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Table of Contents:
I. Introduction
II. Set your goal (includes weapon list)
III. Close Range Class
IV. Mid Range Class
V. Long Range Class
VI. Map Breakdown
VII. General Tips for Leveling up
I. Introduction:
When I first started going through the prestige process, I found myself having a really difficult time going back to all of the base weapons after using all the best that MW2 has to offer. I needed to get back to my guns as soon as possible. As a result, I have developed 3 staple classes that are a must have once you hit level 4. The main purpose of these classes is to use virtually every gun in an attempt to help you adapt to the weaponry until you level up to that gun you miss so much (M16, ACR, M240 etc). Because so many different guns are being used, you should be unlocking challenges and leveling up much faster than usual. A lot of friends of mine have benefited from this information and I felt that I should try and share it with the MW247 community that has already helped me so much.
II. Set your goal (includes weapon list):
Spoiler
Using the charts I have provided below, you want to set your goal:
Primary Weapons:
Spoiler
Assault Rifles:
M4A1 – Fully Automatic – Level 4
FAMAS – 3 Round Burst – Level 4
SCAR-H – Fully Automatic – Level 9
TAR-21 – Fully Automatic – Level 20
FAL – Single Shot – Level 28
M16A4 – 3 Round Burst – Level 40
ACR – Fully Automatic – Level 48
F2000 – Fully Automatic – Level 60
AK-47 – Fully Automatic – Level 70
Sniper Rifles:
Intervention – Bolt Action – Level 4
Barrett .50 Cal – Semi-Automatic – Level 4
WA2000 – Semi-Automatic – Level 36
M21 EBR – Semi-Automatic – Level 56
Sub Machine Guns:
MP5K – Level 4
UMP45 – Level 4
Vector – Level 12
P90 – Level 24
Mini Uzi – Level 44
Light Machine Guns:
L86 LSW – Level 4
RPD – Level 4
MG4 – Level 16
AUG HBAR – Level 32
M240 – Level 52
Secondary Weapons:
Spoiler
Machine Pistols:
PP2000 – Fully Automatic – Level 4
G18 – Fully Automatic – Level 22
M93 Raffica – 3 Round Burst – Level 38
TMP – Fully Automatic – Level 58
Handguns:
USP.45 – Level 4
.44 Magnum – Level 26
M9 – Level 46
Desert Eagle – Level 62
Shotguns:
SPAS-12 – Pump – Level 4
AA-12 – Fully Automatic – Level 18
Striker – Semi-Automatic – Level 34
Ranger – Double Barrel – Level 42
M1014 – Semi-Automatic – Level 54
Model 1887 – Lever Action – Level 67
Launchers:
AT4-HS – Level 4
Thumper – Level 14
Stinger – Level 30
Javelin – Level 50
RPG-7x2 – Level 65
Equipment:
Spoiler
Frag (A standard frag grenade) – Level 4
Semtex (A sticky grenade that deals 2x frag damage) – Level 4
Throwing Knife (A one hit kill knife that can be picked back up) – Level 7
Tactical Insertion (Put down to respawn in this same spot) – Level 11
Blast Mask (Defends against explosive damage) – Level 19
Claymore (Explosive that is tripped by enemy) – Level 31
C4 (remote explosive) – Level 43
Perks:
Spoiler
Perk 1:
Marathon (Pro allows faster climbing) – Level 4
Sleight Of Hand (Pro allows faster aim down sights) – Level 4
Scavenger (Pro gives more clips) – Level 13
Bling (Pro gives 2 secondary weapon attachments) – Level 21
One Man Army (Pro allows faster 3 second swapping) – Level 45
Perk 2:
Stopping Power (Pro gives more damage against vehicles) – Level 4
Lightweight (Pro allows faster aiming) – Level 4
Hardline (Pro allows one less death for deathstreak) – Level 9
Cold-Blooded (Pro prevents name from being displayed when aimed at) – Level 25
Danger Close (Pro gives more damage to all killstreaks) – Level 33
Perk 3:
Commando (Pro allows no damage when falling) – Level 4
Steady Aim (Pro give you longer hold breath) – Level 4
Scrambler (Pro delays enemy claymores) – Level 17
Ninja (Pro allows quieter but not completely silent footsteps) – Level 29
Sitrep (Pro gives enemies louder footsteps and lowers teammate’s) – Level 37
Last Stand (Pro allows you to use equipment when in last stand) – Level 41
Your goal should be that class that you can use for pretty much any game. It’s that class that makes you feel like you just can’t lose and you’ll get that high killstreak every game. For instance, my favorite class is as follows:
Primary: ACR – Heartbeat Sensor (Level 4

Secondary: .44 Magnum – Akimbo (Level 26)
Equipment: Claymore (Level 31)
Special: Flashbang
Perk 1: Scavenger Pro (Level 13)
Perk 2: Stopping Power Pro (Level 4)
Perk 3: Ninja Pro (Level 29)
I like this class because it fits my playing style. When someone is camping, I like to go over to the door (Ninja Pro helps not being detected) and place a claymore trapping them in the room. I then fire my gun from just outside the building to lure them out. There are other ways to kill campers but this amuses me.

I think handguns are a MUST as a secondary because you can’t beat the time it takes to draw the pistol. Akimbo is also a must because IMO you can’t kill fast enough with just a single pistol.
Once you have set your goal, you know which level you need to reach before you no longer need these classes. Since the ACR is the highest level item in my setup, I will be depending on this strategy until I reach level 48.
III. Close Range Class
Spoiler
Class number one is a close range class that uses SMGs.
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Primary: Current SMG
Secondary: Handgun (doesn’t matter just use which one you are most comfortable with)
Equipment: Semtex (Level 4) -> Throwing Knife (Level 7)
Special: Stun Grenade
Perk 1: Sleight of Hand (Level 4) -> Scavenger (Level 13)
Perk 2: Stopping Power (Level 4)
Perk 3: Steady Aim (Level 4) or Commando (Level 4)
The purpose of this class is to dominate the close range game. You want to use a handgun so that you are able to draw your secondary FAST as many CQB situations call for this.
I like to play with a Semtex until I reach level 7 and unlock the Throwing Knife. If you know how to use it, there is no better close range weapon than the Throwing Knife.
There are many guides on here that can give you some pointers if you are interested.
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The Stun Grenade is a good choice because you can stun people in a room and then toss in a Semtex knowing they can’t move. You can also stun before throwing the Throwing Knife for added accuracy.
Since these classes are designed to start from level 4, you will start with Sleight of Hand. I prefer Sleight of Hand over Marathon because reloading quickly gives you a huge advantage because this class is all about close range speed. Marathon is not needed because you will only be using this class for maps like Scrapyard and Rust and not much travel is needed. You also want to use Sleight of Hand as much as possible in an attempt to get the pro version early. I will explain why later. Once you unlock Scavenger, you will want to switch over if you're the kind of player that frequently runs out of ammo.
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Stopping Power is your red perk because you will want to be able to mow people down one after the other. You many find yourself needing to take down several people at once and this will help more than anything else.
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Steady Aim is my personal favorite. I like to use this class to get Steady Aim Pro which makes sniping easier for me later on down the road. You can feel free to use Commando if it’s easier for you. I usually play using Commando until I unlock Akimbo for the given SMG and then I switch to Steady Aim.
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Strategy:
The idea of this class is to start off with either the UMP45 or the MP5K. With these classes you will want to move from gun to gun trying not to linger at any one weapon for too long. Use a particular SMG until you have gotten all attachments up to the ACOG scope. You will then want to switch to the next one. We stop at the ACOG because FMJ would waste too much of your time to achieve and would defeat the whole purpose of this setup. The idea is that each time you go through a new weapon, not only do you improve your abilities by using different guns but you also go through a whole new stretch of attachment unlocks. Each unlock is worth hundreds and eventually thousands of points. You will find that each SMG fits well into this setup and switching them up shouldn’t really have that much of an effect on your gameplay.
I like to use Rapid Fire to unlock Akimbo right away. I then terrorize with that particular SMG using Akimbo until I have unlocked ACOG and move onto the next gun.
IV. Mid Range Class:
Spoiler
Class number two can be used for virtually anything. I categorize it as a “Mid Range” however you should be able to use this on every map that Long Range and Short Range can’t handle.
Primary: Current Assault Rife or LMG (I actually don’t use LMGs but if you want to, they could fit here)
Secondary: Whichever shotgun tickles your fancy
Equipment: Semtex (Level 4) -> Claymore (Level 31)
Special: Stun Grenade
Perk 1: Sleight of Hand (Level 4) -> Scavenger (Level 13)
Perk 2: Stopping Power (Level 4) or Hardline (Level 9) Depending on weapon
Perk 3: Commando (Level 4) -> Scrambler (Level 17) -> Ninja (Level 29)
The purpose of this class is to give you the ability to play at Short, Mid, and Long range if need be.
Your primary will be the Assault Rife (or LMG) that you are currently working on. As with the SMGs, you will want to keep rotating from gun to gun unlocking the ACOG with each weapon and stopping there. Try using the silencer to unlock the Heartbeat sensor for extra points although this isn’t completely necessary.
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Your secondary should be a shotgun. This helps to complete the class. An Assault rifle can usually handle mid or long range but may be lacking in the short range area. A shotgun guarantees your ability to walk into a tight place with confidence.
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I use a Semtex for this class because I don’t really like the feel of anything else other than the Claymore when using this class. You can switch it up if you feel more comfortable with something else. I wait for the Claymore to upgrade from the Semtex because I honestly think there is no better explosive. I use this to trap enemies and protect myself when under attack. You can run from a group of enemies and leave a Claymore around the corner for a multi-kill.
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I use Sleight of Hand for this class because once again, you want to get the pro version as soon as possible. You may swap to Marathon should you choose because there will be movement needed however this isn’t really much of a flanking class.
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I use Stopping Power to dominate with the M4A1 and other guns of that nature. It gives you the extra boost to get that kill ASAP. Hardline is another option because as you unlock weapons like the SCAR or the TAR, Stopping Power is just a waste. Use this opportunity to get the pro version of Hardline and score some more points. After all, leveling up is the ultimate goal here.
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Commando is a great starting perk because you won’t really need Steady Aim here unless you hip fire a lot using your shotgun. Again, this would be your call. Since Steady Aim and Commando don’t really do too much for me here, I usually use this class to get the pro version of Scrambler once it is unlocked. After I have gotten the pro version of Scrambler I move onto Ninja which (as described in chapter II) can be very handy for a class of this nature. Remember that you are trying to score as many points as you can. So moving from perk to perk can really help your cause.
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Strategy:
The idea of this class is start off with either the FAMAS or the M4A1 and move from gun to gun unlocking the ACOG sight on each gun. This will maximize the experience earned while playing each match. This class can be used for virtually any map. I use this class mainly for maps that the long range and short range classes can’t handle. It’s also a good class to fall back on if you are playing poorly that game. Most likely, you will not be able to cycle through all of the guns in this class so feel free to skip a weapon if you don’t like it (for instance I happen to skip every LMG

).
V. Long Range Class
Spoiler
Class number three is all about call the Long Range Class.
Primary: Sniper Rifle you are currently working with
Secondary: Shotgun of your preference or Handgun/Machine Pistol of your preference.
Equipment: Semtex (Start) -> Throwing Knife (Level 7) -> Claymore (Level 31)
Special: Stun Grenade
Perk 1: Sleight of Hand (Level 4)
Perk 2: Stopping Power (Level 4
Perk 3: Steady Aim (Level 4)
The main focus on this class is to be a moving sniper. You will focus (as much as you can) on ranged combat.
You should start with either the Barrett .50 Cal or the Intervention and keep working until you unlock the ACOG scope. Since there are only 4 snipers and you will have plenty of spare time with this class, feel free to go the extra mile and get FMJ and unlock the Thermal as well.
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Your secondary should really be a Shotgun. Sometimes it’s easier when you are using a Handgun so it’s really your call. I have recently found that the PP2000 is a GREAT way to start your Long Range Class off. It is like having a pocket SMG. If you feel like experimenting and the Shotgun or Handgun isn't for you, try a Machine Pistol.You will need a weapon that you feel you can efficiently kill with. This is the weapon you will be using most of the time if you are unable to quick scope.
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I use the Semtex to start and then switch to the Throwing Knife as soon as possible. The Throwing Knife is great when you are walking around with your sniper out and get caught off guard. It allows you to just kill the enemy at close range without having to wait the 4 years it takes to pull out your shotgun. I then switch to the Claymore because as I stated in my earlier description, it has a large amount of uses.
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The Stun Grenade is an obvious choice for the same reasons I mentioned earlier. You can also try switching to the Smoke Grenade for other game modes. You can also use a Thermal sight and use Smoke Grenades to give you an advantage over opponents that may be firing at you. You will be able to see them when they can’t see you.
Your first perk should be Sleight of Hand. I stated earlier that I recommend you get this to pro as soon as possible. This class will not be able to operate at it’s full potential until you get the pro version of this perk. The faster ADS will make your life so much easier when trying to snipe and quick scope.
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Stopping Power is a must have for this class. You want to make sure that every kill is a one hit kill. This will give you the ghillie challenges a lot faster. Using Cold-Blooded when you get the WA2000, is smart move. I have read that Stopping Power doesn’t affect this gun. As suggested by some, you can try using Hardline rather than Stopping Power because the Intervention and Barrett .50 Cal can pretty much handle the one hit kill on their own. I still prefer the Stopping Power but to each their own. If you have trouble getting killstreaks as a moving sniper, Hardline may be for you.
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Your final perk will need to be Steady Aim. I suggested earlier that you get the pro version of this perk as soon as possible. The longer time you are able to hold your breath will do wonders for your sniping. The hip fire accuracy will also help you with quick scoping, no scoping, and using your Shotgun.
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Strategy:
The object of this class is to earn all attachments for your sniper rifles. As stated earlier, you only have 4 rifles. Feel free to go all the way to FMJ if you like a particular sniper. This should not hinder your ability to level up in a timely fashion. You always want to be on the side opposite your enemy’s spawn. If you are playing Domination then made sure you are able to overlook where they would be spawning (easy kills). While you don’t want to be a camper, you also don’t want to move in too close to the enemy and get caught in close range combat. Don’t be afraid to hit pause and watch where your teammates are dying and spawning. You will be able to use this information to get an idea of where your enemy is.
VI. Map Breakdown:
Spoiler
There are certain maps that are obviously close or long range maps. There are also maps that could be viewed as either one.
Scrapyard and Rust are both close range maps. There is no question that you should be using the Close Range class when playing on these maps. If you are having difficulty, then switch over to the Mid Range class. When playing on maps like these, you will want to avoid any areas that allow shooting at a distance. Try keeping yourself in a room/area that will favor close range combat. For instance in Scrapyard, you will want to stick to the buildings and the plane.
Afghan, Wasteland, Derail, and Estate can all be used with the Long Range Sniper class. You should be able to get your hands on some easy kills on these maps. Try to stay along the outskirts and don’t run through the middle. The strategy will vary depending on your gameplay.
Every other map can pretty much fall under the Mid Range Class. While many will not agree with me on this, I have to make a generalization. Maps like Highrise can have snipers doing VERY well. However, you really need to know what you are doing. There are too many placing in all of these maps where you can get flanked, things can go wrong etc. I realize that all maps have the potential to support every class. The reason I gave the Mid Range Class a larger range is because there are a low amount of SMGs and Snipers but a LARGE amount of Assault Rifles and LMGs. You should use this class as much as you can because it is the one that will most likely provide the most points. You will also go through a large amount of weapons. Should you overuse the SMG or Sniper class early, you will be missing out on experience every time you use them. Try to keep your game balanced.
VII. General Tips for Leveling Up
Spoiler
-UAVs can be taken out for the value of a kill.
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-Taking down air support (especially once you have Cold-Blooded) can give you varying amounts of points. Most of the time, taking down a simple one shot killstreak (harrier or chopper) gives you the value of 2 kills.
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-One kill in Search and Destroy is worth 500 points (enough to go from lvl 1 to 2)
You may have noticed that you cannot play Search and Destroy until you level up quite a bit. Here's a tip: Before you prestige, you can enter a Search and Destroy match and THEN prestige. Playing one match and doing VERY little will result in leveling up quickly.
-Most players rely heavily on Cold-Blooded to survive. Until you hit level 25, you can always use the generic sniper class with the Barrett because this has the Cold-Blooded perk. This may save you a few deaths against an air support crazy team.
If you have any other quick ideas, let me know and I'll add them!