Post: Full Guide To MW2 Guns, Perks And Killstreaks
09-01-2010, 02:43 PM #1
A--p--p--l--e
An Orange Apple ???
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[multipage=FAMAS]

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Similar to the M16A4, the FAMAS is a very effective assault rifle especially at long range. Despite the Create-a-Class' stats menu shows that it has low damage, one burst will kill with Stopping Power at any range, as long as all three shots hit. If fired without Stopping Power, at least one headshot is required at long range. Due to the high rate of fire per burst, the FAMAS will top out most other assault rifles and even SMGs at close range. The FAMAS resets perfectly after each burst allowing continuous accurate fire over a long range. This, coupled with its high penetration, allows one to easily kill through cover. A Red Dot Sight or Holographic Sight can be used to mitigate the bulky iron sights for mid to long range combat.

It has a slower reload and slower swap times than the M16A4, but its damage does not drop off until slightly further and it has less recoil than the M16A4, provided that the M16A4 is not equipped with a Holographic Sight. This difference in damage makes the FAMAS slightly better than the M16A4 at medium range but riskier to use in closer quarters when a specialized secondary is necessary, unless if one relies on hip-firing.

It is strongly advised to use Stopping Power with a Silencer in non-hardcore modes as it may take multiple bursts to kill an enemy at longer ranges.

The FAMAS is available as early as Level 1 with the default Grenadier class, equipped with a Grenade Launcher and a silenced SPAS-12 as the secondary, together with the perks Scavenger, Stopping Power, and Commando.

[multipage=M4A1]

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In multiplayer the M4A1 becomes available at level 4, when Create-a-Class is unlocked. It is very similar to the ACR, firing 50 RPM faster but having slightly higher recoil and lower range. This essentially makes it inferior to the ACR since having a firing rate 50 RPM faster is barely noticeable, while the higher recoil and lower range can make a big difference at long range. However, even this small increase in fire rate may make the difference at close range, especially with Stopping Power.

It is a good idea to use Scavenger or One Man Army with the M4A1 because it uses up ammo quickly since it has a rather fast fire rate.

The M4A1's slight recoil forces the user to burst fire at long range, which makes it more suited to medium to close than the ACR while the ACR is still much more accurate at long range when firing full-auto. The M4A1 also has a tighter hipfire crosshair, again giving it more utility in close quarters. The M4A1 benefits greatly from Stopping Power due to its relatively low damage, making it kill in 4 shots at even the highest ranges. It has almost no benefits from Stopping Power in hardcore, because the gun will still be a 1-hit-kill at close and mid-range, and 2 at long range. However, with Stopping Power, it will be able to one-shot players if a headshot is made at long ranges, so the effects are generally useless.

Players often fit a Red Dot Sight, Holographic Sight, or Silencer onto this gun, however the iron sights on this gun are regarded as some of the easiest sights to use in the game, as they are relatively open, meaning the player still has decent peripheral vision. While using the iron sights however, the M4A1 has a fair level of muzzle flash. A silencer may be used to counteract this problem.

An uncommon yet effective tactic is to use Thermal Sight on this weapon. Though the recoil is magnified, it will quickly down an enemy and often yielding headshots. Scavenger is recommended while using this tactic because the amount of bullets used will also increase. Players who find 60 extra rounds is enough should use Sleight of Hand Pro to reduce the time reloading and decrease the time it takes to ADS, or Marathon if the player plans on 'Running and Gunning'.

[multipage=SCAR-H]

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The SCAR-H is unlocked at level 8 in multiplayer, and combined with its high damage and low recoil it is a popular weapon. Its main drawback is its low magazine capacity, as well as low starting ammunition, which means it runs out of ammo fairly quickly. Its measured rate of fire however somewhat helps in using ammunition to its fullest extent, meaning less is wasted.

Unsuppressed, at close and medium range, the SCAR kills in 3 hits without Stopping Power. At long range, it deals 30 damage meaning it kills in 4 hits. Stopping Power is useful due to the weapon's slow rate of fire compared to most automatic weapons. The SCAR-H is very useful at long ranges compared to other automatic assault rifles such as the AK-47 or M4A1 as it has high damage with little recoil.

The SCAR-H also features what most consider very simple iron sights, which give a clear, uncluttered view, meaning that sight attachments are not commonly used.

In Hardcore, the SCAR-H is a one shot kill at any range - unless shooting upon enemies using Painkiller, Last or Final Stand, or at targets behind cover. This somewhat negates the need for extra ammo, making Sleight of Hand a useful alternative as the SCAR-H has a fairly long reload time in comparison to other Assault Rifles. It is also, due to its low recoil, useful with an ACOG as it has no sway, along with fully automatic fire.

The SCAR-H does not work well with Reload Canceling as the animation stops a very short period of time after ammunition is added, making Sleight of Hand useful, although low ammo becomes a problem.

The perk Scavenger and the Extended Magazines attachment both mitigate its low reserve ammunition and magazine capacity.

[multipage=TAR-21]

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The TAR-21 is unlocked at Level 20 in Multiplayer. It equips 30 round magazines, dealing 40 damage at close and medium range, and 30 at long range (unsuppressed). Suppressed, the 40 damage only applies at close range. Therefore, without Stopping Power, it kills in 3-4 shots, unless shooting through cover or at enemies using Last Stand, Final Stand or Painkiller. Stopping Power reduces this to a 2-3 shot kill. The TAR is also one of the only two assault rifles besides the F2000 that is capable of outgunning most SMGs in close range, due to its rate of fire.

The TAR therefore is a very powerful weapon, as it also features a high rate of fire, of 750 rounds per minute. The high damage and rate of fire however is mitigated by its moderately high recoil while firing fully automatically. Therefore, the weapon is seen less used than powerful weapons such as the SCAR-H which has little recoil while firing full-auto.

The TAR-21's ironsights are very precise, but can be cluttered for many players, as the sights block a moderate portion of left-right viewing. The Red Dot Sight in multiplayer instead is a MARS Sight, which gives a slightly smaller, circular view instead of the regular RDS. It is often only used to unlock the Holographic Sight as is bulky when not aiming down it, and reflects light, which can sometimes make aiming difficult. However, using a MARS sight along with a Heartbeat Sensor is useful as while aiming down the sights, the full sensor is still viewable.

In Hardcore mode, the TAR-21 is capable of a one shot kill without Stopping Power, unless firing through cover or at a player using Last Stand, Final Stand or Painkiller. This makes it very useful when engaging several enemies at once, due to its high rate of fire. It does, however, lose ammunition quickly, therefore most players tend to use the SCAR-H or AK-47 for their slower RoFs help prevent wasted ammo.

[multipage=FAL]

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In multiplayer, the FAL is unlocked at Level 28. While this rifle's semi-automatic nature reduces its effectiveness at close range, an experienced player with a fast trigger finger can easily double tap an enemy in close range without aiming down the sights. This same semi-automatic firing allows the player to control how much ammo is used and increases the FAL's effectiveness at long range, even though the shooter must pause briefly between shots to let the recoil settle. Because of this long-range prowess, the FAL closes the gap between assault rifles and sniper rifles.

The FAL is the strongest assault rifle with a damage range of 55-35, and as such, Stopping Power has a minimal effect. Shots will always kill in two hits at close and medium range, but three are required for a long range kill, regardless of the use of Stopping Power. However, with Stopping Power, the FAL is able to achieve one hit kills with a headshot. Moreover, like the UMP45, the FAL is one of the few non-sniper weapons in Call of Duty: Modern Warfare 2 that can kill in a maximum of three shots regardless of range, perks, or attachments.

The Red Dot Sight is not properly aligned on the FAL, as shots land below and to the right of the dot. The Holographic Sight increases the FAL's minimum damage to 40, which, when using Stopping Power, gives two-hit-kills at all ranges. This includes Bling combinations such as a silencer or Grenade Launcher.

Pairing the Undermounted Shotgun up with the Heartbeat Sensor via Bling can further increase this weapons effectiveness, giving the user CQB capabilities, and awareness of the area against enemies not using Ninja.

[multipage=M16A4]

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The M16A4 returns in Call of Duty: Modern Warfare 2. It behaves similarly to the Call of Duty 4: Modern Warfare version with some small differences.

It is unlocked later on, at level 40, and has an identical reload animation to the M4A1. A rail has been added to the carrying handle, but goes unused. The rear sight aperture is thinner than the CoD4 version, which gives a less cluttered sight picture. Camo is now only applied to the rail covers, the stock, the magazine and attachments apart from the Shotgun, M203, Silencer and FMJ.

The M16A4 damage-wise performs identically to the FAMAS, having the same damage and multipliers, and the same rate of fire per burst. However, it has slightly faster damage drop-off, but has a faster reload time. It has higher recoil, but using a Holographic Sight lowers recoil significantly.

[multipage=ACR]

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In multiplayer, the ACR is unlocked at Level 48. The ACR is similar to the M4A1 but sacrifices rate of fire for having virtually no recoil. It carries 30 rounds in its magazine, deals 30-20 damage per shot, and has a fire rate of 750 RPM. The ACR, although it bounces when firing, has zero recoil as it resets perfectly before the next shot, which makes it ideal for medium and long range combat. Its moderately low damage per second makes it somewhat weak in close quarters combat compared to other automatic weapons, making it a good candidate for use with the Masterkey Shotgun.

As a versatile weapon, most Perks and Attachments work well with the ACR, especially Stopping Power which allows it to fill a variety of roles. With Stopping Power, it takes 4 shots to kill at long range (versus 5 without the perk) and 3 shots at close range. The ACR is primarily used at long ranges and excels in medium-large sized and large maps with long lines of sight such as Wasteland, Afghan, Highrise, Derail, Estate, Bailout, and Fuel. The ACR consumes ammunition fairly quickly, but its near-complete lack of recoil means that wasting ammo due to missed shots is usually not an issue. Because of this, thermal scopes are a worthwhile attachment. Also, the ACR is one of the most effective weapons in the game for reload canceling; the player does not even need to wait until the magazine is fully inserted into the rifle before ammo is replenished.

In terms of damage output per second, the ACR's moderately low damage and moderate rate of fire make it one of the weakest weapons in the game, with almost every other gun outperforming it, in close quarters especially. However, it more than makes up for this at range, where its non-existent recoil ensures all shots go on target, which effectively makes it kill quicker than guns where burst-firing is necessary. Because of these features, it is one of the most, if not the most, commonly used assault rifles in the game.

[multipage=F2000]

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The F2000 is unlocked at level 60, and combined with the fact that it has high recoil with low damage, it is generally a very unpopular weapon.

It deals 30 damage at close and medium range unsuppressed, and 20 at long range. Medium range damage is reduced to 20 when a silencer is equipped. This means it kills in 4-5 hits without Stopping Power, and 3-4 using it.

It has the highest rate of fire of all automatic assault rifles in Modern Warfare 2, and this makes it very powerful in close quarters, rivalling most submachine guns. However, because of this, it has very high recoil and is almost impossible to kill anyone beyond medium range firing fully-automatic. It has higher recoil, but lower damage per second than the TAR-21, as well as burning through ammo faster, so the TAR-21 is much more popular.

In Hardcore, the weapon kills in 1-2 hits on targets in normal circumstances, which makes it fairly bad compared to other 30-20 damage assault rifles which have much less recoil.

The F2000 is similar to the TAR-21 in that it has a different Red Dot Sight - the F2000 utilizes a special variant known as the F2000 scope. It is a large circular sight, with blurry edges and a thick outer frame. This makes it difficult to use, and as such, is less popular than the regular sight. ACOG increases the weapon's recoil considerably, as well as the Thermal Scope.

[multipage=AK-47]

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In contrast to Call of Duty 4: Modern Warfare, the AK-47 is the last assault rifle to be unlocked; at Commander, Rank 70. For this reason, the weapon is less commonly seen as players tend to enter Prestige Mode. The AK-47 is second only to the TAR-21 in terms of damage per second for assault rifles, doing the same 40-30 damage, but having a slightly lower rate of fire. This makes the AK-47 useful at close, medium, and to an extent, long range. The TAR-21's higher recoil makes it less useful than the AK-47 at farther range, as the AK-47 has less recoil. However, this makes little difference, as most players tend to fire single shots or two or three round bursts when a target is at long range.

The AK-47 is a unique assault rifle, in the way that when anything is attached (excluding an ACOG scope only, Bling with ACOG will still make it sway), idle sway is added, making it the only assault rifle to feature sway, other than those using Thermal. Going prone will reduce sway caused by adding attachments. The Shotgun attachment is almost useless due to the fact that the AK-47 excels in close range, and using an attachment which creates sway and has little usefulness is somewhat of a waste. It is important to note that although the AK-47 features a muzzle brake/flash hider, the effect is only visual as firing will still make the user appear on enemy radars; a Silencer is necessary to be attached to remain hidden.

In Hardcore, the AK-47 is powerful enough to kill in one shot at any range, unless shooting through cover, or at enemies using Painkiller, Last Stand, or Final Stand. This makes it have direct competition with the SCAR-H as well as the TAR-21, as these two also have the same damage. The AK-47 is considered a medium between these two, as it has both recoil and fire rate levels in-between the two.
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09-01-2010, 03:01 PM #2
Jamesyy
OG? No? ok.
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09-01-2010, 03:03 PM #3
A--p--p--l--e
An Orange Apple ???
Originally posted by Bromeo View Post
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Lol I Know That It Clearly Says That, I Thought I Would Try And Help And Keep It All In One Thread
09-01-2010, 03:05 PM #4
Jamesyy
OG? No? ok.
Originally posted by another user
Lol I Know That It Clearly Says That, I Thought I Would Try And Help And Keep It All In One Thread


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