Post: The Gun Guide
06-12-2010, 02:41 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hely NGU! This is my first Modern Warfare 2 Guide, so please go easy! This is going to be my personal review of each weapon in the game. I'm going to format this starting with primary weapons, and the proceeding to secondary weapons, and finally equipment. So here it goes!
Assault Rifles
These are the most common weapons in the game. They RUN the game. Assault rifles are good in combat at all ranges; however, some are more able at range (The ACR), while others are better at medium and close range (The TAR-21). There are
six automatic assault rifles (M4A1,SCAR-H,TAR-21,ACR,F2000,AK-47), two three-burst (FAMAS,M16A4),and a semiautomatic (The FAL)

1. The M4A1:
This is one of the two default assault rifles. It has a high rate of fire, good accuracy, good range, and average damage. It has excellent iron sights, so you could opt out of a sight if you wanted to use another attachment such as FMJ or a heartbeat sensor. Overall a good weapon to start out with and begin ranking up.

2. The FAMAS
This is the other default AR. It is three-burst, so it spits out three fairly powerful rounds in succession. It's iron sights are good as well (I suppose IW did this so that players new to first-person shooters would have an easier time), so you don't have to have a sight, though I would suggest one on any weapon. It is a quality weapon. I have been killed by 10th prestige players wielding the FAMAS. It's a toss-up between this and the M4A1, depending on if you want full auto or controlled fire.

3. The SCAR-H
This is the next full auto gun unlocked, and boy is it a beauty. While only boasting a 20 round clip, it can also kill in about 3 shots to the chest without stopping power! It's crazy powerful. I HIGHLY recommend you use the SCAR-H. (Note that extended magazines should be a goal if you plan to use this as your main weapon) A strong rival to the ACR as my favorite weapon. Iron sights are beautiful and accurate, don't use a sight. 1 hit kill in hardcore.

4. The TAR-21
This gun is BEAST! It has a 30 round magazine, high ROF (rivaling most of the SMGs in CQB) and nearly as powerful as the SCAR-H. Please note the recoil and throw off aim at long range, so burst fire is a must. A sight is recommend. Also a one hit kill in hardcore.

5. The FAL
Not much to say. If you want a semiautomatic rifle, use this. 2 shot kill to the chest (I think). If you can fire it quickly then it is a force to be reckoned with.

6. The M16A4
Similar to the FAMAS in stats, about 1 second faster reload, slight pause between each burst. I like the iron sights, but a sight is your choice. A quality weapon.

7. The ACRClaps
This thing is a friggin' SNIPER RIFLE!! It has as much recoil as a pellet gun with a 300 pound olympic weight strapped to the barrel (Exaggeration Not)! You can snipe a dang fruit fly from the church to the helicopter on Wasteland! Is a bit disappointing in the damage department, but a small blemish on an otherwise excellent weapon.

8. The F2000 >:(
I think the name means Fail X 2000. I once heard someone say you could at at their toes to get headshots. They wer right, the recoil is sow awful. Don't use it. Do your team a favor and don't use it. If you like how it looks, use the TAR-21. They look similar, but it is outclassed in every possible way by the TAR-21. DON'T USE IT!!!!!!!!!!!!!!!!!

9. The AK-47
When you absolutely,positively, gotta kill everybody in the room, accept no substitutes. It combines the power of the SCAR-H and the ROF of the TAR-21. It is quite possibly the most well rounded gun in the game. This thing is UNSTOPPABLE! It's also pretty accurate, with fairly little recoil. Thats why it's unlocked at Level 70.


Submachine Guns
These are all fully automatic, and effective and short and medium range.

1. The MP5K
This is the first SMG you start out with. It has short range, a good rate of fire, and quite a bit of recoil. It is a solid weapon in CQB, but toss it for the UMP .45.

2. The UMP .45
The UMP .45 is also a default SMG, and is probably the best. It has an average rate of fire, solid damage, and typical SMG range. This is a loved and hated weapon. You love it if you use it and go 32-6 with it, but hate it when you keep getting killed by that idiot camping your spawn and spamming the UMP .45. I highly recommend a silencer, because it virtually eliminates the recoil. A sight is also suggested, but not mandatory, as the sights have considerable sway when strafing.

3. The Vector
The Vector is unlocked at Level 12. It is a strong SMG with good power and an high rate of fire (Becomes ULTRA X-TREAME rate of fire with rapid fire. But don''t use rapid fire. The recoil make the F2000 look like the ACR). It's excellent in CQB maps like Favela, Rust, or Skidrow. Don't use past medium range; you might as well have shot them with a Nerf gun.

4. The P90
The P90 is a matter of taste. I don't like it (Or the Mini Uzi) for lack of range and power. In Close Quarters Combat, you need a powerful gun with a high rate of fire. I feel the P90 does not do that. It is really up to you to pick this vs. another SMG.

5. The Mini Uzi
Most that needs to be said about the Uzi has been said under the P90. I feel it is not powerful enough. Highly recommended in a Run-N-Gun strategy however.

The LMGs
Light Machine Guns are strong weapons. Boasting high damage, long range, a high rate of fire, and enough ammo to turn the whole enemy team into "Red Mist" (Thank you Tank Dempsy), a player wielding one of these is a force to be reckoned with on the battlefield. These "Wonder-Weapons" do, however, have some flaws. These all have long reload time, the exception being the AUG -HBAR, which I would call a good reload time, though it is longer than any assault rifle. They also drag on your mobility, so when you are outrunning a Commando-Clown, that LMG may be more harm than good.

1. The L86 LSW
Not much to say, average damage, average ROF, long reload time. Use the RPD over this.

2. The RPD
Ahhh, the RPD, the mighty Soviet weapon.......:angel:. It was sent from heaven to smite the unworthy! While less dramatic, the RPD (I heard that it stands for Rapid Pwnage Device) is a great LMG, quite possibly the best. It was high damage and an O.K. ROF. It can indeed "mow em' down" with it's strange-but-accurate iron sights. Slight sway, but no big deal. Grip recommended.

3. The MG4
Not often used to to average damage and low rate of fire, but thermal sight can be useful, due to it's low recoil. Don't use unless going for the thermal.

4. The AUG-HBAR
This is a beloved weapon. It usually kills with two-three shots to the chest and is fairly accurate. Grip recommended, as with all LMGs.

5. The M240
The choice of the Juggernauts. High ROF, good damage, good iron sights, a little sway and a little recoil. Grip recommended.

The Sniper Rifles
These are rifles intended to be used over range. They have scopes and high power. All of them are capable of one hit kills. Don't use in close quarters.

1. The Intervention
This is a high power bolt action sniper rifle. It has a 5 round magazine and a low rate of fire. I would rater use it than the Barrett .50 Cal

2. The Barrett .50 Cal
VERY powerful. 10 round magazine and very high recoil. I wouldn't use it due to the extremely high recoil, but some are masters with it.

3. The WA2000
Not really useful. 6 round magazine, less recoil than the Barrett, but more than the Intervention. Not great, but not terrible.

4. The M21 (M14) EBR
My favorite sniper rifle. Low recoil and 10 round magazine lets you get off an easy second shot. User friendly.

I am not writing about the riot shield as I don't think it need much explaining.

Secondary Weapons:
Machine Pistols
These are, as their name implies, automatic pistols.

1. The PP2000
A powerful MP with a small magazine. Don't use to engage more than one, or you will be out of ammo and need to reload.

2. The G18
One Word: Akimbo Smile

3. M93 Raffica
A three burst M9

4. The TMP
Small mag, little reserve, inaccurate, high ROF. I think the worst secondary.

Shotguns
These are all basically the same in damage (Except the Striker). They only differ in range. Only use in CQB.

Handguns
1. The USP .45
The only one with a working silencer, so use it if you wanna be stealthy. 12 rounds.

2. The .44 Magnum
High power and high VISUAL recoil, but no ACTUAL recoil. It resets after each shot. Akimbo recommended.

3. The M9
Equal power and accuracy to the USP .45. Silencer is glitched, so don't use it. 15 round magazine.

4. The Desert Eagle :rolleyes:
I love it with akimbo. You can kill kill kill with em'. I highly recommend akimbo!!

The Launchers
Launch an explosive rocket.

1. The AT4 HS
1 shot, but very accurate. Free fire or lock on.

2. The Thumper
A grenade launcher. Less damage than the others

3. The Stinger
Vehicle lock on. Fast missile

4. The Javelin
Location or Vehicle lock on. Takes a while.

5. The RPG-7
Free fire. Best used as an anti-personell weapon, as grossly inaccurate.


Equipment

1. Frag Grenade
Cookable frag grenade.

2. Semtex
Powerful sticky grenade. Larger radius than frag.

3. Throwing Knife
Very fun to get a kill with, though hard to get a kill with.

4. Tactical Insertion
Marks your next respawn location.

5. Claymore
Proximity activated mine.

6. C4
Manually activated plastic explosive.


Thank you for reading my guide, I hope you enjoyed it !!!Smile
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The following 2 users say thank you to parkernorton22 for this useful post:

ashbash, itzbigant91
06-14-2010, 09:54 AM #29
ashbash
Space Ninja
Originally posted by EaglePride615 View Post
1v1 and prove it, n in case you didnt know a 1v1 is played on minuscule health to take care of hit markers radar always on no kill streaks... just to let you know


hahahahahaha lmao

another quickscope n00b that cant aim properly can only win on miniscule health, guess what sunny? i don't play hardcore.

Get good and learn to aim properly if you get a hitmarker its because your aim is shit, when your k/d goes positive and you learn how to play properly come back and we'll do a REAL 1vs1, where you cant kill me by hitting my fingers Claps

The following user thanked ashbash for this useful post:

+sT Iridion
06-14-2010, 02:18 PM #30
lol no i dont have a problem with hit markers its the fags that complain about it so generally you lower the lv so no one has to deal w/hit markers
06-14-2010, 02:33 PM #31
Night Wolf
Rescue Me
It's not a very good guide. It looks really sloppy.You will not get far on here if it is sloppy.

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