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Multiplayer Guide by Master3203
Version: 1.04 | Updated: 04/27/12
Hi Everybody. This is a Tips Guide to the online multiplayer portion of MW2 I hope everyone will be able to get some use out of it. One thing I will say is have fun playing the game and don't get too jumpy about your K/D. In this guide I will discuss tips to use in game and also some loadout classes which might be of some use to you. I will also talk a little bit about my opinion of each gun, and the equipment. Contents: Search using the characters in the brackets with the brackets from the contents section. Version History: (VH) Contact Info: (CI) Copyright Notice: (CN) Custom Loadout Tips: (CLT) Create-a-Class Loadouts: (CACL) Weapons Analysis: Primary Weapons: (WAPW) Assault Rifles: (AR) Sub Machine Guns: (SMG) Light Machine Guns: (LMG) Sniper Rifles: (SR) Riot Shield: (RS) Weapons Analysis: Secondary Weapons: (WASW) Machine Pistols: (MP) Shotguns: (SHOT) Pistols: (PIST) Launchers: (LAUN) Weapons Analysis: Equipment (WAE) Lethal Equipment: (LE) Tactical Equipment: (TE) Equipment Strategies: (ES) Weapons Analysis: Attachments: (WAA) Attachment Strategies: (AS) Weapons Analysis: Perks: (WAP) Tier 1: (Blue) Tier 2: (Red) Tier 3: (Yellow) Weapons Analysis: Deathstreaks: (WAD) Weapons Analysis: Killstreaks: (WAkS) Q and A Section (QA) Version History: (VH) 1.00: Created this MW2 multiplayer guide on the different weapons and perks e.t.c in the game. This is going to be similar to my MW3 FAQ and include opinions and analysis, but not specifics that the game will already tell you. 1.01: Minor grammatical and spelling error changes to make the document make a bit more sense and avoid confusion on some weapons. I also removed the few words relating to the riot shield that talks about the melee proficiency. That was from my MW3 guide. Proficiencies don't exist in MW2. Also altered my Striker description, changing infor that was written in past tense, to present tense. Also removed Juggernaut fromt the killstreaks section. 1.02 and 1.03: Minor Grammatical and Spelling changes 1.04: Revised most weapon derscriptions slightly. Added a questions and answers section to the guide. and also made further grammar and Spelling corrections. Contact Info: (CI) My gamefaqs name is Master3203, if anyone wants to contact me about additions or false things about the guide then you can reach me at email@example.com In the subject line, please put MW2 Multiplayer Tips FAQ- Gamefaqs.com. Also, please add your gamefaqs.com username into the email somewhere that is clearly visible so that I may credit you. Any contribution emails with usernames not included will not be published or will be published under my own name if they are good tips. PSN and Gamertags will suffice if you don't have a GameFAQS account however.. also if there are questions about the multiplayer, please send these also. But do ch3eck the questions area to see if your questions is answered first there please. Copyright Notice: (CN): (Copyright 2011 James O'Brian, GameFAQs.com alias is Master3203) This guide is owned by me and may not be redistributed without my authorisation. Any violation of this will be deemed as an act of plagiarism Any sites wishing to feature this guide can contact me on my email address. Also, any use of the work from this document without permission from me will also be deemed as unlawful and severe action will be taken. You have been warned. I will also, if I wish to, retract this FAQ (any version) from any site without prior notice or make changes without prior notice. The sites who can use this guide are: http://www.gamefaqs.com http://www.supercheats.com Now onto Business Custom Loadout Tips: (CLT) 1. If you’re using a stealth class, the perks I recommend would be Cold Blooded and Ninja pro. Put Marathon or Scavenger on this also for unlimited sprint or extra ammo. A good weapon for this is the UMP45 equipped with the silencer whilst the secondary should be the PP2000 with silencer as it has good iron sights. For killstreaks, go with UAV, Counter UAV and Predator or Sentry turret. 2. If using a sniper class, I'd recommend either the Intervention or the M21 EBR. Intervention is OHKO and is awesome with thermal sights. when it is unlocked, go with the claymore if you are going to camp-snipe people to protect your back. Use a semi-auto or full auto shotgun as your secondary if you want a close range weapon. If you want to cover all the basics. Go with the PP2000 and an RDS. Sniper for long range, PP2000 for short-medium. 3. If you are going for an explosive class, then I would recommend that you use a weapon like the ACR or the M4A1 that has good iron sights so you can attach a grenade launcher. For your secondary, go with the AT4 or the RPG. For perks, you should definitely be using Danger Close along with steady aim or sitrep for the 3rd tier and Scavenger for the 1st to replenish those launcher grenades from dead bodies. 4. If you wish to go with an aerial class, the perks are very similar to your stealth class. Cold Blooded is a definite bet, whilst any blue and yellow perk will be up to choice. When you have unlocked it, definitely use the Stinger to destroy aerial vehicles as it has 2 missiles to destroy either two killstreaks or one with one flare Create-a-class Loadouts: (CACL) These will be in the following format: Class Number and Title Primary Weapon + Secondary weapons Primary Weapon Attachment(s) Secondary Weapon Attachment(s) Lethal Equipment Tactical Equipment Blue Perk Red Perk Yellow Perk 1. Aerial ACR + Stinger Silencer (Primary) N/A Semtex Stun Marathon Cold Blooded Ninja 2. Stealth UMP45 + PP2000 Silencer (Primary) Silencer (Secondary) Semtex Stun Scavenger or Marathon Cold Blooded Ninja Pro 3. Sniper 1 Intervention + M1014 Thermal + FMJ (Primary) Grip + Extended Mags (Secondary) Claymore Stun Bling Pro Stopping Power Steady Aim Pro 4. Sniper 2 M21 EBR + PP2000 FMJ (Primary) RDS (Secondary) Semtex Flash Scavenger Stopping Power steady Aim Pro 5. Sniper 3 Intervention + AA-12 FMJ (Primary) Grip (Secondary) Claymore Flash Scavenger Pro Stopping Power Steady Aim Pro 6. CQC UMP45 + M1014 Silencer or Extended Mags (Primary) Grip (Secondary) Semtex Flashbang Marathon Stopping Power Steady Aim 7. Recoilless Stealth ACR or UMP45 + TMP Silencer (primary) Silencer (Secondary) Semtex Flash Scavenger Pro Cold-blooded Pro Ninja Pro 8. Gun Runner UMP45 + M1014 Silencer (Primary Weapon) Grip or Extended Mags (Secondary) Semtex Flash Marathon Lightweight Pro Steady Aim Pro or Ninja Pro. Weapons Analysis: Primary Weapons: (WAPW) Assault Rifles: (AR) M4A1: I personally really like this weapon. The recoil is quite low, it is very accurate. The iron sights are mint whilst the damage is bitter (for the oopponent). Good ADS times and fast reload means you don't need SoH. Famas: Decent starting weapon to begin with. three round burst weapon. Takes 1-2 bursts to kill an enemy with stopping power. Can sometimes reach 3 bursts without stopping power, but is quite rare. Very accurate and if all three bullets should hit it should be an OHKO, but like I said, not always. It really comes down to a choice of preference between this and the M16A4 when it is unlocked. Scar-H: This weapon is good and has more damage than the M4A1 per bullet, but the RoF is lower, this only holds 20 in a magazine whereas the M4A1 holds 30 and this has more recoil than the M4A1. However, it has great ironsights leaving you to give the weapon extended mags if you can unlock it and if you can handle the recoil then in the hands of the right person, this can be better than the M4A1. Has slow reload times however, so Sleight of Hand is a must unless you can find a quiet area to reload. Tar-21: This weapon has about the same damage as the M4A1, but it has even more recoil than the Scar-H and its ironsights are "untidy". It has less fire rate than the M4A1, but more than the Scar-H. It's kind of a medium I think between the two, but definitely needs a sight attachment lpreferably an RDS, but will be a Mars sight if you do. FAL: The only semi-automatic AR in the whole game. Stopping power is redundant on this weapon as two bullets should kill you anyway and you will still need a two-bullet kill with stopping power However, it will make it a 2 hit kill at all ranges if combined with the Holographic sight. This leaves room for hardline, cold blooded or danger close. Very accurate, but the fire rate depends on how fast your trigger finger is. Hasn't got too bad ironsights, but because this is not automatic, it makes CQC very dangerous for you, I would suggest using bling and attaching a holographic sight and a silencer. M16A4: The second of the two, three-round burst AR's in the game. The M16 has alright ironsights, a bit more damage per bullet than the famas, but is slightly less accurate. As I said before, it is a preference choice between these two weapons, but it's uncommon for people to be good with them both. Also has slightly slower ADS time thqn the famas. Adaptable Combat Rifle (ACR): Awesome! That's how I'm starting off this analysis. It is pretty much a recoilless M4A1. Because it has no recoil, the accuracy is the best in it's class, but I usually use it with a sight because the ironsights can sometimes be messy to deal with particularly in CQC. I usually choose the ACOG over RDS because it has a bit more zoom and is just as accurate. Definitely use this in one or more classes as it helps you out a lot. F2000: Has the damage of a Scar-H, but has the fastest RoF in it's class which only adds to the bad recoil it already had. Some people I know have said this is a really lame weapon and that it's difficult to use. I disagree. The high RoF is easy to mange if you quickly tap the trigger and fire in small bursts. I'm not saying build a class around it cause there are much better guns out there. But if you run out of ammo and you can pick it up from a dead body, remember, it's still a weapon. AK47: The most inFamous weapon of FPS and pretty much every other shooter type. The AK47 is common in a lot of games for its high damage and large kill count. In MW2, the iron sights are manageable, but small and sometimes difficult to use. Don't use a sight attachment on it as that only increases its high recoil. Just use this for close-medium range targets and use a silencer and scavenger. Sub-Machine Guns: (SMG) MP5K: Decent starting weapon, second in the SMG class as far as I'm concerned next to the UMP45. Decent all round stats make this a good gun. Has manageable recoil and good damage rate. Use it if you want to, but i prefer the UMP45. UMP45: Best SMG in the game. No recoil, good ironsights and is pretty much the automatic master in close range combat. Can also do medium range rather well too. The silencer is the best attachment for this gun to make good stealth classes, but the RDS does well too. Combine this gun with a shotgun secondary and steady aim and you become a beast in CQC. Vector: Extremely high RoF gives this weapon a lot of recoil. The ironsights are quite bad too, requiring you to have a sight attachment on this gun. ACOG is actually rather good on this gun, but I wouldn't use it unless you want the emblems and titles. P90: The SMG with the big clip we all know and love. It has quite low recoil and is a slightly better version of the MP5K as it has a bigger clip and more damage. Has almost exactly the RoF of the vector. Mini-Uzi: really this should belong in the machine pistols section if you ask me. Its ironsights are not too good and again you have a lot of recoil due to the high RoF. Go carefully with this. It's also not too good at hip fire. Light Machine Guns: (LMG) For most LMG's I would recommend the Bling perk so you can attach a Grip and a sight to these guns because they have a lot of recoil. That's if you can find quiet areas to reload. If you can't then you need to have SoH on with Grip. L86 LSW: Decent default LMG. I feel it operates like the HK21 from black ops. Manageable recoil and decent line of sight. Use this if you want to, but I prefer the RPD in this class. RPD: Awesome like it was in CoD4. Good ironsights means you can attach grip and Extended mags. High damage and medium fire rate equals one big killing machine. Has 100 in the magazine. This is the best LMG in the gamne if you ask me. But LMG's are so under used and it's a shame. This can mow down enemies without any problems. MG4: An upgrade from the L86. Decent damage, good accuracy and the fire rate is pretty good too. Use this, though, only if you want the emblems. Aug Hbar: Second best LMG in my opinion if you can manage to unlock the RDS and the Grip. Manageable recoil and high damage make this a formidable opponent to face in mid range combat. M240: Pretty much similar to the MG4 in most areas. Think it's probably another companies version of the MG4 actually. Has slightly less recoil than the MG4, but also slightly less damage to compensate. Sniper Rifles: (SR) Snipers are long range rifles. To ensure one hit kills, always use stopping power if you can't always get the head. On the WA2000 and the M21, this becomes very necessary. Intervention: The Bolt-action version of the Barrett. I used to think the Barrett was better than this, but when I decided to try it out. I got a lot of thermal OHKO. This sniper is mint. usually when I snipe, I use semi-auto snipers, but this gun blew me away. Has slightly better accuracy than the Barrett. However as I have said, the performance of the gun seems better. I would urge everyone to try this before dismissing it. Barrett.50Cal: Next best sniper in my opinion as it is usually a One Hit Knockout (OHKO) above the groin. The recoil is quite high, requiring a few seconds to recover breath and return the crosshairs to the centre of your aim. But if you can manage that then I would recommend you use this as an alternative to the Intervention for those of you who like semi-auto snipers. WA2000: Like the Barrett, but less range and less sway. There is a lot less recoil on this than the Barrett, however. Use this version over the Barrett when you unlock it but don't replace the Intervention for it. Tends to get more hitmarkers than the Barrett. M21 EBR: Very little recoil, low sway and decent range means this can be used as a sniper, or a FAL. Due to it having small recoil and sway, it also has the lowest damage rating of the snipers, requiring stopping power for OHKO. Riot Shield: (RS) Not much to say. It's a two-three hit kill depending how long you take between melee hits. The melee action for the shield is rather slow. Use this only for defensive tactics in objective games to soak up enemy damage. Also, make sure you crouch and tilt he shield down a bit so that it covers your feet. Weapons Analysis: Secondary Weapons: (WASW) Machine Pistols: (MP) PP2000: Second best machine pistol in my opinion next to the M93 raffica. Has a decent RoF, decent damage factor and low recoil. It also has alright ironsights which make it good for silencing. This is the machine pistol of choice in some maps for me and many other people on the field and all the good reasons above justify this. G18: This, I feel should be in the pistol category because it looks very much like a handgun and apart from it being full auto, it also seems to fire like a pistol. Anyway, it has a lot of recoil this gun and a huge RoF. Has difficulty, sometimes, killing enemies, but anything further than close range makes this ineffective. M93 Raffica: A three round burst machine pistol. What next. This baby is just as powerful as the famas and if you choose this on a last stand class, you can actually use this in last stand instead of an M9. Performs really well with RDS and has low recoil making this a formidable alternative to an AR. Really should have stopping power on to make sure it takes down enemies in one burst (sometimes two if you shoot them below the waist) TMP: Virtually recoilless, this is like a downsized ACR. Definitely use scavenger with this weapon as you will run out of ammo for it quicker than you might think, but definitely worth using in a recoilless class maybe. Shotguns: (SHOT) Shotguns are your close range beasts. However, sight attachments are redundant on shotguns because they actually worsen the spread. Steady aim doesn't just improve the shotguns accuracy, it increases the damage because steady aim works by tightening the spread. Less spread = more pellets in tighter space = more damage. The shotguns are awesome in this game. Spas-12: Nice pump action, high damage and a bad attitude. Recoil can be high, so attach the grip. If you like pump-action, then go with this. But don't swap it for the Model 1887 later on because the model 1887 takes longer to pump the shot and is less accurate. AA-12: In my opinion, has great damage and manageable recoil. Has an overall fast reload system due to the clip being reloaded at once. This, however, is only when compared to reloading a whole magazine. when you want to reload 1 pullet, it has a slower reload time than other shotguns. It can be used like a semi-auto shotgun as well, but works perfectly in its native full auto mode. The grip attachment is definitely a go for this gun and also using bling pro to attach the extended mags will help you here. Because of it's low ammo however, regular scavenger is a must at the least if not the pro version unless you go with extended mags, but even then, scavenger is way better for it. Striker: The only real semi-automatic shotgun. It can take 2-3 shots to kill someone and the recoil is above average. The MW2 version, in my opinion, is way better than the MW3 version. This kills more quickly and there is less recoil. Definitely use this until you unlock the M1014 Ranger: The sawn-off double-barrelled shotgun of the game. Restricts the ability to ADS with this gun as you can shoot both barrels with both the aim button and the fire button at the same time. If you have scavenger, steady aim and stopping power on this, then making the weapon akimbo is an awesome choice. M1014: Highest damage factor in its class, but has a small clip of 4. IW probably did this to try and balance the weapon. Attaching the extended mags is really useful for helping with the small magazine problem. Doesn't need grip, but when you unlock it, use it until you unlock extended mags. Will help you get to that 400 kill marker. This is the best shotty and will become your favourite secondary companion. Model 1887: Quite a lot of power, but the pump is really slow, meaning if you don't get it on target the first time or get the headshot, you will be enemy-chow. Relatively okay in terms of overall reload speed. When akimbo'd, this has a nice reload animation. Pistols: (PIST) USP.45: Starting pistol of the game. requires three shots to kill someone with stopping power on. decent accuracy and is awesome with the tactical knife attachment and silencer attachment. .44 Magnum Revolver: Dirty harry's weapon of choice is of course the magnum. This weapon has cropped up in several FPS games including Goldenye 007 for N64. Back then however it was called the cougar magnum in Goldenye. Anyway, has a high damage and recoil factor, but has less accuracy than the USP. Has medium semi-auto RoF. M9: Basically a USP.45 but with more accuracy. Decent if you want to use it, but as you have probably unlocked alot of USP attachments by now, it's not worth exchanging for. Desert Eagle: Pretty much the same power and accuracy as a .44, but has a lot more recoil than it and is actually a pistol and not a revolver. Launchers: (LAUN) AT4-HS: Rocket launcher with good line of sight firing. Can also lock-on to enemy air support, but will only destroy UAV and Counter UAV in one shot. This is a good launcher to use for explosive classes. Use this over an RPG for infantry as RPG's have a mind of their own. With this, where you aim, is where it will go even though there is less ammo, but this can be overcome a bit by using scavenger Pro on the class. Thumper: 40mm grenade launcher that has to be reloaded every shot. has good range, but has to be shot over a certain distance to explode. I'm not sure if a direct impact from this weapon will net you the Ouch challenge. Stinger: Lock-on only, but is awesome for this purpose. Is ready with one chambered missile and one missile ready to be reloaded. can take down either two aerial vehicles without flares or can take out helicopters with one flare. Javelin: Location and aerial lock-on means you can't just free-fire this gun. Has a minimum distance you must look past before lock-on can occur to avoid killing yourself. RPG: Has two free-fire rockets, but leaves a smoke trail in its wake and also, once fired, it can then shoot of in any direction or swerve in any direction at any given time. Not very accurate, but definitely powerful. Ironsights should be redundant really and I have no clue why they are there for this gun. Doesn't do anything for the shot at all. Weapons Analysis: Equipment: (WAE) Lethal Equipment: (LE) Frag: Cookable grenade with a good radius and damage factor. 5 sec fuse. Semtex: Uncookable, but higher blast radius than frag. 3-4 sec fuse. Throwing Knife: Kill an enemy, pick it back up. Hard to use. One hit kill. Tactical Insertion: Deployable which lets you choose where to respawn next. Blast Shield: Use this to decrease the amount of explosive damage taken. Claymore: Motion sensitive landmine that explodes when movement is detected. C4: A pair of explosives which can set off with a detonator. Tactical Equipment: (TE) Flashbang: Blinds enemies. Larger radius than Concussion. Concussion: Blinds and slows enemies. Smaller radius than Flashbang. Smoke Grenade: Used to conceal movement. Use thermal vision to counter it. Equipment Strategies: (ES) Use Smoke to get away from long range battles you start losing and to shield your movements from the enemy in general if they haven't noticed you Tactical Insertion is rather redundant on MW2 as there is so much action going on, it will be barely any use. Unless you can find the scret spots that are hard to find. Use Blast Shield for maps that are high risk for noob tubers and claymores. Claymores are great for protecting back entrances for sniper classes. Weapons Analysis: Attachments: (WAA) Attachments are an important factor when deciding what classes should be customized and for what purpose. They can be used to extend the sight range, reduce recoil and silence weapons. Red Dot Sight: (RDS) The most common attachment used throughout all the modern warfare games. It is known to be a precision sight attachment, but doesn't offer much zoom. ACOG Sight: 2x zoom feature, used by people as an upgrade from RDS. Offers good accuracy. The best ACOG sights are in Black ops and MW2. Cod4 ACOG was a disgrace if you ask me. Could barely hit anything. It is better in this game than COD4, but I don't like the Red line on it. Up to preference really. I choose a different reticule when I can for it. Holographic Sight: Same as RDS really except the frame of the sight is thicker and the reticule is slightly bigger giving you, sometimes, a better aim. Thermal Sight: Used to show enemies in white. Can be countered with Cold-blooded. When using this with snipers. I find it to be quite awesome. In MW2 you can do quick shots by taking a breath and quickly shooting and killing your target. Silencer: Really good for stealth classes. Makes you invisible on radar when firing and also reduces the amount of light that comes from the end of your gun when you fire it. Also, this is a myth, it is still unproven with hard evidence, but the silencer can also reduce the recoil on the gun. Doesn't do it for weapons other than automatic weapons, but from my experience, it does reduce recoil slightly. Heartbeat Sensor: Finds close-by enemies who are not shielded by Cold-blooded and displays them in red on like a small radar that is attached to your gun. Friendlies are in green. Grenade Launcher: (Noob Tube) Overpowered in this game. A direct impact (hits enemy, but doesn't explode) will always result in a OHKO. Attaches to the underside of you weapon. Can be detonated 3 feet from the enemy and still kill them if they don't have blast shield active. Shotgun: (Masterkey) A low powered shotgun attachment that is fitted to the underside of your gun. It has more range than any of the primary shotguns, but isn't recommended when you have better attachments out there. Grip: Used by Shotguns and LMG's to reduce the recoil of the weapons by using your left hand to hold a grip rather than resting it in your left hand. The stats will show more accuracy being added to the weapon. This is because less recoil = more accuracy. Rapid Fire: Increases the weapons RoF. Adds more recoil to the weapon, making already high recoil weapons virtually rubbish. Extended Mags: This will increase the amount of ammo you have in your clip. and will, as a result of that, also increase your spare ammo capacity slightly. LMG ammo clip is doubled when using this attachment. Everything else adds half a full clip. Example. The ACR holds 30 bullets. Now with extended mags, it holds 45. LMG's will now have 200 in the clip. This removes the need to reload as often with LMG's effectively. Tactical Knife: This is just an attachment for pistols, but it increases your knife melee speed by 3-4 times the normal rate. The melee speed increase, however, is only active when you have the pistol swapped out with this attachment on. Akimbo: For pistols and machine pistols, SMG's along with the ranger and model 1887. You can now dual-wield your weapon. This, however, will lower the accuracy rating, remove the ability to ADS, but will double the firepower of the held weapon. Use only for point blank to very close range because the bullets will go everywhere. Steady aim is a must with this attachment. Full Metal Jacket (FMJ): Increases the amount of damage bullets do when firing through weak materials. Don't think this increases your overall damage because it doesn't. Just through weak materials. Your guns bullets will now also be red instead of white. Attachment Strategies: (AS) Don't use ACOG on Snipers as the sway cannot be stopped by holding your breath as you can't hold breath with ACOG. The M21 EBR can be used with the ACOG and Silencer to become a semi-automatic short to medium range rifle. Definitely use the grip on all LMG's and also definitely use this on the AA-12 shotgun as the recoil is very high here. The other shotguns can manage without if you want to attach extended mags. Use the Rapid Fire attachment on low recoil weapons with low RoF. Can be used on the UMP45, but only if you can handle it. When it is unlocked, use the thermal attachment for snipers. This attachment is awesome on the Intervention and the Barrett. The silencer is good for almost all maps except wasteland unless you are a run and gun person. Don't use this on shotguns though if you can help it as this will lower the already short range that they have. If you want accuracy, go with RDS. If you want a bit more range, go with ACOG and if you are having trouble finding enemies with other sights, use thermal to see the enemy in white. Grenades shot from launchers need to travel a minimum distance to explode, but when they do, it results in a OHKO. The grenade doesn't even have to explode at the enemies feet. It can explode within a 3 feet radius and still kill someone without blast shield. The shotgun attachment is weaker than this though and requires 2-3 shots to kill an enemy, but does have the largest range of all the shotguns. Don't use heartbeat sensors a lot. I don't. Reason being, most people use Ninja anyway. So it doesn't work. Also the temptation is there to keep looking at that rather than where you're targets might be coming from. Can help get kills and warn you about campers, but can also get you killed. I wouldn't recommend that you use the akimbo attachment on pistols because pistols are inaccurate unless ADS'ing. So further reducing the hip-fire accuracy and remove the ability to ADS, isn't good. For pistols, using the tactical knife attachment would be better as this guarantees you'll win in a knife-to-knife situation or very close range situation. I still wouldn't recommend that machine pistols are akimbo'd, but because of their RoF and decent starting accuracy, then they may be ok. Definitely use steady aim to help out if you do. Weapons Analysis: Perks: (WAP) Perks are special abilities that soldiers in CoD multiplayer can use to boost they're performance. There are 3 tiers of perk and you can choose one from each tier to utilize. I have chosen to call these perks, weapons because they are a type of weapon and the name fits better into my FAQ. When you unlock the pro version of a perk, it will give you an added feature. It does not replace the regular features. The format for perks will be: Name of perk: Regular: Description Pro: Description Strategy/Opinion: Tier 1: (Blue): Marathon: Regular: Unlimited sprint duration. Pro: Lets you climb obstacles and ladders quicker Strategy: Use this on close range weapons to be able to shift quickly from one place to another. The perk is great on any map. Whether it be a big map where you want to get to the other side quickly or whether it be a small map where you have just killed an enemy and want to escape or get in a better position before reinforcements arrive. Sleight of Hand: Regular: Increase weapon Reload speed by about 50% Pro: Increase ADS speed by about 50% Strategy: Use for weapons which have slow reload times like the striker (which has a 12 round mag) and is also a good perk to use, when you get the pro version, for weapons with slow ADS times or for quickscoping with snipers. Scavenger: Regular: Acquire ammunition by walking over dead bodies. Friend or foe. Pro: Start with full ammunition. Strategy: Good for low ammo weapons. Definitely use this with the AA-12 shotgun. It is also very handy for machine pistols and other high RoF weapons. But is a is also good for the high killcount folk so they don't run out of ammo as most primary weapons, without scavenger, will do 5-6 kills and then empty. Secondary shotguns can get about 20 kills if you are accurate enough and machine pistols will get about 3-4 kills. So scavenger is necessary for the high killstreak guys. Bling: Regular: Have two attachments on your primary. Pro: Have two attachments on your secondary Strategy: This perk allows you to have the attachment you want and another attachment to help you out. when you unlock the pro version, your secondaries are also given the same treatment. Very good for snipers who want thermal and FMJ or good for shotgunners using the AA-12 to have grip and extended mags and is also common with LMGs One Man Army (OMA): Regular: Replaces secondary and allows you to change class at anytime. Pro: Speeds up how fast you change classes Strategy: Good perk to have if you're a primary weapon devil, but it does deprive you of a secondary weapon. The regular version takes 5 seconds to change classes and the pro version takes 3. With this, it can also be used to resupply yourself with ammo for the same class. If you die and don't change your class in the menu, the class you used with OMA will come back regardless of what you're carrying before you die. Tier 2: (Red) Stopping Power: Regular: Bullets do more damage against enemies Pro: Do more bullet damage against aircraft. Strategy: Good for weapons with low damage and even most weapons with high damage. The multiplier for stopping power is x1.4 whatever your current weapon damage is. E.g. The ACR does 30 damage per bullet requiring 4 bullets to kill. With stopping power, the ACR now does 42 damage, requiring 3 bullets to kill. To calculate what 1.4x is on weapond damage. Do the following: Find 10% of the weapons damage by taking away the zero Then times the number by 4. E.g. 10% of 30 is 3. So its 3 x 4 = 12 Then add the total of 40% to the current damage. E.g. 30 + 12 = 42 Then Count how many of the new damage it will take to reach 100 Thats how many bulletes it will take to kill the target at normal range if all bullets hit. Lightweight: Regular: Move faster Pro Weapons are ready-to-fire faster after sprinting. Strategy: Most common to us e this perk in conjunction with Marathon and Ninja or steady aim. Most commonly, shotgunners will use this to move faster around the map and to aim quicker after sprinting with shotguns and SMGs. Really nice perk to have with the UMP45 and M1014. Hardline: Regular: Killstreaks require 1 less kill to complete. Pro: Deathstreaks require 1 less death to complete. Strategy: If you're having trouble getting the killstreaks you want or if you want to go for slightly better options then choose this perk. Most people I've seen don't use this anyway. The assault package people can usually get their required kills without this. Cold-Blooded: Regular: Undetectable by UAV, thermal sentries and air support. Pro: No red crosshairs or name when targeted. Strategy: Really good perk for stealth classes and aerial Classes. The pro version comes in useful for snipers trying to target you from long range and also for hardcore game modes where there is restricted HUD. If your going stealthy or shooting down planes, then this is a must perk. Danger Close: Regular: Increases explosive damage that you deal. Pro: Increases air support damage. Strategy: Gives you a boost to all explosives you carry including grenades, claymores, noob tubes and rockets. A must if using explosive classes to take out the enemy. Works well with weapons like the ACR and the M4A1 which have good ironsights. You could use bling and a attach a grenade launcher and a silencer. The pro version only makes already overpowered air support even more deadly. A predator missiles explosive force will almost double and the ash cloud it creates is huge. Tier 3: (Yellow) Commando: Regular: Increased melee distance. Pro: No fall damage Strategy: This is one of those perks designed for clumsy people who fall out of buildings a lot and also for people who love to run and knife people. Commando is so over used in MW2 its unbelievable. No wonder people don't die when jumping off 60 ft cliffs to get to enemies at the bottom. Steady Aim: Regular: Increase hip-fire accuracy Pro: Hold breath longer Strategy: Both the pro and regular versions are just as useful as the other. Shotguns and SMG's will greatly benefit from the regular version as they are CQC weapons. When you unlock the pro version however, you can then use this on snipers to hold breath longer and get that important shot im. Scrambler: Regular: jams enemy radar in short range Pro: Delay claymores if you are quick enough to escape the blast radius. Strategy: As usual, the pro version is sometimes better than the regular version as you can sneak up on sniper points, delay their trip explosives and kill that far range no-gooder. Using the regular version has its uses too though as it comes in handy for jamming enemy radar. However, this will make players frantically search that small area for you. so laying your own claymore to protect your back will work great here. Ninja: Regular: Invisible to heartbeat sensors. Pro: Footsteps are silent Strategy: Use this in your stealth class too as your footseps will be silent to anyone not using sitrep pro. The regular version is okay, making you invisible to heartbeat sensors. Use this on non stealth classes too and sneak up onb the enemy and knife the goon in the back. Sitrep: Regular: See enemy explosives and tactical insertions in red through walls. Pro: Hear enemy footsteps louder. Strategy: The regular version here is actually more useful than the pro version. It is rather useful in this game for detecting all thoose claymores, but is difficult to unlock the pro version. Use this in a class definitely to shoot and destroy enemy equipment and trip-activated explosives. The pro version works really well and cancels out enemy Ninja Pro within close distance. Last Stand: Regular: Pull out pistol before dying whilst lying on your back. Pro: Use your primary weapon and equipment. Strategy: I don't use this often. I fell that the only time you should use it, is if you are the type who wants to cling onto life with everything you have and don't wanna let go. This perk serves no logical purpose in a fast-paced MMO and should not be used. Weapons Analysis: Deathstreaks: (WAD) I kind of find the concept of this very lame, because your rewarding players for dying here. However, as this is a part of the game, I have included it in my guide. For Deathstreaks to become active. You must get the amount of deaths in a row indicated. You will also get the deathstreaks everytime, until you get a kill, after it has become activated. 4D: Copycat: Steal the class of the last person that killed you during killcam. 3D: Painkiller: You have double health for 10 seconds after respawn. 4D: Martyrdom: Drop a live frag grenade with a 2.5 second timer when you die. 4D: Final stand: Lay on your back when shot and get back up if you recover. Copycat lets you steal the weapon class of the enemy that killed you last until you die. This includes everything in the class. Painkiller gives your health a boost when you first start off to give you some extra time to mind your surroundings, martyrdom is self explanatory and final stand is like last chance only you can get back up if you recover 100% health and you can also use your primary and secondary weapons. Weapons Analysis: Killstreaks: (WAKS) Killstreeaks are when you get kills in a row. When you reach a certain number of kills in a row, you can use a reward. You must have selected to use te desired killstreak in order to activate it however. You can slect up to 3 killstreaks to have set up so when you reach their desired killstreak level, you canactivate it via the right D-pad button. UAV: A spy drone designed to seek out enemy locations and mark those locations with red dots on your mini-radar. Counter UAV: Opposite of UAV. This will jam your radar with static even if a UAV is up. Is more strategic to use it just as an enemy UAV goes up to negate its effect. Care Package: A fast helicopter delivers a crate containing a random reward or an ammo refill. I found the following list on a site, but I don't know if these rates are accurate or not, but they look legitimate. You can't recieve another care package, emergency airdrop or tactical nuke from a care package. 14.78% - Ammo 14.78% - UAV 13.04% - Counter-UAV 10.43% - Sentry Gun 10.43% - Predator Missile 9.57% - Precision Airstrike 6.09% - Harrier Strike 6.09% - Attack Helicopter 4.35% - Pave Low 4.35% - Stealth Bomber 2.61% - Chopper Gunner 2.61% - AC-130 0.87% - EMP This is the site that had the above rates: http://www.themodernwarfare2.com/mw2/multiplayer/killstreaks/ Sentry Gun: Automated sentry turret that will detect ank fire at any enemies in its line of sight. Cold-blooded will stop the sentry from firing at an enemy. Predator Missile: remotely guide an air-to-surface missile towards enemies. Enemies will have red markers around them so you can spot them unless they're using cold-blooded. Precision Airstrike: Choose the direction and location you want an overhead carpet bombing to obliterate. Will make 3 passes. Harrier Airstrioke: A two-pass carpet bombing accompanied by an overhead harrier. Does not have a flare, but only a stiinger missile or RPG rocket will destroy it in one hit. AT4 rocket will just damage it by about 50-60% Attack Helicopter: Send in a helicopter to shoot at enemy ground targets. Emergency Airdrop: A big aeroplane comes in and drops care packages to the team. http://www.themodernwarfare2.com/mw2/multiplayer/killstreaks/ also gave rate for this airdrop. The emergency airdrop will drop 4 crates. EMP's also cannot be collected from this airdrop. 12% - Ammo 12% - UAV 16% - Counter-UAV 16% - Sentry Gun 14% - Predator Missile 10% - Precision Airstrike 5% - Harrier Strike 5% - Attack Helicopter 3% - Pave Low 3% - Stealth Bomber 2% - Chopper Gunner 2% - AC-130 Pavelow: A heavily armoured attack helicopter with an armour-piecing machine gun will be sent it to protect and serve your country against enemy forces. Fires at more targets than attack helicopter does and does more damage too. Stealth Bomber: A slow Carpet bomb that drops more bombs than the precision airstrike and is invisible on enemy radar. Launchers also cannot lock onto this. Chopper Gunner: Control the gunner of a helicopter to shoot ground targets for 40 seconds. Comes with one flare AC-130: Fire 105mm rockets, 40mm grenades and a 25mm cannon at enemies. Can be shot down, but it has 2-3 flares and requires you to have a fast reload (SoH) in order to get a missile in there before it releases its next flare. Better way is to have two people shooting missiles. The first shot goes up, then half a second after the flares have been fired,t he second one shoots their missile. EMP: Disables mini-radar and HUD, RDS, Holographic, Thermal and Heartbeat sensors for 60 seconds and destroys sentries and active enemy air support. will also disable any other helicopters you personally have put up before releasing EMP. Tactical Nuke: Nuke the entire land after getting a massive 25 kills in a row. Ends the game at the point when it explodes and kills everybody. If you explode it when your team is losing, you will complete a challenge and get an extra callsign. Q and A section (QA): 1. What are the best weapons to use throught the game? A. Depends on your playstyle really. But you shouldn't go wrong with: M4A1 ACR (Definitely reccommend) Famas UMP45 (Definitely reccomend) P90 RPD Intervention or Barrett .50cal PP2000 M93 Raffica AA-12 M1014 2. ACR Vs. UMP45 A. Difficult one compare, but alot of people do so I put this one here. They both are recoless weapons in this game. The UMP45 offers more speed because it is an SMG. But both weapons, I would say, belong in a players arsenal. Don't make yourself badly because you are trying to decide between the two. The UMp45 comes in more handy for the shorter maps whilst the ACR becomes more adept at the medium-far range maps as you can AR snipe very well with then ACR and very quickly too. However, they are both suitable for all maps. Also, neither of them require SoH so that frees them up for something like scavenger. 3. Intervention Vs. Barrett .50cal A. It does depend what you feel more cofortable with. Semi-auto or Bolt-action. However, i will say this, the intervention appears to get more hitmarkers and OHKO shots than the Barrett when i have used both. Now. Thermal sight on these guns is a win/lose situations. Intervention being win and Barret being lose. Thermal is really good with the Intervention and is the reccomended No 1 attachment choice for it. Howver on the Barrett, thermal seems to do terrible, but that might just have been the way I was shooting them. They are both unlocked at Level 4, so pick one and stick with it is what i say. 4. M16 Vs. Famas A. This is a common dilema for a lot of players. So I am am gonna make the comparison simple. M16 is just as accurate as the Famas abut has a slightly slower ADS speed than the Famas, but also less recoil (although there is very little between them both). The M16 does really require a RDS or ACOG, but becomes alot better for it as well. The Famas doesn't need a sight attachment and is very good at silenced kills. 5. This guy won't die and I shot like 30 bullets into him.... A. Sometimes it happens. Factors for this include your connectivity status to the servers, Treyarch's connectivity issues, the opponent maybe cheating, might just be a glitched character who left the game and hasn't dissapeared off the map yet or it could just be the simplest one that your not hitting him. 6 (continued from 8). You dissing my shooting? A. I was merely pointing out that the simplest solutions are suually right undr our noses and we cant see it. 7. What do you think about the (Specify Weapon) A. Check the weapon descriptions for a brief opinion and also check questions above this one for some common comparisons which also include opinions. 8 (Continued from 10). But I can't be bothered... A. Then why are you looking at game guides if you can't be bothered reading them. Go to a game forum, post a question, check the replies and then take it or leave it. 9. Who are you to be saying what is good and what is not good hey? I think your guide is lousy. A. A few things there that I will comment on. For a start, dont read it then. Next, I happen to be a 5th Prestige player with about 30 months experience behind me. Next if you are commenting on bad opinions or information, please email me with your alterations or suggestions and I will look into them. 10. What is the difference between recoil and sway? A. Recoil is the amont of kick that your weapon gives after firing. Sway is basically the way your weapons sways from side to side. Sway will usually occur on Snipers in this game when ADS'ing, but there are some other weapons that also have it, but have les than snipers. On the other hand, alot of weapons have recoil to some degree. Although their are some weapons with neither recoil or sway. Finally. Most people refer to sway when ADS'ing but for shotguns, hipfire sway is very important for obvious reasons.