Post: The *ULTIMATE* Guide to the BAR
12-31-2008, 04:56 PM #1
X Lash
Samurai Poster
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The BAR, in my opinion is one of the most versatile guns in Cod Waw (COD5) like the M16 was in COD4. Very good at all ranges apart from CQC (close quaters combat). More is explained in the guide.

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IRON SIGHTS

The Iron sights on the BAR are actually very accurate at what they were designed for; Medium to Long range, it’s only when you try to use them at other ranges you’ll have a problem. Simply aim up the enemy and, controlling the recoil (see tips), shoot until they are dead.

IRON SIGHTS TIPS

At all ranges the trick I find useful is not to hold down the trigger and let it go fully auto, but to treat it like an SVT and individually shoot each round. This allows each bullet to hit the target more often, especially if said target is moving, because you can choose when and where the bullet is fired.

Contrary to the above tip, if you are aiming at someone standing still, line up their torso and let rip!

In close range the BAR gets screwed over by nearly every other gun in the game. Instead of firing with the BAR, swap quickly to a pistol (or a better weapon you have picked up) or go in for the knife


Two stopping powered bullets are all it takes to down a normal enemy, that’s only 1 third of a second per kill! So if you are wasting a lot of ammo, try to be accurate (it pays off!)


BIPOD

The Bipod is the only attachment for the BAR and is unlocked at 25 kills. It reduces recoil when deployed, grants unlimited ammo and it seems to have a faster fire rate (can someone verify this please). In return you have about a 60 degree range of movement and it takes ages to take the BAR of the stand.

BIPOD TIPS

If you have 25 kills you have absolutely no excuse not to use the Bipod, you never know when it might come in handy.

If you have the Bipod equipped and see a situation where it could be helpful (ie defending an objective) then for gods sake DEPLOY IT.

Don’t overuse the Bipod, only use in the appropriate situations.

Try to cover all routes behind you with Betties or a half decent teammate (friends are the worst, they often think it’s funny to let you die!). This stops annoying ghosts from having a field day.

Never stay in one spot once you have a few kills. The people you kill will soon be back with a vengeance, better prepared against your tactics.






MAPS

Here are some maps that are better suited to the BAR’s long- medium range requirements...

Airfield: This map is great for using the BAR on. Stick around flag ‘B’ and medium to long range combat opportunities will literally come to you. A word of warning, beware of flankers sneaking up behind you and SMGers hiding in the numerous bunkers.

Asylum: Everyone thinks that Asylum is only suited to SMGs, I disagree. The BAR does great on Asylum if you don’t bowl right into the middle of corridors and stay at medium range from targets.

Dome: I love using the BAR on this map. The trick is not to enter short range situations. Stay on the top level (or tower) with Betties covering your rear and you will have the advantage over SMG users below.

Hangar: On Hangar your best bet is to stay on the 2nd floor and shoot down on people below. I often frequent the outside buildings to pick up easy kills on the people running around below.


Here are some maps which I find difficult to play on with the BAR. These are:

Castle: I personally like using the BAR on this map, but it is labelled ‘difficult’ because of the high amount of SMG users, who, if they get close enough, will annihilate you. I like to stay in the towers and the buildings that look over ‘C’.

Courtyard: This map can be decent for the BAR, but you must, must, must stay in cover to avoid ambushes. On this map, let the enemies come to you, don’t go out hunting for them.

Makin: On Makin my favourite tactic is to hole up in the sniper tower and either overlook the ammo dump or the opposing teams spawn. In addition, staying in any place that allow for you to capitalise on the Medium-Long range godliness of the BAR.

Outskirts/Upheaval Both of these maps have potential for the BAR. The only way I’ve found to get kill streaks is to camp in the upstairs of one of the buildings and fire out.

Here are the maps I don’t like to play on with the BAR

Cliffside: On Cliffside using the BAR, is like having a message on your head to snipers saying “KILL ME NOW, OR I’LL DESTROY YOUR TEAM WITH MY LONG-MEDIUM RANGE GODLINESS”. Hence, don’t use the BAR on this map, unless you have a good plan…. Or a death wish.

Downfall: This map is ****

Roundhouse: See ‘Cliffside’

Seelow: See ‘Cliffside’


If you need to a layout of all the maps you will be able to find it on the net, Google it!Smile


Perks Section

In this section I will give advice on which perks to use on an MG.

PERK 1.

Bandolier: Bandolier can be a solid choice for a MGer as it ensures that unless you are being a total spamming NOOB you will not run out of ammo. However, the a BAR user often needs Betties to cover his ass, so only use if necessary.

Bazookas: Can be useful in a tank destroying class, but for the majority of the time you should be firing your weapon not pratting around with Bazookas.

Bomb Squad: Unless you are constantly killed by Betties (or worse, Satchel Charges) in SnD don’t bother with Bomb Squad.

Betties: Betties are a great addition to nearly any class. When you’re using a BAR, these can really help by covering your back.

Flamethrower: Can be fun to use and a good short range weapon with unlimited ammo, this is a decent perk to use with the BAR if you don’t need Betties..

Satchels: See Bazookas

Spec Nades: Very little point.

Frags: Always a solid choice, gives you another frag to throw at someone. If you don’t know what to use, use this. You can’t really go wrong.

Perk 2

Camouflage: I like the Camoflage on this gun, because it means you can camp and wait for enemies to come, and they won't see you, but Stopping Power comes in handy sometimes by reducing the number of bullets needed
from 3 to 2

Double Tap: All MGs have quicker kill time when used with stopping power. Trust me I’ve done the maths, for example on the BAR it usually takes Two stopping powered bullets to kill and three double tapped bullets to kill. In a set amount of time, double tap will fire off 35% more ammo so…
Every time two stopping powered bullets are fired 2.7 double tapped bullets are fired. 2.7 times by 40 = 108. This means that the quickest to fire 100 damage is Stopping Power, because in the time it takes for Two whole Stopping Powered bullets to be fired, only two WHOLE DT bullets would have been fired, thus proving that SP is more effective on the BAR. When similar maths is worked out on every other MG it came up with similar results. On Juggernaut users DT is ALWAYS better.

Stopping Power: If you want to increase killing potential, pick this perk.

Flak Jacket/Gas Mask/Flares: Too specialised, don’t use.

Juggernaut: Personally I don’t have much success with this perk. But can behelpful on maps where people snipe because they won't kill you in one,
if your prepared for the lobby abuse go ahead and use it.

Overkill: If you plan to overkill with a short range weapon, this perk can be a wise move. However, usually I’d rather have a Stopping Powered pistol than anything else.

Sleight Of Hand: This perk is nearly always unneeded with a camping style gun, use something else.

Perk 3

Dead Silence: No point.

Deep Impact: Makes spamming through a wall more effective. Too bad the BAR sucks at spamming through walls.

Steady Aim: Steady Aim reduces the size of your crosshairs to 65%, this can really help when using a pistol in CQC, I would recommend this perk.

Fireproof. Too specialised, don’t use

Martyrdom: The nades in Cod 5 have been severely nerfed. Don’t use, you will not catch many people out. Some people chuck them back as well.

Second Chance: In anything but Hardcore I find it is a waste of a slot. Only use if you are godly with a pistol.

Iron Lungs:………………………….

Reconnaissance: Unless you are getting mauled by dogs or blown up by tanks, don’t use for there are much better perks.

Toss Back: I find when I use this perk, I have to fight my instinct to run away from nades. This could cause adverse effects when not using this perk, Beware!

Tank perks are in my opinion useless as i'm not really the tank kind of guy, i try to aviod them whenever possible





General Tips for the BAR



At very close range, go in for the melee.

At close range, swap to your pistol and try to take the enemy down.

At Medium/Long range single fire if your target is moving

At Medium/Long range go full auto if your target is stationary.

Using Stopping Power

Try to find good spots on every map to use the BAR in, this will improve your kills dramatically.



CUSTOM CLASSES

Here are some suggested Custom Classes, use what works the best for you.

Normal
BAR (Bipod)
Tokarev
Frags
Tabun Gas
Bandolier/Betties
Stopping Power
Steady Aim

Probably the most common perk combo in the game. Use the BAR’s pretty much unlimited and superpowered to take down the enemy team from range. Use steady aim for when they get close (use a pistol or secondary)


DEPLOYMENT
BAR (Bipod)
Tokarev
Frags
Tabun Gas
Betties
Stopping Power
Deep Impact

This class was made for using the Bipod as much as possible. It’s pretty self explanatory, just set up the Bipod as often as possible and spam away.


Pitch a tent?
BAR (Bipod)
Either shotty
Frag
Tabun Gas
Betties
Overkill
Steady Aim

Camp in a building with Betties.
Fire out with the BAR
Here someone set off Betties
Give them plastic surgery shotgun style
EASY!

Camp God
BAR (Bipod)
Tokarev
Boucing Betties
Camoflage
Steady Aim

Go into a building, put betties in any windows, set up the bipod facing the door, move the left analogue stick so you get unlim ammo, and wait, i got a 22 kill streak with this, this was pretty much evenly spread out through the rest of the team, not just on one person who came over and over again

From AMERICA With Love:
Bar w/Bipod
Colt M1911
any special/grenade
Bandolier
Double Tap
Deep Impact

^^ found by Lser, a good class, but can get a bit outta hand, try it!
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The following 9 users say thank you to X Lash for this useful post:

©hicka©hicka, Cragith, drako4ever, EJ94c, elfmotat, Favo, l-Jos3ph-l, MOD1, XxfigjamxX
01-04-2009, 01:58 AM #20
nice post man cheers for puting it up Happy
01-04-2009, 02:13 AM #21
this is really useful dudeSmile
01-04-2009, 06:35 PM #22
This guide rules. It was the first gun I used and the only reason I don't use it anymore is because of the lack of challenges for MG's, however I might try it out again.

I hate it how MG's have so few challenges.
01-04-2009, 06:46 PM #23
X Lash
Samurai Poster
yeah, they should make them have grip, bipod, arpature, and the telescopic... it seems like they spent too much time on SMG's and too little on MG's
01-04-2009, 08:19 PM #24
Originally posted by x
yeah, they should make them have grip, bipod, arpature, and the telescopic... it seems like they spent too much time on SMG's and too little on MG's


Yeah, agreed 100000% percent
01-05-2009, 01:00 PM #25
X Lash
Samurai Poster
I might make a poll, of who thinks they spent too much time on SMG's
01-06-2009, 07:37 AM #26
Originally posted by x
I might make a poll, of who thinks they spent too much time on SMG's


I do...MORE ATTACHEMENTS ON MG's!
01-06-2009, 11:33 AM #27
l-Jos3ph-l
Gym leader
Hey man thanks for supporting my guides as well.

THANKED
01-12-2009, 02:57 AM #28
HeadHunterM7
You Spin Me Right Round
i dont like the bar

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