Post: M4a1 guide
07-14-2010, 03:00 AM #1
NeedaMilfSoon
In my man cave
(adsbygoogle = window.adsbygoogle || []).push({}); this is a guide i made on the mw2 forums i use to post on, so i thought instead of making a whole new guide, i would just copy and paste my old guide so i would not have to spend all that time re writing it, so here it is, i hope you enjoy:

I am going to be making my gun guides on perks attachments and what not to help you rush the enemy and flank them and be aggressive, so these tips and classes are setup to help you do that better. These classes might not work for you though, as you maybe play a different style then me, and you will not like them, and also you might not be as good as me, so of course you will not have as much success as I do with each gun. I hope you enjoy though.

M4A1:
-High rate of fire
-Lower damage
-Very little recoil
-Goes through ammo quick
-Good iron sights
-Average clip size

Good sidearms for you might be: machine pistols, shotguns, or a stinger.

Fully automatic, all purpose weapon.

Unlocked at level 4.

The guns high rate of fire makes up for its weaker damage. Stopping power is not a necessity with this gun. Its recoil is low so you do not have to worry about its iron sights, I know some people do not like them, but they are fine, I dislike them as well, but really nothing wrong with them. Take into consideration how quickly it burns through ammo so that you can set your classes up and what not to make sure you do not run out of ammo too quickly. Examples being scavenger and one man army. But your side arms really do depend on what you like and what you have the most success with I am just giving suggestions. I recommend machine pistols and shotguns because you want something strong if you run out of ammo to keep getting you kills. Handguns are also good to have, if you are not worried about staying alive and keeping your kill streak going, as easy. This meaning they are not as powerful so it might not keep you alive as well usually. As a handgun recommendation I would say maybe USP 45 akimbo.

As a attachment for the gun I would recommend red dot sight. It helps you be more accurate. First perk I recommend is sleight of hand pro. This gun has a great rate of fire but low damage so with sleigh of hand pro it allows you to get that first shot in which you need. The gun as well eats through ammo quickly, so you want to be able to reload quickly because you are going to be having to tons. That way you can get right back into action. As well the clip size is not that great so you have few bullets to run out of. As well you can use heavier side arms that take longer to switch out because if you can reload fast you will not have to switch guns as much and this is very useful. I do say though for perk 2 you should have stopping power. I think it is a rock when picking your second perk, usually the best option in most situations I find. As third perk I recommend ninja pro. You do not want to be found on heartbeat sensors, as well you do not want people sound whoring you. As well it allows you to sound whore. If you do not have a headset or sound whore a lot, maybe this is not the best option for you, but you should try it out. Stopping power again because you want to drop them as quick as possible. It helps when you have multiple targets to kill.

An alternative class could be.

M4A1 Silencer
-Scavenger pro
-Cold blooded pro
-Ninja pro

This class works best for the kill dependent game type. This class allows you to be a ghost, and sound whore, as well you want to use it in not loud game modes, where you will not be seeing a whole lot of action. Cold blooded is helpful when you have bad teammates and they just give the team air support.

Another alternative class could be.

M4A1 Red dot sight/Silencer
-Bling
-Stopping power
-Ninja

This is best for something like search and destroy or demolition. There is not going to be lots of kills, but you need to stay aggressive but remain hidden. The 2 attachments help you do both of these.

Attachments

Grenade Launcher: This allows you to fire grenades. The grenade must travel a certain distance before it explodes on impact. You can also kill an enemy with an unarmed grenade, if it hits them.

Unlocked:
M4A1: Marksman I - Get 10 kills with this weapon.

Red Dot Sight: The Red Dot Sight replaces the weapon's iron sight. The RDS has a much better view and a bright laser dot in the center that allows for a quick aim.

Unlocked:
M4A1: Marksman II - Get 25 kills with this weapon.

Silencer: Makes the weapon more silent and reduces recoil. This attachment lowers the weapons range and damage over distance.

When you fire a silenced weapon, you won't show up on the mini-map.

Unlocked:
M4A1: Marksman III - Get 75 kills with this weapon.

ACOG Scope Replaces the weapons iron sight for a telescopic sight.

Unlocked:
M4A1: Marksman IV - Get 150 kills with this weapon.

FMJ Full Metal Jacket bullets. Increases bullet penetration, thus allowing you to shoot through higher density cover.

This works just like the Call of Duty 4 Deep Impact perk.

Unlocked:
M4A1: Marksman V - Get 300 kills with this weapon.

Shotgun Attachment allows you to use a four round pump-action shotgun.

Unlocked:
M4A1: Shotgun - Get 20 kills with the Grenade Launcher.

Holographic Sight The Holographic Sight is a little more accurate than the Red Dot Sight and the reticule is a bit different:

Unlocked:
M4A1: Holographic Sight - Get 60 kills with the Red Dot Sight.

Heartbeat Sensor: This is attached to the side of your weapon. You can track anyone that is in front of you, except for enemies that use the Ninja perk. Enemies are shown as red dots and friendlies as green dots.

Unlocked:
M4A1: Heartbeat Sensor - Get 15 kills with the Silencer.

Thermal Scope: Everything is shown as grayscale. Players glow white, except for those who use the Cold-Blooded perk. You can't see through walls/cover with this scope.

Unlocked:
M4A1: Thermal Scope - Get 20 kills with the ACOG Scope.

Extended Mags Increases the capacity of your weapons magazine, but it doesn't give you any extra ammunition.

Unlocked:
M4A1: Extended Mags - Get 40 penetration kills with the FMJ.

Camouflages:

Desert Unlocked:
Unlocked by default.
Arctic Unlocked:
Unlocked by default.

Woodland
Woodland Unlocked:
M4A1: Expert I - Get 5 headshots with this weapon.

Digital Unlocked:
M4A1: Expert II - Get 15 headshots with this weapon.

Urban Unlocked:
M4A1: Expert III - Get 30 headshots with this weapon.

Blue Tiger Unlocked:
M4A1: Expert IV - Get 75 headshots with this weapon.

Red Tiger Unlocked:
M4A1: Expert V - Get 150 headshots with this weapon.

Fall Unlocked:
M4A1: Expert VI - Get 250 headshots with this weapon.

here is a link showing proof i wrote this a long time ago for that dumb staff member who thinks i did not lol:

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The following 5 users say thank you to NeedaMilfSoon for this useful post:

coltsfan360, Demente_0ne, EarthScar, Hadenkin, rokkafella-3
08-26-2010, 10:55 PM #92
coltsfan360
Climbing up the ladder
Well looks like i need to use the m4 and see if im better with it now.
08-26-2010, 11:05 PM #93
itzbigant91
League Champion
Originally posted by BOLT View Post
I disagree, I think the Scar-H has better iron sights, but that is just my opinion.

But since the ACR has such low recoil, the bulgy part on the iron sights tends to not get in the way. But I still like using a red dot sight on the ACR.

Yes, F2000 is good in close, having a high rate of fire, it makes it one of the best if not the best close range assault rifle in my mind. But if you want a close range gun, sub machine guns can do the trick, that is what they are mainly used for. Also they have high rate of fire so the F2000 has nothing on them.


Yeah man I am back!

Thanks buddy, good seeing you as always. :bro:


yea thats true but why choose the f2k when u can go with a ump with less recoil and deals more damage? i dont know, they messed all of the ranges of power up on the guns and i hope treyarch finally gets it right.

---------- Post added at 07:05 PM ---------- Previous post was at 07:02 PM ----------

Originally posted by Shooter View Post
Forgot Famas, it has some good ironsights. :pedo:


ah yea thanks, i would rate it right below the m16. i prefer red dot always on the famas.
08-26-2010, 11:05 PM #94
Originally posted by BOLT View Post
Scar-H is amazing.

I personally hate the F2000, there is nothing it can do better then any other gun so no point in even using it.

Sure it does have great rate of fire, but so does the Tar-21, and the ACR and M4A1. Also if you want fast rate of fire and a gun good in close, then just use a sub machine gun like the Vector or MP5K.


yeh, iv never used it the recoil on it is poor and not very high damage
08-26-2010, 11:13 PM #95
NeedaMilfSoon
In my man cave
Originally posted by itzbigant91 View Post
yea thats true but why choose the f2k when u can go with a ump with less recoil and deals more damage? i dont know, they messed all of the ranges of power up on the guns and i hope treyarch finally gets it right.

---------- Post added at 07:05 PM ---------- Previous post was at 07:02 PM ----------



ah yea thanks, i would rate it right below the m16. i prefer red dot always on the famas.


Well the F2000 does have a higher rate of fire then the UMP 45 so that is the only reason I can think of.

But I agree, unless it is a small map or I am in a close quarter situation a lot of the time, the UMP 45 is the better way to go because it does more damage and has less recoil for those medium to long ranged shots.

I agree, I would use the Famas over the M16A4 any day with red dot sight.
08-26-2010, 11:22 PM #96
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Originally posted by ashbash View Post
I like the M4A1 and do use it, but as wings of rdemption says, its the poor mans ACR.

the M4 is essentially an ACR with some recoil.


and some more damage ACR is weak but i still prefer ACR more but still i do use the m4
08-26-2010, 11:24 PM #97
NeedaMilfSoon
In my man cave
Originally posted by OxGeRo View Post
and some more damage ACR is weak but i still prefer ACR more but still i do use the m4


Both guns do the same amount of damage at 30-20.

The only reason an M4A1 could kill faster then the ACR is because it has higher rate of fire which adds more recoil to it so at close ranges M4A1 kills quicker but at longer ranges the recoil can make you miss some shots so sometimes the ACR wins.
08-26-2010, 11:27 PM #98
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Originally posted by BOLT View Post
Both guns do the same amount of damage at 30-20.

The only reason an M4A1 could kill faster then the ACR is because it has higher rate of fire which adds more recoil to it so at close ranges M4A1 kills quicker but at longer ranges the recoil can make you miss some shots so sometimes the ACR wins.


i never thought about it that way thanks for pointing that out
08-26-2010, 11:28 PM #99
coltsfan360
Climbing up the ladder
Originally posted by BOLT View Post
Both guns do the same amount of damage at 30-20.

The only reason an M4A1 could kill faster then the ACR is because it has higher rate of fire which adds more recoil to it so at close ranges M4A1 kills quicker but at longer ranges the recoil can make you miss some shots so sometimes the ACR wins.


It really just depends on what your personaly good with too.
08-26-2010, 11:31 PM #100
NeedaMilfSoon
In my man cave
Originally posted by OxGeRo View Post
i never thought about it that way thanks for pointing that out


No problem. :bro:

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