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[ame="
https://www.youtube.com/watch?v=3Uyqp3V03as&fmt=22"]YouTube- Challenge #1: Ranger Danger won by Verifonix![/ame]
Rangers-
Multiplayer-
The Ranger is unlocked at Level 42. Its sights cannot be aimed down. Instead, the aim down sights button fires the second barrel. With the Akimbo attachment, the aim down sights button fires one shotgun while the fire button fires the other. Pressing the button again fires the second barrel of the respective shotgun. Thus, at most, Ranger users can only fire two barrels at a time. Akimbo is one of the more preferable attachments as it gives you four shots without reloading, as opposed to only two without Akimbo. The attachment has little cost since you cannot use the iron sights on the Ranger even without Akimbo. Being able to fire four shots helps at medium range when the target is too far away to be killed in one or two shots. It is also fairly accurate, despite what the Create-A-Class stats and common sense would say.
Akimbo Rangers are often seen in multiplayer due to their sheer power. Much of the skill using the Ranger requires knowing when to fire two barrels or only one when faced with multiple enemies and knowing when to fire two shells from one shotgun, which allows the player to reload only one shotgun with the other still available for defense. Akimbo Rangers greatly benefit from reload canceling, as the time the shells are loaded are about half the time the reload animation lasts. A good sound to remember is the first "click" when the first shell(s) are apparently loaded; this is when you should reload cancel.
A single Ranger can boast a few attributes that its akimbo counterpart (or the other shotguns in the game) can't. The single Ranger has the ability of being able to kill enemies within its maximum and minimum range almost 100% of the time without the need of the perks Stopping Power or Steady Aim. This is because the game calculates the Ranger's damage formula as 25-75 (x6) (150-450) + 25-75 (x6) (150-450) = Damage per shot (if the user is within the Ranger's bullet range and if they fire both shells at once). So this makes the minimum damage 300 (at the maximum range limit if all 12 combined pellets hit) and 900 (very close and if all the combined pellets hit). Since each player has 100 health total, the Ranger's damage per shot is potentially overkill. But even if very few of the pellets hit the target, it can still kill as all a user needs is 4/12 pellets to make contact in order to get a kill (which is extremely likely of happening because of the much smaller spread of the single Ranger compared to the akimbo Rangers). But the setback of the single Ranger is the constant reloading (especially if firing two shells at once). Being sawn-off means the shotgun has very poor range and accuracy, but immense damage per shell compared to unsawn shotguns.
SPAS-12 [ame="
https://www.youtube.com/watch?v=3Vd3OhLcmCQ"]YouTube- MW2 Spas-12 and Machinima![/ame]
[edit] Multiplayer- In multiplayer, it is the first shotgun available to the player. The SPAS-12 is one of three pump action shotguns in the game, the others being the W1200, which isn't available anywhere but the Museum, and the Masterkey Shotgun attachment, which is unlocked by 20 Grenade Launcher kills with assault rifles.
The SPAS-12 is a popular shotgun due to its high damage and range. Since the update which reduced the range of the Akimbo Model 1887, it has become one of the most ubiquitous shotguns in online multiplayer. The SPAS-12 is capable of killing enemies in a single shot at considerable range, and has a higher RPM than most players give it credit for.
Some players prefer to use Steady Aim with this weapon because at mid range more pellets will hit doing more damage. However, Steady Aim will actually make a poorly aimed shot more likely to miss as the pellets will cover less area. One possible compromise is to use Steady Aim and fire from the hip at mid range but fire by ADS at short range, as ADS, counterintuitively increases the spread of the shot, making it more likely to kill.
AA-12 [ame="
https://www.youtube.com/watch?v=g1CvvZeQM5A"]YouTube- Modern Warfare 2 AA-12 Auto-Shotgun Gameplay/Montage (MW2 online gameplay)[/ame]
Multiplayer- The AA-12 is a unique shotgun, as it is fully automatic and utilizes a magazine. It has an 8-shell magazine capacity, which is doubled when the Extended Magazines attachment is used, which balances the weapon's power and speed, but may have a reserve of 70 extra shells. The AA-12 empties its magazine far more quickly (400 RPM in multiplayer) than it reloads as the magazine needs to fit onto the magazine support, and then slide up into the magazine well, though this is slightly offset when the Sleight of Hand Perk is utilized. Since it uses magazines rather than individual shells, it is the fastest empty loading shotgun in the game.
In multiplayer, the AA-12 has only one extra magazine, so it is advised to use it sparingly, unless Scavenger is used. It has moderate recoil unless firing full-auto, and very poor range, even when compared with other shotguns. This means players using the weapon will have to get fairly close to enemies to use it effectively. However this trait makes it a highly useful weapon for clearing rooms, or areas full of enemies. Using Extended Mags will increase the capacity to 16 shells, allowing prolonged fire. Using Extended Mags (With this attachment, there will be no extra mags, unless using Scavenger) combined with Scavenger it can make it a highly useful weapon, and has made some players use it as a "primary" weapon. Many players avoid this weapon due to its bad range, but a recent update makes it seem to have the same range of the Armsel Striker shotgun. Using a suppressor with this weapon is almost completely useless, as it shortens the range to roughly 5-10 yards, which means getting incredibly close to enemies to actually be able to hit them. The AA-12 is very effective on sabotage or demolition matches as it can clear out a room with ease due to its rate of fire.
Striker [ame="
https://www.youtube.com/watch?v=JoQRBt3unvo"]YouTube- MW2 - Striker multiplayer gameplay (1)[/ame]
[edit] Multiplayer- The Striker is unlocked at Level 34 in multiplayer.
The Striker is great for short-range combat, if used correctly. It needs its rather large 12-shell cylinder because it rarely kills with one shot at medium distance. Fire two or even three shots as quickly as possible. With a Grip the Striker has almost no recoil. Without a Grip the Striker has very predictable recoil: the first shot will be straight ahead, the second slightly higher and the third and all subsequent shots just a little bit higher than the second. Within the Striker's operating ranges, this tiny vertical recoil will almost never cause the player to miss if aiming at the chest, making the Grip's value questionable. Consider Extended Mags instead to somewhat mitigate the long reload time. Adding a suppressor decreases the range to near-point blank.
Rather surprisingly, Stopping Power works well with the Striker, essentially giving it more "range" as the few pellets that hit at larger distances will do more damage. Some believe the Striker is better at sweeping buildings than the AA-12 due to its larger ammo count and controllable rate of fire.
The most prominent disadvantage of the Striker is the very long reload. Each shell is loaded by hand and the cylinder is wound for each shell, so the length of the reload is dependent on how empty the weapon is. Reloading all twelve shells takes an inordinately long time (about 7.5 seconds). Pressing fire while reloading waits for one more shell to load then cancels and does not fire until fire is pressed again so switching weapons or sprinting are quicker, more effective ways of canceling a reload. The long reload can be mitigated somewhat by Sleight of Hand. Another good tactic is to always have a full drum of shells, even if you only fired one shot.
When fired without a silencer, the Striker creates a cloud of opaque smoke. This only obscures the target when aiming down the sights, however.
As with all shotguns, aiming down the sights actually increases the spread of the shots to equal or wider than the weapon fired from the hip without Steady Aim. ADS does NOT increase the range of the weapon, at least for iron sights and Red Dot Sights.
M1014 [ame="
https://www.youtube.com/watch?v=-upRQ__82jc"]YouTube- CoD MW2: M1014 Montage[/ame]
In Multiplayer, the M1014 has a 4 shell capacity, and is available at rank 31. The M1014 can use either a Red Dot Sight attachment (after killing 25 enemies) or a Foregrip attachment (after killing 50 enemies), which replaces perk 1. The M1014 is also one of the golden weapons.
Arguably the "shotgun of choice" among players, capable of injuring, if not outright killing, an enemy player by expending the entire 4-shell magazine.
However, the M1014 has a number of distinctions likely to preserve game balance. The M1014 has a relatively small ammo capacity (4 shell capacity, compared to the W1200's 7 shell capacity and tied with the R700 for the smallest ammo capacity in the game) and a long reload time. In addition, like the W1200 shotgun, the M1014 will not be able to inflict damage beyond a certain range.
The Steady Aim perk will increase accuracy, but the effect is negligible in close quarters combat. However, the M1014's effectiveness does increase at close to mid-range combat. The regular reload time of the M1014 exposes a defenseless player in the event that the entire four shell magazine fails to kill an enemy or additional enemies appear. The Sleight of Hand perk remedies this by decreasing reload time, reducing player vulnerability with the shotgun.
Model 1887 [ame="
https://www.youtube.com/watch?v=2mUL8a6wUm4"]YouTube- MW2 - Model 1887 Narration[/ame]
MultiplayerIt is unlocked at level 67. Although the barrel and wooden stock of the weapon have been sawn off, The Model 1887 has excellent accuracy. With Stopping Power and Steady Aim, its range of lethality is increased even further, making it deadly at even mid-range. Because of this, it is probably the most effective shotgun in multiplayer. This killing power is off-set by its slow rate of fire and reload time. Each shell is loaded individually, so reload time varies based on how empty the weapon is. Between each shot, the weapon must be cocked, making it one of the slower firing weapons in the game.
One of the fixes of Patch 1.07 was to severely reduce the range of Akimbo 1887s, as many players in the online community complained that having the Akimbo attachment on, coupled with the fact the gun could one hit kill at far greater ranges than any other shotgun, made getting kills with it far too easy. When used without Akimbo its range is still the same as it was before Patch 1.07. When used with Akimbo, the range is about the same as that of the Ranger.
Following Patch 1.07, the community discovered that by using the Bling perk, they could make Akimbo Model 1887s function the same as they did prior to Patch 1.07 by using the Akimbo and FMJ attachments. In a recent blog and twitter post, Robert Bowling announced a patch (1.0

that addressed numerous things. One of the points the patch addresses is the FMJ/Akimbo combo with the Model 1887s which will make the damage and range of the FMJ/Akimbo combination the same as the Non-Bling Model 1887 Akimbo. This patch is live for all versions of Call of Duty: Modern Warfare 2.[1]