Call of Duty 4: Modern Warfare Walkthrough :
This walkthrough for Call of Duty 4: Modern Warfare [Playstation 3] has been posted at 30 Jul 2010 by Freezy and is called "Call of Duty 4 Weapons/Equipment FAQ". If walkthrough is usable don't forgot thumbs up Freezy and share this with your freinds. And most important we have 6 other walkthroughs for Call of Duty 4: Modern Warfare, read them all!
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Walkthrough - Call of Duty 4 Weapons/Equipment FAQ============================================================================== CALL OF DUTY 4: MODERN WARFARE MULTIPLAYER WEAPONS AND EQUIPMENT GUIDE For PC Version 1.3 By Alexander Young (aka Calder) e-mail: calder87@gmail.com ****************************************************************************** Do not copy in part or in full for reproduction on the internet without my permission! ****************************************************************************** 1. Introduction I noticed the other day that GameFAQs had no comprehensive guide to the multiplayer features of Call of Duty 4. Being the sort of person who likes to categorize weapons and the like, I decided to make this guide. Note that this is NOT a guide to maps or game mode strategies. Experience is the best solution for both, in my opinion. This is also not a guide to the rank-up levels or challenges in the game; other guides list that information, and the game will tell you all you need to know about when challenges will be unlocked/fulfilled and what to do to unlock/fulfill them. A word on how to read the weapon stats: in the custom class screen, accuracy (how close the shot will go compared to where you aim), damage, range (how far the bullet can go and still damage a target), fire rate, and mobility (how fast you move) are listed as bars on the screen. I converted those bars into number rankings out of 12. The bar values don't always perfectly correspond to increments of 1/12, so some rankings will have a + indicating that the bar is slightly fuller than normal. So, a damage rank of 9+ is slightly higher than 9 but less than 10. I recorded clip sizes and reserve ammo myself, and used a stopwatch to estimate the reload times for the weapons. I judged recoil by playing alone on the Crash map and firing a whole clip of each weapon into a wall at medium distance, checking the bullet hole grouping afterwards. UPDATE LOG v1.3 - 3/7/08 -Corrected information on .50 caliber ammunition in the Barrett and Desert Eagle entries -Updated info on M14 assault rifle, M60E4 LMG, and Desert Eagle -Updated info for helicopter, knife, flashbang grenade, smoke grenade, and silencer attachment -Updated info for Juggernaut, Last Stand, Martyrdom, and Overkill perks -Added info on no-scoping to the sniper rifle intro -Added Camping to both the Do and Don't Complain lists v1.2 - 2/5/08 -Added "What Not To Complain About" and "What To Complain About" sections to Miscellaneous -Improved info for Juggernaut and Martyrdom perks, Airstrike support, and grenade launcher attachment -Added smoke grenade info, improved stun and flashbang grenade info -Improved some weapons perk and equipment recommendations -Added ghillie suit and basic tactics info to Sniper Rifle overview -Corrected fire rates for various semi-automatic weapons in light of their dependence on how fast you can click the mouse ======================================== 2. Table of Contents Searching: press Ctrl+F in your web browser and enter the section number and letter for the section you want to read, then hit next until you see the section. 3. Equipment, Attachments, and Support 3a. Equipment/Camouflage 3b. Attachments 3c. Support 4. Perks 4a. Tier One 4b. Tier Two 4c. Tier Three 5. Weapons 5a. Assault Rifles 5b. SMGs 5c. LMGs 5d. Shotguns 5e. Sniper Rifles 5f. Pistols 6. Miscellaneous 6a. What Not To Complain About 6b. What To Complain About 7. Acknowledgements ======================================== 3. Equipment, Attachments, and Support 3a. Equipment/Camouflage Note: All grenades do a small amount of damage to enemies if they hit before exploding, just as if you had thrown a rock at your opponent. You can use this to kill wounded opponents and fulfill some of the Humiliation challenges unlocked at ranks 47 and 48! It's also really funny, so try it if the opportunity arises. ---------- Frag Grenades: When you press the grenade key (G or whatever), you'll lob a grenade with a 5-second fuse on it. Unless you want to flush enemies out of hiding or get the nade lobbed back at you, this isn't a good idea. Instead, hold the key down. Your crosshairs will start pulsing, and the grenade will explode at the fifth pulse. For best results, lob the grenade at your opponent at the third or fourth pulse (fourth if they're close) and they won't have time to react. You can throw any frag grenade you're standing on by hitting the grenade key. This takes a second or two, so unless you have no other choice, run instead of going for the throw. Also, you can kill yourself by throwing a friend's grenade even if friendly fire is off. ---------- Flashbang Grenades: Detonates 1 second after you throw it; cannot be cooked. Sets off a loud bang and a bright flash about two seconds after it is thrown, blinding anyone facing it (including you but not your teammates if FF is off) for several seconds. Blinded players can still move and fire freely, so be careful of wild fire when you flash and enter an area. Knoah reports that flash grenades do not report a damage tick if they blind someone, unlike the stun grenade. [BLiTZ] Yippo claims that a flashed player cannot sprint until the flash wears off. I tested this with a friend and confirmed it. ---------- Stun Grenades: Arms one second after being thrown, CAN be cooked. Once armed, it detonates on impact with the ground. Momentarily blinds and mildly damages those in its radius and slows their motion and turning for several seconds. You don't have to be facing it for it to stun you. Ideally you should use this on enemies with their backs to you so you can take a leisurely headshot or backstab. Stunned players can still fire their weapons and STAB at normal speed, so be careful when approaching from the front. I've actually stabbed an attacker while stunned, and it can't have been enjoyable for him. :) Knoah pointed out that if the stun grenade stuns someone, it returns a tick like when you hit someone with a bullet. You can use this to tell you if someone's in a room. Thanks, Knoah! ---------- Smoke Grenades: Takes about 1-2 seconds to put up a decent-sized cloud of smoke after hitting the ground. As far as I know you can't inflict impact damage with this like you can with the other hand grenades. Despite the passive nature of the smoke screen, it turns out to be a great stalemate-breaker on objective-based maps. It can hide your team as they move to an objective, blind a group of enemies while you fire into their position, or even act as a decoy to drain enemy explosives (sometimes smoke clouds attract a LOT of enemy frag grenades). In my experience, teams using smoke grenades on objective maps tend to make breakthroughs more often than teams that don't. NOTE: Keep in mind that being in the smoke doesn't mean you're invisible from every angle! If you really want to stay hidden, stay either in the center of the smoke or (preferably) on the other side of the smoke from your enemies. ---------- Knife: Hit melee to whip out the knife regardless of how impossible it is to carry your potentially heavy gun in one hand and slash quickly and effectively with the other. The combat knife one-shot kills any target, unless you're on a feedback FF server where the damage you inflict on friendlies goes to you instead. In that case, you take damage to within one point of death. I'm not sure on how the game decides to have you stab or slash someone... perhaps you slash if you're strafing. Slashing is rather quick, whereas stabbing has a recovery time of a couple seconds, which can be perilous if you miss your target but the stab animation happens anyway. Remember to treat the knife like a gun; aim with your crosshairs and don't compensate for where the knife "should go" in real life. ---------- Camouflage: Paint your gun! In some cases having the proper camo on your gun will actually disguise you better, but don't sweat this too much because you can't change camo in the middle of a round. Mainly you use camo to make your gun look cool and for prestige. All primary weapons that you have unlocked automatically come with desert and woodlands camo. The following camos are unlocked for all weapons by completing their respective Expert Challenges (headshot quotas): Digital Camouflage (25 headshots): gray, blocky micropattern camo good in concrete-filled maps like Countdown, Pipeline and Vacant, as well as Wet Work. Blue Tiger Camouflage (75 headshots): blue and dark gray tigerstriped camo, most likely to blend in in Wet Work and the concrete maps. Red Tiger Camouflage (150 headshots): red and dark gray tigerstriped camo. Gold: Available for the AK-47, Mini-Uzi, M60E4, M1014, and Dragunov when you complete all Marksman and Expert challenges for every gun in their respective classes. Shiny and easily noticeable by everyone, but you should be proud to show it off! ########## 3b. Weapon Attachments These items can be attached to the specified weapon classes with the exceptions of the Desert Eagle and MP44. All equipment except for the grenade launcher and pistol silencer must be unlocked for each individual weapon by completing the Marksman (kill quota) challenges for that weapon. The kills needed to unlock the equipment are listed next to the equipment names. ---------- Grenade Launcher (assault rifles) (replaces Tier One perk): The n00b tube! Equip this attachment with 5 to bring up the grenade reticule, and fire. The impact grenade won't arm until a second or two after leaving the barrel, so aim for at least medium-distance targets. The exception is impact kills. If you can hit someone up close with an undetonated grenade, they die instantly! The kill icon is rather amusing. As fun as the noob tube is, there's a reason it has that name. Players often get annoyed at those who ALWAYS use the grenade launcher every spawn. It feels cheap after a while, and besides that it doesn't get you weapon experience towards equipment or camo and if you're decent at aiming you can usually get more kills by moving around with your gun than by moving around with your 2-shot noob tube. Use in moderation, for everyone's sake. ---------- Silencer (assault rifles 75, SMGs 75, pistols): A silenced weapon suffers a 2+ penalty to range and an unspecified minor penalty to damage (SEE BELOW), but when fired it won't appear on enemy radar. I believe the silencer reduces recoil somewhat as well. Use if you don't want to be detected as easily. The PFC says that the silencer does not inflict a damage penalty on a weapon, but by reducing the range it reduces the maximum range at which the bulet will do any damage. ---------- Red Dot Sight (assault rifles 25, SMGs 25, LMGs 25, shotguns 25): Replaces your weapon's iron sights with a battery-powered laser red dot sight. If you have trouble lining up shots easily with the iron sights, switch to the red dot. The laser dot will obscure your target at long range, but it's bright and easy to aim quickly. I always use this if I don't need any other attachment for my primary weapon. ---------- Grip (LMGs 75, shotguns 75) (replaces Tier One perk): Increases weapon accuracy by 3 and therefore decreases recoil. A considerable benefit for high-recoil weapons if you don't mind losing the Tier One perk; not really necessary for the relatively low-recoil SAW LMG. ---------- ACOG Scope (assault rifles 150, SMGs 150, LMGs 150, sniper rifles 100): Advanced Combat Optical Gunsight. A telescopic sight intermediate between the iron sight/red dot zoom and the sniper scope zoom, with a reticule illuminated by radioactive tritium. Decreases accuracy by 1 and increases range by 2+. Use with fairly accurate weapons that you prefer to use at long range if you can't line up or reach enemies with the iron/red dot sights. ########## 3c. Support As you rack up kills, you will be notified of support abilities that you can use by pressing the 6 key. These should be used whenever you get them, as they can help your team immensely. You can only have one support ability at a time, so be careful to use your ability before increasing your streak. If you die, you keep any support ability you had. ---------- 3-kill streak: UAV (Unmanned Aerial Vehicle): scans the map, pinging the locations of all enemies who don't have the UAV Jammer perk. Everyone on your team can see the pings. I believe that one call lasts for 30 seconds, and I think that multiple calls stack for your team, so two calls made at the same time give a 60 second scan. Feel free to correct me on this. ---------- 5-kill streak: Airstrike: if no jet icons are on the radar map, you may call an airstrike. The map will appear and you can click where you want the bombs to fall. The area around your click will be bombarded with three strikes in quick succession. Try to hold your strike until your team's UAV is active, and don't bomb enemies under solid roofs (it won't do anything). Missing roofs, such as those in parts of the building in Vacant, are fair game. This support can sometimes be more effective at taking out enemies than the helicopter, so make sure to use it before racking up a larger kill streak. Be extremely careful when using this on a friendly fire server! Also, consider saving it for critical offensives or saving efforts in Headquarters, Sabotage, Search and Destroy, and Domination. ---------- 7-kill streak: Helicopter: if no helicopter icon is on the radar map, you can call an AI helicopter gunship to fly around the map shooting at any enemy it can find. The chopper has missiles and a minigun with considerable bullet penetration. Any kill the chopper makes goes towards your kill count. If you're dealing with an enemy chopper, shoot at it if your fire won't give your position away to the enemy. All bullets that can reach the chopper (i.e. not shotgun shells) will damage it, and every little bit helps. RPGs usually either kill choppers or reduce their HP to within a few bullets of damage, but LMGs also do considerable damage. Some servers have custom settings for the chopper's HP; I recall a server where the chopper spawned with only one HP! Don't count on something like that, though. :) Phillee93 pointed out that the chopper has weak points at its rotors. I haven't been able to confirm this beyond a doubt, but it seems to have worked a couple of times, so try it and let me know if you have definite proof! ======================================== 4. Perks These are special abilities and equipment that you can attach to your custom classes. You may choose one from each tier, unless a weapon attachment you have forbids Tier One perks. 4a. Tier One Perks ---------- C4 x 2: Adds 2 C4 charges to your inventory; equip with the 5 key. When equipped, you'll pull out a detonator. Right click to throw a C4 pack, and left-click to detonate it. When you have something other than the detonator equipped, double-tap the Use key (default F) to detonate. Good for traps and hilarious room-clearing attempts. ---------- Special Grenades x 3: Increases the number of flashbang or stun grenades you have to 3; sorry, no triple smoke. ---------- RPG-7 x 2: Adds two RPG-7s to your inventory; equip with 5. These are intended for taking out enemies at medium range (or close for the lols), as well as enemy helicopters. They're too inaccurate for long-distance attacks, and the smoke trail will give away your position, so move away after firing. ---------- Claymore x 2 (Unlocked at rank 23 Master Gunnery Sergeant): Adds two claymore antipersonnel mines to your inventory. A red V will show the detection and blast direction of the mine; thankfully these are friend-or-foe so your allies won't trigger them, friendly fire or not. One shot from any weapon will destroy it. Place mines so that enemies will have to run towards or away from the V, not across it! It's easy to sprint past a claymore, trigger it, and escape unharmed by running in the right direction. ---------- Frag Grenade x 3 (Unlocked at Rank 41 Colonel): Gives you three frag nades instead of one. Great for nade spammers, but nobody loves a nade spammer! If you don't care, or if you tend to use lots of grenades strategically instead of chucking them across the map all at once, feel free to use this perk. ---------- Bandolier (Unlocked at Rank 32 Captain): Increases the ammunition for all guns you carry. Highly recommended for low-ammo guns as noted in the Weapons section. ---------- Bomb Squad (Unlocked at Rank 14 Staff Sergeant): Nearby enemy C4 and claymores appear as black and white explosion+skull icons. You can see these through walls and floors. Take advantage of bullet penetration and your own explosives to get rid of these hazards, hopefully taking out camping enemies at the same time. In general, though, this perk should be foregone in favor of more frequently useful Tier Ones. ########## 4b. Tier Two Perks ---------- Stopping Power: Increases bullet damage for all of your weapons. Recommended to compensate for weak weapon damage or to tip powerful weapons like the M16 into the realm of one-shot kills. ---------- Juggernaut: Increases health, so you can take more damage in rapid succession before biting it. Recommended for ninjas who frequently charge the enemy. If you shoot an enemy who uses Juggernaut, a red cross symbol will appear under your crosshairs to tell you that you'll need to shoot your target a little more than usual for a kill. The PFC notes that if you have Juggernaut, you cannot be one-shotted by any gun, even a sniper rifle, unless it has Stopping Power. This is different for Hardcore mode, but my guide doesn't cover hardcore. ---------- Sleight of Hand (Unlocked at Rank 20 Master Sergeant): Decreases reload time by up to half depending on the weapon and on whether you're loading a full clip or not. Recommended for ninjas, shotguns, LMGs, and bolt-action sniper rifles. ---------- Double Tap (Unlocked at Rank 29 1st Lieutenant): Increases fire rate for your weapons. I didn't notice a difference with fast semi-auto weapons like the pistols, M1014, and G3 because Double Tap increased the fire rate above what I could achieve by clicking the mouse, so keep in mind your physical limitations when choosing this perk for fast single-shot weapons. Automatic weapons tend to empty their clips anywhere from 20% to 30% faster. Recommended for slower automatic weapons like the AK-47 and M60E4 LMG. ---------- Overkill (Unlocked at Rank 38 Lieutenant Colonel): Allows you to carry two main weapons. The weapon you choose as your secondary can't have camouflage, and if you choose two guns that use the same ammo (like the R700 and M40A3), they will share ammo between them. Recommended if your primary is a less versatile weapon like a shotgun or sniper rifle. Thanks to SpaceTimeMorph for this: Your run and sprint speeds are always determined by the mobility rating of your primary weapon. So, if you use Overkill with an LMG and a shotgun, put the shotgun as your primary unless you really want camo on the LMG. ---------- UAV Jammer (Unlocked at Rank 11 Sergeant): You don't show up on enemy UAV scans, but you still show up if your weapon makes noise. Recommended for snipers (lone blips on UAV scans are dead giveaways for snipers and afk-ers) and stealthy players. Combine with silenced weapons to be completely invisible on radar! ---------- Sonic Boom: Increased explosive damage from your frags, C4, RPGs, and claymores. Useful if you particularly enjoy using explosives, otherwise use something else. ########## 4c. Tier Three Perks ---------- Extreme Conditioning: Allows you to sprint about twice as long as normal. Recommended for ninjas, the impatient, and those who frequently go after bombs and headquarters in Sabotage and Headquarters respectively. ---------- Steady Aim: Increases hip-fire (not zoomed in) accuracy. Recommended for run-and-gunners and users of automatic low-accuracy weapons like the LMGs. ---------- Last Stand (Unlocked at Rank 8 Corporal): When fatally wounded, you fall down and whip out your pistol to try and take out as many enemies as you can before going under. One point of damage will kill you, and you'll die anyway in about 15 seconds. You can hold F to kill yourself immediately if you Last Stand in a position with no enemies around. You don't get a Last Stand if an explosion kills you. Thanks to SpaceTimeMorph for telling me about this: You don't get a Last Stand if you die by headshot. If you have a secondary weapon other than a pistol when you die, the pistol you draw for Last Stand will be an M9 with full ammo. When you go into Last Stand while cooking a grenade, you can still throw the grenade for a nice surprise for your killer! You can also knife at will during Last Stand! You get twice the experience for a kill achieved during Last Stand than you do for a normal kill. ---------- Martyrdom (Unlocked at Rank 17 Gunnery Sergeant): When you die, you drop a live frag grenade with a 2.5-pulse timer on it, hopefully killing at least one enemy from beyond the grave. Be aware that some servers will kick you for using this perk because of how annoying it can get when everyone uses it. UNDER NO CIRCUMSTANCES SHOULD YOU USE THIS PERK ON A FRIENDLY FIRE SERVER. You'll probably end up killing as many of your teammates as you kill enemies, and definitely more teammates than you'd like. SpaceTimeMorph adds that you get twice as much XP for martyrdom kills than you do for normal kills, but for everyone's sake don't let that encourage you to always use it! ---------- Deep Impact: Your bullets penetrate harder cover. If you want to kill someone through a wall with an SMG or kill through steel drums with an assault rifle, use this perk. ---------- Iron Lungs (Unlocked at Rank 26 2nd Lieutenant): When sniping, you can hold your breath (Shift) for up to 9 seconds instead of 4. It will take you 10 seconds to catch your breath after a 9 second hold, compared to 5 seconds for a 4 second hold. If you snipe, use this to be able to take steady shots more frequently and to get more time to line up your shots. ---------- Dead Silence (Unlocked at Rank 44 Brigadier General): You make less noise when moving. Good for stealthy players; add silencers and UAV Jammer for the ultimate in stealth. Not generally as useful as most other Tier Three perks, but handy on sparsely populated servers where enemies can actually hear the sounds you make over the gunfire and explosions. ---------- Eavesdrop (Unlocked at Rank 35 Major): You can listen in on the voice chat of nearby enemies. This perk is practically useless on the servers I go to, where there's either no voice chat or chat consisting entirely of smack talk. Maybe on serious clan servers it might be useful, but aside from that, avoid this perk. ======================================== 5. Weapons 5a. Assault Rifles M16 Accuracy 10 / 12 Damage 7 / 12 Range 9 / 12 Fire Rate 9+ / 12 Mobility 8 / 12 Clip Size/Reserve Ammo 30/60 Recoil low cluster Reload Time 2.1/2.3 Good Perks/Attachments: Stopping Power, Red Dot Sight, Steady Aim, Double Tap, Deep Impact Standard service rifle for the U.S. Armed Forces. Fires a 3-round burst. With the Stopping Power perk, this rifle is pretty much a guaranteed one-burst kill if you can land all three shots on your target. Definitely not recommended for the aggressive, run-and-gun player, but one of the deadliest guns in the game for those who like to hang back a little and engage in medium-long range fire. --------- AK-47 Accuracy 6 / 12 Damage 9 / 12 Range 9 / 12 Fire Rate 6 / 12 Mobility 8 / 12 Clip Size/Reserve Ammo 30/60 Recoil low/moderate cluster Reload Time 2.7/3.3 Good Perks/Attachments: Stopping Power, Red Dot Sight, Steady Aim, Double Tap, Deep Impact Still the most iconic and best-selling assault rifle worldwide. Fires on full auto. The rifle has a noticeable vertical kick to it, but its recoil suppressor ensures that the rifle levels again before firing the next shot. Good for closer-quarters combat than the M16 or M4, but still pulls off good middle-long distance single shots. --------- M4 Carbine (unlock at Rank 10 Sergeant) Accuracy 9 / 12 Damage 5 / 12 Range 9 / 12 Fire Rate 9 / 12 Mobility 8 / 12 Clip Size/Reserve Ammo 30/60 Recoil low cluster Reload Time 2.2/2.5 Good Perks/Attachments: Stopping Power, Deep Impact, Red Dot Sight, Steady Aim Standard service carbine of the U.S. Armed Forces, preferred weapon of the Marine Corps. Fires on full-auto. This is one of the most popular guns you'll see on most servers, since it can lay a lot of bullets on a target in a very short amount of time with minimal recoil. On paper it's not very powerful, but if you aim it carefully it'll drop enemies in short order. If you just can't seem to draw a bead on moving targets with the burst-fire M16, switch to the M4 and you should get better results. This one does just about everything you'll want it to, except for maybe max-range sniping and super-fast ninja-ing. --------- Heckler & Koch G3 (unlock at Rank 25 2nd Lieutenant) Accuracy 11 / 12 Damage 7 / 12 Range 9 / 12 Fire Rate 4 / 12 (limited by clicking rate) Mobility 8 / 12 Clip Size/Reserve Ammo 20/40 Recoil very low cluster Reload Time 2.9/4.0 Good Perks/Attachments: Bandolier, Stopping Power, Deep Impact, Red Dot Sight, ACOG scope Battle rifle designed in Germany and Spain; used by NATO and non-NATO militaries worldwide. CoD4 features a single-shot version of the rifle. Don't let the low fire rate score fool you; the rifle will fire about as fast as you can click your mouse, making Double Tap redundant. The combined accuracy and damage on this gun make it sort of a mini-sniper rifle limited only by how sharp your eye is or, if you attach an ACOG, how steady your hand is. With Stopping Power, two consecutive shots will drop a target. Take advantage of the accuracy and go for headshots when you can. Not recommended at all for close quarters, since the poor running accuracy can cripple you. You don't get many shots with this gun, so consider bulking your ammo with Bandolier. --------- Heckler & Koch G36C (unlock at Rank 37 Lieutenant Colonel) Accuracy 8+ / 12 Damage 7 / 12 Range 9 / 12 Fire Rate 7 / 12 Mobility 8 / 12 Clip Size/Reserve Ammo 30/60 Recoil moderate cluster Reload Time 2.3/3.1 Good Perks/Attachments: Bandolier, Stopping Power, Red Dot Sight The compact version of the G36, a successor to the G3 used in militaries worldwide. Fires in full-auto. This rifle tends to work better in medium-close quarters. I tend not to use it because it's not as lethal close-up as the M4 and not as effective long-range as the M16 or G3. You may want to use Bandolier to bolster your ammo, because it's a spray-friendly kind of gun. ---------- M14 (unlock at Rank 46 Major General) Accuracy 9 / 12 Damage 9+ / 12 Range 9 / 12 Fire Rate 4 / 12 (limited by clicking rate) Mobility 8 / 12 Clip Size/Reserve Ammo 20/40 Recoil high vertical Reload Time 2.7/3.3 Good Perks/Attachments: Bandolier, Steady Aim, Stopping Power, Silencer, Red Dot Sight, ACOG scope This battle rifle has been in active U.S. military service since the Korean War era. CoD4 gives you the single-shot version. I had issues with this rifle because of the fierce recoil you get after every shot (highest recoil for any assault rifle) and because you couldn't aim it as well as you could a sniper rifle, even though they have similar optimal ranges. Since then, I've tried some new things and have been able to get more out of the M14. The PFC suggested using Red Dot and aiming at the low/mid torso of an enemy, then rapidly clicking two or three times. With or without Stopping Power, this tactic works pretty damn well at middle distance, although two taps is better for long distance. This firing method will almost always walk your shots up the enemy's torso, hopefully ending in either fatal damage or a headshot. Because of the high power and range of the rifle, the silencer allows you to still operate at medium range with the added bonus of stealth. The M14 is not great for close combat or situations where you can't take your time when firing, although in theory you can fire it as fast as the G3 (limited by your clicking speed). Spamming it with hip fire at close range can get you some kills, but if you usually fight close up, choose another rifle. ---------- MP44 (unlock at Rank 52 General) Accuracy 6 / 12 Damage 9 / 12 Range 9 / 12 Fire Rate 3 / 12 Mobility 8 / 12 Clip Size/Reserve Ammo 30/60 Recoil moderate/high vertical Reload Time 3.0/3.7 Good Perks/Attachments: Stopping Power, Double Tap, Steady Aim; NO ATTACHMENTS AVAILABLE One of the first true assault rifles, developed by the German Army during World War II. Fires in full-auto. This gun is a salute to fans of the Call of Duty series throughout its WWII phase, where the MP44 was one of the best guns in the game. In CoD4, this gun is here mainly for nostalgia and if you want to test your skills with a gun that isn't quite as good as the AK-47 and doesn't have attachments available. Use it the same as the AK. ########## 5b. SMGs (Submachine Guns) Along with the shotguns, these weapons are the most mobile, so you'll want to consider these for any ninja class you want to make. Some of them are almost as versatile as the assault rifles, and one is a contender for the best gun in the game. Because of their obvious potential as ninja weapons and because they become more deadly with lowered recoil, I have recommended the silencer for all SMGs if you favor a close-combat ninja playstyle. ---------- Heckler & Koch MP5 Accuracy 10 / 12 Damage 9 / 12 Range 5+ / 12 Fire Rate 8 / 12 Mobility 12 / 12 Clip Size/Reserve Ammo 30/60 Recoil low/moderate horizontal/ |
