Post: The ULTIMATE M1014 guide!!!!!!!!!!!!!!!!!!!!!!
07-19-2009, 09:58 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Well, I figured it's about time I did something on this site that isn't posting, so I've decided to do a little guide (my first one) on my new-found gun, the M1014 shotgun.



Table of Contents.
1. Foreword
2. Comparison
3. Tactics
A. Run-n-gun
B. Flanking
C. Ghosting
. Challenges
. Attachments
. Rewards
. Perks
. Custom Classes
. Maps

Foreword


First things first, before we get started, there are some things that you will instantly realize when you try out the M1014. When using the shotgun for the first time, any shotgun, do expect to die. Do expect to die a dozen dozen times, at least. If you've been comfortable using all the other guns, you'll notice the M1014's.....differences, right away. Do not be discouraged when you realize you cannot possibly down that MP5 freak 100 feet away from you, or when you realize just how long it takes to go in a building and kill one sniper. Using the M1014 effectively will rely on your instincts, reflexes, and abilities in a way really different from the other guns (especially snipers). Your ability to think quickly and logically will decide whether you bump into an enemy face-to-face or with your back towards him. Your ability to listen will give a general and specific understanding of what's going on around you. Your quick-aiming and reflective skills will decide how often you survive one-on-one encounters. Sometimes luck just doesn't like you, but most of the time your success will depend on YOU.

Also, for those who like to boast about their Turtle Beaches and Surround Sound setups, let me just remind you......that these nice things might help you out, but they do not necessarily make you a better player. They are like an extra open window, giving you the possibility to improve, but how you take advantage of them to actually improve really depends on you.


Now, if you've surpassed that brief scare, and decided to keep on using the M1014, you'll be handsomely rewarded by being a small portion of CoD4 players, a unique group that focuses on speed and lethality like no other.

Welcome, to the M1014... Cheesy



I'm gonna start by giving some information (which anyone using this gun should know anyway), as well as some history.
The M1014, or the Benelli M4 Super 90 as some call it, was made by an Italian company (Benelli) for the United States Armed Forces. Originally called XM1014 (as most Counter Strike players call it), later dropped the X. It is used by the U.S. Marines, and will ship to the Army, Navy, Air Force, and Coast Guard. It also comes out in Left 4 Dead, as the upgraded shotgun (suck it, W1200).Well, that's some M1014 history according to Wikipedia. Here are the basic in-game stats of our wonderthundergun.

Accuracy: 3+ / 12
Damage: 9+ / 12
Range: 2+ / 12
Fire Rate: 4 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 4/16
Recoil: moderate/high upper right
Reload Time: 1 First Shell / 0.5 Next Shell
Damage: 10-30 (per pellet)
Range: 300-600
Rate of Fire: 300 RPM
Penetration: Small / Buckshot Pellet
Location Damage Multiplier: Head (1.0) / Neck: (1.0) / Torso: (1.0) / Stomach: (1.0) / Limbs (1.0)
Hip Accuracy: 5 All Stances / 5.5 Sighted


As you can see, the M1014 has some distinct stats:

* 4 shot capacity.
* Low range (double the damage radius of a noobtube, which isn't a lot).
* Really low penetration.
* And no damage multipliers.
* 10-30 damage per pellet, so even if they do minimum damage, one shot can still be deadly.
* Mobility is the basic speed, which means you run as fast as if you had an SMG.
* Double the Rate Of Fire of the W1200.
* Crosshairs always stay the same size.

Pay attention to the last point. Going prone or crouching won't help you except in reducing noise. That being said, you can also run around and even jump without sacrificing crosshair size Tongue. Use this to your advantage, jump around, strafe, do whatever you can to avoid your enemy's fire.



Comparison


Here I will compare the two shotguns, so you can see exactly why the M1014 is different from the W1200. I'll put two pictures (courtesy of Den Kirson), and then explain what exactly they mean.



Accuracy: 3+ / 12
Damage: 9+ / 12
Range: 2+ / 12
Fire Rate: 4 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 4/16
Recoil: moderate/high upper right
Damage: 10-30 (per pellet)
Range: 300-600
Rate of Fire: 300 RPM
Hip Accuracy: 5 All Stances / 5.5 Sighted Accuracy: 3 / 12
Damage: 11 / 12
Range: 2+ / 12
Fire Rate: 2+ / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 7/21
Recoil: very high upper right
Damage: 10-40 (per pellet)
Range: 300-500
Rate of Fire: 150 RPM
Hip Accuracy: 4 Stances / 5.5 Sighted



Now for the explaining. As you can see, the M1014 has slightly more range, reaching up to 600 meters, compared to the W1200's 500.
1) Each shot fires 8 pellets. You need 3 pellets to hit at close range for the W1200 to kill, you need 4 pellets to hit at max damage for the M1014 to kill. However, longer range you need 10 shots for both guns to kill, 2 shots each, with the M1014 shooting faster...Hm....

2) Sighted, each shotgun has a spread of 5.5, 5.5 meaning the inch radius. Basically, draw a circle on the center of the screen (not literally) with 5.5 inch radius, that's your spread. Not sighted, the M1014 has a radius of 5 inches, not that much of a difference, the exact size of an SMG in standing motion (run with an MP5, that's your M1014 crosshairs). The W1200 has a spread radius of 4 inches, one inch less than the M1014 per side. To get an idea how big it is, go prone and move with an SMG equipped. That's it right there.

3) W1200 has more rounds per ... load (7 compared to the M1014's 4), and obviously has a higher maximum hold (no biggie, kill someone with that hated W1200 and pick up more ammo for yourself).

4) The W1200 has a really strong recoil to the upper right (when you shoot, the crosshairs move up and to the right), while the M1014 has less recoil in the same direction. Some will argue that when you shoot the W1200, you can put your crosshairs back on to your target while it pumps, but if you put on Double Tap (decreases the pumping time, and is pretty much a major Perk 2 for the W1200), you'll have less time to aim.


Find my paragraph outline hard? Here's a basic breakdown.
(orange is pro-W1200, limegreen is pro-M1014)


M1014 vs W1200

* Faster ROF
* Less recoil
* More range
* More damage from afar
* Less damage up close(as if it matters Tongue)
* Less ammo
* Larger crosshairs



Notice: there's more green than orange



Tactics


I like to think that there are 3 basic ways of playing while using this weapon, run'n'gunning, flanking, and ghosting.

Run-n-gun


Basically, running out, shooting as much people as you can, dying, and repeating the process. Think Rambo. Doesn't seem as fun unless you are racking up major kills each run. I would advise to reload after any enemies nearby have been disposed, switching off your pistol for any AR's for any long-range encounters, and checking corners. Especially checking corners!! With a semi-auto shotgun in your possession, anyone camping at a nearby doorway or corner has no reason to live. Always assume that there is at least one person camping every time you enter or leave a room, unless there's more than one exit, but that's different. Tongue. Some useful perks for this type of gameplay would be:




Assuming you just spam them as soon as you spawn, you are gonna die pretty quickly, might as well get some cheap kills anyway, right? Cool
For multiple targets, since even with a CQC-godly weapon, multiple enemies are usually fatal to a shotty.
More on this later.
If, for some strange reason, you run out of ammo before dying, this shouldn't happen at all. Unless you are a god.

Yeah, I said it. Sometimes one shot isn't enough. You can swear at the TV and into the mic all you want, but you might find yourself spawning again. Especially with this tactic, SP helps you down people almost-guaranteed with one shot, making multiple enemies seem as not-so threatening, which also helps your confidence. Yay, 2 birds with one stone!
If your shots do kill people with one fire consistently, Sleight of Hand will help you reload faster, and thus letting you jump into the fray sooner, letting you down people earlier, and overall letting you kill more people per spawn (letting meaning you also have to put in an effort).
For hardcore, only if you absolutely hate SoH. Ironic, since every time you shoot, you will show up anyways, and you should be shooting a lot with run-n-gun tactics.

Basically getting to the fights before they happen, outrunning any SMG who's trying to down you, catching up to any firefights, or completing an objective in an objective-oriented playlist. This perk isn't that uncommon amongst Shotgunners, and for good reason. I also find the overall speed of a shotty-wielder faster than AR's or LMG users, so that's a nice little bonus.
Reduces your crosshair size. Doesn't really help with running-and-gunning, at least in my opinion. A wider spread might be good here, when multiple targets can get hurt with each shot instead of just downing one at a time. It's golden if you can quickly set your crosshairs on someone, though. If that's the case, then pop it on!
Yeah, the martyrnoob. If you're running up to a big firefight and killed in CQC, a little present after your death is surely a good way of saying "thanks for killing me, I'll see you in hell". I don't like this perk, but it's perfectly understandable to put it on this kind of class. You’ll be dying a lot with this type of gameplay, why not leave your multiple killers something to remember you by?




Flanking


Not as rewarding kill-wise as run-n-gun, but it surely helps out death-wise. Taking side routes, circling the map to avoid any messy medium-and-long-range fights, this should prove to be a major hindrance to the enemy if done correctly. Checking corners again shows up as an almost-necessity, since...well, you wouldn't want your streak to be ended just because someone was camping somewhere where there is no action. How ‘bout some perks, shall we:




Especially on Search and Destroy, you will find claymores a lot more frequently than a run-n-gunner. This will help you evade some painful deaths, something flanking is known for. You might not be searching for snipers the entire match, but should you find one, you should be pretty distant from your teammates, and it would be the obvious option for you to find and eliminate the sniper.
Again, more on this later.
Use these more sparingly. If you know there’s a well-defended camper in a room, with claymores and all, aiming his MP5 at the doorway, you can cook a frag for a bit, strafe and toss, and hide while he dies a more embarrassing way. This perk helps you survive more than one of this kind of encounter, which should send a message to the enemy team “stop camping”.
If you are virtually the only shotty in the game, flanking will probably leave you running dry very quickly. Bandolier helps your measly 16 extra shells go up to 40, giving you plenty of time before you start worrying about “what gun shall I pick up nao?”.

Should you miss, or not down someone on the first shots, this will help make up for that and get you ready for any enemy nearby coming to see what the fuss is all about. Really helps with flanking, serves like insurance for any multiple-enemy encounters.
This helps more now. Should the enemy get UAV, you will be invisible radar-wise to them all. You can now flank more easily, as the enemy most likely lets their guard down when no nearby enemies are showing up. Of course, if throughout the entire game you are constantly sabotaging them, you might have some trouble.
Why here? Because the majority of your encounters will be with one or two enemies. You can quickly down them, and recover your extra health while you reload and await the next person. Over time, this perk will help you out. Trust me.

Lets you get to your destination faster. Pretty awesome, especially combined with Juggernaut. You can run really far away before you tire, by then you should have your health recovered and you can continue to own some. Plus, you can really annoy any long-range shooters trying to down you, even more with Juggy .
Reduces the crosshair size (duh). Really helps to down those people that are just beyond your reach without SA. You can kill people from longer range, not as much longer as you may think, but it will still at least injure someone a lot more than if you didn’t have SA. Pretty nifty with flanking.
Should you die, you can take revenge right before (you die). Advised here rather than run-n-gun (which would have multiple people raining lead on you), flanking-wise you would most likely be killed by one person instead. Give them a more shameful death while their confidence is diminished.




Ghosting


Sniper killing and hiding out, basically. For more info on ghosting with AR’s and SMG’s, read Jester’s famous guides (which should quite frankly be a requirement for C4C members Cool). Roasting the enemy one person at a time, reloading after every kill is vital for survival (yay it rhymes). Taking flanking to an extreme level, you shouldn’t die that often. Your kill count will be lowered, but your death count will be lowered even more. Hide in the shadows, or amongst those big bushes while crouched, anywhere you want, as long as you are not able to be spotted from medium and long range. Perks?:




Well, it’s pretty obvious. If you are gonna be sniper-killing, you should have this perk at all times! (not really). Evade the sniper’s claymores like a snake slithering across sand, and take him out when he feels less threatened.
Your ammo supply shouldn’t be receiving any help from dropped shotguns, at least not as much as if you were just flanking. This helps keep your spree going and going, like the Energizer bunny Tongue.
Still, more on this later.

Really, there’s no other Tier 2 perk available. Any other would make this into a flanking class. Absolutely necessary for a ghost class.


Smaller crosshairs, yeah yeah. I bet you are bored with the description. But this helps, still, to roast people not-so-small range as well as surprise encounters.
The only time I would condone using this perk on shotguns. I love it, personally (the perk). It’s very underrated. However, only ghost classes benefit the most out of it, and this will help you give the enemy a surprise before their death.


Well, that’s it for tactics. No it’s not the end of my guide, keep reading. Tongue



Challenges


The M1014 has some interesting challenges that, well, aren't really challenging. There's basically two versions, overall kills, and headshots.

Kills

* 25- Unlocks Red Dot Sight
* 50- Unlocks Grip

Marksman

* 25- Unlocks Digital
* 50- Unlocks Blue Tiger
* 100- Unlocks Red Tiger


Getting the kills isn't that hard, and should only take at most about four hours. Getting the Marksman challenges over is another story. You'll be most likely preying on unsuspecting snipers, and the one map that's perfect for this is Bloc (read ahead). Just for this, you might want to aim down your sights, but only when you are 2 or so inches away from the enemy.

As you can see, unlocking the camouflages takes less headshots than all the other weapons (50 less, to be exact). This, with the added bonus that there are only two shotguns, makes getting gold camouflage on the M1014 a lot easier than the other guns. If you don't feel like Red Tigering the W1200 (wouldn't blame ya), hate the gold finish, or are just too lazy, use the Red Tiger on the M1014. Unlike the Gold finish, which looks rather sloppy depending on the map, the Red Tiger looks awesome in any map, and matches the black stock and barrel and the shotgun shells on the M1014's left side.



Attachments


Time for attachments. There’s not that much (2), and they don’t have that much of an effect. Red Dot Sight is achieved after 25 kills. I love the RDS, on anything but this gun. You shouldn’t be aiming down the sights AT ALL with the M1014, since that actually increases spread. Put it on if you want the looks and would otherwise keep the M1014 naked. I’ll describe the Grip on the Perk Section, since it takes one up. Naked looks nice, has those three green dots that compliment the USP (my fave pistol).

Used only for looks. No real point in having it otherwise. I'll let the stats do the talking.

Hip Accuracy: 5 All Stances / 5.5 Sighted

This means that, when firing from the hip, your spread is 5 inches (in radius). When sighted, you gain .5 of an inch of spread per side, so measuring from top to bottom crosshairs, you gain one inch in total (there's no real crosshairs since you are aiming down the sight, but just imagine it, the spread is bigger). No, Steady Aim doesn't help spread when sighted. Ironic, you sight to get better accuracy, but by doing so, you actually create more spread, doing less damage to your foe.

Takes up your Tier 1 Perk, so choose carefully. At first, I thought it reduced crosshair size, but eventually I looked it up and found something else. It reduces recoil (doi for me). So it really helps if, say, you panic and start spamming the shotty. You probably deserve a death, but at least the Grip keeps your crosshairs closer to where you want them to be, which can help a panicky person a lot. Plus, the guy grabs the grip instead of the barrel, so you can see more of your gold Shotty!! Not helpful at all, but it looks nice.



Rewards


Since Rewards (those things you get when you get killstreaks) play an important role in any match, I've decided to go over them and their usefulness shotgunner-wise. How you use/take advantage of your rewards and those of your teammates can greatly affect the outcome of a match....


UAV's---The first reward you get, once you get three kills in a row (fragx3 makes this so easy), is probably the most helpful long-term wise. It helps your entire team out, pinpointing your enemies' locations on your UAV (at least those without UAV Jammer), and lasts for 30 seconds. Using this at the right time can greatly affect your entire team, campers are easily disposed of, enemy routes given away, and will really help out earning the other Rewards. As a shotgunner, your two main priorities when having a UAV up would be dealing with medium/long range fighters in open clearings (such as in Overgrown), and enemies that are close by. Maneuvering around nearby enemies will quickly eliminate them, even more if they don't notice you, but you should also know your map details and figure out if crossing that clearing will put you in an M16's sights. Don't always rely heavily on the UAV, if you notice there's a shortage of dots on the UAV, take extra care while moving. And again, know your map. If you are in a building with multiple floors, and there is a red dot nearby, you will have to rely on your instincts to tell you where exactly the enemy is at. Did you just clear out the entire building? Probably just came in from below (Crash). Did your teammate's Claymore go off above you? Obviously on top. Most importantly, LISTEN!! If you hear footsteps, he is nearby (and probably in the same floor). How you can take advantage of this Reward depends on you (and UAV Jammers everywhere).

Airstrikes---Probably my favorite Reward, depending on the map, this Reward can either help you out ridiculously or shake the ground like an earthquake in Southern California (and boy do we get those). Acquired after you get 5 kills without dying, it delivers three airstrikes in a random line that crosses with the point you select. Delivers the first airstrike 3 seconds after you select the point location thingy, and then two right after. As a shotgunner, this will be like an RPG in that it lets you get longer-ranged kills. Multiply the RPG by about fifty billion, and you have the Airstrike's power. You can see where I'm going with this. However, don't go around wasting your Airstrikes on one person. Try to nail as much people as humanly possible, for your team's sake. You'll have to guess where the enemy is moving to, and either bombard them directly, stop them in their steps, or distract them while your team makes their move. This Reward does depend on your ability to guess your enemy's movement, but also relies on luck, so it might not be so reliable.

Helicopter---Earned after 7 kills, you most likely have brought the attention of the enemy towards you as a player. Flies around for a minute, nailing people based on several variables (primary weapon, overall score, distance, who's shooting at it). Has really good wall penetration, so sometimes hiding behind something will be like putting a tissue in between a shotgun and a glass window. As any player, you don't have control as of how much kills the heli gets for you. As a shotgunner, you'll most likely be hoping it kills longer ranged attackers. You can heli boost to get more Rewards per death, and as a shotgunner, alls you really have to do is camp in one spot while your heli lays down Armageddon from the skies. This Reward is nice in that it pretty much puts icing on the cake that is you owning, but doesn't really depend on your anything (other than getting 7 kills).



Perks


This is the Perk Description part, where I discuss the perks that I think combine good with our lovely shotty and their effects with the M1014 in general (in general being an important phrase). I'll also give them a rating, out of five, on how useful they can be.




Special Grenades x3 (5/5)
I’ve kept you away for so long, time to tell. Have you ever seen someone running past you, unaware that they just passed you, but still too far for you to kill? A nice toss from a stun grenade will keep them in their place, and should give you enough time to get within reasonable distance and roast them. If they have seen you, and are running up to you to roast you (maybe they have an MP5?), you can also throw a stun at them, circle around, throw another one to circle even more (they probably turned a little with the stun effect), and kill them, sparing you a death (and giving you an MP5!). Without this perk, you only get one, but this perk lets you get some kills that you would otherwise get without a doubt.


RPG's x2 (3/5)
Run into a group of enemies, and you doubt your shotty skills will let you live to tell your team that you killed them all? Pop out an RPG, and start seeing enemies scatter like cockroaches. Really helps if you have Sonic Boom, which you can put on instead of Stopping Power. Also really helps when you are the only person with RPG's on your team and the enemy calls in a helicopter. Having a shotgun, the heli will shoot you last, so you can slither up to it and shoot it down, helping your team a lot.



Grenades x3 (4/5)
The “noob” Tier 1 Perk (that isn’t a noobtube). Useful for chucking away at people that are too far away from you to down, which is a lot of people actually. Go ahead, throw them. Somewhere out there someone is shouting obscenities at the TV.


Bandolier (3/5)
Sounds great on paper. With a 20 round limit, you might think “dang, that sucks, put on Bando!!”. However, chances are if you are using the M1014, you are on a shotty-friendly map, where someone else is using a shotty. So you will actually never find yourself running dry (at least I don’t), unless you are on a map that’s silly for shottys (like Creek). I evade this perk at all costs, on this weapon.


Bomb Squad (4/5)
Helps a lot to save you from claymore deaths, especially on SnD. Combine with UAV Jammer and Dead Silence to have an almost-perfect ghost class. How much times have you stealthily climbed up a staircase, or turned a corner, only to be annihilated by a claymore? This helps you pretty much pee all over the enemy and their futile attempts to keep you away from them.


Stopping Power (1/5)
The granddaddy perk. Only useful here if you can’t finish off people as often as you would like with one shot. Also helps to kill rival shotty users. Not much to explain here other than, there are other perks that are more flexibly available now.


Juggernaut (4/5)
Like I explained earlier, this should help you survive more encounters, and it works long-time too, so you can have higher chances of survival even more throughout the game! If you find yourself dying a lot, don’t be discouraged. Slap this perk on and try again. I, for one, don't really find the added health bonus that much helpful, but if you find it noticeable, use it, for God's sakes.


Overkill (3/5)
This is interesting. With the M1014's lack of need of Stopping Power, you can actually Overkill it without feeling too guilty. I'd overkill a long range weapon, like a sniper, but then medium-ranged fights would be really hard to win. An M16 would shine here, needing only the three rounds to hit the chest or higher to still get a one hit kill.


Sleight of Hand (4/5)
Helps reloading, which I really love with this weapon. 4 shells per load isn’t that much, this perk lets you reload faster, even during a firefight, so you can start shooting earlier. Very useful, especially when survival hangs on one shell. Doesn’t that seem nice to you?


UAV Jammer (5/5)
Pretty much useful only for ghosting, flanking, and Hardcore. Of course, if you don’t need extra health, and you find the reload speed decent, you can slap this on and surprise at will. I really love this perk, it lets me run around pretty much without any worries. I really recommend it, just as long as you move once you fire.


Extreme Conditioning (5/5)
Yeah, you can run for longer times. Extremely useful when rushing in the beginning of a match, or just plain 'ole running around. Helps to ditch any enemies that are too far away for you to kill, you can turn a corner and set up an ambush for them if they decide to follow. Stalkers never win......


Steady Aim (5/5)
My favorite Tier 3 Perk (for the M1014). Reduces crosshairs, let’s you kill farther..wait, I’ve said this before. Helps in pretty much any situation, so it’s versatile. That’s pretty much there is to know. If you find the regular crosshair size fine, you can put something else on.


Last Stand (2/5)
Martyrdom (2/5)
Both at once? OMGWTFBBQ! Since you need to die in order to use them (technically not for Last stand, but come on, you deserved to die already), I decided to bunch them together. Martyrdom helps for rushing, where you should obviously be killed by multiple enemies. Last Stand is more for flanking, where there should be only one person, so no second enemy will likely come in and end your Stand before you finish off your killer.


Dead Silence (3/5)
Helps a lot for flanking, ghosting, and Sabotage and SnD. Tired of falling off a staircase and making noise? Use this to make the opponent think they are alone, and strike when they least expect it. I like this perk, even if you don't notice the lack of sound, your enemy will most likely not hear anything, setting up a perfect encounter.


Custom Classes

Well, time for those custom classes. Some I've used personally, others I'm just speculating will work. Hey, it could work! Anyways, onwards.

Controlled
M1014
Deagle
Stun

My current shotgun class. If you are a quick and accurate shot, and you don't lose your cool, this will help you get longer range kills and spam-friendly up-close battles. SoH really helps for that. You won't start out with that much ammo, but you can make those shots count and pick up any dropped shotgun ammo too.
For Sparta!!1~!
M1014
Deagle
Flash

No, you're not mistaken. That's Martyrdom and 3x Frags up there. For charging right away, and dying, and repeating. You can spam those 3 frags right away, SP helps for more OHK's, which is vital if you are gonna die right away, and Martyrdom's for...you know what that's for. Roll Eyes
Quickly!
M1014
Deagle
Flash

Uber-fast kills, at uber-fast speed! You can run up to someone faster, dispose of them faster, reload, and repeat. Great for one-man takedowns.
Annoyance
M1014
Deagle
Stun

Mainly for harrasing purposes. RPG's help you at least weaken anyone, EC helps you run up to them, and you can quickly finish them off. Juggernaut helps to keep you alive longer, and once you start going into the red, you can use EC to get as far away as possible, reload, and set up an ambush or attack again. It's like the perks work in perfect harmony!!
Hello, who are y-Argh!!
M1014
USP Silenced
Stun

If you've ever been a ghost, you'll know the routine. If you haven't, stop reading this and start ghosting! You're missing out! Bomb Squad tells you where any Claymores and C4's are at, UAV Jammer keeps you off the radar until you shoot, and Dead Silence lets you sneak up to anyone with minimal noise making. Nothing's worse than being killed while you are confident by a ghost that was in back of you the entire time.
SnD
M1014
USP Silenced
Flash

For Search and Destroy. Bomb Squad helps you find any pesky Claymores that people seem to love putting all over SnD, Juggernaut helps you survive any encounters, since the majority of encounters are by one person, and Dead Silence virtually eliminates any noise, something vital for SnD.
Survivalist
M1014
Deagle
Stun

For those people who refuse to die. Bando helps you keep your ammo count high, Juggernaut will at least help you take more shots, and Steady Aim is there for more accurate shots. Be prepared to be called a noob and all in the lobby, but let your score do the talking for you.

Overkill
M1014
G36C
Stun

An overkilled class. I chose the G36C for several reasons: 1) High power. 2) Slow fire rate (to conserve ammo). 3) Zero idle when sighted. You can choose any weapon, I'd recommend either an AR or a sniper, but remember that snipers aren't really good at medium-range fights unless they are ACOG'ed.



Maps


I’ll give a list of those I’m comfortable “shottying” it up in, as well as some strategies that usually work for me. I'll also throw in a pic of each map, with color indicating good spots to use the shotty (green), and bad ones (red)






Backlot
It's very possible to fight here with the M1014. Stick to any building (the one with the turret usually has someone there, as well as the 2 story one with roof access), or you can go around to where Capture Point A is at.









Bloc
Very easy map to use the SAS (semi-auto shotty), once you get the hang of it. Stay indoors or go around the map the long way, just don't run straight through, lest a sniper put a round in your forehead.









Bog
Pretty decent, just as long as you don't do anything stupid, you can be pretty successful. Stay indoors or in the many containers lying around outside.









Crash
Really hard to actually succeed here, mainly for Search and Destroy games only. Stay out of the open (the majority of this map), because there's a LOT of snipers and Assault Rifle users here.










Downpour
It can work here. Stay near the silos, or indoors, just avoid any M4's here. They are devastating to a shotty. Avoid holy-crap-wide spaces here.









Overgrown
Not that much choices here. Mainly Grandma's Attic and Bombsite A. You can run across the river from one building to the other, but that's pretty much it.









Vacant
My fave shotty map, there's so much options available here! Hardly any off-limits, mainly outside and the long, narrow hallways, but those are easily avoidable. Shotty this place up as soon as you get inside the game!









Wetworks
Quite fun here, stay on the sides and kill any unsuspecting enemy that turns a corner. Crouch as much as possible, since AR's from the other side of the ship will be trying to headshot you with RDS's. Watch your corners in this stage every time you advance, for there's always someone camping nearby....

---------- Post added at 10:55 PM ---------- Previous post was at 10:52 PM ----------

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---------- Post added at 10:58 PM ---------- Previous post was at 10:55 PM ----------

COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!
COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!
COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!
COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!
COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!
COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!COMMENT!!!!!!!!!!!
and i'll rep u!!!!!!!!!!!!!!!!!!!!!!!!and i'll rep u!!!!!!!!!!!!!!!!!!!!!!!!and i'll rep u!!!!!!!!!!!!!!!!!!!!!!!!
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The following user thanked lordoftheshadow for this useful post:

Dewzy916
07-19-2009, 11:57 PM #2
Newfie
Former super mod
Good guide man, keep them coming.
07-20-2009, 01:21 PM #3
navpreet
Save Point
pretty good guide m8
07-20-2009, 01:52 PM #4
little_legz
SleepinIsCheatin
wow must have taken ages to write all that (if you didnt copy and paste) lol jk good guide if you use shotguns keep it up man
07-20-2009, 03:08 PM #5
Dewzy916
i am broski916
really good guide dude, thanks.

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