circle or better yet, drop shot
    (means going prone while firing in one motion) to avoid getting sprayed down
    yourself.  I prefer to stun enemies in rooms while they are firing out of
    windows or if I have the flank of more than one player.  When they are firing
    out of windows or whatever cover, obviously a flash bang will not be the best
    choice here since their line of sight as going to be point in the opposite
    direction of you.
    I also prefer to stun rooms because at times with the way the spawn system
    works, you could end up with 2, 3, or 4 people all in one building when you
    are expecting 1 or 2 snipers.  Stunning gives you the best chance at multiple
    kills with your primary weapon in these situations.  Of course it is always
    best to frag the room first if you can, but that will give you away before you
    are ready to clear it, especially if you haven't cooked it long enough.
    Because the concussion delivers initial damage, you likely will only need to
    land two shots to kill before you can move on to the next target.  Best I can
    tell a flash does no damage outside of a direct impact, nor does it give any
    indication of a player in the area where it detonated.  A stun grenade will do
    up to 40 points of damage, both as direct impact and concussive force that can
    kill severely wounded enemies.  Stun grenades are the lagging players' best
    friend, Stun x 3 in my opinion is far too looked over in the Perk 1 slot. It
    will bring lag down almost to nil for a player looking to make a kill.
    Did I mention you can also stun yourself? The distance at which you or the
    target is at from the detonation site determines who long you will be affected
    by the blast, so be careful...
    The stun grenades and smoke grenades appear to detonate on impact with the
    ground, so you can bounce them off of walls to great effectiveness if a
    camper has a corner and you can't get him otherwise.  Flash bangs, however,
    do not. They have a maximum travel that seems like 3 second at maximum arc. If
    the grenade is still in the air at this time, it will detonate in the air.
    A word on smoke grenades, outside of SnD, Headquarters or Sabotage, I find
    very little use for these.  The do provide great cover when you have to move
    to one place when the threat of long range fire is there.  Best way to use
    them is put them out in front of the area you want to reach, not at the area,
    since then you have to run through your own smoke or will be trying to cap
    while concealed, thus have no idea what is going on around you in all
    When I see smoke, if I am using a UGL, RPG, or Frag x 3 in the map, I will
    almost always fire it/toss grenades behind the smoke screen blindly. I get a
    kill maybe 2 out of 5 times doing this. Don't use a Frag, though unless you
    are certain that someone is moving up into the smoke.
    Reason I don't like smoke is you only get one regardless of perk designation,
    and once you use it you draw the attention of anyone who sees it.  I find
    them much more useful in RTDM or HC as a way of blinding the enemy, not
    concealing yourself.  If you know more than one enemies location in a
    building, smoke em out and get behind them while they can't see you, it works
    but I would rather choose offense in the form of the stun.
    In HC mode these grenades will affect your team mates, keep that in mind. In
    RTDM, no affect.  If you get a stun hit, you get an assist if someone else
    takes the kill.  I like to do this when I see a TM circling an opponent; you
    can help him by slowing the guy down and get your +2 in the process. I am not
    a big fan of kill poaching, but I like to help when I can.
    AT03 - Advanced Tactic 3: The Lag Shot
    Why is something so essential to success in this game considered an "Advanced
    Tactic"?  Well have you ever witnessed those circling, bunny hopping, emptying
    my entire magazine and resorting to pistol / weapon reload or praying that the
    uncooked  grenade will get them dances of death that end up with someone
    getting poached from outside of the circle or taking a miracle knife stab to
    the bicep?  Yeah, what was the question again..?
    Lag is a fact for 99% of the people who play this game, if you are going to
    continue to play it, you are going to have to get used to it.  Outside of
    making sure your wireless router is port forwarded or your connections is fast
    enough through a hard line, every other way to correct for lag has to be done
    in game by the player.
    The most effective and basic way to gauge the lag in a certain match is to set
    up on an opponent's flank, acquire a target that is moving across you, lay
    down a continuous stream of fire about 7 to 10 feet (again, this is why I
    almost always use suppressors) out in front of their direction of travel and
    watch how long it takes for the hit markers to register.  For me it is 2 to 3
    feet at distance, much less in CQC. I will do this whenever I join a new
    lobby, and if I see the host migrate test it again.
    At distance, set this range of lag (the 2 to 3 feet in my example) up on your
    targets and burst fire your weapon.  I am deadly with an M16 ACOG because it
    forces burst firing, far too many people hammer the trigger on all weapons and
    blame lag for the secondary inaccuracies that occur under sustained firing.
    Allowing the weapon to re-center after each trigger pull brings your sight
    back to where you were lining up, and for me leads to much better ADS success.
    Hip firing for me has much less lag, partly I believe because I do it at
    roughly 1/3 the distance I would consider for a safe ADS shot.  I have found
    it to be closer to the 1 foot range so long as you are aiming high on the
    screen.  Also this works well at countering lag because most people you find
    in hip-firing situations will not be sprinting, but rather moving in strafe
    mode or walking somewhat normally. I will give my targets 2 to 3 trigger
    pulls on SMG or AR classes and hope I landed the kill, though I do sometimes
    spray them with an LMG just for good measure.
    If I get caught in those dances of death, here are a few tips that have saved
    my bacon:
    1)  If the enemy is hammering the trigger and not hitting you, don't
    change anything about your circling pattern, aim out in front of them and
    bring your weapon back under sustained fire, no need to conserve ammo here
    because you have a 50% chance of being dead.  It is extremely important that
    you do not change your path of movement; odds are they aren't going to be on
    you with the last round in the mag, and that is when you need to make your
    2)  When circling, if the enemy has emptied their mag and is reloading (you
    can tell, just look at the animation), this is when you change direction. I
    like to step directly backwards while tossing the stun grenade, this will
    slow them down and give you your best chance for the kill, their movement
    should take them right in to your line of fire.
    3)  Side stepping in a random pattern is highly effective, but don't just
    waddle side to side; change up your pattern.  If I see someone side stepping
    back and forth, I will not move weapons sights, I will keep it between the
    movements and sustain fire.  Use a pattern as such, short left movement, long
    right, short right, long left, short right, short left.  Is that clear? Wiggle
    randomly like you are on speed, not like a penguin on downers.  And save the
    rabbit hoping, it only works if someone is shooting your feet, and IMO makes
    you move slower and opens you up for random headshots on the way down.
    4)  If all else fails, close the gap and attempt the miracle teleporting knife
    lunge. If you miss however, you are dead.
    Like I said it is a 50-50 proposition that you are going to get out of those,
    likely actually less than that if team mate on the other side is paying
    attention.  I have also previously said I will stun enemies I see dancing with
    my TMs, I should just kill them but I don't want to be accused of poaching,
    since some do take offense to that.
    Good luck with that though...
    One thing regarding the sniper rifles though, and really this does apply to
    all weapons as a more "advanced" way of trying to estimate the host lag, but
    no-scoping, yes no-scoping may actually be about the best way to truly gage
    the games lag.  Reason is this, especially with bolt action rifles, you have
    to be patient when you try to no-scope, thus when you see that little blue
    indicator that is the targeting reticule turn to red, you are on a part of
    your enemies body with your sights.  If you can train yourself to wait to see
    the red you will hit a lot more often on your no-scope attempts, also you will
    have an up close measure to the CQC lag distance that should help you when/if
    you switch classes.
    AT04 - Advanced Tactic 4: Sniping
    First, a technical distinction: I am talking about proper sniping with a
    sniper rifle here, not strapping an ACOG on to any weapon and firing it at
    range.  A true sniper is looking for One Shot, One Kill (OSOK), bursting a SMG
    or an AR does not meet this condition, and thus is not sniping but rather
    engaging an enemy at range with assault weapon fire.  The only weapon that can
    qualify IMO as a sniping weapon outside of the sniper rifles in the M14, since
    it can generate a OSOK to the upper body at moderate range w/ SP, other
    weapons in the class just simply cannot, therefore are not sniping weapons.
    The largest obstacle to overcome in sniping is getting used to the controls. I
    was a fairly decent sniping player in WaW, and the change over in control
    styles had initially confounded me, basically I couldn't hit ****.  I was told
    that I was lagging and what not, but that wasn't the cause, I just couldn't
    acquire the targets fast enough.  So I did what anyone who wants to improve
    their play does, I asked for help.  Thanks to Arcanine for directing me to a
    thread that describes sniper setting that are akin to WaW controls.  You can
    find that discussion here:
    I don't use precision right now, it is still to twitchy for me, and I am set
    halfway between Buckethead's posted setting and those of the user who did the
    There are many more places to find cover in this game than WaW; it is all
    around in all directions.  That, IMO is the biggest challenge in this game
    when it comes to developing and excelling with sniper classes.  You are
    going to get killed a lot when you start out, especially when you have the
    advantage, by people crouched looking out windows with AR and LMG classes or
    by them turning and firing on you after you miss the kill.  Prepare yourself
    for it, because it is going to be extremely frustrating. But with some
    practice, you will be moderately lethal and will win more of those than you
    Here are the basic how-to's that I have come up with to go positive with
    sniper classes:
    1)  Know the map.  You have to know what area you can cover and concurrently
    what vulnerability you will have to rushers and counter-snipers. I will
    typically stay out of the obvious sniper nest locations (crossfire, that
    little room with the ladder or the second story windows of the buildings on
    Overgrown). I snipe up and across far more often then I snipe down, if that
    makes sense.  I use the rifle to take out players (snipers or not) who go to
    the obvious nest locations or cover choke points in maps like strike (alleys
    where one or more have to go down to move to where your team mates are
    engaging the rest).
    2)  Protect yourself. Until you get accustomed to fast tracking or no-scoping
    targets, I highly recommend placing claymores around the paths to your sniper
    spot. Never put them next to you or point them in a way where their
    detonation could cause you harm. What I will do for example on crossfire, in
    the event that I hit a second level with a stair case, I will cover the
    staircases in the ways I described in the claymore section.  A great place to
    put one on crossfire is on the high side of the map, the ladder that leads to
    the second story that allows you to view down the entire length of the map,
    the little recess to the right of the ladder is almost impossible to see, and
    most times you will kill whoever comes up there. Otherwise I will just put
    one at an approach to my location, watch for the kill or listen for the
    detonation, then see if a wounded enemy comes through.
    3)  Don't scope until you have a target, I teabag snipers I find doing
    this, laying prone out in God knows where just searching for something to
    shoot at (especially if they are on my team). In order to be effective in
    finding targets and avoiding death by flanking, scan the area without scoping
    more often than with scoping, when you see something that can present a viable
    kill shot, scope in and try to take it.
    4)  For God's sake don't shoot until you believe you can kill. If a player is
    on a dead sprint moving left to right across your sights, taking 3 or 4 pot
    shots at him while he is running is likely going to give you away more often
    than earn you a kill.  This shot is the hardest to make in the game, I still
    don't have it down, but my feelings are the lag is somewhat less than AR fire
    when ADS sighting, which is odd.  Good players will flank or focus on any
    sniper taking multiple shots at a target, and your death will follow shortly
    5)  No-scoping is the ability to use your weapon in CQC. I don't find it
    essential, but it helps you get your ACOGs much faster if that aim style suits
    your skill set better. I find a lot of this to be precisely random at best,
    there are things you can do such as using Steady Aim to help your accuracy, I
    highly recommend this over Ex Con or Last Stand.  It is easiest to no scope
    targets that are moving towards or away from you, circling is more luck IMO
    than anything else, but you can make your own luck in this regard. Basically,
    don't fire until you see the blue indicator for sights turn red for your best
    chance.  You will hit far more often than you would without the indicator lit.
    There are many people in this game who are excellent no-scopers right now; I
    am not one of them though I can hold my own. I prefer to...
    6)  ...use my pistol, or better yet pick up whatever weapons I find that will
    lead to more kills (MP5. AK47, what not) than no-scoping. Swallow your pride
    and use your head, staying alive is more important for the team goals than
    getting all your kills through sniper rifle fire.
    7)  Most importantly, stay away from your teammates. I like to as a rule, put
    my heels to the edge of a map and snipe in and up. This will almost always
    ensure no one getting behind you, and the action occurring in front of you. I
    also like to snipe either across or behind the enemy, I will guess to where
    the conflict is going on, then flank and try to pick off the enemy while they
    are behind cover. This works really well since they aren't moving a ton.
    8)  I don't like to prone, I will crouch and waddle while I scope. This way in
    the event that I have to move fast, I can do so. Try it out; you can still
    keep the scope fairly steady while you do this.
    There is no excuse for missing a stationary target. I also find little use for
    the iron lungs or breath-holding in general, reason being quite simply moving
    your thumb off of the side of the Wii mote makes it less stable, especially
    when you push down on a button after you have upped the sensitivities. That is
    a preference though, I find Steady Aim much more useful.
    If you are going to snipe from windows, take a step back to ensure your barrel
    does not extend past the window.  It is a dead give away, and when I see that,
    a cooked nade is coming right up...
    Also, from time to time check your back and the map and see what you see.
    Yesterday on overgrown (best sniper map IMO), I was getting fire from the
    mounted LMG closest to the gas station.  I noticed two players in the windows;
    one was a sniping TM of mine who was on the same level as the enemy firing
    away at me, in the next room with the mounted SAW. I lucky sniped him as he
    was just about to kill me, then I call UAV and see two more red triangles in
    that building. One guy comes out the blown out wall, I hit him in to last
    stand. Duck back to avoid the pistol barrage and finish him off, then I see
    the other red triangle going around in the build, he is going up stairs. In a
    miracle of all miracle shots, I drop him as he is about to knife or otherwise
    CQC kill my TM, only to see him die anyways by martyrdom.
    What is the point of that?  Not to brag about my sniping, I am still nowhere
    near as good the guys from FuSN, AoW, TNO|Drascal, Buckethead, Rompsta or the
    rest of the GFAQs crew, but rather to bring up the folly that is perpetually
    scanning the field with your scope. He had no idea he had three enemies on
    top of him, and I could have been killed by him not paying attention. Back
    out, check the map and look behind you from time to time.
    My best pure sniping match has been a 14 and 2 on Overgrown (updated to a 24
    and 5 on Bog, domination mode, 11-0 on Strike in HQ).  Nothing to brag about,
    I still find it difficult.  I think though with more practice and getting more
    familiar with the maps will help immensely.
    Last bit of advice, don't just move after your kills, move after your misses.
    I just got done exploiting a sniper with his own rifle (I was using P90 on
    Vacant, which is a great map to practice no-scope and sniping in general). He
    was shooting in to the building from the radio tower; I had just killed him in
    the warehouse and picked up his weapon. I saw movement, scoped in, and he
    killed me.  Yes he got me.  I spawned right back in the same spot, went right
    back to the rifle, traded fire and he knicked me again, almost got me but I
    ...and I kept running, all the way around to outside the shipping containers,
    all the way behind him. Zoomed in for a freebie headshot, then teabagged his
    corpse for about 10 seconds. If you miss a kill, and you see the dude take
    off, if he knows anything about the game he is coming for you. Reposition to
    protect the most likely path of his travel. Basic stuff man.
    AT05 - Advanced Tactic 5: Counter-Sniping
    You counter most snipers quite simply and effectively by ACOG firing your
    Assault Rifle (AR) at their location while side stepping.  This is extremely
    easy to do once you have located them, and thus is one of the biggest factors
    that can discourage people from trying to develop sniper classes. Never stand
    still while trading fire with a sniper though, they only need to land 1 well
    placed shot on you to win the volley. Constantly moving in a controlled but
    erratic pattern will make it hard for them to line you up.
    But the skilled snipers out there can be difficult to locate, especially if
    they are smart snipers, i.e. constantly move after kills or misses. More often
    than not, if they see you first, you will be dead before you can square them
    up in the field. In this instance, you must retreat to cover and look for
    flanking routes.
    When I make my first sweep of a map, I tend to seek out where I think a
    sniper might set up.  Places are mainly obvious in maps like Crossfire and
    Overgrown.  Look high into the windows and into the blown out walls. On maps
    like Bloc, Strike and Pipeline, it can get a little trickier since it is
    pretty easy to change cover. I like to shoot up from the low ground with an
    M4, the weapon is incredibly accurate, even though its weaker bullet damage
    means SP is a must for a quick kill. If they kill me, I will take my time and
    go all the way around the map in hopes of catching their flank or getting
    their back.
    You can win easily by simply trading fire with most snipers in the game. With
    the elite ones however, this will likely not work.  You will have to get their
    flank and drop cooked grenades at their locations or go for CQC kills. I don't
    know about you, but nothing makes me more frustrated than getting no scope
    killed in CQC, but conversely I find it extremely rewarding to do it though...
    You will most likely encounter snipers in maps with cover using claymores to
    protect their backs or flanks.  There are several placements of claymores that
    are hard to avoid being killed by their detonation. Several spots on
    Crossfire come to mind since you have multiple locations where stairs bend
    around walls.  I personally have never used the Bomb Squad Perk in this game,
    but that is what it is there for.  If you find a claymore through its use, you
    will likely find the sniper in the general vicinity.  Shoot the claymores
    through the walls to detonate safely, or go around if time permits. If they
    are listening they will hear its detonation, and prepare for a no-scope hop
    fest or swap out to a secondary/overkill weapon better suited to CQC. This is
    where you need to be Johnny on the spot with a stun or flash, or prepare your
    cooked grenades or just shoot them.
    Enough can't be said about keeping moving.  If you have been sniped on an
    approach through a choke point, the last thing you should do is take the
    same route back there.  The sniper will have timed the shot and will likely
    get you again.  Regardless of under fire or not, it is never a good idea to
    run anywhere in a straight line.  When there is a talented sniper in the game,
    you will be their dream come true.  Zigzag while you run, and if you get hit
    get out of there, look for cover to get behind or simply run away and try
    again after you have healed a bit.   Again, never trade fire with a sniper
    while standing still, you have to change your location and elevation.
    Last point, no sniper rifle in the game can be suppressed. Whenever they fire
    you will see a red dot on the radar and the general direction in which they
    plan to attack you from. Use the tactics above to get to their side or back,
    then go for the kill...
    AT06 - Advanced Tactic 6: Close Quarters Combat (CQC) Strategy
    Who doesn't love a dance of death from time to time? Well, me for one.
    Surviving them is essential if you want to be able to prolong your bonus
    streaks, here are a few tips that have saved my bacon and some others that
    have turned me into chum...
    I gave out my feelings on the best way to lag shoot, see topic 3 above. It is
    my exp that my lag close up is not always the same as my lag further away. I
    typically start out the shot ahead of my enemy then come back into them in
    CQC. But this is not what I want to get in to here. So, moving on...
    To start with, I am not a wolf pack player, but I play extremely close to them
    more often than not. I prefer to set up my enemies with claymores, C4 packs
    and killer cover spots to take them off guard and bust through their lines.
    But when I get flanked and rushed I will do everything I can to stay alive. To
    give yourself the best chance to start the map off with a streak reward, I
    like to booby trap an area behind me or in front of me in the event I get
    caught in a CQC where I am unable to kill and have to reload. This is
    incredibly easy to do on maps like Bloc, Showdown, Vacant, Wetworks etc.
    Best way is to set an ambush with a C4 pack in front of you on a wall that the
    enemy will likely have their back to as they come around the obstruction.  I
    will save its detonation to a point when I feel I am going to die or will lose
    the chance to damage. Use the double tap of the left control button instead
    of the primary detonator for faster explosions. On small maps doing this will
    often net you two for ones as enemies run to where they see fire. In the event
    you set up behind you, I prefer to use a claymore when I feel death is coming
    or lack of ammo is present, or just a chance to play someone for a fool, I
    will run back and try to draw the enemy to where I set the mine. This also
    works incredibly well since many players think when you flee you are no longer
    a threat and the sprint rush after you.  You have to stay somewhat close to
    them so you have the chance to draw enemies in, but this is very rewarding.
    Another "flee" technique that I employ is dropping a frag that I cooked a
    couple seconds. How this works, say you have to reload, enemy is still firing
    on you, you pull the pin on your grenade and bolt for a cover corner. On your
    way you look straight down and toss the nade at your own feet and keep
    running. You have a better than fifty percent chance that the enemy is going
    to run into certain death. Just make sure you keep moving to avoid killing
    yourself as well.
    If you are the master chef type, cooking a very dangerous 3.5 to 4 sec nade
    can be used for an in your face type kill, I do this from time to time if I
    have yet to get a feel for the games lag to ensure the kill. In the event the
    get you, you drop a live nade that will kill just like martyrdom without the
    I don't recommend the use of stun grenades or flash bangs in this situation.
    More often than not it is too late for these, and you will impact yourself
    just as much and you do the enemy.  The only time I would consider it is if
    you can full get around a corner and protect yourself.
    The technique that drives me the craziest in CQC is the persistent bunny
    hopping. There are several really great players out there who take this
    technique to an art form, namely ZimbabweBob and Rompsta. These two have
    perfected this technique and if you see it coming your death is imminent.
    They are able to time the jump to get a full lateral movement then shoot
    as they crest; if you are standing upright you are going to get headshot...
    ...most bunny hoppers just jump in line with you, therefore if you keep your
    sights level at their chest to head area you can still often score more than
    enough hits to win the engagement. On the way down they are fully exposed
    for a headshot of your own, if you stay patient and playing without aim assist
    this is much easier to do. Never ever crouch in front of me, I play to shoot
    center mass, you just stopped my bullets with your face...
    I don't recommend hopping. I recommend the drop shot.  Basically wait until
    you have scored a hit or two then hit the deck to finish them off. This works
    incredibly well if you back the enemy around a corner and you turn 180 and
    kiss the bricks.  Shoot somewhat higher then you think to ensure body hits
    instead of leg hits, if you don't kill them on the drop you MUST get back up
    and hope game lag protects you until you reload and get moving again.
    Closing point, I don't attempt to knife moving targets until it is my absolute
    last resort.  If you play with aim assist, sometimes you can pull of that
    magical knife teleport that allows you to go through enemies' fire and stab. I
    hate that, plus aim assist is for noobs. I won't knife because it leaves you
    fully vulnerable to many attacks, plus if you miss the enemy can now reload
    while you are caught with your pants down.
    My favorite up close and personal weapon of choice is the Mini-Uzi. I used to
    hate this weapon until I learned how to play with it. The high rate of fire
    plus the kick in CQC situations for ME nets many easy headshots. It is also
    an effective circle and spray weapon from the hip with SA and a less than
    expecting opponent. If you have had your fill of the rest of the SMG class,
    try to do the Mini-Uzi challenges while playing close to the enemy. It will
    make you much better with all classes when you are done.
    AT07 - Advanced Tactic 7: Counter-Rushing/Counter Toobing
    Two of the biggest complaints I hear from people getting worked or having
    their streaks busted is that they are getting "NoobToobed" or "SMG spray
    rushed". These are indeed two of the more common ways to die, but where some
    express frustration I find opportunity.
    For my money, the most lethal players and the ones that concern me the most
    are sprint rushers using a silenced P90. The weapon shoots BBs, but it shoots
    them fairly quickly and fairly accurately, and with 50 rounds available it
    equals death and streak bonuses if you can't counter. I get killed by this
    weapon more often than any other in the game (besides martyrdom though, which
    I am a total mark for).
    To deal with sprint rushers, you have to ambush areas they are moving through.
    I said ambush, not camp. Most of them take fairly predictable routes through
    the map to try and flank you, this is no disrespect to the player mind you,
    but face it there are only so many ways to avoid going right up the middle. I
    will go all in defending the route I see the most movement on, I will place
    one claymore about 50 feet in front of me, then fall back for a 20 to 30
    seconds and see what happens.
    During this time, I will check my back and flank and look for a target
    opposite of my claymore.  If I find a target to fire on, it will alert any
    rusher that I am there, and hopefully they will run right in to my trap. If
    they do, I place it in the exact same spot almost immediately, or better yet,
    a few more feet up since the rusher already went through that area and found
    in clear. If nothing happens, I will work BACK, not ahead and make my way to
    the other route and claymore it.  I will sweep in a U pattern and try not to
    go past midfield to hopefully force all spawns in front of the area I am
    attempting to cover.
    I will load out like this:
    LMG - Either M60, SAW, or RPD with Red Dot Sight (Can use grips and be a beast
    once you get hang of how to fire the LMG with a grip attached for maximum
    Claymore x 2
    Stopping power or Juggernaut (w/ M60, Juggernaut all day)
    Steady Aim or Deep Impact
    I chose the LMG class due to its power and ability to bring the SMGer down
    quickly at range in place of Juggernaut or anything else. UAV jammer is a
    waste if you fire unsuppressed, so I see no better Perk 2 in this situation.
    When I kill near me, I will grab their SMG, hoping it is the P90 so I can then
    abuse the free ExCon to move about.  I have also found moderate success using
    C4 packs to counter the rush, but you have to watch these more closely, and I
    don't want to be only looking in one direction when the SMGers are buzzing
    around like angry hornets.  So I meet their offense with offense of my own,
    and can be moderately successful doing so against better than average
    competition provided I have one TM with me that can keep the enemy UAVs down
    to a minimum.
    It is a fact that the use of a UGL with sonic bomb provides an extremely large
    lethal splash zone.  If you are out in the middle of a map with a moderately
    able UGL player you will die 4 out of 5 times you square off in plain view. I
    don't know what it is about the psychology of a UGL player, but just like the
    WaW RG players, a lot of them turn the strength of the grenade round into over
    confidence in their ability to play the game.  What I see quite often is
    recklessness more than effectiveness.
    So how do you beat them? Especially when they are overkilling for 4 UGL
    rounds, enabling them at spawn, and using martyrdom to boot?
    Two words: DISTANCE and COVER
    My go to UGL countering set is a M16, G36C or M4 with an ACOG, Bandolier, SP
    and Extreme Conditioning.  It is highly effective in any map that you can put
    some space between you and the toober.  This set combined with patience will
    net you a UAV every other spawn if you can aim and stay disciplined. It may
    take a bit, but when they come they will be more likely than not out in full
    view for a kill. I would say if you are a decent sniper with an ACOG, the M21
    is a fine substitute here, but unless you can hit your first shot at a better
    than 75% chance, don't take the other sniper rifles into a map with more than
    one toober.
    Cover is far underutilized by players getting worked by the UGL. My personal
    worst map is strike for the reason that even though cover is available, it is
    not always continuous. You have to present as a target when trying to get
    from one building to the next, many other maps this is not the case. Getting
    behind walls and BLOWN UP cars can save you when spotted, staying away from
    objects behind you that can be splashed against is also critical.
    A new set I am working on that I have found highly successful is this:
    M1014 w/ grip
    M60 w/ grip (RPD is a fine choice as well)
    Extreme Conditioning
    Prior to my last prestige, I finished level 54 and 55 with this set
    exclusively. Yes I am well aware that the M60 has the absolute worst iron
    sights in the game, but it has the best base bullet damage in the class and
    with the grip at distance it is rifle accurate, up close it is a hip firing
    wonder with extreme damage, two hit kill to most non-Juggernaut players. And
    yes, a shot gun for when you have to get close. This is because of the need
    for the UGL round to travel prior to its armament. It you are close, it can't
    arm, and they have to direct impact you to kill while going against the
    absolute most powerful weapon shot for shot in CQC. With the use of Ex-con you
    can get around and up close very quickly, then surprise them with buckshot in
    the ear, the M60 has you covered in medium to long range, for me this set is a
    real winner.
    If that fails for you, you are either going to have to accept it or become
    proficient with the UGL yourself and try to out-noob them right out of the
    lobby.  I do this when I find UGL players I can't counter to the point where I
    can streak bonus them. I don't find it shameful, I find it necessary to win
    the game.  Hopefully when you hit them a few times with it, especially with
    exclamation point type UGL kills, they will get the point that you can UGL
    them with precision rather than splash, and give it up.  Nothing can ruin a
    game quicker than spamming by multiple players on both sides, it causes
    ragequits and Wii turn off like nothing else. Try to exercise discipline and
    use your primary fire mode first.  I will often die with one or both rounds in
    reserve since I tend to save the UGL rounds for the toober or multiple kill
    It was a failure of the game to allow the UGL damage to be increased with
    sonic boom without giving you a perk option to bring it back down. But it is
    not an excuse for losing to player you may refer to as "nooby". If they are
    that bad, you should be able to exploit their confidence. Good luck.
    CUB4 - RTDM Strategies for Select Maps
    Here are Cubfan's guides for playing Team Deathmatch on certain maps.
    TDM1 - RTDM: Ambush
    When I first started playing this game, I used to be a lot better at this
    map. I realize now why, I no longer use the AK-47 as a primary load out. In
    hindsight, the AK-47 is likely the best weapon for this map due to the likely
    hood of both range and close encounters. I will recommend going back to the
    roots on this map, so here it is:
    Primary Weapon - AK-47 w/ suppressor
    Pistol of choice with suppressor
    Perk 1 - Claymores x 2
    Perk 2 - Stopping Power
    Perk 3 - Steady Aim
    I used to use bandolier often with this weapon, but it is still fairly likely
    that you will find at least one other person in the map using it. So if you
    feel comfortable, choose some more offense and go with the claymores. There
    are absolutely lethal places to use the claymores on this map, so much so
    that even when you know they are there, they can still get you.
    You will notice a theme with me; I often have found places to blind toss my
    first grenade that give me a great chance of success at getting a quick kill.
    If I spawn on the side of the map with the bull dozer, I will rush to the left
    and when I get near the opening toss a 1 second cooked nade down the alley
    directly in front of me.  If a player is using the P90 or other ExCon and
    chooses that route, they will be right in the kill zone 40-50% of the time I
    do it.
    Regardless of a hit or not, I will then sweep left around the blown cars and
    see if I spot anyone coming out of the alley,  Hopefully I have a kill and
    didn't get the entire team coming up the same side.  If I am alive, I will
    then go up the alley I naded and check out the house to the left, watching
    out for an enemy claymore. If it is clear I will place my own claymore about
    three feet back and to the side of the doorway, so that if someone rushes
    straight in to the doorway it will be detonated at a 90 degree angle to their
    motion. I will then look out the door and make sure I don't have a trailer,
    and then sweep upstairs again looking for a claymore, or better yet a nublet
    firing out the window with his back to me. I will sometimes hang out here and
    see if I can pick up the motion of the enemy players or determine if someone
    is hiding in one of the other second floors or mounting the SAW.
    Hopefully I have a kill or two by now and haven't died at the hands of a
    sprint rusher or talented sniper.  I will then make my way to the absolute
    back of the map and head across, looking for enemies up the alleys or on the
    radar.  If I have called in the UAV I will make my way a little more quickly,
    I will look to again keep to players backs as I sweep up the alleys and around
    the map.
    I like the AK with SP here and SA because it excels in CQC, you should see a
    lot of it.  If you come up to a players back that is sprinting away from you,
    don't fire right away, rather use your stun grenade a close a little bit. If
    you fire too soon they can sprint away due to the weekend state of the rounds
    that come out of the AK with suppressor attached, then they will turn around
    and mow you down if they are skilled.
    I will try to take my time on this map and hang back a little and see what
    the enemies I am playing are doing.  90% of the snipers you will find here
    will use the second story buildings to try and pick you off. You have to
    watch all the stairs and doors leading up to them for claymore. There are
    also several buildings in the central area that can be reached by climbing
    walls and dumpsters, look at your map when they start firing to determine
    their location. If you have a grenade, use it, if not look for an approach to
    give you a shot at em. If I have been getting sniped or AR ACOGed, I will use
    the tunnels to the left and right of the middle of the map to cross the field.
    I said I used to use the AK a lot here, I have since moved up to the Silenced
    G36C, which has become my go to weapon mainly due to the ammo sharing freeing
    up Perk 1. I also absolutely love finding an ACOGed M16 on this map. You can
    go to the back of the alley and pick people off with ease and little risk;
    just make sure you move after kills.
    If/when I earn airstrikes, I tend to send them just opposite of mid map unless
    I know for sure when multiple enemies are located. Most people sprint to the
    center in a vicious cycle of die-spawn-sprint-spray-kill-kill-die-die-spray
    -rush. The M60 excels on this map in the more open alleys and side lots, it
    can also be used in mid field but that place is a death trap if you ask me. I
    try to simply run loops around the outside and flush out campers/snipers while
    rolling up on players who spawn back in the alleys.
    TDM2 - RTDM: Bog
    A lot of people skip this map; I am taking that to mean they dislike it. Or
    perhaps they hate that you can get air mailed a UGL at spawn or take three
    steps and get headshot with a sniper's bullet. I have actually once, quite
    comically had two RPGs launched at me from the start of the map, the first
    one sailed over my head, at which point I was determined to snipe the fool
    who just did something so ridiculous, until his second RPG was stopped by my
    face while I missed my kill shot.
    This map offers two or three zones where CQC is going to be expected and over
    all a large open area that can lead to many people getting sniped from all
    directions. I absolutely love to snipe this mode on SnD, HQ and Domination.
    All TDM modes though I am going out like this:
    Primary Weapon - M4 Carbine, AK-47 or M16 with Suppressor
    Secondary - USP Pistol
    Perk 1 - Claymore or Stun x 3, can use Bando with no shame.
    Perk 2 - Stopping Power
    Perk 3 - ExCon for either M4 or M16, Steady Aim for AK-47
    If you have read all of my topics here and somewhat remember what I said
    regarding the suppressors, I said I basically have no use for the suppressors
    on the M16 and M4.  Well I take it back, I take it all back. The M4 suppressed
    has become my absolute go to weapon when I prestige. I now level it just as
    fast as the MP5 and keep it loaded out until I want to chase the G36C
    attachments again. Something happened from December until now; I learned how
    to AIM with the M4 Iron sights. This weapon is a beast because of its
    accuracy, ROF and the fact that it ammo shares with two other weapons that are
    commonly used. This is one of the reasons I skip the Bando here, because you
    can pretty easily scavenge your own corpse or those of others and fill up.
    The most basic thing I can say about this map is stay out of the middle.
    If/when I need to move, I will almost always move through the buildings. The
    only time I ever cross the map is on a dead sprint from out of one to the
    buildings to run on either side of the bus for cover, unless of course I have
    to move out of the way of an airstrike or I see more enemies coming at me then
    I think I can handle.
    Conversely, I feel if you attempt to move up and back along the other route
    through the shipping container of death you are setting yourself up to be
    sniper/ACOG food. I will cover the container of death from the back edge of
    the map, usually about 50 feet up from either boundary. This will give me a
    solid view of the traffic moving up along the container corridor and into the
    area either by the blown out tank or behind the bus. I will then check the
    back boundary for people closing in on me. When they get wise to my strategy,
    I will move either into the building or behind the tin walls and cat and mouse
    for a while, hopefully running them into a claymore ambush I had recently set
    up. I will do this until I get a UAV or killed by two many rushing players.
    There are absolutely brutal places for claymore use in this map. A common and
    effective one is the bind hallways in the two buildings, placed in a manner
    that when you enter the hallway your back is to the mine. I like to be a
    little more dastardly with them though. You know that cat and mouse I was
    talking about, well in that area with all those steel walls you have a dream
    set up for claymore placement. Just about every area you move across here
    provides a little bit of a screen for the claymores lasers. I will place then
    behind the sheet entrances or around the small broken up block walls with
    great success.  I will bait players to chasing me through here, retreat and
    let them spring the claymore trap. If I am on the opposite side of the map, I
    will place them around the bus and containers in a similar fashion, hoping to
    draw someone I missed a kill shot on into the trap as they chase me while I
    retreat to recover/reload.
    If/when I get an airstrike, I will look to plant it pretty much around the bus
    unless a UAV is up and tells me I have a better chance a little further up.
    About the only place safe from airstrike is in those two building, everywhere
    else including inside the bus you will get killed if you are near the blast
    zone. I will continue to stick then to the side with the buildings and shoot
    into the center, checking my flanks for targets at all times. Hopefully my
    claymores net me a kill or two along with the airstrike and I have a heli.
    Call it in and rack up the kills.
    I tend to only "hunt" kills when my UAV or a TMS UAV is up, you can eat a
    cooked nade or get surprised with CQC quite often here, so I stay passively
    aggressive and look to extend my life at the expense of a possible kill. My
    best score here was 38 and 3 using this strategy; two choppers called in, no
    chaining. DBC's best score was 38 and 6 using a variant of this strategy.
    This map ranks with me as about the second easiest Heli kill in the game, yet
    I consistently see people getting Heli chained on this map with no defense to
    it. At times if I have been running with a lobby and know that no one will
    make an effort to bring it down, I will switch my perk 1 loadout to be the
    RPG. One RPG hit and about 10-20 bullets from the M4 will take the helicopter
    down. It really is that easy. You can get cover from the heli in and around
    the buildings giving you better than a 50% shot at landing your RPG round. The
    heli enters from one of the sides of the map near the front or back, you can
    LMG fire upon it prior to it beginning its "kill cycle", if you have another
    player on your team aware of this, you can kill the heli before it fires a
    round. Yeah, it is that easy.
    I will at times snipe this map, I prefer to use a Bando M21 ACOG set up in
    place of traditional scopes. If the AR classes are not going to work for you,
    I would suggest a SAW or M60, you can lay a lot of rounds down on people
    moving to cover. Rather than try to hit them on the run, I try to fire out in
    front at my guess of where there cover is going to be. I can't tell you how
    many Headshots I have earned by doing this.
    Just a side note: Sniping Bog in HQ when the HQ is located at that container
    of death is about the easiest place to farm consistent headshots and make a
    better than random attempt at the collateral kill in the game. I use the M40
    bolt action in this mode.
    Another side note: Regarding prestige, going through all the weapons again and
    again each prestige is what lead to my reversal of stance regarding the M4. I
    highly recommend playing the game this way, to each their own I know, but
    prestiges fly when you can effectively use all the weapons in the game.
    Final side note, I hit the carpet bomb at least three times on this map, next
    to Wetworks and Shipment it is about the easiest place to have that challenge
    fall into your lap.
    TDM3 - RTDM: Countdown
    Countdown is a map that appears to me to be able to suit three specific types
    of play. You can rush it with light SMG classes and be highly effective, you
    can snipe it fairly effectively, or you can hold down areas with AR/LMG fire.
    From what I have seen, this is the map where it is not only easiest to chain
    helicopters, but it is also fairly easy to shoot them down. More on that one
    later, but start out with what I find the most effective way to play this map.
    My preferred set up is as follows, but there are others that can work quite
    Primary - M16 with ACOG
    Secondary - Silenced pistol of choice.
    Perk 1 - Claymores x 2
    Perk 2 - SP
    Perk 3 - ExCon
    I like this set here because I do what I can to keep a lot of distance between
    myself and the enemy. I like the ACOG over RDS or Suppressors because it will
    give me enough of a zoom to make my rage shots accurate and most importantly
    lethal. When I play this set, I look to keep myself to the four corners of the
    map, or pretty much darn close to them. I will shoot across the hangers, into
    the center and along the boundary lines at whatever ever I can see. Every 2 to
    3 kills I move to a corner that will cover where I just was.
    I will use the claymores usually right near the hangars, not in them but on
    the outside so as to catch a rusher off guard. For instance, near the downed
    chopped that is by a hanger, I will place a claymore between the concrete
    obstruction and the hanger, and then another up near the chopper. I will then
    weave in and out looking for a target, when I start catching some kills or
    firing and missing too much, someone will come up to try and sweep me out.
    This will usually result in them running in to one of those claymores, and
    hopefully give me enough for a UAV.
    I will then check it and see not only where the enemy is, but where they are
    moving to, I will then reposition in the opposite corner that gives me the
    best chance to cover where I was and where the enemy is going, if that makes
    sense.  With this set I tend to stay out of the middle until a Heli is up.
    Player usually retreat to the hangars in this situation, so I will move up
    and try to briefly hop on one to the silo hatches and shoot into the hangar,
    or from one of the concrete barriers I will shoot across it and look to cover
    the doors between them.
    Other great places for the claymores on this map includes around the trailer
    and shipping containers, in the area between the two hangars, or near the two
    trucks with the ladders on them.
    If the M16 ACOG is not your thing, perhaps you can play an ACOGed M21 with
    Bando? Use SP and DI, you can then be mobile and play the rifle with similar
    results. I do not do well with the Bolt Action snipers on this map, yeah there
    are some places where you can get high and look in, but for RTDM where people
    roam the entire map to me you are far too vulnerable to be sniping stationary
    from higher ground. ACOG it if you can.
    If you need auto fire and want to run around and cause so serious chaos, you
    can use the Frag 3 and a P90 with suppressor and weave in and out of all of
    the cover in the middle of the map, from which you can effectively cover
    every square inch of it (I personally try to stay away from the P90 after I
    have earned the XP bonuses, and will use the Wetworks load out here instead).
    An accurate nade tosser is the player that gives me the most fits on this map,
    since they can air mail me prior to me picking them up, which is why it is
    imperative to move around after a couple kills or sustained misses.
    Honorable mention should go to this set however, as I have pulled sustained
    streaks and choppers by using this:
    Primary - M1014 Semi-Auto Shotgun w/ grip
    Secondary - LMG w/ Grip (I like the SAW or M60)
    Stun Grenade
    Perk 1 - Grips
    Perk 2 - Overkill
    Perk 3 - Ex con
    I will shotgun the crap out of people in the hangars or other CQC situations,
    everyone else will get accurate LMG fire their way. The hangars are not that
    thick, therefore DI is not required to kill with bullet penetration. With this
    set I will play the entire map like a rabid Tasmanian devil. I will sweep the
    perimeter and do figure eights in the middle, and stun hangars before charging
    in to them, better players can slow you down, but this can be a noob slaughter
    set if you can use Iron Sites on the LMG classes. Using the grips allows you
    to free up steady aim, placing the shotgun in the primary weapon slot will
    give you a better mobility rating, and ExCon will help you hunt and close in
    the open areas.
    It is most important though on this map to try and limit the times you die, if
    you are playing 1 kill to 3 deaths on the map, you need to slow down a bit and
    think about how you are dying. If you are running into the middle and getting
    ripped up by SMG fire, stay out and play to shoot LMG fire into the center
    (get your stun nades out to help). If a sniper is picking you off, get an ACOG
    on something and remember his position, return fire.
    Note on the chopper, when it comes in to the map, it will almost always hover
    near the center of the map and search a target.  This is a perfect opportunity
    to hit it with an RPG. If you have a LMG swap out immediately after the rocket
    hits and finish it off.
    TDM4 - RTDM: Overgrown
    Overgrown is one of the largest maps in the game. To play it at a high level
    you need to be able to move quickly to cover and kill from range, while at
    times anticipating intense CQC. I think the intention of this map as it is
    designed was to be a camp-snipers haven, it can be played that way for sure,
    but I think much better scores will be had if you use different weaponry. I
    will give out two classes here with the intent on capturing the sniping
    elements and one that I think is better suited to run and gun your way to
    First the snipers, I must preface this by saying that I am by no means a
    slightly better than average sniper. I typically finish the M40 and M21 to
    ACOG levels each prestige, then play around with the rest of them
    sporadically, usually scavenged. But one thing is certain to me, play the game
    with a semi-auto sniper rifle. If you ask me you can use either of these sets
    and play well:
    Primary - M21
    Secondary - USP pistol
    Perk 1 - Bandolier
    Perk 2 - Stopping Power
    Perk 3 - Steady Aim, Iron Lungs, or DI
    Primary - CQC weapon of choice
    Secondary - Barret .50 Cal/Dragunov/R700
    Perk 1 - Claymore
    Perk 2 - Overkill
    Perk 3 - Steady Aim, Iron Lungs, DI, or Extreme Conditioning.
    M21 is for people like me who have a hard time (at times at least of getting
    OSOK on moving targets, stationary is not an issue, but running across my line
    of sight can be dicey at best. It also handles like a pistol in close quarters
    situations; therefore no-scoping is a breeze with this weapon. I choose the
    extra ammo because I plan on taking two shots to kill most enemies and
    unloading if I get rushed.
    In the case of the Barret (or Dragunov or R700), I feel this weapon screams
    "Anything but SP for Perk 2". Why not use its base power to free up for
    Overkill, and take your best CQC weapon along with you?  Personally, I will
    use a silenced Skorpion (uck, I know, suppressor is optional, Skorpion is
    optional, but we are talking about using this at pistol distance) with my OK
    sniper sets, reason being when you get rushed just about anyone that runs up
    on you will be in the max damage range for the weapon. Two if you can hit
    the head, or close two it, SP is a waste of a perk2 for these weapons in my
    opinion. If you can't then obviously you need SP to make up for some of the
    lack in precision. I shy away from Bandolier with these weapons mainly because
    I never live one enough to run out of rounds and can easily get to a 5 or 7
    kill streaks with ammo in reserve. You can always scavenge your own body for
    ammo as well.
    Sniping in overgrown is all about covering the right spots. Here are a few
    places that will offer high traffic, low risk, choke point type sniping
    opportunities. I will also offer a few high risk, high reward spots, first
    the lower risk.
    1)  Depending on spawn location, either at the rocks by the barn or at the end
    of the alley opposite of those rocks, looking through the covered bridge. I
    will crouch behind the rocks so I am not visible from the windows of the house
    with the LMG mount, or cover near the pocket in the alley and look to pick off
    players traveling though that bridge or lining me up to counter snipe me.
    2)  At the Gas Station, I will look to set up around the large tank and look
    uphill, you can cover the building windows and the alley here with modest
    cover, claymore your back side.
    3)  Again at the Gas Station, at the extreme edge of the map, there is a cut
    out in the wall along the gorge, from here you can cover the tank area you
    were just at, a good portion of the approach to it, the entire concrete bridge
    across the gorge and up past the opposite buildings. This is one of my
    favorite places to hang out and net flanking sniper kills. You can easily
    retreat to cover if you get found out, and also set a nice claymore trap if
    someone rushes you along the opening to that wall.
    4)  In the building with the mounted LMG that faces the barn, you can set up
    on the lower level and pop players moving out of the break in the fence
    relatively easily. You can also set up on the opposite side and shoot into
    that building. Claymore your flanks in both instances.
    Now here a few higher risk, higher reward places to set up. I call them higher
    risk because you will likely be in the max damage range or an AR/LMG player or
    completely exposed, but from these spots you can net multiple kills in short
    1)  First and likely most obvious, if you know how to get on top of the roof
    of the building with the mounted LMG facing the barn. Basically you hop onto
    the trash bin, then onto the wall, and angle jump up to the roof. From this
    perch you are completely exposed, but you can likely cover between 60 to 70%
    of the entire map by changing your position on the roof. I will take the M21
    up here and fire away.  If you get found out, move to the opposite side of
    the roof gable for cover, it appears to me that bullets will not penetrate
    two surfaces, so you have a cover advantage.  You can use the chimney as well
    as the section of the roof that turns perpendicular to the barn. Again, an
    alert enemy sniper will be checking for you there, but I have netted pure 10
    KS from this location, I have also been knocked into next week by well timed
    nades and RPGs.
    2)  Probably my absolute favorite high risk sniping spot in RTDM is at the
    same building, on the outside near the gorge, when facing the gorge turn to
    your right to the small hill and go prone. If conflict is occurring across the
    bridge and between the opposing buildings, you are in a perfect spot to snatch
    kills from players who think they are in cover. I like tagging people here as
    they cross the concrete bridge or attempt to move onto or off of that
    staircase. Use of this position is really based on where your enemy is at the
    time, and is not a good place for camp sniping. You can also wheel around and
    cover the movement along the back of the gorge or through the fence lookout,
    but you are exposed and need to be careful to not take a blade in the kidneys.
    3)  In the broken down wooden shack, you have the opportunity to cover almost
    50% of the map, you are completely exposed here and bullets will fully
    penetrate, but you can use the slots in the walls, not the doorways to take
    out targets of opportunity that are otherwise taking cover from other
    directions of fire. Claymore two of the three doors and pay attention. You can
    cover the barn, the grassy area, the no man's land in-between, both buildings,
    and the approach to them. You can also get eaten alive...
    4)  In the barn, not at the doorways or the loft openings, but in the back,
    near the crates. You can somewhat effectively hide here until you start firing
    and netting kills, use your claymores, and shoot downhill out the barn door
    and at the building with the LMG. If a player gets on that LMG, you are
    SAW-dust (end pun); you can also wheel and cover a portion of the bridge and
    the extreme end of the gorge with relative ease from the loft opening. Don't
    use the windows of the barn against better than nublet competition.
    5)  Super duper ridiculously lethal yet incredibly stupid place that has
    netted me a 3 kills streak is at the top of the hill on the back alley, around
    those little concrete partitions.  Not behind them, but in front if you look
    down the hill towards the gas station, there is a patch of grass in front of
    one, find it and prone yourself with your heels to the concrete. From here
    you are moderately screened from view to a scanning eye coming up the hill or
    looking out the window. You can tag people here if you are truly a "sniper",
    not a no-scoping ACOGing hack. They breach the building: death. They present
    in a window: death. And my personal favorite, and I can't believe this
    works... Is people will WALK PAST YOU ON THE WAY DOWN THE HILL trying to flush
    out the sniper, giving you their back while their attention is elsewhere. You
    are completely exposed here, but like I said this works not only in RTDMS but
    in SnD and Domination. Move after a couple kills though, especially if you get
    someone in the back at about a 15 foot range...
    Yeah I am sure there are more, but this is as far as I want to take it. You
    have to have a good feel for lag in the game if you want to distance snipe.
    If you head into the building and shoot out of the windows you are fairly
    vulnerable to rushes up the stairs, grenade tosses, or counter sniping.
    I typically stay away from the iron lungs perk. Deep Impact use will help
    you kill players behind cover in the buildings and other barricades,
    especially when on the roof.
    If sniping is not your thing, this is my favorite map to break out the M60.
    This weapon IMO does NOT need SP either, and I will typically load it out with
    an Overkill set as well, it looks something like this:
    Primary - M1014 w/ grip
    Secondary - M60 with grip
    Perk 1 - Grip
    Perk 2 - Overkill
    Perk 3 - ExCon
    I like the combination of the shotgun here because of its ability to register
    full damage inside of the buildings, this helps in flushing out campers if
    you have already used your grenade. The M60 with grip is rifle accurate when
    burst fired and ranges extremely well. Ex Con is a must because the map is so
    large, you can go 60 seconds without finding targets.
    I will sweep this map in a pattern that has me traveling through the gorge,
    look for UAV located enemies or check for fire, and then move up whatever
    side of the gorge gives me a flank.
    If you don't want to OK or can't/won't use a grip, stick with the M60 RDS, go
    RPGs or stunners in perk 1, then take a chance with Juggernaut in perk 2. This
    will keep you safe from just about any sniper hit outside of a headshot, but
    you might want to think about steady aim in place of Ex Con.
    This map is easy to chain on due to the distance and the ability to
    reposition, much of the fighting occurs at the bridge crossings or around the
    building with the mounted SAWs, if you plan on sniping try to position to
    flank these areas. If not, lay down some powerful LMG fire and clear CQC areas
    with the shotgun.
    Any AR with an ACOG outside of the AK47 can also play very well here, and will
    effectively neutralize poor snipers. You can cover with AR fire from the same
    places indicated as sniping locations with similar results. I personally think
    the SAW mounts here are fairly useless, but at times if you know a sniper or
    multiple players are moving in and around the barn, or you have a sniper in
    the barn that is about to get rushed, mounting it for two or three kills and
    moving on is not a bad idea. Don't stay there though; you are completely
    exposed in many directions.
    TDM5 - RTDM: Showdown
    I love this map, it can be played effective with all classes of weapons, you
    can set killer ambushes, snipe choke points, ghost the crap out of everyone
    and everything, use a Skorpion or, dare I say, tear it up like a redneck in
    deer season with the shotguns.
    For my money, the best weapon sets to use on this map are from the SMG class.
    You can fully expect that you will engage your enemy within the max damage
    range for these weapons in just about every corner of the map. The only
    exceptions will be shooting into the large box outs at the ends of the map
    from the corners or hallways, but just about everywhere else you the accuracy
    and ROF advantages of the SMG classes make them just as lethal as the Rifle
    classes with higher mobility.
    How I like to roll:
    Primary - MP5 or AK-74u with suppressor
    Pistol of choice (doesn't matter because I am dropping it for whatever
    LMG/Shotgun/AR I find to suit me)
    Perk 1 - Claymore
    Perk 2 - choice of UAV Jammer or Stopping power, if lag is high choose SP
    Perk 3 - Steady Aim or Ex Con
    Also go with the stun grenade.
    When I spawn I immediately go to the hallway near the middle of the map and...
    ...no, I don't blind toss here, bet you though I was gonna say that. I find
    either the barrels or a crate get out the claymores, back up against them,
    turn back towards my spawn point and place 1 at a near 45 degree angle
    covering the hall way. I will then run back out of the hall, put my back to
    the wall on either side of the doorway, again facing the span point, and drop
    my other claymore 90 degrees to the wall. I have gotten more people with this
    claymore placement than I could ever possibly count, it is almost 100% lethal,
    try it.
    I will then sprint around to the stairs that lead up to the second level on
    the outside of the map. Watch out of a blind toss from the opposition here, or
    a UGL abuser flashing that hall opposite of where you claymored. So back to
    the stair case, careful when you come into view of the gate, an ambush could
    be waiting for you, cautiously, but quickly sweep up the stairs and see if you
    can pick up an enemy opposite of you. Here is your choice now: do you feel
    better killing face to face or will you try to run around them? The long
    hallways will have you at a slight disadvantage while you are near the
    staircases, if you think you can make it get to the middle ground before
    engaging and let it rip. If not, run around and hope to get their back. You
    appear to have full damage with the SMG classes shooting across the short
    hall. Hopefully you have a kill and one from a claymore coming soon as well.
    Now I will circle around the upstairs a bit, peeping into the center area and
    see if I can pick up how the enemies plan on moving through the map. If I see
    them coming in and out of the halls, I will try to cook a nade and leave it in
    their path or I will stun them and mow em down. If I came across an LMG, this
    is perfect for covering those halls.
    If me or a TM has a UAV up (or perhaps the enemy), I will look to see where
    the most enemies can be found and make my way over there and set up near one
    of the interior staircases. This works in either situation cause the enemy
    will either be running away from you or towards you. I will weave in and out a
    few times and try to pick off someone coming out of the hall ways and up to
    the stairs, using the railing to screen me (you can shoot through it) and the
    boxes to somewhat cover me. Your UAV will tell you if an enemy is coming up
    the back exterior stairs, at which time you reposition and ambush them, or
    conversely the will be coming to hunt you, so it really works the same way,
    but with their UAV you just have to physically check for yourself. You can get
    one or two pretty easy kills by people taking poor approaches to clear the
    stairs, both upper and lower levels. If my plan has worked, I am now near Kill
    5 or at it. What's that, a claymore just tripped? Sweet...
    That is why I love the claymore placement in this game, you could be near
    death, low on ammo or penned in, then that thing trips now you have a bonus. I
    call the Airstrike in exclusively as far away from me as possible, as I kill
    myself in my own airstrike likely 75% of the time I use it on this map.
    Something with the size and building layout makes it always get me on the
    second level, no idea why.
    If I have died, if both claymores netted kills, I will place them in similar
    arrangement, but perhaps move it up a little; if nothing and I got killed
    upstairs I will reset them to cover the staircases. An absolutely lethal spot
    for them is on the little walkway from the exterior stairs, place about 4-5
    feet back facing the wall at a 30 to 45 degree angle, anyone who clears that
    case in one motion is toast.  You can also do similar placement on the
    interior staircases or at the corners of the parapet walls.
    If I am still alive, hopefully the Airstrike got me to 7 or at least one, I
    will then more aggressively seek out kill seven on the perimeter of the map.
    Good places to get include the end alleys that lead into the middle area,
    sometimes players camp here and you can surprise them, otherwise try to find
    the best target and hope for a kill. If you have your stun nade still, use it
    on enemies running away from you, close and kill. If not, stay out of the
    direct path of the hallways.
    Peek in to see if you have a player's back, if not retreat a bit and hope for
    them to come after you. Call in the chopper, and repeat whatever method worked
    best, in either dinking and dunking around upstairs or by hunting the
    I have found it extremely difficult to shoot the chopper down in this map, I
    know it can be done, but the open areas really offer you nothing in the form
    of cover to do it. So if you can't kill it, I suggest getting upstairs and
    floating around those interior staircases or into one of the box outs with
    some solid walls around you. Only other place you can go for total cover is
    into the hallways of death, if you are in the middle the heli cannot hit you,
    so hopefully you have a UAV up and will be able to see the advance of anyone
    seeking you out.
    Honorable mention set goes out the Semi-auto shotgun with Juggernaut, stun
    grenades x 3 and ExCon. I can at times, with good connection or host, use this
    to counter P90 players, hopefully stunning them in the open areas, closing and
    killing. I will then pick up their P90s to make sure they are off the ground.
    The LMG classes with grips can be a lot of fun, if you want to snipe you can
    use the scaffoldings and stairways and a few ledges to get some height and
    some shots off. I recommend only the M21 with an ACOG here though since many
    players are fast and furious on this map.
    If you feeling like more carefully watching your stairways, you can stick C4
    on the ground or on the walls behind, most players do not notice it. If you
    see them approach you can get some laughs at their expense. I don't recommend
    this if you don't plan on staying in the area though.
    I love the G36C suppressed on this map as well, I didn't go with it as the
    preferred cause a lot of users don't level it that far or hate it. If you can
    use it, you can own, go with Steady Aim though due to all of the close
    TDM6 - RTDM: Vacant
    Ugh is what I say to this map.  I used to be absolutely terrible at this map,
    I have somewhat improved to where I can expect several airstrikes and a
    possible Heli by remembering this one simple, yet entirely forgettable piece
    of advice...
    This map is much better suited for tactical applications if you ask me, but
    since we are talking RTDM lets make a go. I am going to recommend a basic load
    out and something I am going to consider a little more advanced, you will see
    why. The most basic element that will lead to success in the map is staying
    stealthy, and I am talking full on ghost.
    Primary Weapon - Mini-Uzi with suppressor
    Pistol - M9 (the first one, allows ammo sharing with Uzi)
    Perk 1 - C4
    Perk 2 - UAV Jammer
    Perk 3 - Steady aim
    I can hear it now, the loathe for the Mini-Uzi.  Tell you what though, hip
    fire this thing in CCQ you will be amazed at how quickly your targets die. It
    has the highest ROF in the class, it CAN kick like a mule, but if you start
    your fire center mass and squeeze the trigger a few times that recoil leads
    your trailing shots to the head and neck area in CQC. In case you aren't
    following, that the tight hallways and multiple corners make death ideal.
    There is also a better than average chance that you will run over an MP5 or
    the ammo sharing pistol that someone has swapped out for more rounds.
    Regardless, the base ammo here should get you close to five kills, leaving you
    C4, grenades and stunners/flash bangs to try and get you to seven. I am able
    to play this set to a 3:1 KDR, basically ensure every life I give equals a
    UAV, which means my team will have a better than average chance of success as
    well. If you can't handle the Uzi and are more comfortable with say the MP5,
    go for it, but I would suggest using SP or Sonic Boom instead.
    So how do we play?  Well, here comes another blind toss recommendation. If you
    spawn outside of the building, full on sprint to get inside via that staircase
    through the open courtyard, when you hit the stairs start the cook, go into
    the open little courtyard and line your toss to pass through the two doorways
    in front of you, hopefully you cooked about 2.5 -3.0 seconds prior to toss, if
    anyone turned out that hall they are going to die. I got a quad kill once
    doing this, typically though it is 1 to 2 players who take this route,
    hopefully you got one of them. I will then turn the hard left through the
    first door I tossed through, take the right and another right and end up at
    the end of the hall that we blind tossed into, hoping to pick up a trailing
    enemy or someone who made it through the blast.
    If no one presents, I will take a quick peek through the metal gate and see if
    I pick up an enemy through it for an easy kill. If not, wheel around and try
    to cut off an enemy moving through the back route into the warehouse area,
    hopefully getting a kill. Sounds pretty fast paced for someone saying take it
    slow huh?  Now, if this worked, you should have a UAV right now, at which time
    you slow yourself down. It is likely that one or more enemies are still
    inside/near their spawn point, check the UAV and C4 trap the route. Oh yeah,
    this is nasty on this map. I like to place them either on the walls where they
    would be screened from view moving through the door or even more dastardly
    placing them on the low ceilings (use of Sonic boom will all but ensure
    instant death). Yeah that ceiling placement is just not fair; no one looks up
    at the death from above (try the hallways for some laughs).
    I hope to be in position to get my fifth kill provided I haven't died in a CQC
    dance of death, but if you ask me the Uzi excels at this. If I get an
    airstrike I will almost always place it out side near the shipping containers
    or near the entrance to the warehouse. If me and the team are alive, we have
    likely pushed the enemy spawn point into that general area (outside near
    containers/warehouse entrance) and may get lucky. If I did and have the heli
    option, call it in, see if you can find an LMG or AR and head outside to start
    picking people off at distance. The heli is pretty much useless in this map if
    you haven't pushed the enemy spawn outside; keep that in mind when you call it
    in for best chance of pulling away.
    Basically I try to discipline myself to staying out of the building unless we
    have UAVs going or I am fairly certain where the enemies will be. You can pick
    up trailers or run into claymores or lag induced death around corners by
    continuously searching the halls. I often see my TMS/Enemies get caught in
    these scrums holding down the hall we blind tossed to and chucking everything
    they have at each other. When I see this I loop around and take the back of
    whoever has which position. I will dink and dunk around the warehouse, through
    some of the windows or in the back alleys when I am unsure of enemy positions,
    but yeah I try to stay calm provided we have a safe lead in the game.
    Now, a little something on the more advanced side of game plays. For my money,
    nothing is more rewarding in this game then winning convincingly with
    unexpected weapon load outs. If you have done what you want to do in this game
    and are looking for a challenge, try this out:
    Primary - M21 Sniper with ACOG
    Secondary - M1014
    Perk 1 - Stun x 3
    Perk 2 - Overkill
    Perk 3 - Steady aim or last stand, your choice.
    No, I am not crazy. Vacant is a good map to snipe on, yes even without SP and
    a "weaker" rifle. There are some pretty ridiculous places to ACOG snipe in
    this map, you have all of the alleys on the outside of the map, and you can
    look in or out of the warehouse or down either direction of the hallways, or
    into the perimeter windows. I will hang back and pot-shot players exiting the
    warehouse, if they run up on me I stun them and shotgun kill. Weave around
    the containers and keep moving though. The M21 you will likely need to connect
    twice for the kill, but the ridiculously low recoil and fast as you can pull
    trigger firing make it suited for fast pace. Plus in the hallways, no scoping
    with it is just like shooting a pistol. Note on the shot gun, the use of this
    weapon is perfect for this map, to gauge the completely lethal OSOK distance
    of the shotgun here are three examples:
    1)  On the alley to the right of the exterior spawn point, there is a row of
    what looks like box planters with windows above then that you can look into.
    From the windows to any point in that hallway, the shot gun is a OSOK if you
    hit center mass.
    2)  To the left of the exterior spawn point, all the way around to the opening
    of the warehouse, if you are on the lower ledge player exiting the warehouse
    and turning towards you are in the OSOK range.
    3)  Inside the halls, at the little crate you have to jump over to pass, the
    corner of the opposite hallway, near were we blind toss through is OSOK.
    The confines of the hallway make use of the stunners and shotguns a completely
    viable option for high level of play; this is also the reason for the last
    stand recommendation since we are picking up free ex-con with the M21 in slot
    1. A lot of people martyrdom and Frag x 3 this map, for similar reasons that 
    really can't always get away.
    The players who give me the most fits on this map are the ones anchoring the
    entrances or exits with LMG fire. The M60 comes to mind as a weapon that
    worries me if the hand using it is skilled.
    So what if you spawn in the building? Get out fast or ambush that blind
    toss hallway, then move out. I prefer to head right and go out the warehouse
    way, but rather than leave the large opening take the hall to the left, where
    I will either look to set up near the crates and shoot at players crossing
    that hall or exit via the window and try to get the enemies backs. This
    strategy is nails in SnD playing defense by the way...
    TDM7 - RTDM: Wetworks
    Wetworks is a map that a lot of people complain about, because you can get
    overrun and handed your ass in about 2 minutes of time. I am the type of
    player that causes people to skip Wetworks; mainly my style of play was made
    for this map. Here is a recommended set for maximum ownage:
    Primary Weapon - AK-74U w/ suppressor
    Pistol of choice with suppressor
    Perk 1 - Bandolier
    Perk 2 - UAV Jammer
    Perk 3 - Steady Aim
    I would also go with a stun grenade here over any other secondary.
    Basically what I do is rush up the side of the boat, look at where my team is
    advancing and get on the opposite side of them.  Move in and out of the
    containers, put your back to the edge of the map while strafing forward.
    Nothing will screw this up more than a bad team mate without suppressed fire,
    or otherwise clogging your advance or blocking your escape.
    When you hit the one-third point of the boat, I will blind toss my grenade
    diagonally across the boat to the other corner, I get a no look frag kill
    likely 40-50% of the time I do it, now if the enemy is also rushing the side
    you are, you will encounter someone either in front of you or across from you
    coming up the middle as you wrap around the first container past the raised
    bridge (which marks the third point length BTW).
    If they are in front you have to win the first fire fight, this is where the
    ownage of the AK74u and steady aim in CQC comes in. If you can hip fire with
    accuracy, you will win against most weapons that aren't an M60 70-80% of the
    time, and a P90 about 50% of the time. This first kill is the most important
    one, so you have to sell out to make it and stop the enemies advance. If
    someone is coming up the middle, with your back to the edge of map and
    using the containers do what you can to kill them using either ADS or hipfire.
    If they are on the opposite side, let them go for now and hope your TMS pick
    them up.
    I can't stress enough how important it is for this strategy to be effective
    that you do not engage enemies moving across and away from you. If you cross
    the boat you lose your cover and make yourself a target, so I say let em go,
    you will get a chance later.
    If you lived, you are now at the two thirds length of the boat measuring
    your advance from your spawn point. You should have at least a kill now, a
    stun nade and the majority of your ammo. If you got lucky with the nade toss
    and caught two on your side, UAV is available so use it. Regardless now I
    will stun the first corner after the two-thirds point of the bridge if
    someone is camping it or not, just to be safe.  Often they are, or you will
    get someone advancing up the lower catwalk.  The stun will clue you in to if
    you hit someone, so you can take that corner a little wider or better yet
    move to opposite way and mow down whoever is there.
    Now get on the lower catwalk and check  into the middle of the map for an easy
    target, if nothing presents advance to the back lower level and make your way
    across the back to the side opposite of your initial advance. If you caught
    someone at that corner, or perhaps your TMS did, they will be spawning near
    the two containers at the back of the lower level or near the side by side
    hollow ones. Never advance forward, strafe the back and shoot in at the
    targets. I have spawn killed the same player I caught at the corner often in
    this manner, yeah that sucks for him, but I doubt anyone would let you go in
    the same situation.
    If you do this, by the time you make it full across the boat you should have
    had an opportunity to earn the airstrike. If you do, make your way up stairs
    into the bridge that is at the enemies original spawn point, if you AV is up
    drop the Airstrike to where you think you will get a kill or more, then head
    upstairs to pick off an unsuspecting sniper who missed your advance.
    Here you have to watch very carefully for claymores, corner campers and C4.
    Luckily your Airstrike will earn you the chopper, but if not these "snipers"
    represent the next best target of opportunity to get you to 7 kills. Do what
    you can to flush them and hopefully you make it out alive. If you haven't got
    your seventh, go back down stairs and work forward hopefully with the enemies
    having their back to you.  You have to go upstairs in order to ensure that the
    game will not spawn enemies behind you, you need to occupy the area for a bit
    for the system to get the spawn point somewhere else, that is why I say don't
    immediately rush up once you hit the back of the boat. It could also lead to
    the sniper getting you if there is one.
    All I would then say is wash, rinse and repeat.  Use the same style and sweep
    the other side of the boat going forward.  If you can play this map in this
    fashion there is no need to think of chaining.   I was able to do this and
    have a chopper in the air in under 60 seconds; you can then proceed to pen in
    the enemy and continuously work them.  If you get killed, start working the
    strategy again.  My best score on this map is 44-4-4 with a 31 Kill streak. I
    had to pick up a P90 to continue fighting because I ran out of ammo at kill
    15. If you try it out, let me know if it works for you.
    CUB5 - Search and Destroy
    Search and Destroy is my favorite game mode, it can be both extremely
    satisfying and extremely frustrating all in the same round. The basics are
    this, each team gets the opportunity to either DEFEND or DESTROY an objective.
    They are marked "A" and "B" on the map. At the start of the game, one team
    will get three consecutive attempts to DESTROY an objective while the other
    team DEFENDS, after the third attempt the sides will switch and the roles will
    reverse. The first team to score 4 points wins the game, if it is 3-3 an
    overtime match will be held with the DEFEND or DESTROY roles determined
    There are three ways to win a match.  They are as follows:
    1)  Eliminate all enemies in the map.
    2)  Destroy the objective by planting the bomb and effectively defending it as
        the timer counts down.
    3)  Defuse the bomb anytime after it has been planted.
    At the start of each match, the team with the bomb has to recover the
    explosives, they then have 2 minutes and 30 seconds to either clear the map of
    enemies or plant the explosives. If the bomb gets planted, the defending team
    then has 40 seconds to defuse it. During any of this time, if all member of
    the DEFENDING team are killed, the DESTROY team wins the match regardless. At
    any time prior to bomb placement, the DEFEND team can win the round by killing
    all enemies. If they kill all enemies after the bomb has been planted, the
    explosives still must be defused in order to with the round.
    Did I mention you only get one spawn per round? Yeah, that can be kind of
    rough if you are used to rushing in RTDM matches, but this mode requires
    tactics to play successfully. Think of it like playing a round of
    Counterstrike, if you have done that before. Patience is rewarded, because
    there are a lot of rushers out there who die after about 10 seconds in to it
    who claim SnD sucks...
    But there is great reward to be had, any kill in an SnD map nets you a fat +50
    exp, an assist is +25, if you plant the bomb you get +100 XP, while defusing
    it nets you another +100. Plus you get match bonuses based on performance and
    you open up an entire spread of bonuses (total of 5 at 250 a piece plus the
    victories challenge to the total 400XP) through the operations challenges.
    Scores in the range of 600 to 800 are the norm for better than average
    The biggest mistake people make in this mode is rushing with the bomb. I can't
    tell you how many times I have nailed someone with a blind toss grenade on
    Ambush, Wetworks and Showdown to start map. You can also nail people on Strike
    or district from either the defend or destroy side without much thought to it.
    I prefer to hang back and see what happens when I take the bomb, I will let my
    TMS make an initial move towards one objective or the other, rattle some pots
    and pans, then hopefully clue me in to how the defense is set up as I make a
    push to plant the explosives.
    Defending is far, far easier than Destroying if you ask me. Most of the
    objectives can be bottled up rather tightly if the defending team stays home
    and remains patient. Claymores and C4 are often used to secure routes to the
    objectives or to booby trap them. When I defend on most maps I will pull out a
    sniper class, I like to do this because of the time limitations and the
    overall impatience of the bomb planting team. Most take direct or nearly
    direct routes to the objectives, therefore you can effectively dig in your
    heels and cover one by yourself if you can hit.
    Since the max kill count can only be 5, I discourage the use of bandoliers. I
    highly recommend forgoing UAV Jamming and sticking to Stopping Power to make
    certain that all of your shots land the most damage.
    Often I see a big mistake IMO happen when a TM/Enemy earns a UAV. UAVs will
    carry over to the next round if you elect to not call it in after it was
    earned. What I see happen quite often is as soon as the round starts, the TM
    who earned it calls it in. Complete waste if you ask me, since you are
    nowhere near being close enough to do anything about it. UAVs last 30 seconds
    I believe, with the travel time it takes to hit the objectives it seems like
    such a waste. I as a rule try not to call it until I see a TM or Enemy die,
    then I light it up.  Exception is if the bomb is planted, I will always call
    it in right afterwards in order to give myself the clearest path to it.
    Smoke grenade use is highly common in this mode. Most players will use them
    when they set or attempt to defuse an explosive. They can give you the
    required screen from a sniper or AR player, but in the end they attract the
    attention of anyone left in the map, and if someone is noobtubing or has Frag
    x 3 you are about to get blown up. When I see the bomb carrier advance towards
    an objective, I will almost always toss my smoke grenade towards the opposite
    objective to attempt a diversion.
    I think it takes 4-5 seconds to plant the bomb and 4-5 seconds to defuse it.
    People will often plant the explosive then camp directly on top of it. This
    can work, but I prefer to set a claymore on top of the location to where I
    will place the bomb, plant it, and then set another on my retreat. I then will
    look for a position to where I can cover the location where the bomb was
    I will never set claymores at the objective locations when I am defending,
    rather I set them up on the approaches to the target, I find that much more
    effective since people rush a lot. Mounting a SAW in SnD takes a lot of people
    off guard, if I know my TMS are planting and more than one of them is near the
    objective, I will fall back and look for a SAW that can cover the approach to
    the target. With the time being only 40 seconds, you have to hump it over have
    a chance, and most players won't notice you until it is too late. Best place
    in the game to do this is on Pipeline, if you are defending run immediately to
    the SAW mount and look up at the hills, you will see a small procession of
    targets either heading along the back wall or at the base of the hill.
    Hopefully one of them is carrying the bomb; if so, they won't be able to pick
    it up until they knock you off of it.
    Because of only having one life, a lot of players, higher level ones included,
    will noobtoob and martyrdom. It is highly annoying, yet highly effective. I
    don't recommend doing that though; I recommend the use of suppressors on all
    weapons instead. Surprise is especially lethal in this mode; I do what I can
    to stay quiet.
    The other most common mistake I see made is a TM who sprints to the bomb and
    then sprints to plant it prior to having anything cleared out. You are asking
    for one of two results to happen:
    1)  Bomb carrier gets killed, bomb now smack in the middle of many enemies.
    2)  Bomb planted while carrier had no one around him, enemy lets him plant it
    only to kill him when he walks away and bomb gets defused about 5 seconds
    If I ruled the world, the entire team would stay within AR fire range of each
    other, 3 sweep forward, and one stay back with the bomb carrier. The three
    ahead would provide the initial assault on the chosen objective, the two
    behind would cover with ACOGs or Scopes and see what happens. If they clear
    it, in comes the bomb, you set perimeter and hold off who remains. If they
    all die, you sweep around to the other objective and do what you can to clear
    the mission.
    But of course, I do not rule the world, and most people make a mad dash for
    the bomb, then most blitz both targets simultaneously and get killed while on
    the destroy side, where the defenders also sprint rush and try to wolf pack
    kill everyone away from the target. I am quite often left in matches 3 or 4 on
    one. I have yet to win one of those, but I have killed 3 and was dropped
    trying to defuse (finally took a 3 on one, got the defuse and everything).
    Rushing up to die does nothing more than waste your time. You need to be
    careful but you can't sit on your hands either. People who rush this mode and
    fail are the ones who leave the lobby mid-game and screw everything up for
    those who remain, patience is rewarded with the best XP grab in the game.
    Final points, if you set claymores, they remain in the game after your death.
    Same goes for C4, but it will take a bullet to detonate it. 2:30 is a lot of
    time, use it to make your way around the map, wait for the enemy to over
    extend themselves then pounce. Many people camp hard in this mode, they do so
    with UGLs so watch the corners. If you can snipe, this is the perfect mode for
    it since the time restraints and the enemy dying will typically not result in
    you getting flanked for firing. When you down the bomb carrier, you see the
    bomb drop on the screen. It stays there, so make sure you cover it and
    identify the routes that can be taken to pick it up again. Claymore approaches
    before you claymore the objective.
    CUB6 - S&D Strategies on Select Maps
    Here are Cubfan's strategies for playing Search and Destroy on certain maps.
    SND1 - S&D: Ambush
    This is one of my favorite maps for Search and Destroy. Both placements can
    be had by either side and sniping can be used to either clear the defense or
    to prevent the plant.  This can also be just one of those maps for you if you
    aren't patient, as it is common for both Defend and Destroy players to get
    blind tossed from the match from one side of the hill to the other, sometimes
    Before I do anything in this map on the Destroy, I stand still for about 5
    to 10 seconds; this will help me avoid the blind toss alleys and ultimate
    frustration that goes along with getting put out of SnD in under 7 seconds.
    If I am feeling the sniping that day, I may then go to the end of one of the
    long alley and scan for movement down the center alley or up the side alleys.
    ACOG M16 is a good choice for use on this map if sniping is not your thing.
    If I don't see anything, I will watch the map and see if my team mates are
    engaging or the enemy is otherwise firing. I will then take the best approach
    to give me that players flank. Ultimately, my goal is to plant at the
    objective in the middle of the map of to the left of spawn, I believe that is
    position "A". When I make my approach to it, I will sidle up under the awning
    and head for the little tunnel that takes you under that hill. I will then
    pass through it and work my way slightly back, into the building, watching
    closely for claymores, and look to clear anyone defending from elevated
    If I pick up players in the next alley, I will work around and try to get
    behind them, and then finish em off the quickest and quietest way possible.
    If the match is still going, I will then go back along the same route I took
    and head for the plant if I am carrying the bomb. If not I will try to hook
    up with whatever TM of mine who has it and try to support their effort.
    I like this position for bomb planting because it is out in the open. Sounds
    counter intuitive I know, but if you have cleared the immediate area you
    *shouldn't* get popped while you plant so long as you prone with your feet
    facing the back boundary wall and stay moderately behind the objective. I
    choose this location because you can see the defending players more clearly
    and any passive defense measure can't be hidden that well against the gravel-y
    hills. I also choose this location because many, many bad things can happen to
    you if you try to hit position "B".
    So long as you take the first minute or so to sweep out and clear people who
    are covering that position, you will have a great chance of successful
    destroying the objective.  Players who then set up for defense at "B" must
    know take a long route to you and you will effectively funnel them through
    the choke points that they would have been using to smoke you.  Set up where
    you can keep an eye on the plant and a look down the alleys, I like to often
    go with claymores here and trap the exits to the alley just after a plant. I
    will then dance around the blown up car or somewhere on the no man's land
    hill or near the pipe you use to pass under the hill.
    Position "B" is really tough if you ask me. You can get ninja'd from at least
    3 spots that I know of if you aren't careful, but just trying to flush the
    ninjas attempts will often be just enough to get you killed. You can enter the
    plant zone from either of the two choke points (read as openings in the sheet
    metal fencing), or take the stairs up to the blown out building and get out
    onto the roof shed. This is often dicey as claymores, campers and great
    players will pop you as you attempt it. Therefore, I say forget it and plant
    on the hill until the enemy proves to you they can stop you from doing it...
    Defense I play fairly aggressively here, I will ExCon with a suppressed weapon
    and frag 3. Look to blind toss at least one of the alleys then hop into the
    tunnel to cross the hill, ambush the exit to the alley for a few seconds, then
    sweep all the way back and around looking to clear anyone who might be
    sniping.  If the plant happens on the hill, I will again poke around the
    tunnels and see if I can figure out the would be defense of it, if it is at
    "B" I will pretty much solely go the route of going through the blown out
    building, and look to hop down in the gap between the shed and the wall to
    flush out anyone hiding there.
    A lot of players use the elevated rooms throughout the map to snipe on both
    sides, don't ever stand still in the open, watch for claymores protecting
    their snipe spots, and stay quiet. There are far too many spots to try and
    list, since dumpsters, walls and cars can be used to reach them. Pay attention
    to where the shots are coming from, if you have a UAV use it and flush them
    In summary, I try to hit quick on defense and play it slow on offense. With
    one or two able bodied players on your side, you should see moderate success
    with these approaches. Watch out for the ninjas at "B", it is really
    embarrassing to have the bomb defused 4 seconds after you plant and while
    you are running back to set up defense. As a general practice, as you are
    going to your cover spot, look back at the plant and make sure you haven't
    been set up. Also plant the bomb where you can get fire on it from multiple
    cover positions to keep em guessing.
    SND2 - S&D: Backlot
    I love this map for SnD, because if you ask me it is truly a case where the
    better players will determine who wins, not who ever lands defense first. If
    you are on the "Defend" side of life, you will start out in the alley with the
    blown out cars, in front to the right will be objective "A" in the half-built
    building on the ground floor, to the left up the alley to the left all the way
    at the end of the street will objective "B".
    About the worst thing you can ever do in this map is immediately book it for
    the objective "A" defense, from the "Destroy" side of life you can blind toss
    one or more nades right through the building gap and drop two or three players
    right from the get go, meaning you are totally screwed moving forward. If my
    intent is to defend objective "A", it will either run out to the left and
    enter the hallways that angles around and spits you out near the destroyed
    construction vehicle, from there I will either run to the dumpster and hop
    onto the awning to try and see the enemy movement, don't stay there if you
    have no targets cause you are fully exposed, but if you see someone you can
    stun nade them and fire with a suppressed AR and get a kill or two, also if I
    stun nade and make a hit, I will likely follow that up with a toss of a
    If you haven't located anyone and see your teammates dying elsewhere, think
    about moving to flank on position "B", if you have gotten traffic and still
    want to watch "A", I suggest setting up near the shipping container and see
    if someone walks past to enter the building from the front side. If not, wait
    till you hear if the bomb was planted at "A" before making a go for the
    defuse. When planted, it is likely that you will not be able to enter the
    building without being seen or crossing a claymore or corner camper. If you
    are a smoke grenade user I would recommend throwing it at a spot you don't
    plan on moving through.
    What I like to do is from my spot near the dumpster/awning that I hopped onto,
    I will hop over that fence and quickly (hopefully not getting killed in the
    process) peek into the room with the objective, and see if I find an enemy or
    get clued into claymore placement. If I still have the nade, chuck it
    relatively uncooked towards defense measures then climb the ladder into the
    upstairs. Uncooked chucking here because you need to move, and you can flush
    out some into their own defenses as the sprint from corners, hopefully netting
    you chain reaction and counter C4/Claymore awards...
    ...then sweep upstairs, back down the opposite staircase, and if you lived,
    take out anyone you see and go for the defuse. Coordinated players will plant
    the bomb in a place that allows a TM to snipe you from outside, if you have
    smoke try to use it, otherwise you have to take your chances. If you see a TM
    get sniped, you either need to find a way to kill the sniper or hope he misses
    If you are to defend from point B, it is now your turn to pull off a nasty,
    nasty blind toss. Head down the back alley and start cooking as reach the car,
    turn the corner and at near full arc let it fly towards the mounted SAW. If
    the enemy has the bomb and is using ExCon or a P90, you have a better than 50%
    of catching one or all of them. I pulled out a trifecta here once, not common
    but one or two definitely is, likely a 50% chance of doing it and doing it
    again, you can also nail them if they change to the inner alley on the next
    Here you have two choices to maximize successful defense, you can either
    sprint up to the building to the left, upstairs and claymore the hall passing
    through or you can hop up onto the car on the right, hop the wall and climb
    into the little elevated building. From here you can check back in on
    Objective "A" while having full view of "objective "B". Don't stand in one
    spot, keep yourself somewhat screened then peek and see if you pick up
    movement. If you see the enemy move to plant at "B", toss your frag cooked
    about 2 second at the person making the move for the plant then your stun at
    anyone else, if you stun then finish them off with suppressed AR fire. You
    can also choose to snipe from here with decent success, but that enemy sniper
    will likely either be on the roof of the tall building or in the LMG mount
    and have a pretty decent shot at you while you do this.
    Whichever you choose, you will likely need to switch up between rounds and do
    the other strategy or go for an all out assault type engagement to keep them
    off balance.  I do like to keep more to the building with the stairs, and
    either C4 trap the objective or claymore the corner of the building where I
    go up the stairs, pointing in to the alley, or at the hall like before. You
    can "camp" somewhat while you are here, but you are only a well timed grenade
    from sitting out for 40 seconds.  If I hear the plant at "B, I will detonate
    the C4 then likely head out the opposite stair case and work back along the
    front of the building rather than try to exit out where we entered. You will
    often find players trying to cover the objective from that corner under the
    stairs or prone near the short walls.  Hope for the best in this case, but it
    is better if you are coming from Object "A" defense point and work back
    through the alleys in into the building windows while moving up to "B", you
    will likely have at least one of the destroyers backs in this case.
    On the plant side of things, make sure you have claymores and know how to
    place them.  There are 100% lethal placements that can be used to lock up
    objective "A". If you get the bomb, I like to pass on the blind toss, climb
    the ladder and head to the where the SAW mount is, from here look to stun
    first the finish with AR fire or use my nade on multiple stunned targets
    players who would be moving through this area towards objective "A". I will
    then jump out the building, go prone and claymore the half-wall that would
    lead from the alley into the areas with the shipping containers about two feet
    away from the wall, 5' back with the blast facing the enemy spawn point.
    I will the retreat inside and make a choice to either claymore the far door in
    the room with the objective, the door to the area where the broken
    construction equip is, or at the target itself. Plant, then retreat either to
    the inside stair case or the room with the ladder moving to the basement, and
    hope for clear vision and accuracy while the rest of the enemy comes up on
    If I am attacking point "B", I will take the long route around while pacing my
    approach to avoid the blind toss at that corner or the accurate UGL from the
    end of the alley as we turn. I will hope into the building with the saw mount,
    then work my way to the building that I would normally be defending from.
    Cautiously but quickly move in and attempt to sweep out whoever is lurking
    there, then make a decision to if I want to risk existing the building through
    the stairs or hope out the blow out like we did on the defense side. If you
    take the stairs, make sure you jump the land and put your weapon on the area
    under it. Hop the wall and look to plant on the front side, yes the front side
    of the objective. You do this so a would-be "ninja defuser" can't ninja defuse
    you without being somewhat exposed from the alley or the stairway.
    You really have no safe cover here where you won't be exposed to a sniper or
    force fed a grenade while waiting out the fuse of the bomb. This is why on
    this map more than most you need to try and wait to plant until a few of your
    enemies have been killed.  If you can guess to where they are dying/killing
    your TMs, best guess for a safe placement will be opposite of the results you
    are seeing. I will try to get lost in the corner by the car and dumpster, or
    make an effort to get to the elevated point I was playing defense from against
    objective "B", the front side plant is really important here so you have a
    chance to see a would be defuser approach your target.
    What all of this means is basically this, you can rush and plant at point "A"
    in around 12 seconds, but if you left all the enemies alive and did this rouge
    style, your TMs will not only be out of position to cover you, but you will
    have the entire squad of 5 bearing down on a spot that 1 to 3 of you may be
    covering. You will likely not live through the round and end up getting
    defused against good competition since you didn't plant defenses prior to
    planting the bomb.
    I highly recommend suppressed AR fire in this map. Sniping can be effective
    here but you really only have two spots that you can hope to cover either
    objective from, so repeat success against good competition is not likely. I
    also highly recommend taking your time, let a few people die before
    committing to the plant, then choose the best approach to be successful based
    on either your teammates clearing out or indicating which spot is better
    defended. Claymores here are particularly good, use them if you can and I
    strongly recommend placing them prior to placing the bomb when possible.
    SND3 - S&D: Bloc
    I absolutely hate this map in all forms outside of Domination. When playing
    SnD mode, the defending team has a tremendous advantage in that both
    objectives can be locked up before you even get halfway to them. Key to
    victory is that when you are defending, you have to succeed; I know, this is
    rocket science...
    For my money, this map screams claymores around the objectives when you are
    defending them. I find objective B to be the most vulnerable, I will place a
    claymore at the short wall with the blow out where you approach from the
    courtyard and one at the corner by the oil drums, near the blown up car
    covering the gap between the two. I will then retreat to the obvious
    staircase, but not to look for targets in the courtyard, but rather move to
    the back so I can view the objective. When the claymores trip I will fire
    with a suppressed AR class, usually the M4 at anything that makes it through
    or prepare a cooked grenade. If I get flushed and killed, next time I will set
    both claymores on the same approach, depending on where they came from and
    look to set up on the flank of that approach to better prepare myself to kill
    the enemy.
    In the event the majority of my team heads for B, I am left with two choices.
    Enter the meat grinder that will be defense of objective A in the second level
    of the building, or go and hunt. I loathe placement A, you are sniper food if
    you move, a mark for cooked grenade tosses, and likely will get buzzed by a
    P90 or LMG if you try to guard from the hallways.
    Depending on how aggressively the enemy is playing that objective, I prefer to
    hunt them on the approach rather than waiting for them to come to me. I will
    swap load out to either suppressed MP5 or use the AK47 with silencer as well.
    I will try to engage them in the halls in front of the objective or better yet
    as they turn the corner to enter the building. ExCon is helpful with this
    approach. If that doesn't work and I still have to defend that target, I will
    go to either the outside stair well leading up to the objective or the inside
    stairwell and wait. Ugh, yes camp is more appropriate, they will either cross
    my line of fire or I will run up when I hear that the bomb was planted, and
    look to kill and defuse.
    If they plant at B, you have a tough, tough trek to try and get over there
    with enough time to find the planter and defuse it. It will take 7 to 10
    seconds just to get there if you are just at objective A. I will take the
    approach to the target from the alley with the blown car. Hopefully a sniper
    has not set up guarding this approach, I will weave a bit and toss my frag and
    stunner to see if I get a hit marker to clue me in. You have to watch the
    corner by the barrels for a camper, then the stair case for someone covering
    the objective for the same spot you were going to. Hopefully you get it.
    If the plant is at A, may God have mercy on your soul...
    ...there are so many places to C4 trap, claymore or otherwise hide in the
    hallways around this objective. If I am away from the area I will try to cut
    part of the courtyard and toss my frag if I have it into the room with the
    objective, hopefully killing someone, but the intent is really to try to blow
    any passive defense measures. I will then take the back stairs almost
    exclusively and try to watch the corners and flush out anyone who would be
    defending it, this is a risky bet but you have to try. I get nailed by P90
    campers here quite often while trying to defuse that bomb. Hopefully you can
    get it, if not expect a similar approach next round.
    When you are set to destroy, I will exclusively make a push to get target B.
    The defenses are usually easiest to spot and there are only so many places
    you can be ambushed from, plus you are fairly well screened from sniper fire
    at this placement. Watch for claymores, use of Bomb squad could help clue you
    in the number of players guarding the flag as well as where they might be set
    up. Often time I will run through the building and peek out the second floor
    window at the staircase we set up in; often you will see one or two enemies in
    or around it. Try to land a cooked nade on the stairs or get em with your
    suppressed AR. If you make the plant and I have a TM with me, I will cover the
    approach opposite of where he went, and watch to see if he makes any kills or
    dies. If so I know I have to get back on the target to try and preserve the
    win. I like to move up to the opposite end of the alley though, to the area
    that would take the backs of people moving out of the building where objective
    A is located. You can claymore that corner and also near the car, then spend
    your 40 seconds peeking back and forth at the objective and what is happening
    with your TMs.
    If you have to place at A for whatever reason, I highly suggest a placement
    that will allow you to cover the bomb form the longer hallways. I will almost
    always put it directly in line with the halls, not on the side of the
    objective so I can clearly fire upon anyone looking to defuse. I will approach
    through the lower level of the first floor, and then quickly and quietly move
    outside with the short wall as cover and head up the back stairs. Hopefully I
    can avoid traps and campers, the flush out the objective room without taking a
    sniper shot to the temple.
    Placement A is just not right, it can be a real meat grinder that ended
    matches in 30 seconds, and I highly recommend staying away for it. If you want
    to snipe this map, I do however suggest looking to cover this spot, you will
    see a lot of enemies volleying fire here, and if you are set up in the
    opposite building you can likely boost your HS totals here...
    Again, best chance I see for success against good players means you really
    must win the defense round.
    SND4 - S&D: Overgrown
    This is one of my favorite maps to play SnD on, as you can effectively use all
    classes and perform well. I prefer to use either a sniper loadout or the M4
    with a suppressor, but any of the SMG classes can be taken into the match and
    success can be had.
    Since this is one of the largest (if not largest) maps in the game, ExCon, in
    my opinion, is a must use perk if you don't plan on taking advantage of the
    free ExCon from the two available weapons. I would suggest doing what you can
    to eliminate 2 to 3 of the enemies prior to attempting a plant, it will make
    it much easier, but that is preference and not necessarily a requirement.
    So yeah, on to the objective. On the Destroy side, Objective "A" is over the
    bridge and across the field and smack dab next to the house with the mounted
    SAW. Objective B is pretty much in view from spawn, down at the bottom of the
    back alley across from the house with the other mounted SAW. I don't condone
    going for one of these mounts at spawn time on the destroy side, but they will
    indeed have their usefulness in the right situations.
    It is not entirely uncommon to have 3 to 4 people on each team get dropped in
    about 10 seconds, this happens mainly because one sniper moves up pops a
    player or two, then another sniper or counter sniper sees their red dot light
    up and then caps that guy, you get it..I would say unless you are dead nuts
    sniping or ACOG with AR classes, don't go charging, sneaking, skipping or
    pretty much anything down that hill until you have had a chance to see what it
    is your enemy will be doing.
    What I like to do, and quite often see the best competition do the same thing,
    is instead of heading to A or B, I try to use the gulley to make my way from
    one side of the map to the other, hopefully unnoticed or under only minor
    fire. If I live, I will try to take the backs of the enemy or come up through
    the building I think they are occupying from the back entrance. I will try to
    clear them out, being careful of claymore mines, then look to plant if I have
    it so the bomb can be covered from a strong position. I will plant, and as I
    am planting slight pull back when it is just about complete; this appears to
    me to pull the bomb a little away from the target.
    If you have placed a C4 or Claymore here, this can act to conceal the
    explosive and save your bacon, plant it prior to bomb plant though. After
    a placement, if you still have TMS in the area, now is the time to try to
    use a SAW, on B if you place the bomb favoring the uphill side you can
    fully cover the objective from the mount and slaughter anyone who doesn't
    notice you.  At "A", you can try to hop on the roof, cover from interior
    windows, head to the barn or my personal favorite, back near the hay barrels
    prone.  Just make sure your bomb placement allows you to clearly see all
    movement towards a defuse attempt, if you can aim you can stop anyone now...
    Also, claymore your back side, cause the enemy may be rolling through...
    On the Defend side, I am one of the people who attempt to scope kill those who
    come down the hill, I can usually hit one, but I do die more often than I care
    to admit with a snipe fail into M16 ownage. If this has not worked, I will do
    the reverse movement back up the gully, and look to again get their backs.
    Enough can't be said about protecting your backside here, with the openness
    and distance, you will have at least one enemy back at all times, check your
    in game score from time to time and see what you are up against.
    Just remember, 2:30 is a long time to try and flush out 5 enemies, dying after
    10 seconds into it does nothing to help causes, just makes you look and feel
    stupid. Practice patience and good things will come. And again, position the
    bomb so you only have to train your shot on to one location from good cover.
    SND5 - S&D: Vacant
    Playing Search and Destroy on Vacant IMO is about the best use for this map
    outside of Headquarters. Objectives "A" and "B" are both relatively exposed
    and equally vulnerable, and successful plants and defenses/defuses can be had.
    If you ask me, this is one map where the "Destroy" team has a distinct
    advantage; we will get to that soon.
    First, when you start out on the "Defend" side of life, I implore you to not
    look for the fast exist out through the hallway of death, also known as the
    blind toss team killer, or UGL backstop, or the LMG spray and wash, you know
    the hallway straight ahead of you that has you jog slightly to the right then
    exposes you to a long straight hall on the left.  The destroy players will
    likely beat you to position here and rain fire on this area, you can lose 2 or
    3 team mates in about 5 seconds if you exit recklessly in this manner.
    Instead hang back in the area with the cubicles if you want to defend the
    objective here (I think this is objective "B"). I highly recommend use of
    claymores and C4 here in all forms. I like to place one claymore at the gap in
    the cubicle walls, facing what would be flag location "C" in a Domination
    match. The other I will look to cover the entrance to the room from the death
    hallway or behind an obstruction that would kill an enemy advancer. Either
    that or c4 trap the objective and the crates opposite of it, wait for someone
    to flash through and detonate. I will then get somewhat lost in the cubicles
    and see what is happening (i.e. who is dying and who is living), if my TMs
    made a push through to the warehouse and ended up dead, good chance the bomb
    is heading that way. I choose here then to carefully make my way to peek at
    the warehouse, by either taking the exit to the right from the spawn point or
    *gasp* through the death hallway, hoping no one is camping there.
    My favorite method of defense on this map though is by playing offense. From
    the spawn point, I will take the exit to the right and move out to where
    objective "A" is. Once I hit the warehouse, hug the left side wall and duck
    into the doorway watch for an advancing enemy, in none then on the left side
    of the hall where there is the corridor that is blocked by the crate, put your
    back to it and claymore(laser facing out into hallway). Then move up to the
    entrance to the hall from outside the warehouse, pass the door and turn and
    place your other mine at a 45 degree angle to that door. You can do this in
    under 10 seconds with ExCon, even faster if you use ExCon and a P90.
    Hopefully no one as foiled you by jumping on that outside dumpster, it if not
    a common choice for most enemies to enter here, but in the event they do
    throw the kitchen sink their way and try to stay alive. Typically I have seen
    the enemy take every route in but this window, most commonly they will head up
    the outer stair cases and enter either through the warehouse opening, the
    doorway at the top of the other stairs, the window at the end of the hallway
    of death, or all the way around at the end of the alley by the blown out cars.
    If you have lived, you now have a choice to make, exit through the window at
    the hall you are at, or make a left and come out of that stair case. Watch for
    enemies moving from the hall on the left, coming off of that staircase.
    Hopefully if the pace has worked, you will be able to turn to the right or
    left from that window and see if enemies are moving in to the warehouse to
    plant "A" or are camped or entering at the hallway of death. You can net 1 or
    2 relatively easy kills like this by having not only their blind side but
    their back, use a suppressor with an SMG here. If you fire on the players
    going through the ware house they may bail to the right, right where you set
    the claymores.  Also, if an enemy were to run up the hall of death and hop
    the crates based on the commotion you are causing, they will land directly on
    the claymore and hopefully net a kill. This rush and claymore strategy may
    only work once if you are playing an above average enemy, in the event you
    feel it will into work a second time, skip the claymores hear and try to cover
    the entrance for the small open courtyard that is "Flag B" in Domination mode,
    either way to to get out and engage the enemies back. Use of UAV Jammer and
    ExCon are again recommended for these situations.
    If they get the plant, it is tough, really tough to defuse if numbers are not
    on your side. You will have to do your best to gauge how they plan on
    defending the plant, while attempting to sweep the area free worst case
    scenario is they plant it at "A" off to the side favoring the opening, and the
    enemy is going to snipe you from outside if you attempt to defuse. You either
    need a smoke grenade the warehouse opening, somewhat away from the objective,
    or you must go out and kill then player. Unfortunately it usually takes you
    dying to find him and figure out what they are doing.
    If the plant is made at "B" there are a lot of places to ambush your defuse
    attempt, and getting through either one of the two entrances to that room is
    a difficult. Players will hide in the cubicles, camp the corners or hide
    behind the crates. Keep your eyes peeled for movement or color variations, do
    what you can to kill any defenders prior to attempting the defuse.
    For my money, planting at "B" is asking for more trouble than it is worth. I
    find this location to be an absolute last resort, if I know that 2 or more of
    the enemy are at or near A, and I feel I have no way of getting them out.
    That leaves you with eliminating the players and planting at "Flag A" as your
    modes of success. Take your pick, are you a better hunter or can you plant and
    trap?  I prefer the plant/trap route, if you grab the bomb right away and move
    quickly and cautiously you can get to the outer area of the warehouse opening,
    and pick up any enemy traffic through that back hallway. Position yourself for
    the kill by flanking the opening or tossing in a stun grenade followed by a
    cooked grenade. If you have claymores, and no other target present claymore
    the back entrance to the warehouse and the side door(plant at the back with
    the 90 degree orientation, 2 foot off, three foot back, same for side door),
    then plant the bomb favoring the sides of the objective that would allow it to
    be covered from outdoors.
    I really believe that the only logical place to make the plant is at A. You
    can lock it down and cover it from range, you can trap it and you can just
    actively prevent the enemy from ever pressing out of the hangars.
    Any enemy advance will trigger the mines, cluing you in on the approach;
    pick your best cover position and keep that timer moving. Use of C4 at either
    of those entrances is a good time as well while you are waiting for the target
    to be destroyed, just don't plant and run off. You will have to watch not only
    the flag but also the entrances for detonation. It is likely that the enemies
    guarding B if they are still alive will take this route, I like to set up in
    that corner and try to pick up anyone breach the side door or.
    CUB7 - Headquarters
    Headquarters is a tactical-based game that has both teams trying to capture
    an objective. When you spawn, the HQ location will be revealed, at which time
    you and your team should advance on the location looking to move into the
    "capture" zone of the HQ or to knock down enemies trying to do the same.
    It is debatable as to which mode gets you better XP, this or Search and
    Destroy. If you ask me if you can own at SnD you will get much more XP than
    you can with HQ, and typically you yourself can make up for bad teammates'
    decisions and play.  HQ is not like that at all, you have to have either
    TMs who are really good at killing or ones who understand how to capture and
    conversely destroy the HQ to be successful.
    How it works is as such, the HQ capture area looks like the Intel computers
    from the story mode, it is set up on a crate or box, and in order to capture
    you have to be in the room with the CPU, within about a 5 meter radius of it.
    When you enter the capture zone, a progress bar will begin to count down, when
    it fills the HQ is now yours and you can begin earning points towards the win.
    The more of your teammates who occupy the capture zone with you, the faster
    the HQ will come under your control.
    If at any point during capture you or all of your TMs leave the capture zone,
    the progress bar resets to zero. If an enemy steps into the capture zone with
    you, the progress bars stop moving forward until you either kill them or they
    move out. If you are the only one in the capture zone for your team and you
    get killed, progress bar back to zero.
    Remember how I mentioned the great XP? Now let's talk about that. When you
    capture the HQ, everyone on the team gets +5 XP, and will continue to get +5
    XP for every five seconds that your team holds onto the HQ location. It will
    be up for a maximum of 60 seconds, netting a max of +65 per capture. The
    player capturing the HQ gets an additional +15 for the effort.
    If and when you get killed while your team has the HQ, you will not be allowed
    to respawn until the HQ is destroyed. Conversely, you can infinitely respawn
    while trying to destroy the HQs. When you make kills in this game you will
    earn +5 XP for each kill except for a few occasions. If you kill an enemy
    trying to capture the HQ within the capture zone, you get +10. Once you
    control the HQ, you get +10 for each kill you make of a player who is
    actively destroying the HQ. That match ends after either 15:00 of duration or
    the first team to score 250 points.
    If you win the match as a base XP you earn 250 points if you have pointed out,
    you also get XP from the kills you make, the HQs you capture or destroy and a
    match bonus that scales up depending on how involved you were and the margin
    of victory. If you win, expect an XP score in the range of 500 to 800 XP
    (once you hit higher levels of course, bonus multiplier increase the higher
    level you are), if you lose you could get a miniscule 100 to 200 XP.
    Nothing is more infuriating to me than teammates who do not understand this
    mode and treat it like Team Deathmatch. Kills are all fine and well, but if
    you don't have the HQ or conversely are not moving to destroy/protect the HQ
    you are a complete and total liability that will likely cost your TMs and
    waste their effort in making the capture or dying while trying to destroy it.
    If you want to snipe this mode fine, it is a great mode to snipe in, this is
    all provided that you set yourself up to actually cover the HQ with your fire,
    not setting up in your favorite RTDM sniping spots across the map from where
    the action is. I can't tell you how many times I have killed all the enemies
    holding the HQ, got tagged by a martyrdom, yet my TMs in the area refused to
    press up and bring the darn thing down. You have to pay attention, if you
    can't recognize the situation your team is in this mode is beyond you. Same
    goes for having one or two players on the capture side refusing to engage
    (perhaps preserving a streak bonus, unwilling to engage more than one enemy,
    fear, clueless, whatever) while the enemy brings down the HQ prior to pointing
    out. This is the fastest way to lose and give up helicopters...
    With that out of the way, here are some things to keep in mind on the strategy
    front. Again with the objective being to capture and hold the HQ, the more
    players you have in the capture zone the faster you will capture the HQ and
    earn your win points. Problem is that the HQ capture zone is about as large as
    the blast zone from a frag, UGL, RPG or C4. All those multi explosive kill
    bonuses can be had here with ease. About the worst thing you could ever do
    while capture is crouch behind the crate. If you don't want to prone, I would
    say stand up and waggle around. If you are standing you can at least make a
    break for it if a poorly cooked grenade lands in your lap, if you are prone
    you can actually hide in the grass a little or behind the crate, if you crouch
    you are sniper food.
    Many players who are moving to capture or destroy do move like lemmings off a
    cliff. You can set ridiculous sniper ambushes or hold down choke points with
    LMG fire and give your best effort to keep the HQ up the full 60 seconds. I
    actually quite comically held off an enemy advance with a Skorpion-Bando-SoH
    set up and earned a chopper off of continuous, mindless rush to the HQ through
    a choke point on District.
    Once it is captured, you need to get somewhat away from it. I said somewhat,
    you can't run off and leave it, cause it appears to me that it takes a little
    less time to destroy it than it does to capture. I could be wrong, but it
    "feels" like about 15 to 20 seconds to capture by yourself and it "feels"
    like you only need about 10 seconds to bring it down. I could be wrong, if I
    am please contribute and correct. While you move away though, you need to keep
    it always in your sight. Fire on and try to kill anyone moving to destroy it,
    keeping it up will contribute to victory obviously, but indirectly allow you
    to build up some streak bonuses for your efforts.
    As another point of strategy, typically each map has five (some only four)
    locations where the HQ maybe at the next spawn.  If you have had the HQ up
    the majority of the time and you still have a TM in the general area, I highly
    suggest booking it to a HQ location you haven't seen in a while. Often if
    multiple players on the team that is controlling the HQ are still alive, they
    will determine the respawn of your TMs in the same general area. If the HQ is
    then located at the far end of the map, the enemy just got a freebie cap and
    now all of you have to struggle to hump over there. If I am alive at the 15
    second mark of the reinforcement clock and a TM is still around, I will move
    up and try to get near what could be the next HQ.
    I completely sell out in this mode on all maps but Bog, mainly because it is a
    sniper's smorgasbord. I die usually at a 1:1 clip here based on the way I
    prefer to play, I would rather make a flanking rush at the HQ and do what I
    can to slow/stop the capture while giving my team mates a chance to catch up
    and lock the area down. I will use a shotgun OK class with the AK74U or an LMG
    and usually stun grenades x 3 from the start and adjust from there, I will
    also position myself to cut off would be capturers away from the HQ, basically
    trying to keep my team mates clean while they complete the cap.
    ...and what is this cutting off all about?  Well quite simply, look at your
    map. If you notice that two or three of your team mates are ahead of you and
    you think that the majority of the enemy is behind you, stop, turn 180 degrees
    and look to slow the enemy advance. This tactic has preserved many, many HQ
    wins for me and my FL players. While getting as many people to the HQ as you
    can will make the cap faster, if you are all running with your backs to the
    enemy you will be picked off and lose the HQ if the enemy is behind you, or if
    you all go to the HQ and do secure the capture with an enemy trailing, a
    properly placed grenade will wipe out 3 or 4 of you right after the cap and
    basically ensure you get minimal points. This is the best way to play well on
    Countdown, Overgrown and Crossfire, where getting killed attempting to cap
    basically will ensure you spawn on the opposite side of the map and lose the
    This however can't work if you have one or two guys on your side who are
    clueless and make no attempt to engage or pressure the head quarters. In this
    instance you have two options, either load up and try to get it yourself with
    and LMG SoH set or stay to the periphery, let the enemy get a few HQ and build
    up streaks to get yourself helicopter support. I don't like doing this, and I
    typically loath when my team mates play this way to boost kill totals. To
    illustrate how non-important kills can be, I have been part of a group where
    not one of us had more than 8 kills in the match, yet we won by the ever so
    sweet 250-0 score. Conversely, I have racked up 68 kills in HQ, and lost by
    over 150 points. It is all about capturing the HQ and bringing it down
    quickly, you have to remember that if you plan on winning.
    I highly discourage the use of claymores near the HQ in this mode. You are
    setting yourself up to be hit by enemy detonation of the mine, giving them
    counter claymore awards and owning you for trying to passively defend the
    objective. This mode can be extremely fast paced; claymores can be used, but
    don't make your team mates marks for them, because they stay in the map after
    your death if you are in control of the HQ.
    Just a final emphasis, don't leave your team mates on an island. I recently
    lost a match that we were winning because a TM chose to not occupy the HQ
    location with me, instead he went to try and cover an unoccupied flank. I was
    about 75% captured when he breezed through; he saw me and figured it was
    locked up. Had he given me 2 seconds, we would have made the cap, instead I
    got blitzed by 3 players and owned by point blank M60 fire, they took the cap
    and the 230-215 or so score we were leading by turned into a 250 to 230 loss.
    GI Jones, I will never forget you...
    Pro Performance Tips for Headquarters
    Some of this was stated in the above HQ break down, but just to highlight...
    Claymore approaches to HQ, not the HQs themselves. Switch it up, move them
    ahead and back after kills. This will not only slow the enemy advance on the
    HQ, but net sweet and rewarding kills. Even off the beaten path ones work, in
    the event you have a pesky sniper, mine his spot after you kill him there.
    Use of Frag x 3 or Stun x 3 for my money is the best perk one in this mode.
    There are many HQ locations that you can quite simply toss the grenades out
    the door and keep enemies away from your cap. If you have a feeling for the
    timing it takes to move from one side to the other, begin chucking your stun
    grenades out the door, then follow up a few seconds later with another, if
    you get a hit marker, toss the frag and your last stunner to clear out anyone
    who would try to stop you from completing the cap.
    Also stun the room and HQ is in prior to entering it yourself, it will tip
    you off if someone beat you there. You can then toss in a 2-3 second cooked
    frag or go around to the other entrance to it and attempt to clear. Again with
    elevated HQs, tossing multiple frags will clear out anyone who beat you to
    the cap location, and if you drop them on the stand they will have to retreat
    off of it, hopefully causing the capture progress bar to reset...
    Just about every window on Overgrown can be shot into to kill would be HQ
    cappers, keep that in mind if you are getting chewed up going through doors
    and hallways. My favorite one is the HQ that is located on the ground floor
    of the building with the SAW mount, the one with the dumpster in the alley.
    Either of those windows will let you murder the cappers who are all looking at
    the two doorways. There are also other maps where this can effectively prevent
    a cap.
    Every mounted SAW will cover the approach to at least one HQ, some multiple.
    Some of the SAW mounts can actually cover the HQ itself, they can be extremely
    valuable in matches where a helicopter or one HQ cap will turn the entire game
    around in your favor. Don't forget about them.
    I don't condone the entire team going to the HQ as an effective way to cap
    them, but you can't leave the job to one player if you expect to win. There
    is a balance that is determined by the level of your competition and the way
    they are playing the map. Find it and you will succeed. Typically 2-3 players
    are required on the HQ, and if you choose not to join them, place yourself in
    a position to cut off enemy movement towards that HQ, not someplace behind it
    that allows enemies to chuck grenades or use UGLs.
    The stand the HQ CPU is located on is impervious to bullets. Keep that in mind
    if you have been getting sniped.
    ExCon is a must-use perk on Wetworks, Crossfire and Overgrown. The size of
    Overgrown and the spawn screwing on that goes on with the other two make it
    the most effective weapon against giving up consecutive HQs. If you find
    yourself in these situations, it is best to peel off prior to the HQ going
    down and position yourself mid map to make a sprint at the next HQ. Sometimes
    it is the only way to stay in the game.
    Speaking of Wetworks, yeah good luck with that one if you miss the first HQ.
    The two HQs that are up in the elevated bridges can at times be extremely
    difficult to take down. The one with multiple open windows invites frag
    grenades to come on in, you must stop and toss them in from below because
    by the time you run back around to the staircase and get to the HQ, it could
    already be capped. Problem is, better players will simply guard the staircases
    and own you as you try to get up them.  Same goes for the other end of the
    boat, that bridge is worse because there is only one stairway into it. It is
    dicey trying to run through it, I find it best to go around from behind and
    toss frags from that little generator looking thing into the corners where
    someone would be watching the stair case.  If that doesn't work and rush the
    stairs and die, I will let em have it.  Back of, wait for the cap to go all
    the way down, and then kill them as the exit to the lower level. No sense in
    continuously charging up to your death, as the advantage is entirely in their
    favor if they make those caps. Just make sure you get the next one...
    The first team to get a heli on Shipment has no excuse to not win that
    craptacular excuse for a tactical map. Stay back and make sure it is you.
    CUB8 - Domination
    Quickly becoming a favorite mode of play for me, Domination is an
    objective-based game that has you capturing flags, marked A, B, and C on the
    maps, and earning points based on how long you hold each position. I love this
    mode for the simple reason that even with less than stellar players on your
    squad; you can win since body count does not determine success and failure.
    When I first started playing this mode I would play even or slightly negative
    because I would capture flags as my primary objective, it seemed like the
    way to go. But I have evolved and now have a rock solid approach that has yet
    to be beat when I am playing with my FL players who are doing the same things.
    First the basics, to capture a flag, you have to walk within is capture radius
    and stay in that area while a progress bar fills. I have never timed it, but
    going solo it feels like you need at least 8 to 10 seconds to do it on your
    own. If one or more TM of yours stands within the radius, the counter moves
    down that much faster, by half for each player who stands with you. This is
    good if you are under fire, but bad because the capture radius is about as
    wide as the 100% lethal zone for explosion damage for non-juggernaut-using
    You get a range of XP for killing enemies in this mode, you will earn +5 for
    killing someone in the field, to a +10 for killing a player either while they
    attempt a capture or while you are capturing a flag. You will also get a +15
    for every flag you capture, thus making many players flag whores...
    As an added strategic advantage/disadvantage, you most commonly spawn near
    flags you have captured and are currently holding. If you are holding all
    three, you can spawn anywhere on the map (usually though somewhat around your
    TMs); if holding only one, you are going to spawn very close to it. If all
    three flag locations are being held by the enemy, you are being Dominated,
    and the game will tell you as much.
    So how do you win? The first team to score 200 points in the match is the
    winner. I do believe this is the only mode of play that has no clock; you have
    to reach 200 or have the host end the match. You basically get 1 point to the
    team tally for every time unit that the flag is held. It feels like it is
    about 4-5 seconds. You get a multiplier of x 2 or x 3 for each additional flag
    you hold, if all three are held when the time is counted, you get a +3 to your
    team tally each time unit. If you hold nothing, no points can be awarded to
    your team. Easy right (Note: If you play domination through Team Tactical, the
    final score is taken only to 150 pts)?
    If you can snipe, this is the mode for you to get that elusive golden
    skin/finish up the ACOGs. Many players prone, crouch and otherwise stand still
    when trying to capture flags that appear to be unguarded. There are also
    rather predictable paths to the flag to cap, so you will be pretty sure to
    see a lot of players moving directly towards you and standing still. This is
    also the mode that will give you the best chance of success for multi frag,
    multi-RPG, multi-C4, counter C4, sniper collateral and Carpet bomb bonuses
    from the achievements located in the barracks.
    The three flags to capture are typically placed with Flag B in about the
    middle of the map, and flags A and C are directly in front of your initial
    spawn point. Several maps basically will ensure victory to the team that
    captures flag B first. These are mainly Bloc, Wetworks and Bog IMO. Smart
    players know this, and bolt to secure flag "B" rather than stand around and
    cap the spawn point flag.
    Try to remember that while kills are nice, you can't win the mission without
    having flags and counting points for holding them. Kill streak bonuses always
    help, but like I said I have won matches with efforts that would be considered
    losing in RTDM. If you earn an airstrike and have two flags under control,
    place it pretty darn close to the flag they are holding or trying to capture
    because they are forced to spawn near their last remaining flag.
    Many people chain choppers on Shipment especially, not sure if it is
    intentional or not, but it happens often. You will also see many people C4
    and claymore the flags as protection. The game lets you know when you are
    losing a position, if a player has C4d it, they will detonate it remotely from
    some other location (i.e. blind) and try to kill the would-be capturer if
    they have not swept the area out prior. This can work, but should not be
    considered a substitute for defense.
    Best thing to do when you have seen C4 being used on the map and the flag
    appears unguarded, either run directly through the flag initially, that will
    give the enemy a warning that someone is in the area, they will detonate or
    otherwise come out of their camping spots, thus giving you a chance to clear
    the area and cap. You can also as a rule drop your fragmentation grenade near
    the flag post; its blast will detonate anything that could hurt you. It will
    also give you a chance for counter-C4, counter-Claymore and dominoes
    You will see a lot of Frag X 3 here, many of them thrown randomly at flags
    under assault. I personally like to snipe here since many targets stay
    stationary and you can cover multiple spots from one snipers position in many
    maps (Countdown, Strike, Overgrown, etc).
    Key again, if you hold two flags longer than the enemy you win. Everyone
    loves the humiliation aspect of capping and holding all three flags, it
    is rewarding and a way to embarrass noobs and smack around less than
    average players. But guess what, it is completely and totally unnecessary
    and actually unwise if you want to stay clean in the match (meaning not
    die too much, chase a flawless, star player awards). I now often roll my
    eyes when my teammates move off of the flags we have locked down and press
    to take the third one. Reason being if you simply let them enemy have
    that flag, they are pretty much confined to a certain zone for respawn. If you
    setup covering that respawn area and the area around Flag "B", it is highly
    unlikely they can get out if all of you are covering their path of exit. When
    you die, you spawn near flag B and can re-garrison the areas you have been
    defending. That, if you ask me, is the way to easily win Domination modes,
    not foolishly sprint-chasing caps from flag to flag all over the map in all
    When you take all three flags, you have let the enemy out of their
    confinement, and until they take a flag back the can spawn anywhere on the
    map. It appears that about 60% of the time they will re-spawn nearest to the
    flag they last held, but that leaves 2 of the 5 man team roaming the map,
    likely taking your initial spawn point flag away from you. Then the vicious
    cycle starts, you rush back to your original cap cause you lost it, now your
    back is turned on the player who you took the "third" (i.e. dominating) flag
    from, they sweep right back in and take it. Now you have 1 flag and your
    entire team is now completely spread out and totally out of position. There
    is little to be gained by doing this, so I say stick to two flag control
    points, farm kills and call in bonuses, win-win-win-win-win...
    If you find yourself bottled up, which is what happens a lot on Wetworks and
    Bog, you have to do what you can to either take back flag B to force the enemy
    to spawn further back or go around it and try to take flag A or C. I do this
    often in the event we are about to lose all three or have, stay silent and not
    engaging, but moving quickly around to allow my team to regroup and try again
    to push forward. Like I have said, on many maps it is best if the entire team
    presses up to flag B and lock it down before the enemy can. If this isn't
    working, you have to do what you can to get a helicopter up to give you enough
    cover to move out, if not the enemy is going to win and you are going to get
    touched up with some serious death counts. In this instance, at may be best to
    allow the cap of flag "A" or "C" and effectively let the enemy "Dominate" and
    free your spawn. Sounds crazy, but it works...
    Body counts can get extremely high prior to the game finishing, so it is a
    good place to try and finish some attachment objectives with relative ease. As
    a final point, don't forget about the defensive side of this game, capping
    flags is great, but if you give them right back because you haven't looked
    back you have done little more waste your ammo in your trek to capture it in
    the first place.
    Pro Performance Tips for Domination
    I have found three maps where you can prevent the enemy from making an initial
    cap of the flag closest to their original spawn (not including Shipment,
    because it ain't a real map). They are:
    1)  Bog - If you spawn on the flag "A" side, with ExCon enabled you can sprint
    from your spawn point and toss frags and stunners, then mop up with auto fire.
    You can lock up all three flags in under 15 seconds with a coordinated rush
    with a 5 man team. You will arrive at the flag about a second after they do,
    keep that in mind while planning your cook.
    2)  Overgrown - If you spawn on the flag "A", forgo capping "A" and send 2-3
    to flag "B" to get that cap started/prevented, and then have the other two
    with ExCon jump off the bridge, run through the gulley and into the building
    with the mounted SAW. From here, go to the end of the hall and look out the
    window, you will see players moving up to cap Flag "C", dispose of them before
    they can, then take it for yours. It is best to use a stunner first, then
    toss out a frag and then fire; you have to get em fast as the cap will already
    be progressing by the time you reach the flag. You can do all of this from the
    first or second story window, the doorway to the left, or by manning up and
    getting right in their grill, it will definitely take them by surprise.
    3)  Strike - C-blocking the "C" flag is about the funniest thing to do in this
    game mode. With a Double ExCon load out (i.e. P90 or M21) initially, sprint
    through the alleys from flag "A", make a bank shot off the building walls with
    a grenade and you will land it right in the grill of 2 or 3 enemies, stopping
    their cap. Then head inside the building to the back corner, prone or crouch,
    you will notice you are capping the flag. Stay near it, and re-establish the
    block any time the enemy moves to take that flag. If you want to do this and
    go for the shut out, you need a player in the alley to attract the attention
    away from you and heckle would be cappers. This will free your other 3
    teammates to guard the two remaining flags. Both "A" and "B" can be effective
    cover from the elevated building, but you are vulnerable to a frag wiping you
    out. Experiment with your placements of the rest of your TMs, I have mine, but
    that is a secret for now until I hit a 202-0 game...
    You can come really, really close on Downpour to stopping the initial cap at
    "A", you need a double ExCon load out, and can rush all the way to the green
    house and plant a frag through the doorway or window, but it is not going to
    happen if more than one person from the enemy team goes to cap flag "A".
    When losing a flag, you will hear the game voice tell you it is being taking,
    and you can visually see that the green color of your flag is fading in and
    out; this lets you know a cap attempt is actively being made against the flag.
    Toss a stunner at that flag, and then follow it immediately with a 2 sec
    cooked grenade, the stunner prevents escape, and the explosion clears off
    anyone in the cap zone. Then flank around and make sure the player hasn't
    stepped back into cover.
    Again abusing the in-game voice, you can use it to aid your defense through a
    move called a "feint".  Basically, if you have two flags capped, and are
    employing the spawn trap approach, if you are getting a lot of pressure on the
    "B" flag, if you peel off and run through there held flag, the voice will tell
    them they are losing it, do it three or four times in succession, again not
    with the intent of capping it, you will get a lot of the pressure to ease on
    your "B" flag and give your TMs a chance to re-establish control as the enemy
    pulls back to try and save their only held objective.
    If players are C4 trapping the flag, again abuse the in-game voice and perform
    the feint move, run through and step back, let them detonate and then move to
    cap the flag. Either that or if you use frag x 3, a frag laid at the base of
    the flag will clear any explosive that could kill you in the cap zone.
    You can shoot through the bridge to kill flag cappers on Overgrown, you can
    also get grenades to bounce straight down off of the roof of it, from down
    below of course. You can also shoot them from on top of the roof.
    If you are being spawn trapped at flag "A" or "C", the best way out of it is
    to bypass any attempt at "B" and go get either "C" or "A" respectively.
    Sometimes on maps such as Wetworks, it is best to let the enemy get all three
    flags to let you out of the trap if they are pounding you, then try and get a
    foothold on the opposite side of the map to regroup.
    The mounted SAWs can come in handy; just don't expect to be able to camp on
    them indefinitely.  I will use them for a few quick statement kills, and then
    move to cover a place where they may be moving to avoid death by said SAW. I
    then will go back to the SAW after a few kills off of it, usually just long
    enough that they forgot I was on it before.  They don't necessarily cover
    flags, just approaches to them, and they are pretty good lag erasers.
    If you must use a smoke grenade, it may not be the best idea to pop it right
    on top of yourself, as not only will you be screen the enemy from seeing you,
    you will be screening yourself from seeing them. Instead, pop it out in front
    of the most logical point of attack against your cap; this will force the
    enemy to go blind through it giving you the advantage.
    The majority of the maps allow one lethal player to guard two flags all by
    themselves.  Often with the properly selected load outs and wise positioning,
    you will be able to pick up movements then bring hell on anyone who would
    attempt to take what is yours. Use Deep impact, SP and either a RPD with a
    Grip or an M16 with an ACOG. Either should give you opportunity to scavenge
    ammo on the field or you can go find your own dead bodies to replenish to free
    perk one for the grip or frags or stunners for the M16. Flags "A" and "B" on
    District are extremely easy to watch from the top of the hill, you can hide in
    many areas then go for the kills as you hear the voice tell you or based on
    the movement you see. Use of DI will get you through the concrete barricades
    with enough oomph to kill.
    No matter how hard you try, you cannot kill players on Crossfire with bullet
    pen on flags "A" or "C". You may get lucky and be able to hit through a gap
    between the crates, but both can be rather easily defended from behind, so set
    up there instead.
    Claymore approaches to flags, not the flags themselves. Switch it up, move
    them ahead and back after kills. This will not only slow the enemy advance on
    your flags, but net sweet and rewarding kills. Even off the beaten path ones
    work, in the event you have a pesky sniper, mine his spot after you kill em...
    CUB9 - Sabotage
    Sabotage is not a favorite mode of mine. I consider it as sort of a Search
    and Destroy mode for dummies. If you want to win consistently you have to
    either play with competent team mates who have an in-place strategy prior to
    beginning the match, or choose not to engage and build up a streak and use
    the helicopter as your teammate.
    Basically, this mode involves two targets and one bomb, with two teams trying
    to duke it out to control the bomb and plant it at the enemies target. The
    bomb is located as a yellow marker with a navigational indicator at the start
    of the match. You, your team and all of your enemies will likely move right
    towards from the start and begin the slugfest to control it. Once it is picked
    up by either you (your team included) or an enemy, you will be either directed
    to defend the carrier on your side or kill the carrier on the enemy side. As a
    way to attempt balance in the game, the player carrying the bomb is
    permanently lit up on the map, though at least the marker trails your movement
    by a second or two. The enemy will try to advance and plant at your target
    (which you are meant to defend) or you will try to advance and plant at
    It takes only a few seconds to plant the bomb, and equally just a few seconds
    to disarm it. The game voice will tell you if either event has occurred, at
    which point you will have 30 seconds to defend the plant or disarm it.
    The biggest pain in Sabotage mode is the spawn delay. After you have died,
    you will be forced to idle for around 7 seconds prior to the game allowing you
    back in. Usually this happens at the worst time, just as the enemy has planted
    or you have, and then you get sent half way across the map on your respawn
    and typically completely unable to change the outcome that has been set in
    My personal opinions on this mode are this:
    It is terrible. The people who play it are typically the biggest babies the
    game has to offer. There are two ways to win it though, first is to have the
    plant in place for 30 seconds. The second involves over time, which after the
    20 minute periods has expired, sudden death is called and the first team to
    eliminate the opposition is declared the victor. More often than not as soon
    as it is evident that one team will win, if the host is on the opposite side
    they kill the game to force a draw instead of taking the loss.
    But my dilemma is as follows, I am a completionist, and for some reason they
    felt that operations challenge for this mode needs to cap out at 50 wins in a
    single prestige file. Why oh why? I will never understand that. So I am stuck
    with having to play it, and thus developed the following two approaches
    (outside of hosting) to ensure either a win or a ragequit.
    1)  With an organized team, play as follows. Sit back on the bomb at first,
    do everything in your power to kill all enemies who come for it. Player who
    takes it should always use ExCon, but set up with 2 to 3 players ahead of
    the carrier to clear out the mindless rush by your enemy to kill the bomb
    carrier (since they will be permanently lit up), and 1 or 2 players behind
    to prevent a flank or sneak attack on the bomb carrier. Abuse the spawn
    delay and press up each time you kill, make the plant fast and wait the
    imminent game kill or the win. If the players clearing out ahead die, the
    ones to the back need to move up ahead of the bomb carrier and keep him
    clean, the ones who died need to rush up and cover the back of the carrier.
    This approach is nearly impossible to beat consistently.
    2)  If you are solo, don't touch the bomb. Kill anyone who would attempt to
    go for it. Get a helicopter up, take the bomb, run it in as fast as you can
    under heli cover, hope the heli kills any enemy that you can't while you
    wait for the imminent game kill or the win. You have a 50-50 shot of getting
    this to work against above average players.
    If you ask me the biggest mistake players make is trying to defend the
    objective. You will be taking yourself completely and totally out of the game
    by doing so.  Instead move to treat the bomb as the item that must be defended
    and controlled. You do that; you will likely never have a bomb planted on you.
    It is imperative to control the bomb if you want to earn the win/ragequit.
    A note on how I go about placement of the bomb in Sabotage:
    You can do the brute force method, if you are with a group of true killers
    they can split the enemy like Moses and the red sea, you can run up through
    the wake and plant in relatively no time. But in the event you are facing the
    true killers or lag is making most of you and your teammates kill chances
    miss, I take the following approach to abuse the in game delay of the "Kill"
    marker that the bomb carrier must were.
    Think of it like a punt return in a NFL football game. Set up your enemies
    by running laterally all the way to one side of the map. If your teammates are
    honoring the "Defend" marker that you are wearing for them, they should also
    somewhat be moving in a direction that favors your side of the map while
    advancing towards the enemy plant zone. Once I get to the edge of the map, or
    if I feel it has been far enough, I let my ExCon recharge, and make sure the
    kill marker is clearly visible for where I am, the then run all the way back
    laterally and look for a team mate to cut up behind. This is just like the
    Wall punt return plays that result in a would-be tackler (i.e. killers of the
    carrier) getting pancaked by the block they never saw coming. If an enemy UAV
    is not up, the presence of your team mates will often be completely missed
    since the enemies are focusing on your red trail. Surprise again, is this
    game's most lethal weapon.
    If it worked right you will have led your enemy into multiple deaths at best,
    at least they should now be moderately screened by your lines while you push
    up for the plant... Quickly scout for a defender, make the plant and hope to
    win the game. I like to use an M21 or P90 here at times along with ExCon to
    make it run even longer. Be fast, be quick, be mobile and you will win more
    Sabotage matches than you lose...or draw.
    About the only real use I have for this mode is that it is a pretty easy
    place to work on sniping and kill farming. You can do so by just covering
    the rush for the bomb after it gets dropped, or be more dastardly and drop
    it someplace yourself.
    The game will end after 20 minutes of time played (don't know why so long,
    but there is a sudden death OT if you are unfortunate to be subjected to that
    long of a Sabo match), the XP is not great, so again I don't see the draw.
    Lobbies are usually full though, so people do like it. But the rage quitting,
    it makes me sick. It must be viral in that mode, and people are so used to it
    that it must be considered the standard of practice to do if a loss is coming.
    Good luck.
    CUB0 - Free-for-all
    Free-for-all is about the most useless game mode in existence, and is commonly
    rigged by high-level chainers. If you find yourself in a match with a chainer,
    try to eliminate them and their killstreaks to get them to ragequit and have a
    clear lobby. If that doesn't work, simply leave the match and find something
    better to do, like playing SnD.
    The most effective strategy for Free-for-all is to stick to the edge of the
    map regardless of what map it is, and send fire inward, so use of an LMG or AR
    is recommended to stay alive and killing.
    But ultimately, Free-for-all is just pointless. There's no team aspect, and
    you can only earn about 400 Exp max if you completely shut out everyone else
    in the lobby. It's not worth the effort it takes to do well there, IMO.
    MWR5 - Perk Guide
    Here, I'm going to go over every perk, Tier by Tier. Perks are graded by a
    scale of Poor, Good, Great.
    C4 x 2 - Booby Trap - Good - Available at Level 4
    C4 are remotely controlled explosives. You will have to watch these to know
    when to detonate them, as they don't have a motion sensing feature to them.
    You can use these to lay traps all over anything, from ceilings, to under cars
    or even INSIDE HQs in Headquarters (if you place it correctly).
    Special Grenades x 3 - Ammo Booster - Great - Available at Level 4
    Ever wanted more stun grenades or flashbangs? Well, now you can have them. It
    gives you two more special grenades than you can normally carry, which can
    mean three headshots and a UAV, or a triple-stun or -flash revenge kill on
    someone. However, no smokes are allowed with this, since the battlefield would
    become a smokey, lag-ridden failure otherwise.
    RPG x 2 - Explosive - Good - Available at Level 4
    Just pop one out, aim it into a crowd, or at a car, or a wall, or anything,
    and let it fly. If it hits, it'll penetrate the wall, thin the crowd, or
    explode the car. Just think of the possibilities. Just aim away from yourself,
    or you'll be going down as well!
    Bomb Squad - Booby Trap - Good - Available at Level 14
    Usually, Bomb Squad is the perk I turn to after I Prestige, as Bandolier and
    Frag x 3 are no longer options. It shows enemy C4 and Claymores on your screen
    with skulls over them - make note of their locations and try to get around
    them. Usually, where there's a Claymore, there's a camper.
    Claymore x 2 - Booby Trap - Great - Available at Level 23
    The camper's best friend, but it can also be used for super funny kills by
    leaving it out in the middle of nowhere, or facing a car. Set it up on stairs,
    with the middle facing a turn or a landing for maximum effect and protection.
    Keep in mind the lighting of the area; if it's bright out, you can afford to
    be a little sloppy in your concealment, but if it's dark, those red lines will
    glow like a beacon. Proper concealment should always be considered when
    planting one of these babies.
    Bandolier - Ammo Booster - Great - Available at Level 32
    Do you find yourself running out of ammo for your favorite gun all the time? 
    so, Bandolier is the perk for you. It gives you about three times the normal
    reserve capacity your weapons can carry (though on some weapons it gives less)
    so that you can continue the firefight longer. Not recommended for SnD.
    Frag x 3 - Ammo Booster - Great - Available at Level 41
    If you get in CQC a lot, and want to increase your odds of survival, grab Frag
    x 3 and send a grenade in to do what you may or may not have been able to do.
    Grants you two additional frags for use however you choose. Especially good
    for small maps with tight corners, like Wetworks and Shipment, or for clearing
    out HQ rooms in Headquarters.
    Stopping Power - Damage Booster - Great - Available at Level 4
    Stopping Power is the single most used perk in the game. Period. It gives each
    round fired by your gun a multiplier of 1.4% to its base damage, which can
    then be worked with by other multipliers. It is cancelled out by Juggernaut.
    Recommended for both long range and close range engagements where firepower is
    the line between life and death.
    Juggernaut - Health Booster - Good - Available at Level 4
    Juggernaut knocks all damage down with a .75% multiplier for the base damage.
    Basically, it lets you take one more bullet before you die. Excellent for
    shotgunners or LMG users, this lets you do what you need to do before you die.
    It is cancelled out by Stopping Power and Sonic Boom.
    Sonic Boom - Damage Booster - Good - Available at Level 4
    Sonic Boom boosts the power of explosive weapons of all kinds by a 1.25%
    multiplier. It basically does for explosives what Stopping Power does for
    bullets. It is also cancelled out by Juggernaut.
    UAV Jammer - Stealth - Great - Available at Level 11
    UAV Jammer prevents you from showing up on the enemies' three-kill killstreak
    reward of a UAV. However, unless your weapons are silenced, you will still
    appear on the map some of the time. A MUST for Ghosts.
    Sleight of Hand - Quick Reloading - Poor - Available at Level 20
    Sleight of Hand lets you reload at 200% normal speed. Useful only for shotguns
    and LMGs, this perk also gives you amazing pistol/whatever you pick up
    reloading abilities as well. A waste of a perk in my opinion, because if
    you're reloading, your enemies should all be dead; some will disagree, and
    they're welcomed to. I'm just saying, my guide, my opinion.
    Double Tap - Damage Booster - Great - Available at Level 29
    Double Tap increases your gun's RoF by 1.35%, sending a 500 RPM RoF up to 675
    RPM. Since the release of the game, there has been an epic war between
    Stopping Power and Double Tap. Which actually kills enemies faster? The way I
    see it, if your gun fires fast, but is lacking in power, use Stopping Power.
    If your gun has plenty of power but needs to fire faster, use Double Tap. A
    particularly good use for it is on an AK-47, or an M60.
    Overkill - Backup Plan - Good - Available at Level 38
    Have you ever been sniping and wished you had something bigger than a pistol
    to back you up? Well Overkill is what you need. Overkill lets you carry two
    guns, whether that is a sniper rifle and a shotgun, or a single shot assault
    rifle and a sniper rifle (for ammo sharing purposes). You can now do whatever
    you want with your classes, except have two of the same gun.
    Extreme Conditioning - Longer Sprints - Good - Available at Level 4
    Extreme Conditioning is as simple as it is functional - it increases your max
    sprint time by 200%, letting you get to objectives or firefights twice as fast
    as your slow teammates. A good choice for Rushers, Ghosts, and Ninjas alike.
    Steady Aim - Better Hipfire - Great - Available at Level 4
    Steady Aim is essentially a perk that tightens your reticle when you hipfire.
    It makes the reticle for every weapon but shotguns 33% smaller, meaning more
    bullets go where you want them too.
    Deep Impact - Deeper Penetration - Great - Available at Level 4
    This perk is the LMG user or sniper's dream come true. It increases your
    penetration abilities by 1.45%, so even the thickest of barriers are no match
    for you. Snipers favor this perk over just about every other one.
    Last Stand - Second Chance - Good - Available at Level 8
    This perk lets you pull out your pistol after suffering fatal damage anywhere
    but the head, or via knife or explosive. You can turn all the way around, and
    aim and shoot for 10 seconds, but after that, you die. If you want to die
    early, just hit the button that the game prompts you to push.
    Martyrdom - Second Chance - Good - Available at Level 17
    Martyrdom lets you spawn a grenade with a 2.5 second fuse after you die in
    hopes of killing your attacker. A very common perk, you should always keep in
    mind that your target may have it on, and thus, do not go near any enemy's
    body until three seconds after you kill them. Due to the broken grenade
    indicator in MWR, Martyrdom is very powerful, and can easily kill even the
    most experienced player.
    Iron Lungs - Longer Steady Scopes - Good - Available at Level 28
    Iron Lungs increases the time you can hold your breath while sniping by 200%,
    lasting for eight seconds. A decent sniping perk for beginners, but you should
    soon give it up for Deep Impact, and learn to snipe your targets quickly and
    Dead Silence - Stealth - Good - Available at Level 44
    This perk makes your sprinting sound like some walking crouched over, silences
    your knife, and generally makes you impossible to hear coming. Since a lot of
    players are listening to their surroundings more, Dead Silence is becoming
    more and more useful than it was around the release of MWR.
    UAV Recon - Bird's Eye View - Great - Available after 3 kills in a streak
    UAV Recon allows you to see the enemy positions on your radar. Invaluable to
    everyone in the game, UAVs are what enable hunting by certain rushers on each
    team. You should keep one eye glancing back towards your radar about every
    five seconds so you aren't surprised.
    Airstrike - Fire from Heaven - Good - Available after 5 kills in a streak
    Airstrikes let you take out enemy forces from far away. This is good for
    snipers, who might not get another chance to get a helicopter. You can predict
    where the airstrike will land if you pay attention to the orientation of the
    planes on your radar, and possibly escape death from them.
    Helicopter - Death From Above - Great - Available after 7 kills in a streak
    The helicopter is the most threatening killstreak perk, staying out on the
    battlefield shooting at enemy players for an entire minute if unmolested. You
    can shoot it down, and an RPG or LMGs work wonders in this department. It is
    a little known fact that you cannot kill the chopper pilot (you can kill the
    gunner), because the helicopters are being piloted by the Dogs from Call of
    Duty: World at War.
    MWR6 - Miscellaneous Tips, Tricks, and Facts about MWR
    In this section, I'll be putting random facts. Not really in any order, but
    good to know nonetheless.
    1. Stock player health for CORE modes is set at 100.
    2. Stock player health for HARDCORE modes is set at 30.
    3. Stock car health for ALL modes is set at 500. Once you damage the car
    enough to where it catches on fire, it will lose its remaining health on its
    4. Stock chopper health for ALL modes is set at 1000. It absorbs bullet damage
    to knock each round's damage down to one-third of the original damage until it
    takes 500 damage. Once it breaks 500 remaining, it will speed up its
    flythrough, and will also take full damage. So, if you're hitting it with an
    AK-47, you'll need to hit it with 50 rounds just to get it halfway, then 17
    more rounds to bring it down. Using a base damage of 30, you need two mags of
    30 rounds each, plus 7 rounds from a third mag to bring down a chopper.
    5. This is why RPGs are so effective. RPGs deal 1000 damage from a Direct
    Impact. The chopper's armor doesn't cut down RPG damage, so one good hit from
    an RPG plus a couple pistol rounds will bring down a chopper.
    6. Grenades have a five second fuse that begins the moment you bring one out.
    Your reticle will flash red for each second that passes while you cook it. You
    should always cook them so you can't have them thrown back in your face; after
    all, why help your enemies while trying to hurt them?
    7. Try bouncing grenades off of wall and the lips of doorways; it's a great
    way to hit areas you couldn't normally. Cooking and bouncing are great ways to
    catch enemies off guard and get some easy kills.
    8. If you have an UGL, pop a round off near where the other team usually
    spawns; if you aim correctly, you can kill off the entire team before getting
    anywhere near them. The strategy works with frags too, but it's harder to pull
    off from across the map. Open maps like Bog or Countdown are best for this.
    9. Reload after every kill. However, before you reload, check around you to
    see if any enemies are nearby; if there are, start cooking a grenade. If not,
    crouch or prone behind cover that covers at least two sides of you, and reload
    quickly. If you're cut off by an enemy and your frag failed you, switch to
    your pistol. This will also help your pistol skills.
    10. Wait three seconds before you go near an enemy's body whom you just
    dispatched. That way, Martyrdom is nulled.
    11. Lagshooting is the single most important technique in MWR. Learn to gage a
    match's lag, and compensate for it by leading your shots. This is especially
    important for snipers, and even moreso for ACOG snipers, as they are closer to
    where the enemies are. You have to be accurate when you're close up, or else
    they'll run you over.
    12. You should get in the habit of quickly "clearing" each room you enter.
    Unless you KNOW there are enemies in the room, check it. There are tons of
    little hiding spots all over every map. This takes some getting used to, but
    after a while, checking around will help you out greatly. This is especially
    true when an enemy uses an unconventional spot to kill you. As you play more
    matches on that map, be sure to check where that enemy was.
    13. If you're sniping, don't overwatch your area scoped in unless you're
    absolutely sure that no one could get close enough to take you out. Even if
    you're sure of your area's security, you shouldn't scope in and stayed scoped
    in unless you have some Claymores watching your back.
    13. Don't be chopper fuel for the enemy. If somebody on the other team is
    better than you, avoid going over to the other team's strong area without
    teammates. Another strategy is to fire at the enemy, let them see you, and
    rush to cover. Once you get there, set up an ambush; if they come through,
    they're dead. A general rule of thumb in MWR is that if the pursuer and the
    pursuee are both injured, the pursuer will die if he follows the pursuee.
    14. Use your UAV to your advantage. Don't fire it off whenever you get three
    kills; instead, wait till you have four. This way, you can quickly target and
    dispatch a nearby enemy for your airstrike. Combining a friendly UAV with an
    airstrike is a deadly combination, but you have to try to predict the enemies'
    15. If you rush, do so cautiously. Sprint from piece of cover to piece of
    cover when out in the open, and NEVER sprint inside a building unless you're
    absolutely SURE there are no enemies.
    16. Helicopters have four threat assessment levels. They first go by whatever
    weapon is in your Primary weapon slot in your current class, from LMGs to
    Assault Rifles, to Sniper Rifles, to SMGs and Pistols, all the way down to a
    Shotgun. They go secondly by proximity to the chopper, and thirdly solely
    based on if a player has attacked the helicopter. They then check the scores,
    and target the top players first. Even if you have a shotgun, make sure you're
    far away from the chopper, inside of a building if you're the best player on
    your team in that match.
    17. Choppers will fire on you if they've seen more than 50% of your body. If
    they see you, do NOT run for flimsy cover, since they will attempt, and most
    likely succeed in shooting through your cover. A good rule of thumb for cover
    is to keep in mind that if the cover you're behind is thinner than you, you
    could very well die.
    18. Pace yourself. You aren't Rambo, and acting like Rambo is only going to
    get you killed. Instead, kill tactically, and think about what you can do as
    you enter a new area.
    19. At the end of the day, remember that it's just a game. Have fun, that's
    why Call of Duty was made in the first place.
    21. Ghillie suits are accessed by having a Sniper Rifle as your primary weapon
    on Bloc, Downpour, Overgrown, Pipeline, Shipment and Vacant. A Ghillie suit
    looks cool, but it can make you a bigger threat if you're seen (Credit to N8
    for emailing me about this).
    22. When you can't seem to find any enemies, turn around and double back. Some
    enemies get lulz out of following people around; however, they don't expect
    you to turn around and shoot them in the face.
    23. Moving constantly is a good deterrent from getting knifed or headshotted
    by an opportunistic enemy. Camping in one spot for too long also enrages
    players, which makes them redouble their efforts to kill you and get you out
    of your hiding spot.
    24. If you crouch, you will make almost no noise. It's very useful if you are
    not using Dead Silence and need to be quiet (24-28 were given to me by Bobby).
    25. When playing Search and Destroy, always press 2 and check the list of
    people who are playing. Knowing how many people you are up against can really
    determine what strategy you should use.
    26. If there are dog tags by someone's name on the player list, that means 
    are dead. This is especially useful in Search and Destroy, as you can tell how
    many enemies are left.
    27. Pay attention to what your teammates are doing. If you see at the bottom
    left corner of the screen that one of your teammates got knifed, look around
    and see if you can find the skull icon that comes up over their body. This
    will give away the relative position of their killer and make it much harder
    for him to sneak up on you.
    28. As much as you may want to be a sniper don't do it if 3 or 4 of your
    teammates are sniping. A team with 1 or 2 snipers can be very effective, but a
    team with 3 to 4 is just a recipe for disaster, especially if you all use
    the same sniping spot. One well-placed grenade and you're all dead. Sometimes
    you have to be the bigger man and provide support and keep them safe while
    they snipe.
    29. Slowing down is a great way to both prolong your killstreaks and keep you
    from dying as much. Slowing down from constantly rushing can get you a 2.0
    KDR per match on a very consistent basis, which will be reflected in the
    MWR7 - Strategies
    In this area, I'm going to detail specialized strategies. If you have a good
    idea for a strategy, send it in. I'm always willing to make minor updates with
    new strategies.
    STR1 - Ghosting
    To be an effective Ghost, you need to first understand what a Ghost is. A
    Ghost is a player who uses silencers on all weapons and uses UAV Jammer at all
    times. The Ghost has a special place on an organized team, being the one who
    hunts down snipers and other such important kills. It's not about being the
    one with the highest kill rate, it's about getting the kills that matter.
    First off, you can only use two classes of weapons for the Ghost, Assault
    Rifles or SMGs. You're going to be up close and personal a lot, so you need a
    high RoF. So, for this guide, we'll pick an SMG. You also want power, so the
    ideal SMG for the purpose of this guide is the AK-74u. I've seen Skorpion
    Ghosts, but there are times you need a bit of range, with the AK-74u delivers.
    Another reason why the Skorpion doesn't really work as well is because it only
    has twenty shots per mag. Building your Ghost class needs to revolve around
    Ammo, Power, Range, and RoF.
    Now then, create your class like this:
    Primary: AK-74u silenced - (IMPORTANT)
    Side Arm: USP .45 silenced - (IMPORTANT)
    1 Stun/1 Frag
    Perk 1: Bandolier or Bomb Squad. - (DEPENDS on how long you'll be alive for)
    Perk 2: UAV Jammer. (IMPORTANT)
    Perk 3: Steady Aim or ExCon. (DEPENDS on your accuracy under pressure)
    Now, you're almost ready. You now need to learn how to Ghost practically.
    Ghosting requires you to be isolated from your teammates, so wait for them all
    to run to wherever they're going before you move. Go as far away from them as
    possible. Stealth is key here; don't go shooting at everything you see. Stick
    to back roads, and little used areas. If you see a lone enemy, you can take
    him out, but make sure he goes down quickly and quietly. Use your stun first,
    that way he can get taken out easily. Wait until you see the telltale lone red
    dot on your radar. That is a telltale sign of a sniper; go to him immediately.
    Once you're in his building, be wary of Claymores. If you have Bomb Squad,
    find where they are, and see if there's a way around. If there isn't, use your
    pistol to eliminate one of the Claymores. Wait a few seconds in case he's got
    a guard, or he's waiting with a shotgun, and wait for him to go back to
    sniping. Once he does, go up and kill him. Immediately leave his nest by a
    different route than the one you entered by. Rinse and repeat for a good time.
    This technique is known as "icing the sniper," which is similar to the phrase
    "icing the kicker" in that snipers and kickers both have to be in the zone to
    score and do well. Getting in their heads will completely ruin them.
    And that is basically how you Ghost. Stealth is the single most valuable
    technique to a Ghost; learn to be stealthy, and you're golden.
    STR2 - Mobile Sniping
    The art of mobile sniping is considered to be an advanced technique by many
    good players of MWR across teh interwebz. Here though, I'll explain it to you,
    and only you (this is where you send your friend away from the monitor to go
    buy some drinks or something).
    Mobile Sniping is literally combining the art of sniping, which is defined as
    "to shoot at individuals as opportunity offers from a concealed or distant
    and the art of being completely mobile, which is defined as
    "capable of moving or being moved readily."
    So, Mobile Sniping is to shoot at individuals as opportunity offers from a
    concealed or distant position, while still being capable of moving or being
    moved readily. Sounds simple enough, right?
    Well... Yes and no. It is simple in theory, but in practice it is much harder
    than it seems on paper. The first thing you need to learn about MS is that you
    will have NO protection whatsoever. Your positions are everchanging, since the
    MSer of MWR has to move with his team to wherever the action is to give them
    fire support. You have to have a high degree of map knowledge, especially when
    it comes to sniper nests. You need to know how to climb onto places you would
    not normally consider climbable, and you have to be able to do it fast.
    Firstly though, before we get too much farther into the strategy, let's
    discuss the class setup you'll need. You can use any rifle to MS with, and you
    can use either normal scope or ACOG, depending on the situation. Bolt-action
    rifles require a lot more precision in MS, but offer greater power in return,
    so you may want to consider them. The M40 with an ACOG Scope is actually a
    superb weapon due to the five point damage increase it gets from an ACOG Scope
    being attached. Ultimately, the rifle is up to you.
    For the purposes of this guide, I'll use the M82 Barret .50 Cal.
    Primary: M82 with Normal Scope
    Secondary: USP .45 with silencer
    1 Stun/1 Frag
    Perk 1: Bandolier (IMPORTANT)
    Perk 2: Stopping Power/Juggernaut/UAV Jammer (DEPENDS on your aim, and how
    readily you are spotted)
    Perk 3: Steady Aim (IMPORTANT)
    This class is great for running up to sniping positions and taking quick aim
    at any targets that may be nearby. Steady Aim is more to benefit your USP,
    since you may need to use it more than usual. On the M82, SP is optional, so
    that frees you up to choose different perks than normal. I picked Juggernaut
    and UAV Jammer as examples of alternatives. If you get spotted visually a lot,
    use Juggernaut to withstand more hits. If you get spotted via radar a lot, use
    UAV Jammer so that they can't see you.
    The next part to MS is figuring out where you should set up. Keep in mind
    while looking for a spot that what is happening to your team is happening in
    real time, so be quick. You should start in a Private Match with a couple
    friends. Move around the map finding good places to set up that you won't need
    Claymores for, and let your friends fight each other. Set up nearby and take
    aim at the friend on the enemy team, then try to take them out quickly. Once
    you take the shot, move behind your teammate friend until he meets your other
    friend again. From here, rinse and repeat.
    Once you get competent with hiding near the action and taking out the threat
    to your team, turn it up a notch, and have the enemy friend also take shots at
    you if they can spot you. This adds another layer of realism to the match,
    especially if you get a large group of friends together to do this.
    Once you feel confident, go out into the wild world of public matches. From
    this point on, there's really not much more that I can teach you about MS.
    It's best to try different things for yourself and see what works best, since,
    after all, a guide can only go so far. Enjoy being an even deadlier weapon to
    aid your teammates than you were before!
    STR3 - The Toob (a study by NoblWolf)
    Tips to Beat the Tube
    Get Elevated
    Most noobs aim at the ground around the person they're trying to tube. Getting
    the higher ground is always a good strategy in anything. In this game it gives
    you the benefit of having the noob try to guess the arc of the tube.
    Get Covered
    Try making it so that the tube has to travel in an almost impossible direction
    in order to hit you. Most times using a narrow window causes the noob to hit
    around the outside of the window and you won't get damaged. Even if they make
    it through, they still have to actually hit you with the tube in order for it
    to detonate. In most instances even hitting the roof of the same room you are
    in won't kill you.
    Get Close
    The UGLs main use by noobs is its splash range. Within 9.4 meters the UGL
    will not be armed and won't cause a splash damage in those 9.4 meters no
    matter what. Be careful though as being hit dead-on with the UGL is a OHOK. My
    best advice for getting close is to run at the tuber at a slight angle to
    avoid the DI unless they can lag shoot the tube well enough to get the DI.
    Characteristics of the Tube
    UGLs and Aluminum
    If you stand right behind Aluminum, you will die. If you stand 3 steps away
    you will survive but still take damage. At about 5 steps away you will not
    take damage. A DI will not penetrate the Aluminum.
    UGLs and Chain Link fences
    The blast goes through chain links. Places would be like the roof of the 3
    storey building on Crash. Standing right behind the chain link fence will
    result in death from the blast. Standing about 4 steps away you will survive
    but still take damage. 6 Steps will result in no damage taken.
    UGLs and Glass (cars)
    The blast will of course blow up a car. The DI will penetrate through both
    windows of a car and will still kill. However, what is note-worthy is that
    it will typically only break one window and leave the other one intact with
    some damage to it.
    UGLs and Glass (buildings)
    The blast radius does not wrap around the glass. The DI will not penetrate the
    windows of a building. Trial on Downpour in the building where the HQ
    sometimes is located resulted in DI not penetrating through it.
    UGLs and Wood
    The blast radius will not wrap around wooden frames. However, the blast radius
    will wrap around trees. The DI will not penetrate wooden frames nor will it
    penetrate trees.
    UGL's Arming Length
    We found the length it takes to arm the UGL, meaning it will blow up on
    contact, is the same length as the first pillar to the last pillar near the
    downed chopper on Crash. Any closer than that will result in it not being
    UGL's and Roof of Rooms
    We found that no matter how close the explosion of the UGL is to the body, if
    it hits the roof in an upward angle, it will not kill.
    The most effective way to beat the UGL is to follow this:
    Be Aware of who is tubing. Be Aware of how many are tubing. Be Aware of their
    respawns. This may be difficult to do but, honestly, it is essential in just
    about every match. Once you get the hang of keeping track of all the in-game
    stuff (look lower-left corner to see who killed who and stuff) you will thank
    me and yourself. Once you can keep track of the tuber(s) respawn you will be
    able to manage how many tubes are going to come at you. Once you can manage
    the tubers tubes you will be in happyville with less and less tubes coming at
    Get around. Avoid high-traffic and open areas. Nothing says "Please Tube Me"
    like running down the main street on Crash. Get in the tuber's personal space
    and say "Dun Tube Me *****!!!" and shoot them in the face.
    Chances are.. If you've spotted a tuber, he's spotted you. Pulling off those
    last few desperate shots and putting them in the head of the tuber before he
    loads/shoots his UGL is critical. You have to have fast reflexes and
    exceptional aim in order to do this. Do it and you may live long enough to
    have to do it again!
    Types of UGL users and Associated Threat Levels
    Identifying what kind of UGL player you're vsing helps you know how to
    respond. Some require little effort in defeating while others may require a
    finesse in order to take them down.
    Newbs - Those new to the game and don't know much about the weapons, maps and
    the game.
    Threat Level - Very Low
    Nubs - Those used to the game somewhat and can hold their own somewhat against
    an average player but are most comfortable with a UGL in hand against a "good"
    Threat Level - Low
    Noobs - Those who have played the game long enough but still use the UGL as
    their main means of play. Often Overkill UGLs and can use them somewhat with
    some proficiency.
    Threat Level - Medium
    Pro-Noob - I know the name may not make sense but there is no other way to
    call these guys. These have used the UGL so often they have developed a sort
    of "skill" with them but still use them to their minimum efficiency. Still
    use the UGL as their main means of play and rarely miss with it.
    Threat Level - Upper-Medium
    Pro-Piper - Those who have a good knowledge of the map spawns, HQs, flags and
    such. Know some Initial Spawn Kill spots on maps. Know how to use the UGL in
    a deadly fashion and can manage the impossible even for a tube.
    Threat Level - High
    Rage-Tuber - These are the people who use the UGL in retaliation to being
    tubed or are frustrated by a better player. These can vary in threat level due
    to their unpredictable experience with the UGL. Some may not even manage a
    kill with both tubes while others may be able to launch one across the map and
    take out 2-3 at the same time.
    Threat Level - Variable (often Medium though)
    Properties of the UGL and Comparison to other Explosives
    We take a half-assed look into the UGLs and other 1st perk Explosives. The 1st
    part is just a look at the properties of one explosive each. Then for the
    second part of this half-assery we chose a UGLx2 setup and compare it to
    Fragx3 and RPGx2, with some crudely drawn pictures too!! For my half-assery
    purposes we will ignore factoring SB or creating another comparison using SB
    in the 2nd part.
    OoE stands for Origin of Explosion. Exact point where the explosion began
    EoR stands for End of Radius. This is where the explosion ends from the OoE
    DI stands for Direct Impact. This is when the explosive makes contact with you
    SB stands for Sonic Boom.
    1st Part
    9.4 Meters to Activate
    155 Damage at OoE
    25 Damage at EoR
    135 Damage with DI
    With SB the UGL will not kill at the EoR
    3.5 Second Fuse
    300 Damage at OoE
    75 Damage at EoR
    15 Damage with DI
    With SB the Frag WILL kill very close to the EoR
    Immediate Explosion
    160 Damage at OoE
    30 Damage at EoR
    1000 Damage with DI
    With SB the RPG will not kill at the EoR
    2nd Part
    For the diagrams; '(' or ')' represents the EoR, '.' represents the OoE,
    '.(' or ').' represent a point where the EoR and OoE overlap and the damage
    will be displayed to the side. Also ___ are place-holders since this stupid
    thing automatically gets rid of spaces.. So now you guys can compare, in a
    perfect world, which is the most deadly.
    Spread out so it has a diameter of 15 meters. Meaning 2 tubes are
    simultaneously landing at the same time perfectly aimed so that the OoE and
    EoRs overlap causing the greatest area where a kill will occur. This is
    impossible to pull off of course but let's just look at it.
    Using the same parameters as the last time so that the OoE and EoRs overlap we
    get a diameter of 19.5 meters. All frags are simultaneously landing and aimed;
    causing an impossible situation but let's just look at it.
    Same as above.
    To end the age-old debate... YES. Sonic Boom does cancel out Juggernaut Sonic
    Boom multiplies the damage of the explosive by 1.25, while Jugg multiplies all
    incoming damage by .75.
    "The game code literally cancels out the damage effects when Stopping Power or
    Sonic Boom hits a Juggernaut. No increase, no decrease." - DenKirson
    (Written by NoblWolf of GameFAQs, Edited very loosely by Me)
    STR4 - Shotguns
    A lot of people have come to me whining about how difficult it is to use the
    shotguns in MWR due to all the lag. For those people (you know who you are),
    I've written up a brief guide to shotgunning.
    First things first, pick your shotgun. I prefer the W1200, but you can choose
    the M1014 and still do well. For the purposes of this guide, we'll use the
    UAV Jammer OR Double Tap OR Stopping Power OR Juggernaut
    You can use any of those four Perk 2 perks. UAV Jammer would be best for Ninja
    Shotgunner classes, and is complimented well by ExCon. Double Tap is only used
    to cut down the time your character has to spend pumping the shotgun in
    between each shot. Stopping Power, while not necessary, is a good idea on
    some occasions.  Though your shotgun has a fixed range, Stopping Power raises
    max damage at the very edge of your range, giving you a little more room to
    work with. Of course, if you're constantly getting shot up before you can
    close in for the kill, Juggernaut is for you. Obviously ExCon is there because
    you're going to need to get in close for the kill.
    Now then, your strategy can't be built until you gage a match's lag. Find
    an enemy and get within a few feet of him, then try to take him down by aiming
    straight at him. If you kill him with your cursor dead on him and he was
    moving, just do that over and over again. If you miss by a little, try putting
    your cursor on either side of him, depending on which direction he's moving
    in. In extremely close quarters (a la Dance of Death), aim far to the side
    he's moving toward.
    Lagshooting is the single most important thing to a successful shotgunner, as
    shotguns are the weapons most effected by lag. To be truly great with a
    shotgun requires practice and determination. There's really not that much else
    to be said about shotgunning. The rest, you'll have to learn for yourself.
    STR5 - The Art of Warfare
    To be successful in war, armies have used the centuries-old work of Sun Tzu,
    entitled the Art of War. Think of this a condensed, Modern Warfare Reflex
    version of that timeless book.
    War is not for those who don't understand it. The same thing goes for MWR. If
    you go in rushing around constantly, trying to destroy anyone and everyone you
    see, you're going to die a lot more than you would if you simply let your
    enemies come to you. Instead, move minimally, staying in a rough area of
    "your" control while taking out enemies quickly and efficiently. When the
    enemy pushes too far into your area, take down the rushers and move forward in
    towards their area. This method is known as leapfrogging, and is fairly
    effective on medium to large size maps, but works best on small maps like
    Wetworks where one man can effectively hold down an area.
    Engaging an enemy without evaluating the risks is a surefire way to get
    yourself killed. In MWR, that means not firing on an enemy unless you're sure
    you can kill them quickly, and cleanly. If you're going to start a massive
    firefight, chances are you're going to get killed a few more times than you
    kill. Silenced weapons are good for this strategy, as they can keep you clean.
    Use them as often as possible to ensure that only the most observant enemies
    know you're close by. If you can take out an enemy without them firing a
    single shot, you can increase your survival rate by a lot.
    Moving and flanking your enemies is a good strategy if they begin to use your
    tactics against you. When you have a few guys camping in a building, and they
    are massacring your teammates, you need to do something about it. Use a route
    that not many people use, and move stealthily towards your target. If there's
    a back door to the building, use that, but be aware that your enemies may know
    that door is there too. If you know a specific room where one of them is, you
    can start cooking a grenade to clear out that room if there's a window there.
    Silence is golden. This doesn't necessarily mean using silencers, but that is
    also a large part of it. If you stay quiet, enemies will have a very tough
    time finding you. Don't be afraid to use your knife if you don't want to alert
    observant enemies by firing a silenced weapon like the AK-47 or the P90, since
    they make a rather distinctive sound. Keep in mind, knifing is only effective
    if you can make the knife connect right at the tip of the blade. Due to the
    lag in MWR, knifing with the body of the blade is a risky job. A knife only
    makes a swishing sound, so you can use it to great effect once you learn how
    to use it.
    A cool head is a head that stays on your shoulders. Trust me here, I know how
    frustrating it is when an enemy kills you cheaply, and without giving you much
    of a chance to stop them, but you have to remain calm. If you get angry, you
    will start to make more mistakes and not be as cautious. You see, MWR, and all
    FPS games, are realistic enough to engage the flight or fight reflex in most
    people. Since they're realistic enough to engage that, they can also start
    making adrenaline course through your body. In MWR, adrenaline is the enemy.
    If you get too pumped up, you'll start forgetting caution and get sloppy. When
    you get sloppy, the enemy that's causing your vexation will eat you alive. It
    is true that when you get adrenaline you get more daring, but daring doesn't
    necessarily help all that much when death is one trigger pull away...
    Pride comes before the fall. If you start getting cocky because you're on a
    nice killstreak, you might as well be standing in the middle of Crossfire
    spamming an M60 into the air. Getting cocky will cloud your judgment just as
    much, if not more than, adrenaline. Play cautiously all the time, and you'll
    notice you die a lot less than you used to while you still put up good scores.
    Combine the above knowledge, and you can easily have games where you kill
    twice at the very least for every death. Use the things in this strategy, and
    you'll be an extremely deadly force on the battlefield. Call me Sun Dbc.
    STR6 - Ninja Defusing (A brief how-to by Infinite-Evo)
    Addiction. That's what ninja defusing and heroin have in common. Once you 
    start it, you just can't stop. Two outcomes: getting caught, or getting away. 
    The one thing to remember: if you succeed at one spot, don't expect anyone 
    else to come back. As a veteran ninja defuser I can tell you the do's and 
    don'ts of ninja defusing.
    You want to hide in a well-concealed spot with a good view of the bomb. Once 
    you're hidden, the fun begins. If enemies are trying to get your attention by 
    shooting, ignore it. You need to consider several things, like which bomb is 
    more popular, the time left, and the number of enemies left. Generally, 
    enemies will be more eager to plant if the time is almost out, and if most of 
    STRESS THIS ENOUGH!!!!!!! Shooting the enemy is the absolute worst thing you 
    can do. Wait until the planter has reached back for the bomb, so you can 
    confirm he has it. Once he reaches back, PRONE behind him and hit defuse as 
    soon as it pops up. Then, pray like hell he doesn't see you. If all works out,
    you have done a ninja defuse!
    Ninja defusing tips:
    1: No shooting the enemies unless absolutely necessary.
    2: Patience. Don't do anything stupid. [Captain Macmillan reference ftw]
    3: Find cover with a good view of the bomb.
    4: Listen for footsteps, so you can tell if someone is coming.
    I have had some fairly lulzy ninja defuses. On Strike, I was hiding at bomb 
    site A waiting for the planter. Two guys come in, and one of them has the 
    bomb. The other guy hides in a corner and stares right at the bomb. I had to 
    break the number one rule: no shooting. I killed the guy stalking the planter,
    and the planter didn't suspect a thing. I promptly moved in for a successful 
    On Bloc, I hid in my little secret spot waiting for a bomb. This guy comes in 
    and I ninja him. Next round, I hide in the same place, and the same guy comes 
    in and I ninja him, and then he ragequits. How stupid can you get???
    [No, you can't have his little spot. Find your own]
    Places I have defused:
    Showdown - 1
    Overgrown - 3
    Vacant - 4
    Pipeline - 2
    Strike - 2
    These maps are especially good to try it on, but you can do it on literally
    any map!
    Enjoy making your enemies rage!
    MWR8 - Challenge Guide
    Here, I'll walk you through each and every challenge in MWR. I'll give some
    tips and pointers towards completing each challenge, though they are by no
    means definitive.
    Radar Inbound
    Level Unlocked: Level 9
    Description: Call in UAV Recon one time in-game.
    Reward: 50 Exp.
    Tips: Get three kills without dying. Simple stuff.
    Airstrike Inbound
    Level Unlocked: Level 9
    Description: Call in an Airstrike one time in-game.
    Reward: 50 Exp.
    Tips: Play aggressively with a good weapon, such as the M16 or AK-47.
    Chopper Inbound
    Level Unlocked: Level 9
    Description: Call in a Chopper one time in-game.
    Reward: 50 Exp.
    Tips: Play aggressively with a good weapon, such as the M16 or AK-47.
    Level Unlocked: Level 9
    Description: Bring down an enemy chopper
    Reward: 250 Exp.
    Tips: Grab the Default Demolitions class, pull out your RPG, and bring it
    Level Unlocked: Level 12
    Description: Run 26 miles total in-game
    Reward: 250 Exp.
    Tips: Just run around a lot. You'll get it in about a week or so, usually.
    Level Unlocked: Level 12
    Description: Fall 30 feet or more and die on impact.
    Reward: 250 Exp.
    Tips: Jump down an open silo on Countdown, or off the three-storey building in
    Base Jump
    Level Unlocked: Level 12
    Description: Fall 15 feet or more and survive the impact.
    Reward: 250 Exp.
    Tips: Jump off of or out of two-storey buildings anywhere.
    Crouch Shot (I, II, III)
    Level Unlocked: Level 12
    Description: Kill (5, 15, 30) enemies while crouched.
    Reward: (50, 100, 250) Exp.
    Tips: Ghost as much as you can, and crouch as you enter buildings.
    Prone Shot (I, II, III)
    Level Unlocked: Level 15
    Description: Kill (5, 15, 30) enemies while proning.
    Reward: (50, 100, 250) Exp.
    Tips: Snipe. Dropshotting also works, but that only works on average enemies.
    Grenade Kill (I, II, III)
    Level Unlocked: Level 15
    Description: Kill (1, 5, 10) enemies using thrown grenades.
    Reward: (50, 100, 250) Exp.
    Tips: Just throw grenades around. Cooking them and suiciding with them work as
    Point Guard (I, II, III)
    Level Unlocked: Level 15
    Description: Get (5, 15, 30) assists in-game.
    Reward: (50, 100, 250) Exp.
    Tips: You should get this as you normally play. If you play with friends, just
    damage enemies and let your friends get the kill.
    X-Ray Vision (I, II, III)
    Level Unlocked: Level 15
    Description: Kill (5, 15, 30) enemies by firing through something.
    Reward: (50, 100, 250) Exp.
    Tips: LMGs with Deep Impact are the way to go here. Also, flimsy materials
    like the railings on Wetworks count, so keep that in mind.
    Vandalism (I, II, III)
    Level Unlocked: Level 18
    Description: Blow up (1, 5, 15) cars in-game.
    Reward: (50, 100, 250) Exp.
    Tips: Take an LMG to the cars on each level when you first start.
    Exposed (I, II, III)
    Level Unlocked: Level 18
    Description: Call in (5, 10, 20) UAV Recon killstreak rewards total in-game.
    Reward: (50, 100, 250) Exp.
    Tips: Just call in your UAV whenever you get one.
    Backdraft (I, II, III)
    Level Unlocked: Level 18
    Description: Destroy (1, 5, 10) enemy explosives, either grenades, Claymores,
    or C4.
    Reward: (50, 100, 250) Exp.
    Tips: Bomb Squad is in the game for a reason.
    Knife Veteran (I, II, III)
    Level Unlocked: Level 18
    Description: Kill (1, 5, 15) enemies using your knife attack.
    Reward: (50, 100, 250) Exp.
    Tips: Make a knife-only class (M21, Pistol, Stun x 3, Juggernaut, ExCon). Or
    you could also play normally but knife whenever you get an enemy's back.
    Free-For-All Victor (I, II, III)
    Level Unlocked: Level 21
    Description: Place in the Top Three in (1, 5, 15) FFA match(es).
    Reward: (50, 100, 250) Exp.
    Tips: Go in with a good weapon and play aggressively.
    Team Player (I, II, III)
    Level Unlocked: Level 21
    Description: Help your team win (5, 15, 30) Team Deathmatch matches.
    Reward: (50, 100, 250) Exp.
    Tips: Play your best, and hope you have at least one other good player on your
    Search and Destroy Victor (I, II, III)
    Level Unlocked: Level 21
    Description: Help your team win (5, 15, 30) Search and Destroy matches.
    Reward: (50, 100, 250) Exp.
    Tips: Same as above. Also, PROTECT THE BOMB CARRIER/BOMB SITES.
    MVP Team Deathmatch
    Level Unlocked: Level 21
    Description: Beat out everyone on your team and get the highest score in a
    Team Deathmatch match.
    Reward: 250 Exp.
    Tips: Play very aggressively with a good weapon, and hope no other good people
    are on your team.
    Hardcore Team Player (I, II, III)
    Level Unlocked: Level 24
    Description: Help your team win (1, 5, 15) Hardcore Team Deathmatch match(es).
    Reward: (50, 100, 250) Exp.
    Tips: Just play them, you'll win sometimes. Be cautious though.
    Sabotage Victor (I, II, II)
    Level Unlocked: Level 24
    Description: Help your team win (5, 20, 50) Sabotage matches.
    Reward: (50, 100, 250) Exp.
    Tips: Protect your bomb carrier/bomb site. No one's really sure why the final
    level of this challenge is 50, but partying up with people who know what they
    want to do with the bomb is an excellent idea.
    MVP Team Hardcore
    Level Unlocked: Level 24
    Description: Beat out everyone on your team and get the highest score in a
    Hardcore Team Deathmatch match.
    Reward: 250 Exp.
    Tips: Same as MVP TDM, but in Hardcore. Use a SAW with SP and SA.
    Bomb Down
    Level Unlocked: Level 27
    Description: Kill the bomb carrier in either Sabotage or Search and Destroy.
    Reward: 250 Exp.
    Tips: Look for the large, red "KILL" sign that appears on the carrier's head.
    Bomb Defender
    Level Unlocked: Level 27
    Description: After the bomb is planted in Sabotage or Search and Destroy, kill
    anyone who is guarding the bomb.
    Reward: 250 Exp.
    Tips: Try to stay near a bomb site. Eventually, someone will plant a bomb near
    you; once they plant it, kill them and defuse it.
    Bomb Planter
    Level Unlocked: Level 27
    Description: Kill someone as they are planting the bomb in Sabotage or Search
    and Destroy.
    Reward: 250 Exp.
    Tips: Try to stay near a bomb site. Eventually, someone will try to plant a
    bomb near you; as they attempt to, kill them.
    Level Unlocked: Level 27
    Description: Defuse a bomb in Sabotage or Search and Destroy.
    Reward: 250 Exp.
    Tips: Try to stay near a bomb site. Eventually, someone will plant a bomb near
    you; once they plant it, kill them and defuse it.
    Last Man Standing
    Level Unlocked: Level 27
    Description: Be the last player alive in Search and Destroy.
    Reward: 250 Exp.
    Tips: Stay AWAY from both bomb sites and your teammates until you see you are
    the last one alive on your team. Once that happens, hunt the enemy team down
    and kill them all.
    Claymore Shot (I, II, III)
    Level Unlocked: Level 30
    Description: Kill (5, 15, 30) enemies using Claymores.
    Reward: (50, 100, 250) Exp.
    Tips: Drop some Claymores around. People are almost guaranteed to walk into
    Assault Expert (I, II, III)
    Level Unlocked: Level 30
    Description: Get (5, 25, 35) headshot kills using any Assault Rifle.
    Reward: (50, 100, 250) Exp.
    Tips: Stunning your target is a good way to line up a headshot. Take your time
    though, because you can easily miss when you rush.
    SMG Expert (I, II, III)
    Level Unlocked: Level 30
    Description: Get (5, 25, 35) headshot kills using any SMG.
    Reward: (50, 100, 250) Exp.
    Tips: Stunning your target is a good way to line up a headshot. Take your time
    though, because you can easily miss when you rush.
    LMG Expert (I, II, III)
    Level Unlocked: Level 30
    Description: Get (5, 25, 35) headshot kills using any LMG.
    Reward: (50, 100, 250) Exp.
    Tips: Stunning your target is a good way to line up a headshot. Take your time
    though, because you can easily miss when you rush.
    Last Stand Veteran (I, II, III)
    Level Unlocked: Level 33
    Description: Kill (1, 5, 15) enemies while in Last Stand.
    Reward: (50, 100, 250) Exp.
    Tips: Use a solid and dependable pistol like the USP .45 to make accurate and
    powerful shots. Stopping Power is immensely useful for this, as are Hardcore
    modes, since pistol shots will be doing more damage than the max health of any
    Master Chef (I, II, III)
    Level Unlocked: Level 33
    Description: Kill (5, 10, 20) enemies using a grenade that you've cooked for
    at least one second.
    Reward: (50, 100, 250) Exp.
    Tips: Throw cooked grenades at enemies. Simple.
    Airstrike Veteran (I, II, III)
    Level Unlocked: Level 33
    Description: Kill (5, 15, 30) enemies using your Airstrike killstreak reward.
    Reward: (50, 100, 250) Exp.
    Tips: Coordinate your airstrikes with a UAV for pinpoint accuracy, but be sure
    to aim in front of the red dots so you catch them as they move into it.
    Chopper Veteran (I, II, III)
    Level Unlocked: Level 33
    Description: Kill (5, 15, 30) enemies using your Chopper killstreak reward.
    Reward: (50, 100, 250) Exp.
    Tips: Just use every chopper you get immediately.
    Stun Veteran (I, II, III)
    Level Unlocked: Level 36
    Description: Kill (5, 10, 25) enemies who are dazed by a stun grenade.
    Reward: (50, 100, 250) Exp.
    Tips: Use Special x 3 and use them where there are enemies. Also useful for
    completing Expert challenges.
    Level Unlocked: Level 36
    Description: Kill two or more enemies using a single RPG-7 missile.
    Reward: 250 Exp.
    Tips: Aim for groups, and hope for the best. You'll need luck for this one.
    Martyrdom Veteran (I, II, III)
    Level Unlocked: Level 36
    Description: Kill (1, 5, 15) enemies using Martyrdom.
    Reward: (50, 100, 250) Exp.
    Tips: Just put it on and run towards enemies. Helps to have Juggernaut and a
    Shotgun to get in close.
    Clay More
    Level Unlocked: Level 36
    Description: Kill two or more enemies with a single Claymore.
    Reward: 250 Exp.
    Tips: Be patient, and plant Claymores in high-traffic areas. You can also
    suicide rush in small hallways like Vacant and plant one in front of two
    enemies who can't aim for beans.
    Stealth (I, II, III)
    Level Unlocked: Level 39
    Description: Kill (10, 25, 50) enemies using a silenced weapon.
    Reward: (50, 100, 250) Exp.
    Tips: Slap a silencer on any gun you're good with that can use one, and kill.
    Invisible (I, II, III)
    Level Unlocked: Level 39
    Description: Kill (5, 25, 50) enemies using a sniper rifle while prone.
    Reward: (50, 100, 250) Exp.
    Tips: Try sniping on Pipeline, Overgrown, and Crossfire. There are great areas
    to prone in and snipe effectively from on those three.
    Counter-Claymore (I, II, III)
    Level Unlocked: Level 39
    Description: Kill (1, 5, 10) enemies by shooting a Claymore and killing
    someone in the explosion.
    Reward: (50, 100, 250) Exp.
    Tips: Place a Claymore in the only entrance of a single-entrance building.
    Hide behind it, and wait, aiming directly at it. When it clicks, shoot it
    immediately. Sonic Boom helps a lot.
    Counter-C4 (I, II, III)
    Level Unlocked: Level 39
    Description: Kill (1, 5, 10) enemies by shooting C4 and killing someone in the
    Reward: (50, 100, 250) Exp.
    Tips: Throw some C4 down in the only entrance to a single-entrance building.
    Hide away from it, and wait for an enemy to come towards it. Shoot the C4
    while they are on it or near it for maximum effect. Sonic Boom helps a lot.
    Level Unlocked: Level 42
    Description: Get a two kill streak using bullets while in the air.
    Reward: 250 Exp.
    Tips: This is one of the hardest challenges out there. Use an MP5 on cramped
    maps like Vacant. When you spot an enemy, start firing and jump immediately
    after you start firing. Once the enemy dies, stop firing. Rinse and repeat to
    complete this challenge. There is an elevator glitch on Pipeline that will
    give you the challenge, but you're completely exposed while doing it.
    Level Unlocked: Level 42
    Description: Kill two or more enemies using a single frag grenade.
    Reward: 250 Exp.
    Tips: Small maps are good for this, as well as Headquarters mode. When the
    enemy team is capping the HQ, toss in a cooked frag to take them out.
    MG Master
    Level Unlocked: Level 42
    Description: Get a five kill streak using a Mounted Machine Gun.
    Reward: 250 Exp.
    Tips: Downpour is the easiest level to do this in. Pick the Spetnaz spawn side
    MMG, plant some Claymores to protect yourself, make sure you have Stopping
    Power and Deep Impact, and spam anything the moves in front of you.
    Level Unlocked: Level 45
    Description: Get a three kill streak using your knife.
    Reward: 250 Exp.
    Tips: Make a knife-only class, like the one mentioned for Knife Veteran
    earlier in this guide. Go into FFA for this one. Also, you can kill two other
    enemies in any other way as long as you kill the third with a knife.
    Level Unlocked: Level 45
    Description: Kill two or more enemies using a single pack of C4.
    Reward: 250 Exp.
    Tips: Easiest way to do this is to set your C4 in an inconspicuous spot in a
    high-traffic area. Wait for two enemies to come through, and blow them away.
    Another way to do this requires intimate knowledge of where HQs spawn in
    Headquarters mode. Simply place C4 where a HQ will appear, and wait for the HQ
    to spawn in that location. Let the enemy take it, then blow them away. Sonic
    Boom is needed for this one.
    Hot Potato (I, II, III)
    Level Unlocked: Level 45
    Description: Kill (1, 5, 15) enemies using a grenade that you threw back at
    Reward: (50, 100, 250) Exp.
    Tips: Just throw back every grenade you see. One tip that works here is to
    throw your own grenade at the ground, then snatch it back up and throw it at
    an enemy in the area.
    Car Bomb
    Level Unlocked: Level 45
    Description: Kill an enemy by causing a car to explode.
    Reward: 250 Exp.
    Tips: Hang out near cars with a grenade. One tip that works wonders is to put
    a Claymore by the side of a car and let an enemy walk into the path. C4 works
    as well, but you have to watch the car carefully.
    Level Unlocked: Level 47
    Description: Kill an enemy by knifing them in the back.
    Reward: 250 Exp.
    Tips: Sneak up on a camper or sniper who hasn't laid down Claymores. Also easy
    to do on people who don't watch their backs on MMGs.
    Slow But Sure
    Level Unlocked: Level 47
    Description: Kill an enemy while you are stunned.
    Reward: 250 Exp.
    Tips: Easiest way to do this is to stun yourself away from a camper, then kill
    them after stunning yourself.
    Flashbang Veteran (I, II, III)
    Level Unlocked: Level 47
    Description: Kill (5, 10, 25) enemies while they are blinded by a flashbang.
    Reward: (50, 100, 250) Exp.
    Tips: A small map like Vacant combined with Special x 3 works wonders here.
    Misery Loves Company (I, II, III)
    Level Unlocked: Level 47
    Description: Kill yourself and (1, 2, 3) enem(y, ies) with a held grenade.
    Reward: (50, 100, 250) Exp.
    Tips: Useful to try this in those "dance of death" encounters. Also, campers
    work well too.
    Ouch (I, II, III)
    Level Unlocked: Level 48
    Description: Kill (1, 5, 15) enemies via a Direct Impact kill from a grenade
    Reward: (50, 100, 250) Exp.
    Tips: Get in close with a grenade launcher. Simple stuff.
    Level Unlocked: Level 48
    Description: Kill the same enemy five times in one match.
    Reward: 250 Exp.
    Tips: Easy as pie in Free-For-All.
    Level Unlocked: Level 48
    Description: Kill an enemy, then grab his weapon and kill him again.
    Reward: 250 Exp.
    Tips: Again, easy as pie in Free-For-Fall.
    Think Fast
    Level Unlocked: Level 48
    Description: Kill an enemy with low health by hitting them with a frag.
    Reward: 250 Exp.
    Tips: All you need to do is find a match where someone has Last Stand. Put the
    enemy who has it into Last Stand, then hit them with a grenade.
    Think Fast Stun
    Level Unlocked: Level 50
    Description: Kill an enemy with low health by hitting them with a stun.
    Reward: 250 Exp.
    Tips: All you need to do is find a match where someone has Last Stand. Put the
    enemy who has it into Last Stand, then hit them with a stun grenade.
    Think Fast Flash
    Level Unlocked: Level 50
    Description: Kill an enemy with low health by hitting them with a flashbang.
    Reward: 250 Exp.
    Tips: All you need to do is find a match where someone has Last Stand. Put the
    enemy who has it into Last Stand, then hit them with a flashbang.
    Return to Sender
    Level Unlocked: Level 50
    Description: Kill an enemy by destroying his C4 pack.
    Reward: 250 Exp.
    Tips: Try to find a new player who's trying to snipe using the default class.
    If he has his C4 near him, shoot it to kill him. You could also get a friend
    and go into a public match against each other and take turns with this, but
    that's a bit cheap.
    Level Unlocked: Level 50
    Description: Kill an enemy while still blinded by a flashbang.
    Reward: 250 Exp.
    Tips: You can flash yourself to complete this challenge. Try flashing yourself
    away from a camper, then killing the camper immediately after throwing the
    The Brink
    Level Unlocked: Level 51
    Description: Get at least a three kill streak while your screen is bloody
    (i.e. at thirty percent health).
    Reward: 250 Exp.
    Tips: This is a toughy. Best thing to do is to use a strong weapon, and try to
    get in a group of enemies. There are reports that suiciding yourself with a
    grenade and taking three enemies with you will get this. Just be patient with
    this one.
    Collateral Damage
    Level Unlocked: Level 51
    Description: Kill two or more enemies using a single round from any sniper
    Reward: 250 Exp.
    Tips: Just be patient. Use a tougher sniper rifle like the R700, M40, or M82
    and hope that an enemy will run behind your shot as you kill the one in front
    of them. Also, this is stupidly easy to do in Headquarters.
    The Edge (I, II, III)
    Level Unlocked: Level 51
    Description: Get the last kill in (1, 5, 10) match(es).
    Reward: (50, 100, 250) Exp.
    Tips: You'll have to be playing very aggressively, and constantly be at the
    throat of your enemies.
    Level Unlocked: Level 51
    Description: Go through an entire, full-length match without dying once.
    Reward: 250 Exp.
    Tips: UAV Jammer + Silenced Weapon + Hiding in either the Pool on Bloc, the
    Basement on Backlot, or one of the buildings on the outskirts of Ambush = Easy
    way to earn Flawless. If you're in a party, lay down some sniper support on
    maps like Crossfire, and have you teammates keep the enemies off of you.
    Tango Down
    Level Unlocked: Level 53
    Description: Kill every member of the enemy team, with a minimum of four
    people on the enemy team.
    Reward: 250 Exp.
    Tips: Just keep killing. You'll get it eventually.
    Hard Landing
    Level Unlocked: Level 53
    Description: Kill an enemy who is in midair before they touch the ground.
    Reward: 250 Exp.
    Tips: This one is pretty random. You'll have to get lucky to shoot at an enemy
    who is falling off of something. Shooting people off of ladders also counts,
    so keep your eyes peeled.
    Extreme Cruelty
    Level Unlocked: Level 53
    Description: Kill every member of the enemy team without dying.
    Reward: 250 Exp.
    Tips: The trick here is to basically act like you're going for Tango Down.
    Fast Swap
    Level Unlocked: Level 53
    Description: Damage someone with your primary weapon, then finish them off
    using your pistol.
    Reward: 250 Exp.
    Tips: Look for someone who has Last Stand. Put them into it, then switch to
    your pistol and end their misery.
    Star Player
    Level Unlocked: Level 53
    Description: Finish a match with a 5-to-1 Kill/Death ratio at least.
    Reward: 250 Exp.
    Tips: Free-For-All is the place to be here. Get thirty kills, and you're
    allowed six deaths. Or, you could get five kills with your Ghost class, then
    go hide for the rest of the match. Whatever works best.
    How The ?
    Level Unlocked: Level 53
    Description: Kill an enemy by destroying their explosive device through a wall
    using bullets.
    Reward: 250 Exp.
    Tips: You need to have a Deep Impacted LMG with Bomb Squad, and get very lucky
    in order to complete this legitimately. If you have a friend to boost with,
    you can have them place a Claymore facing towards themselves, then destroy it
    through the railings on the decks. Either way is very tricky to do though.
    Level Unlocked: Level 53
    Description: Kill an enemy by catching them in a chain reaction explosion of
    at least two explosives.
    Reward: 250 Exp.
    Tips: You can use the old "Claymore/C4 under the Car" trick, or you can set up
    C4 or a Claymore near an enemy explosive. Either way, this one is tough.
    No Secrets
    Level Unlocked: Level 54
    Description: Call in a UAV three times in one match.
    Reward: 250 Exp.
    Tips: Simple, just go into a Free-For-All and kill.
    Level Unlocked: Level 54
    Description: Call in an airstrike two times in one match.
    Reward: 250 Exp.
    Tips: Simple, just go into a Free-For-All and kill.
    Air Superiority
    Level Unlocked: Level 54
    Description: Call in a chopper two times in one match.
    Reward: 250 Exp.
    Tips: A little tougher than the above two challenges, but the FFA trick still
    Level Unlocked: Level 54
    Description: Get a ten kill streak before your first death.
    Reward: 250 Exp.
    Tips: Grab a gun you're good with, go into FFA, and own people.
    Level Unlocked: Level 54
    Description: Kill the enemy MVP ten times in one match.
    Reward: 250 Exp.
    Tips: Grab a good gun, go into Sabotage, and kill everybody. You'll need luck
    and skill to get this one though.
    Level Unlocked: Level 54
    Description: Get five bloody screens, and regenerate your health each time
    without dying.
    Reward: 250 Exp.
    Tips: This one is incredibly hard. Use Juggernaut to good effect here, and
    keep near your teammates.
    Level Unlocked: Level 54
    Description: Go five consecutive minutes without dying.
    Reward: 250 Exp.
    Tips: Use the same strategy as you did for Flawless. If you wait to get that
    one, you can actually get the both of these in the same match.
    MWR9 - Closing
    So, that's the end of my little guide. I hope you found it useful.
    Anyway, I'm dbcification, and I'm signing off. Catch you later!
    LEG1 - Legal Info
    All detailed weapon information such as damage, range, and spread came from
    DenKirson at xanga.com.
    Call of Duty: Modern Warfare Reflex and all plot elements, storylines, perks,
    etc, etc are registered by Activision Publishing, Infinity Ward, and Treyarch.
    Well, Infinity Ward died, so yeah.
    Rock on.

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