Call of Duty: Modern Warfare 2 (2009) - Multiplayer

Call of Duty: Modern Warfare 2 (2009) - Multiplayer

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Call of Duty: Modern Warfare 2 Weapons and Knifing Guide
By dricusduplessis
This is a general guide on the quality primary weapons, how to use them and what attachments to use. Also, I have a section on in-depth knifing tips and tricks. I will soon be adding a secondary weapons section, so dont forget to stop by later.
   
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Primary Weapons
Now in this section I just want to lay out most of the weapons that I have found useful, and when to use them and how, but this guide has suggestions, not how you should play. That is for you to decide.
Note: When I say a certain perk, I mean the Pro version of it is included. Also, if I don’t mention a green perk, just insert Ninja Pro, as that is the best all-around perk.
Assault Rifles
FAMAS: I personally love this gun. This 3 round-burst firing AR is somewhat on the slow side, but if you can get all 3 of those bullets into your enemy, the kill is yours. This gun is better for those with good aim, as spraying is awful with this gun. Attachments for this gun that are helpful are: the red dot sight (although the iron sights aren’t bad), ACOG, and Thermal. I don’t like silencer as much, as I have found this gun to be better at long ranges as opposed to close up. If you put a silencer on the FAMAS, long range shot have decreased damage, often not letting you get that 1-click kill. For perks, I would recommend Sleight of Hand, or perhaps Scavenger. Stopping power is obviously the best choice, as it will get those 1-click kills every time. I have found this gun to be a reliable gun when it comes to ammo conservation, as it is not fully automatic. If you use this gun in the right situations, and you always hit your mark, you will have no problem racking up those kills.

SCAR-H: This AR packs quite a punch. It is the second highest gun in the damage class for ARs, and it can hit 2-4 shot kills. It is fully automatic, but the fire rate is somewhat slow. There is little recoil, and the iron sights are quite clear, making this an accurate weapon. The main downside to this gun is the magazine size. It holds the tiny amount of 20 rounds, and only a few clips in your ammo belt. The ammo goes quickly, not because of the RPM, but because of the lack of large clips. Scavenger is the logical choice, as getting more than 6 kills a life is difficult without it. Stopping Power is good, although it is not mandatory, as the gun already has a high damage count. I normally use it anyway, but it is up to you. For attachments, I prefer the Red Dot Sight, or Extended Mags are also good. The Red Dot Sight makes more visibility, allowing for more accurate shots. The Extended Mags attachment makes reloading less frequent, allowing for longer firefights. But overall, I like the Red Dot Sight the most, as more precise shot are fired. This gun, if used properly, can dominate the other team, quickly taking out players in much quicker than any other gun could.

TAR-21: The Tar-21 is a high damage, medium recoil, high RPM AR, with fully automatic capabilities. It is in the same damage group as the AK-47 and the SCAR-H, has more recoil than the SCAR-H, but has a higher RPM than the AK-47. This is a great gun for close to medium range firefights, as the recoil makes long range shots “bounce around”. A good sized magazine and a faster reload time makes Sleight of Hand not a must. I prefer Scavenger, as with this gun ammo goes somewhat quickly, being automatic. Stopping Power is a good perk for this gun, as it makes those kills go even faster. For the last perk, I prefer Ninja, as silent footsteps are a must for this silenced class. For my attachments, I stayed away from the optics, as the iron sights work quite well. I like the silencer, as the TAR-21 makes quite a noise unsilenced. Also, as this gun isn’t the best at long ranges, the silencer is a great use of an attachment. This gun is overpowered at close-middle range, and if you can control the recoil, it is a great all-around weapon, worthy of owning the battlefield with.

FAL: This high-damage, semi-automatic is a beast. It does more damage than the SCAR-H, AK-47, or the TAR-21. The gun is perfect for long range, and can get a 2-3 click kill if the bullets are placed in the upper chest. The iron sights aren’t very good, as they obscure most of the screen, which makes sniping with this gun near impossible. For attachments I like the optics, as I didn’t find the iron sights very useful. However, the Red Dot Sight is misaligned, so the only reason I would use it is to unlock Holographic sight. The Holographic sight, for some reason, adds 5 damage to this gun, so if Stopping Power is used, it is most of the time a 2 click kill. I like either Sleight of Hand, or perhaps Scavenger for this gun, although ammo conservation is quite easy. This gun is better at middle to long ranges, but if you are good, close range isn’t too bad either.
ACR: This low damage, high RPM assault rifle is widely used, probably for the complete lack of recoil, and high accuracy. The ACR is a great gun for middle-long ranges, especially for AR sniping. The use of a silencer on this gun removes any muzzle flash, making it the most accurate gun in MW2. I like the iron sights, although the Red Dot Sight is also a good choice. I prefer Scavenger for this gun, especially if its silenced, as I can stay alive for quite a long time if I take it slow. Stopping Power is helpful, as the somewhat low damage of this gun is hard to get quick kills with, and this red perk can improve that. Ninja Pro is a must, as sneakiness is the main use for this class. This gun can greatly improve your K/D, as long as you take it slow. Rushing in isn’t always the solution with this gun, as the low damage most of the time means you losing a firefight. Stay back, find a good position, and let the gun do the rest.
Sub Machine Guns
Sub Machine Guns
UMP45: The UMP, probably the most legendary weapon in all of Modern Warfare 2, is a fully automatic, high-damage, high-accuracy SMG that is overpowered in short-long ranges. This gun is probably the most versatile, being able to take out snipers at long ranges, or get triples in close quarters. The iron sights aren’t the most precise, but if you can get used to them, you can allow for a better attachment. I prefer the Silencer, as for some reason, there is no range drop-off. The Silencer, the FMJ, or the Holographic Sight are my top choices. Really, any of the attachments (barring ACOG and Thermal) are good for this gun, and all have different purposes and playing styles. For perks, I would have to say again, that every perk can be used with this gun, for a variety of playing styles. Overall though, my favorite perk setup is: Scavenger Pro, Stopping Power Pro, and Ninja Pro. Another good one is the same setup, but with Marathon Pro instead of Scavenger. This gun is amazing, and if the slight recoil can be handled, you will be destroying everyone, no matter where they are.

Vector: The Vector is unique. It has the lowest damage of any gun, but the second highest fire rate, next to the G18. Each bullet does little damage, but when the extremely high RPM kicks in, this SMG can kill as quickly as the SCAR-H. This being so, it obviously goes through lots of rounds, very quickly. I would recommend Scavenger, as you can really only get about 6-7 kills in one life, if this perk is not used. The quick reload time takes away the need for Sleight of Hand, which is handy in this situation. Stopping Power is an obvious choice, as that extra damage could be life or death in a 1v1 situation. For attachments, I would go with either Extended Magazines, or Silencer. Extended Mags will help you not burn through your ammo so quickly, and Silencer will allow you to get those kills without alerting the enemy. This gun can be used as a pusher, but I have found it as a better stealth class, as the weight of the SMG can help you get around the map much quicker than any AR or LMG class.

P90: This large magazined, high damage, high RPM, high accuracy SMG is a worthy gun to use, easily decimating more than 1 opponent at a time. There is little recoil, making this an accurate gun to use. This is a gun that you would rush with, perhaps into an enemy control point in Domination, or towards a lone care package that everyone is fighting for. Silencer is probably your best option, as the reduction of muzzle flash and the ablility to not be detected is important. I have found Akimbo to be a good attachment, maybe the only SMG that this attachment works well with. Scavenger isn’t needed, as the large magazines and the quick reload time gets rid of the necessity of this blue perk. I like Sleight of Hand, or maybe Marathon. For my red perk, I prefer Stopping Power, or perhaps Lightweight. Last, I like either Ninja Pro, or Steady Aim for the Akimbo option. This gun is a great weapon to use hip firing or aiming, and the akimbo class is perfect for Rust.
Sniper Rifles
Barrett 50. Cal: The Barrett is a widely used sniper rifle that has high damage, somewhat high recoil, and a high fire rate. This gun allows for 1-Shot 1-Kills and the recoil enforces this. Sleight of Hand, and Stopping Power is a must, but the green perk allows for different playing styles. Ninja Pro gives the stealth advantage, but Steady Aim Pro allows for better no-scopes and hard-scopes. Either way, this gun relies more heavily on the blue and red perks. For attachments, I would recommend either FMJ, or Extended Mags, as all of the other attachments have their flaws to them. I’m not going to tell you how to play with this rifle, as sniping is fairly simple. Just take a shot, move on, and take another one. Never stay in one place for too long, as the loud noise and lack of a Silencer makes the enemies come, guns a’blazin.
Intervention: This gun is likened to the Barrett, as it hits a 1-shot kill, but everything else, including the playing style, is vastly different. It has much less recoil, a much slower fire rate, but about the same amount of damage. This rifle is bolt-action, so if you stay zoomed-in, the fire rate is much slower than if you go into ADS, fire, zoom out, ADS, fire, zoom out, etc. This rifle is widely used as a “quickshotter” or a “trickshot” gun. This technique is using no-scopes, hard-scopes, and quick-scopes. The perks should be the same as the Barrett, but Commando Pro is good for Trick-shotters, as you don’t have to die every time you jump off a building. This gun is hard to master, but once you get the rhythm down, it is easy to get kills quicker.
Secondary Weapons
Machine Pistols:

PP200:
This machine pistol is a high accuracy, medium damage, low recoil weapon with a somewhat low ammo capacity. It is likened to a smaller version of the Mini-Uzi, although I have found it to be more reliable. The iron sights aren’t the greatest at long ranges, but the range drop off on this gun is so severe that the PP200 is really only suited for close-quarters combat. I like the Red Dot Sight, as sometimes I can hit more accurate shots. Or, the Silencer is a great option, completely getting rid of muzzle flash, but making the range less powerful. This machine pistol is a worthy sidearm, and it is a great weapon for switching to if your primary ammo has run out.

M93 Raffica:
This 3-burst, high damage, high accuracy, low RPM machine pistol is likened to the FAMAS, being one of the only 3 burst fire weapons. The RPM speed lands in between the FAMAS and the M16, but like the FAMAS, if the enemy is hit in the upper chest, it is an instant kill. This gun doesn’t have very good range capabilities, but if you are indoors, or in a closed area, switching to this gun could save your life. If hit in the chest at close range, you get a kill. If hit in the lower stomach at close range, it makes it a 2-click kill. I have heard that the Red Dot Sight and the Holographic Sight are slightly misaligned, but for the most part, I have not found this to be a problem, as this gun isn’t as effective at middle-long ranges. For attachments, I found the Red Dot Sight to be the most helpful, but if it doesn’t appeal to you, maybe Extended Mags, Akimbo, or Silencer. This is a good, reliable weapon that is a close-quarters version of the FAMAS.

G18:
The G18 is a low-medium damage, extremely high RPM, low accuracy weapon. It shoots the fastest of any gun, including all of the primaries, surpassing even the high RPM of the Vector. Like the Vector, the somewhat low damage is compensated by the overwhelmingly fast rate of firepower. The one drawback to this gun is the recoil. This is arguably the gun with the most recoil, with the same pattern of kickback as the UMP, but intensified. This makes this gun not very accurate. Because of this flaw, the optics are useless. The Silencer makes the flash fire disappear, and somewhat lessens the recoil. The Silencer is one of the best attachments for this gun, as you are unstoppable up close, and you will not appear on the radar when firing. Akimbo is the most overpowered choice, sending a flurry of bullets into the opponent at a very high rate. The hip fire spread for the Akimbo isn’t widened by any, making it almost more accurate than only firing one of them. The sheer power of this attachment will make people call you “noob” or “lagpro”. The G18 with the Akimbo option is a very easy gun to use, but unlocking it is difficult, so the “noob” insult doesn’t work so well against you. I would go with either the Silencer, or Akimbo, depending on your play style, and how well you can take insults. The G18 is a overpowered, extremely destructive gun, but it may suite you well.

Shotguns:

SPAS-12:
Ah, the Spas of justice. This shotgun is a low RPM, high damage, high accuracy gun that lacks range and speed but makes up in firepower. The Spas is pump-action, so the RPM is quite low. But, the 1-click kill in the chest is very helpful in close quarters. The range is better than most of the shotguns, but the damage is decreased the farther you are away from your target. This is one of those guns that is great without any attachment, more relying on your skill and accuracy than any optic or attachment. But, the Grip or the Extended Magazines will be your best choice if you like the attachments. The Grip stabilizes the recoil, making the kickback much less than normal. The Extended Mags helps you, so that you don’t need to reload all of the time. If you place your shots correctly, and get close enough for the kill, you will be a master of the Spas in no time at all.

Handguns:

USP 45.:
The USP is a high RPM, medium damage, medium recoil handgun that is extremely quick on the draw, and can be combined with many attachments for different uses. This is the fastest-switching secondary, and is a good combination for guns with a slow reload or small magazines, as waiting for the reload could cost you your life. The damage is good enough to get a 3-4 click kill, 2-3 shot if up close and high in the chest. The iron sights are all right, but as there are no optical attachments for handguns, you will just have to get used to them. There is a good deal of other attachments, and almost all of them are helpful. Silencer lessens the range, but is a good way to stealthily take out an unaware opponent. The Akimbo attachment has you wielding 2 high RPM pistols, and is a great choice for a secondary in a sniper class. Tactical Knife speeds up your melee, and reduces the cooldown time for your knife attack, making this a perfect combination with the Commando Perk. Finally, Extended Mags increases your magazine size, making the reload less frequent. Overall, I like Akimbo or Silencer for my USP 45. This is a good, accurate high RPM sidearm, and the fast switching time make it very important.

.44 Magnum:
The .44 Magnum, or the “6-shooter” is a high-powered, medium RPM, medium-low accuracy gun. The iron sights are precise; probably the most accurate of all of the handguns, but the high kickback and recoil makes the sights less useful. This gun packs a punch, with only a 2-3 click kill at most medium-short ranges. The swap time is also very quick, which makes it a good gun to rely on if your primary needs reloading. It is very good up close, overwhelming the opponent with fast, high damage shots. For attachments, you have: FMJ, Akimbo, and Tactical Knife. FMJ increases your bullet penetration, but as this is more of a close-range, up close weapon, shooting through walls won’t really help much. Still, if Akimbo doesn’t suite you, and you aren’t much of a knife-wielder, then FMJ is a good passive attachment to use. Akimbo is probably my favorite attachment, as wielding 2 high-powered handguns is not only powerful, but also fun to use. You won’t be reloading as often as you have 12 bullets instead of the 6 at your disposal. But, the accuracy is severely decreased as aiming is not an option. Tactical Knife has the same use as the USP 45. attachment, speeding up your melee. If you are a one that is prone to knife a lot, this will be your best attachment, as the fast switching speed and the quick melee is a good combo. This gun is good for sniper classes, as if you haven’t mastered using your rifle in close quarters, a fast swap to the Magnum can overwhelm the opponent as close ranges.

Desert Eagle:
The Desert Eagle or more commonly called: “The Deagle”, is a medium-high RPM, high damage, low accuracy firearm that deals the most damage of all of the handguns. It can sometimes be a 1-3 click kill, depending on where you hit them. The iron sights aren’t bad, although they are misaligned, detracting from the accuracy even more. The misalignment can be fixed by equipping the Tactical Knife attachment. FMJ is a good passive attachment, although the need for bullet penetration isn’t a must. Akimbo is a good choice, as the low accuracy of the gun makes duel-wielding 2 of them makes it a powerful close-range weapon. Since the damage is so high, and since you are carrying 2 Deagles, kills come extremely quickly, as long as you are accurate. Tactical Knife has the same effect as all of the other Tactical Knife attachments, but this time is aligns your iron sights, making it slightly more accurate. This pistol is a good choice for snipers, or just any class, because this gun is fun to use. The loud noise, the high damage, and the look of the gun all adds up to a entertaining gun to use. But not only is it cool, the extremely high damage overwhelms opponents up close, not even giving them a chance before you get the kill.

Perks
These are some of the perks that I like, or that I have found useful.
-Blue Perks:
Sleight of Hand:
Ability: Faster Reloading
Pro Version: Faster ADS
This is a helpful perk for almost any gun, especially those with slow reload times, or ones that have a small magazine. This is a must for any sniper class, as the faster ADS aides in quicker aiming.
Marathon:
Ability: Unlimited Sprint
Pro Version: Faster Climbing
This perk is helpful for classes that rely on mobility, so for any SMG or shotgun class, this is one of your best bets for a blue perk. Also, this perk is essential for any knife only classes
Scavenger:
Ability: Resupply from dead enemies
Pro Version: Start the game with extra magazines
The Scavenger perk is a good perk for those who are a little too happy on the trigger finger, or those pros who try to get higher killstreaks. Another good advantage to this perk is the resupplying of equipment and special grenades.
-Red Perks:
Stopping Power:
Ability: Increased bullet damage
Pro Version: Increased vehicle damage
This is one of the most important perks, as the extra damage helps win firefights faster against those who go without. But beware, once you use this perk, you will never go back, as you will get quickly accustomed to the speed that you are able to kill your enemies with. However, this is probably the best red perk, so it’s ok to get used to it. I have found it to be essential for all my classes, especially my sniper classes, as without it, there is no more 1 shot kills.
Lightweight:
Ability: Increased running speed
Pro Version: Faster ADS after sprinting
This perk increases your movement speed, allowing you to get around the map much faster than normal. Pair this with Marathon, and your speed will be unmatchable. Although this is a helpful perk, Stopping Power will be your best choice for a regular “gun” class. However, a knifing class may find this perk useful.
Cold-blooded:
Ability: Undetectable to UAV, air-support, and thermal vision
Pro Version: No crosshair detection by enemies
This is by far the best stealth perk, making you invisible to about anything except claymores, heartbeat sensors, and regular visual aid. If you to stay out of sight during the match, or attack from a hidden location without being found, this is the perk for you.
-Green Perks:
Commando:
Ability: Increased melee distance
Pro Version: No fall damage
This green perk, often called the “lunge” perk, greatly increases your melee range, making it a must have for all knifers. If you don’t run the match tac. knife only, it is still a great perk to use, making you unstoppable in close quarters. The pro version grants you no fall damage, making this a fun perk to use. Nothing is better than jumping off a high building, and gunning down opponents as you fall. This is one of the best green perks, and it is one of the best to start out with.
Steady Aim:
Ability: Increased hip fire accuracy
Pro Version: Hold breath longer
Steady Aim increases your hip fire accuracy, making hip fire so much more reliable. Depending on the gun, the hip fire spread can be very deadly if this perk is used. The pro version is also helpful, allowing snipers to hold their breath for longer, aiding in hard scopes. This is another easy perk to start out with, and one that I wouldn’t go without trying.
Ninja:
Ability: Invisible to heartbeat sensors
Pro Version: Silent Footsteps
Ah, finally, the most important perk in the entire game. Any other perk can be swapped out easily, but Ninja is the one that is found in all of my classes (minus knife only). The regular version of the perk is almost useless, as no one really uses heartbeat sensors. But the real treasure is the pro version: you make no noise when walking/running. This means that you can move undetected throughout the map. And, without the noise of your own steps, everyone else’s footfalls are so much louder. If you listen to the map, hear the sounds of everyone moving about, and the footstep noises the other players make, you can pinpoint their location just by listening. This is a vital perk, and should be in everyone’s class setup.
Knifing
Knife Only: Knifing throws a wrench into everyone’s game, as most people are expecting you to stand still and shoot. Sprinting top speed at someone causes them to panic, and just spray at you, until your knife silences them. This class is a build of its own, not relying on its primary, but its secondary gun with a tactical knife attachment. This allows for a much faster melee and a much quicker knife cool down. Knifing is an art, and using it effectively takes a lot of practice. I have won many FFAs without firing a single shot, not relying on killstreaks, but using strategy to overcome the other players. There are many strategies for this technique, and you must use them if you are to learn how to knife everything in sight.

Here is the perfect Knifing Class:
Primary: A silenced SMG, or a Sniper Rifle
Secondary: A handgun with the tactical knife attachment
Equipment: Throwing Knife
Special Grenades: Stun Grenades
Perk 1: Marathon Pro
Perk 2: Lightweight Pro
Perk 3: Commando Pro
Below is a screenshot of the best class for this approach:
Tips and Tricks:
-When you see an enemy, don’t run straight at him, either strafe, or tape A &D to “jump” back and forth
- Throw a stun grenade at your enemy if you are chasing him, slowing his run speed greatly
-If enemies is close, but not close enough to knife, and he is shooting at you, quickly go prone and throw your knife at him
- Jumping is a great way to avoid bullet fire, and perform an aerial knife
-Patrol a highly used area, as you can kill the people that spawn there
-Memorize all of the maps, as knowledge of shortcuts and hiding spots are essential for any experienced knife wielder
-The Commando perk has more distance than you think, but don’t tap E before that distance is reached, causing a “stutter” in your sprint speed
-Since Ninja Pro isn’t used here, rely more on visual then on auditory, as your own footsteps somewhat hinder the noise of everyone else.
- When you are running, always check down every hallway and hiding spot, and then pursue and destroy
-Learn how to flank your enemies, as a frontal approach usually ends in you getting gunned down
- UAV is extremely helpful, allowing you to pinpoint enemies’ locations.
-Passive killstreaks are better than rewards such a AC130, Chopper Gunner, or Predator Missile. Instead use UAV, Harriers, and Pave Low.
- If Care Package or Sentry Turret is used as a killstreak reward, there is a helpful perk that adds to your speed bonus. Once you get the Care Package Marker, dont throw it, but hold it in your hand as you run around knifing. It greatly increases your running speed, and getting around the map is much easier.
Overall MW2 Tips and Tricks
-Pick the right gun for the right map. A SMG is better in close quarters than a LMG.
-Learn your maps. Map awareness is essential for becoming better at the game.
-Learn the spawn points. This can get you first blood every time in FFA.
-Aim often, especially when entering a place where enemies might attack. If you are going down a hallway, and you need to turn left, aim down the hallway before turning, so that if someone rushes at you, you have the split-second advantage that can win the battle.
-Jump, crouch, and lay down. These moves make it harder for people to hit you.
-Strafe when you encounter a sniper. Most likely they will try to quick-scope you, and moving around towards them will make them miss you completely.
-Always check corners. Most likely there will be a camper there waiting for you.
-Never have your back turned for too long. Every once and a while, do a full 360 to make sure no one is following you.
-Know when to switch weapons. When going into a small room, do you want your AUG Thermal out? Or your Ranger Akimbo? When you are at long ranges, are you going have your Deagle, or your Intervention FMJ drawn?
-Mind your surroundings when using Care Package. So many times have I seen an AC130 stuck on a rooftop.
-Don’t rush when you don’t know what is there. Wait for the UAV wave to pass through before rushing in.
-Know when to use your killstreak rewards. Don’t wait to use your Chopper Gunner when there is less than a minute left in the match.
-Bait other players. Fire an unsilenced shot, then wait for the players to come streaming in, looking for that red blip on the mini-map.
-Don’t stay in one place for too long. Most likely sooner or later someone will flank you.
-Learn how to flank. On big maps like Afghan or Invasion, use a Marathon class to get on the other side of your opponents. You will laugh as you sneak up behind a crowd of enemy players and decimate them all while their backs are turned.
-Don’t go AFK until you are in a safe spot. ‘Nuff said
-Use stun grenades for hitmarkers. This way you can tell if a room or area is inhabited before moving in.
-Find good sniping spots. There is a giant amount of hidden spots on every map, spots that are really hard to get to. Learn them, and use them to your advantage.
-Take advantage of Tactical Insertion users. If you listen you can hear the Insertion being used. Kill them, and then kill them again as they respawn. I have gotten double kills with headshots using this strategy.
-Use the “gun bounce” technique. This technique is when you jump off a small object, or just jump in the aim, while in ADS. The sights will “bounce” downwards as you hit the ground while aiming, making the spray of bullets more versatile.
-Know when to switch between hip firing and ADS. In close quarters, a SMG is deadly hip firing.
-Learn to play good on every map. Yes, there are those maps that we don’t like, but it’s better to play them and get good at them than leave the lobby.
-Do not underestimate any gun. Every weapon has its use, and in different situations, each gun can dominate the others.
-Don’t hack, noob-tube, camp, or be annoying, this ruins the fun for everyone, and doesn’t improve your skill at all.
-Have fun, don’t be a try-hard. This is a game but still try to destroy the other team, but you must have fun doing it.
Conclusion
Thanks for reading! If you have any comments or if I made any mistakes, please put them in the comments.
22 Comments
Hunter+ Jun 5, 2019 @ 6:06pm 
Found a neato breakthrough for knifing: apparently if you use usp akimbo your melee will always be commando, meaning you can go for ninja instead. Not the best for groups of people I'd assume, but if you're flanking them I'd think it's a very sound idea.
nidge lawlor Aug 2, 2017 @ 3:19pm 
nice guide man
XII Jul 28, 2017 @ 3:21am 
;DDDD
dricusduplessis  [author] Jul 27, 2017 @ 3:41pm 
thx for the feedback bros!
XII Jul 27, 2017 @ 10:36am 
For knifing, yeah before ban lol, i prefer use the tactical radar with a AR as the ak or fal coz high damages if u cant knife due to range, also smoke grenade is also another choise on big map as westland or i cant remmeber its fuckin name XDDDD and when u got a noob team cold blood is useful
and m9 (with fmg) is overpowered with scarvenger and (idk englishs) name of the red perk that increase damages with commando that give u a bonus of mobility coz of the pro perk
Volk Jul 26, 2017 @ 9:38pm 
Nice guide. There's a detail that you could add (It's actually what i was looking for when found this guide xD)
I've seen somewhere that there are some pistols that uses the same ammo than primary weapones. Then if you pick both weapons in the same class you'll start with more ammo. An example (not really sure) i think it was the ump45 and the m9.
Obviously, if you spend all the bullets with the Primary weapon you won't be able to reload with your secondary.
Anyway. I wanted to know if you know some of this and if you do it's an interest info to add.
I'll been testing it so i could help you telling you what i find out
dricusduplessis  [author] Jul 24, 2017 @ 12:53pm 
here's a guide for all you fucks: OH. KAY.
frog Jul 22, 2017 @ 3:28pm 
here's a guide for all you fucks: GIT. GUD.
dricusduplessis  [author] Jul 20, 2017 @ 12:56pm 
i need to update this guide, as there are many guns i have just recently been using (m4a1, mp5k, m9) that i have not made a section about
^1f^6u^4c^5k^2e^3r^7 Jul 20, 2017 @ 12:50pm 
yeah but what about the M4?