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| 7S Enthusiast
Join Date: Feb 2008 Location: Wisconsin
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | Create-a-Class Tips Ok i have been working on this for a very long time and i think i did a good job. so i did this for you guys just to help you out some times ![]() Classes have 5 variables. They are: Weapon Based - Class built around a weapon and/or attatchments Perk Based - Class built to include a perk Map Based - Class built to suit a map Strategy Based - Class built to suit a strategy Mode Based - Class built for specific type of game Weapons Weapons are the backbone to Call of Duy 4, you'll have trouble without them. Assault Rifles: M16A4 The M16 is by itself a very powerful gun. It packs long range, good accuracy, great damage, and a 3 bullet burst fire perfect for taking out a wounded enemy. When combined with Stopping Power, it guarantees a kill (at least when all 3 bullets connect with the target!). It does however have a tendency to waste ammo where either the first or second bullet kills the enemy, rather than using the most efficient number of bullets. AK-47 The AK-47 is well used gun in online play - and not for bad reason, it's VERY powerful aswell as fully automatic. These characteristics make it ideal for running and gunning into well known enemy choke points. It does however suffer from lack of magazines and a high recoil that can lead to inaccuracy. M4 Carbine The M4 Carbine is a superb assault rifle, and perhaps best demonstrates the true capabilities that assault rifles have. It has a decent damage (less than the others, but it's usable), good range, good rate of fire, good accuracy, very low recoil, and on top of all this, it's automatic. It's only drawback is lack of considerable damage, but this can be corrected with precise shots or stopping power. G3 The G3 is the first fully semi automatic assault rifle and this is indeed quite lethal. It takes very few rounds to put someone to the floor and it also has a good magazine size plus low recoil. It has good ranged distance and can be used by people who like to stop and snipe but lack overkill, such as the lower levels. It does however lack the automatic strengths that the M4 and AK share, and those are the ability to take out hordes of enemies quickly. Sadly, Double Tap doesn't make that much of a difference that it's worth it. Even so, it proves an effective counter sniper and is quiet, even without a silencer. It's a hard gun to get used to when you first acquire it, as it is probably the first single fire gun you'll use in Call of Duty 4 as your main combat weapon (excluding pistols and snipers, and shotties actually shoot 6 or so bullets ). It requires patience to get used to and definitly requires a steady hand to get the best shot's off.G36c The G36c is a fully automatic assault rifle that is ideal for room clearing and the long distance shooting, favoured by many players. Though it is a weaker gun, it's impressive clip size, accuracy and fire rate pull it's weaknesses away. It benefits hugely from stopping power and can conserve on ammo with that. Because of it's pro's, it is perfect for back ally fighting where space can be limited for the longer distance players. M14 By far my favourite assault rifle. It boasts huge damage with great distance, accuracy and clip size. Those of you who've played the previous Call of Duty games will compare it to the M1 Garand American rifle. This gun however, can be equiped with Red Dot Sight to make it much more accurate and can be reloaded at ease. It is semi-automatic however and can be effectively countered in close quarters combat by most SMGs, LMGs and even some of the other assault rifles. MP44 Another dominant assault rifle that has it's origins in the former Call of Duty games. It's crosshairs are hard to manage, but it has supreme damage and accuracy, aswell as great distance. It is very hard to counter this gun at medium ranges, where it can use it's distance and accuracy to it's advantage, or it can be used to spray and pray at the enemy. It's better to attempt a silenced weapon to counter this, where the MP44's crosshair's can obscure the view of the gun flash. Sub Machine Guns: MP5 The MP5 is a very successful gun, it functions similarly to an assault rifle, but with slightly less damage and range, but quicker fire rate. It's a fairly standard weapon that a lot of people use. When used in conjunction with Stopping Power it makes a very powerful weapon. It does however have a small clip size which makes it favoured by the more experience players that aim correctly rather than the newer players who like to spray and pray. Because it's an SMG, it keeps you light on your toes and has a quick fire rate which can protect you from players who ambush you from behind or something. Skorpion The Skorpion is a hugely underrated gun. It's very powerful (comparitively anyway to the other SMGs), it can blow up a car with one magazine in under 5 seconds. It has a quick reload time and is great for room clearing. It is also surprisingly accurate, much better than the Mini-Uzi. It's only major flaws are ammo (it burns through it quickly) and long distance shooting which it lacks the range for. Mini-Uzi The Mini-Uzi is a rarely used gun that is surprisingly effective for clearing rooms. It's generally favoured over the Skorpion, but aside from quicker fire rate and more rounds, it's hardly better. It shares the same weaknesses as the Skorpion but is also slightly weaker. AK-74u This is a very interesting weapon, it's bascally an AK-47, but with more damage, better accuracy, but less range. It's ideal for maps such as Vacant where most fighting is short to medium range. It does however have a slower fire rate than the other SMGs as it shares it's fire rate with it's cousin - the AK-47. When combined with Double Tap and Bandolier, it proves a very effective weapon capable of clearing out several enemies at once. It has a similar recoil to the AK-47 but you shouldn't be using it at long distances, so it's not really important. P90 The P90 is a controversial weapon, many hate them, many love them. It is used for spray and pray, and has an extremely good fire rate, combined with a good clip size. It also has significant advantages over range than the other SMGs. It is very versatile and can be used similarly to the MP5. It has very low damage however, and that balances it up. It is definitly a force to be reckoned with when it's combined with Stopping Power. It has a much slower reload time than the other SMGs though. Light Machine Guns M249 S.A.W. The SAW is a very powerful gun with one of the quickest fire rates ingame. Though it lacks damage, it's huge clip size and impressive fire rate pulls it up to usable. When combined with Stopping Power it's more efficient and when used with Deep Impact, enemies can't hide. It's drawbacks are high recoil, low damage per bullet and the painful reload time. When reloading be sure to go prone when hidden so that enemies struggle to see you. RPD The RPD is a tremendous light machine gun. It has a good balance between accuracy, power, and fire rate. If treated similarly to an Assault Rifle, it really shows it's worth. Usually it only burns 3-5 rounds on each kill, less with the correct perks chosen. It makes superb suppressing fire to hold enemies back. Unfortunately its quick fire rate burns it's ammo quickly and its reload time is shameful still. M60E4 The M60 is the most powerful LMG, with 2 rounds needed to kill. As with all LMGs its very heavy and slows down the player. It's reload time is horrible and it's rate of fire is also much slower than the other LMGs. It is however an effective weapon on short-to-medium ranged maps. Shotguns W1200 The W1200 is your standard shotgun. It has a medium capacity that can all kill with 1 shot, and is pump action. Pump action however is a slow way of getting shells down corridors and if you miss you're immediately vulnerable to enemy fire or knife. Whilst being very powerful, it has a very short range and quite long reload time. The iron sights are virtually useless, so steady aim helps it more. Sleight of Hand is probably a must for this, or UAV Jammer, so as to increase it's effectiveness at either general combat or building clearing respectively. Double Tap can make this gun act like the M1014, so it may be worth trying it for the extra rounds. M1014 The M1014 is a very good shotgun that competely removes a huge weakness from the W1200, it's shells are hydraulically loaded into the barrel. It does however have a very small clip, so slieght of hand helps it too. It's definitly a gun you're going to want to practice with before taking it seriously, as all shotguns are something different. It's got mostly the same weaknesses as the W1200, distance being perhaps the most. It can't hit things from far away. Snipers M40A3 The M40A3 is probably your typical sniper. Low rate of fire, high damage, bolt action. The M40 is very accurate and powerful, and is a guaranteed 1 hit kill with Stopping Power. Obvious setbacks include low rate fire due to the bolt action required, limited rounds per clip, and inaccurate at close ranges (unless you're that good >_>). M21 The M21 is probably the weakest sniper. It's semi automatic with relatively low recoil that can be used in close range, however it's very weak. It requires 2 hits to any part of the body to kill (excluding head). It is however very useful as a support sniper, or grabbing quick kills by burst-fire methods. Dragunuv SVD The SVD is a nicely balanced sniper, with good damage and fire rate, as well as accuracy and a good clip size. It's drawbacks lie in close range (but you should use your side arm for that). Some shots are not 1 hit kills still, so it's still quite weak, but Stopping Power can save us that issue. Because of it being semi-automatic, it is one of those snipers that you can use very quickly if someone sneaks up on you. It makes a very effective counter sniper (due to rate of fire) and compliments a shorter range weapon (like the MP5) perfectly. Remmington R700 The R700 is a great sniper rifle. It has great damage and range, as well as supreme accuracy. Only the Barrett is it's peer. It suffers from a small clip size and limited rounds afterwards. It is a great sniper for picking off let behinds. It's poor in close combat and usually relies on UAV Jammer as cover as it's loud and has very few rounds so it needs to reload often. Barrett .50cal The Barrett is undoubtedly the best sniper in the game, it's semi automatic and has huge damage and accuracy. It's got a high recoil, but switches back to where you were aiming very quickly after every shot. It can be used like a close quarters weapon too and is effective. It's also got a cool sound. Side Arms M9 The M9 is the most basic sidearm. It come's with low damage, but a good fire rate aswell as good clip size. It's not the best pistol for taking down an enemy, but it's effective as a secondary weapon should your primary weapon run dry. It can be silenced. USP .45 The USP is probably 1 step up from the M9. It come's with higher damage, but a lower clip size. This is good for taking out sniper's who are hogging your spot. It can be silenced. M1911 .45 The M1911 is an impressive pistol. It comes with a low clip size, but high damage, and can be silenced. It's mainly a weapon for people who like to run and gun, and may often run out of rounds as they encounter an enemy, a few precise shots from this is lethal. Desert Eagle Also known as the Deagle, this handgun is very impressive. It fire's huge incapacitating rounds at enemies and can take down several at once. It cannot be silenced, but it does have huge range. Attatchments M203 Grenade Launcher - Fit your assault rifle with a rocket propelled grenade launcher. Useful for lobbing grenades further than normal hand. Red Dot Sight - Increase accuracy by replacing iron sights with holographic red dot. Much more accurate and widely used online. Silencer - Reduces noise from weapon and stops you from showing up as a red dot on enemy radar. In conjunction with UAV Jammer, you're practically invisible from enemy technology. ACOG Scope - Attatch a tunnel-vision scope to your weapon. Is good for long range fighting, but is useless at medium range. Can make snipers run and gun weapons. The arrow will move around a bit, and it isn't that accurate with it anyway. Perks Perks can either make you, or break you, I'll break them down, for you. Perk 1 Perk 1 is the extra equiptment for your character. C-4 x2 Carry 2 packs of remotely detonated C-4. Good for choke points. Special Grenades x3 3 special grenades. This can only be flash or stun, not smoke. RPG-7 x2 Carry 2 rockets useful for taking out masses of enemies or helicopters. Inaccurate. Claymore x2 Carry 2 laser trip wires, useful for snipers who can't watch their own backs. Frag x3 Carry 3 frags instead of 1. They are thrown explosives that have a 4 second 'bang' time. Useful for run and gunners that need them constantly. Bandolier Carry extra rounds for your weapons. Useful for the better players who like their weapons and survive a long time. Also good for campers or snipers. Bomb Squad Player can detect enemy explosives such as claymores and C4. Perk 2 Perk 2 is the bonus for your weapon Stopping Power Increased bullet damage, useful for run and gunners, or people who like to conserve their ammo. Juggernaught Increased player health. Useful for getting caught in choke points where you could die easily, can be effective for counter-snipers. Sleight of Hand Reload much faster. Useful for automatic weapons, but can encourage player to reload more and waste ammo. Double Tap Increased rate of fire. Note: Decreases time between rounds, not 2 bullets at once. Overkill Carry 2 weapons that would classify as Primary Weapons. Try using an SMG with a Sniper. UAV Jammer Blocks those UAV Recons. Remain hidden and unseen. Sonic Boom Increases explosive weapons damage and radius. Good with Grenade Launchers, Grenades, and RPGs. Perk 3 Perk 3 is the physical attribute for your character Extreme Conditioning Sprint for longer distances, combined with an SMG you run quicker and further. Steady Aim Increased Hip-Fire accuracy. Good for LMG's and SMG's. Can also benefit snipers that get ambushed. Last Stand If shot by bullets from a player, pull out your pistol and knife in a last stand to avenge your death. Good with silenced pistols or desert eagles. Martydom Drop a live grenade when you die, i don't really like this perk. YOU SHOULD NEVER EVER USE THIS IN HARDCORE. Deep ImpactDeeper bullet penetration, useful for taking out campers or snipers, a generic perk. Iron Lungs Extra time to hold your breath as a sniper. Useful if you don't hit the mark enough. Dead Silence Make less noise when moving, ie up stairs or creaky floorboards. Eavesdrop Hear enemy mic-talk. Useful for serious matches where opposition is using their mics properly. Shared Ammo Section Some guns share ammo (please note that these are the only one's I know, please post if you know others): M16A4 = M4 Carbine = G36C G3 = M14 = M21 = M40A3 = R700 MP5 = Mini Uzi = M9 USP .45 = M1911 .45 W1200 = M1014 Maps Maps can also affect your overall game play, many maps have very obscure Line Of Sights to your target, and many are kind of fixed to one style online. Ambush - When I play Ambush, I always start with a sniper. This is because nearly directly where both teams spawn are buildings with stairs leading up to them. You can nearly always count on an enemy being there too, which always helps to rack up kills and a nice UAV Recon. Afterwards, try using an assault rifle like the M4, or an LMG such as the SAW. Backlot - Backlot is a medium range map, and it's versatile. Personally, I'd either use an automatic assault rifle (such as G36C) or an SMG. This is because you get a lot of back ally fighting, but you can often have a bead on people slightly further away. When sniping, use 3 buildings, firstly, the Overwatch building (the building with the blown out side that faces the construction site and is next to the petrol station), the centre garage (the building you can get on top of) or the construction site. Each spot offer's a good vantage point of most of the map. Some may also choose to snipe from the other MG house. Bloc - Bloc is a sniper map, definitly. At the moment I use the M40(for hitting a lot of targets quickly) and use Overkill to load out with a gun like the MP5. This is due to the fact that most people snipe and it's easy pickings to run into one of the buildings and taking them all out. If you can take over the buildings, you will easily get your airstrike and have them fear it as they are locked outside. After that, get your chopper in and barracade the doors. The enemies will be sitting ducks for the helicopter and if they go inside they die too. (There is one more building that offers cover, but I have never seen anyone in there except me - the swimming pool). Bog - Bog is also a medium range map, try loading out with an LMG or an assault rifle for getting kills. There are 2 nice spots for sniping, but you rarely get many kills; the market stalls, and the wall by the other spawn. You'll often find people down both flanks, so pick and choose, or try to flank them in turn by running straight down the middle and doing a 180 on their backs. Countdown - Countdown is an interesting map. It has lots of line of fires to enemies, and so much cover. I'd advise using Deep Impact here to cut through enemy cover. Keep your eyes sharp, because enemies will stick out like a sore thumb against the white and grey background. You can camp easily by the fallen helicopter, lieing down disguised as a piece of rubble. Crash - Crash is a medium to long range map. Oddly, enemies tend to group together and are often easy to kill with an grenade or automatic weapon. Sniping can be really good here, especially from the 3 story building, or on the balcony on the middle floor (which I hate to share with you because it's so underused, but it rocks, often you aren't seen). Most weapons are effective here, as the map is quite open in some spots, but allys in others. Crossfire - Some people say Crossfire is a short ranged SMG or Assault Rifle map, I disagree, I prefer it long ranged. There are some kick*** sniping spots, and even spots where you can camp very effectively. The centre road is basically a deathwise, so stick to the back allies and shops on either side. District - District is medium ranged and perfect for the M4-type-weapons. Most automatic weapons with decent range will be perfect here. You'll get a lot of cross-market gun fire, aswell as ally fighting and grenade wars. It's a good idea to get your grenades accross the market quickly, so as to grab quick kills and get your UAV up. Downpour - Downpour is another medium sized map. Try using automatic weapons here, as you'll be getting a lot of enemy groupies here. Ghillie suits are amazing here. Whilst there is close range conbat, there is also some long range combat (accross the courtyard) so the M4, AK-47, or G36c are ideal for this map. Most combat occurs by the silos, and the manor (the building you can walk through, less than a grenade toss from the silos). Most people run and gun here, so keep your wits sharp and watch your six! Overgrown - Overgrown is a snipers map, definitly. Whilst there are some close combat battles, most can be dealt with via knife and grenade, and the occasional pistol shot. Assault Rifles can work here due to there long range, but try using things like the M16 with Stopping Power for those 1 hit kills. Most battles occur for the Library, Barn, and Farmhouse, but this also means that control over the bridges is essential. Snipers love to settle down in the Knoll, so watch it carefully when nearby. Pipeline - Pipeline is generally another long range, although it is possible to go out with an SMG and get a good load of kills. My current class at Pipeline is MP5 silenced with Barrett, but that's because I tend to go for the main 2 buildings and Snipe, but of course there is the odd internal batte, that often can't be dealt with via Pistol or Knife. Watch the Hill for snipers, and when spawning from the hill, wait for a bit, then walk slowly forwards down scope to watch one of the building's upper floor. Use your grenades wisely as there aren't many spaces that are open and well used, they've got to be precise and accurate. Shipment - Shipment is a hyperactive map. You need to watch your corners, and always have your weapon ready. I'd reccommend an MG here, as action is so fast paced. No point wasting on silencers or UAV Jammer, you'll be seen in a flash anyway. Go for Stopping Power and whatever you fancy from Perk 1 (Frags? Spec Nades? RPGs?). Showdown - Showdown is another close quarters map, this one however is perfect for Assault Rifles and LMGs, as well as your average early frags. From the get go, lob a grenade over the building for a good chance of a kill. It may take some practice, but eventually it'll become second nature and you'll be pro at it. Use the upper balconies carefully, and make sure that you use cover sparingly, there isn't much, so be careful! Strike - Strike is a big, open, long range map. You'll get the occasional close quarters battle, but don't beat yourself up about it, try your normal weapon close range, see what it's like. The M21 and Barrett are fine examples of long range weapons good in close quarters. Basically, this is a fight for the buidling above the garage and building next to the statue. Also be wary of the market and the flower shop, as they can attract enemies looking for the alleyway kills. Vacant - Definitly a close range map, I wouldn't even try using a sniper here. most fighting is for control over either the Spec Ops room or the warehouse. Watch the outside carefully, as someone may try to hit you from far off. I'd use an SMG here, but any automatic weapon will work. Wet Works - Wet Works is either a sniper map, or a smg map. You'll get the sniper battles over the bridges, but also the close quarters combat on the floor. Shotguns are actually awesome here, but SMGs can be effective here too. MP5's are great here, but suffer from the lack of ammo. You'll get long frags here, so return fire, and only use the flanks. Still Working on New maps. General Tactics Tactics can involve a single player, or a whole team, they are primarily for taking the initiative away from the opposition. Camping - Camping is what we say when people stay in the same place, often watching doors and in a corner where they can't easily be shot. They grab the annoying kills and can often win the game for your team. Most of the time, they use high rate of fire guns, or powerful guns, such as shotguns or LMGs/SMGs. Bandolier often benefits them as they can stay for longer. Sniping - This is what we call it when people go out there with a sniper and grab kills from afar. This is often a good class to choose at the start where many others will do the same, or charge through well known chokes. Position your self tactfully and keep an eye on your surroundings. Claymores and Stopping Power are good for pure snipers, claymores protect, whilst stopping power grabs kills quicker. For those who stop and snipe, consider overkill. Running&Gunning - This is where you just run around, shooting enemies, you aren't fixed to one spot, and often the only enemies you'll find are stragglers, rather than huge groups. It's often best to choose an assault rifle here, as you'll be shooting at close and long ranges. Tribute - This is the guy who'll equip himself with stuff to cause damage... LMGs, Frags, Martydom, Flashes, Shotguns... whatever he can lay his hands on to defeat the enemies first spawn. They may often get you an early UAV and it is a vital tactic that is often ignored. Scout - Your scout is the guy who's going to go round with a nice long range weapon such as a sniper, or a lovely light weapon like an SMG. Their job is to get the lay of the land, see where people are going, and direct the team. It's not much used, because people don't have speakers and headphones, but on PC where you can type, its a good tactic. Flank - Flanking is just taking someone round the side and squashing the enemy from behind. Often these'll be assault rifles which are accurate and can pick off longer range targets. UAV Jammer helps infinitly. Rush - Rushing is just charging forward logging frags, flashes, stuns, whatevers. Being aggressive to get key locations, such as enemy spawns or versatile buildings. The MGs are probably the best for this due to rate of fire. Extreme Conditioning could help to speed up the process. Dominance - Dominance is just moving as a unit, or wingman teams. Making sure you've got a bead on key chokes is a must, aswell as good communication to get quick support and Air Strikes. Keeping Enemies out of buildings they want to get in is always good. Stopping Power and Bandolier help, because you'll want quick kills, and to conserve on ammo as you'll likely be living long. Ghosting - Ghosting is just using silencers and UAV Jammer. If the enemy doesn't know your position, you've immediately got several options available to you. You can scout, flank, camp, do whateverthehell you want to! Any weapon works here, as long as it can be silenced. Game Modes Game mods can affect your overall playing style, you're more cautious in S&D for instance! There are 6 main types of games in Call of Duty 4, they are: Hardcore - Most bullets are 1 hit kill, and you have limited HUD. Try using an M16 here, as it'll finish enemies quickly with good range and reload time. The M21 is the most effective sniper here, as it's the weakest and most rounds, aswell as automatic. Search And Destroy - S&D is all about steath and counter stealth. You needn't bother with UAV Jammer, as it's unlikely people will get 3 kills in 1 round! Silencers are more effective, but cause inaccuracy and lack of damage. Sometime's I've been known to dump silencers all together in favour for Red Dot Sight and accuracy and damage. Claymores, C4, and Bomb Squad are really important perks here. Team Deathmatch - Your average Joe gametype. First team to 75 kills. Really you can do whatever you want. UAV Jammer is effective here, but silencers aren't necessary generally. This is mostly map dependant. Sabotage - 2 teams fight for the bomb and to detonate it at the enemy bomb site. UAV Jammers can work here. I'd advise you escort your bomb guy, but also a few further ahead to clear the patch. Stopping Power is good, for taking down enemies quicker. Headquarters - Get there. Lock it down, and camp. LMG's are good here, as are SMGs. Claymores and C4 are cool here too. Watch for hiding enemies in the HQ, be sure to flash it first! Watch all entrances with a beady eye, and stay in places, not used often. Domination - Get the flags, and keep them. It's not too hard, but once you control all, or even 2, you can camp. Be sure to check your 6 every so now and again for Mr Stabby. Assault rifles are probably the best here, as you'll get a lot of long distane fighting, but also some close range. Stopping Power... of course, and if you live a lot, try Bandolier. I like 3 Frags or RPG's here, easy kills! Suggested Generic Classes Here are some generic classes that just might work for you. 1 M4 Carbine with ACOG Desert Eagle Flash Claymores Stopping Power Dead Silence or Extreme Conditioning This class is a pretty general and versatile fighter. The M4 is automatic which is always a plus, aswell as it's got good range and reasonable damage.Stopping Power will make this the gun of some of our dreams. Easy 'Copter kills, but can also take out masses of troops easily. Dead Silence will be perfect for Search and Destroy. Use the "Flashbang" technique to get quick kills. Though Claymores may be one of the best parts of this class, Bandolier has saved my butt several times 2 M16 with Red Dot Sight M1911 .45 Flash Frag x3 Stopping Power Deep Impact Another general class that isn't suited to one specific type of match or map. This class is for the more practiced player that's accurate. The M16 is a 1 hit kill gun with Stopping Power, which certainly increases it's effectiveness. Deep Impact will stop people hiding, and if you can't get a bead on them, use a Frag to flush them out. Use a flash to grab quick assists and help team mates, but also to clear rooms. Use long Frags if necessary and you know you're going to get a kill. 3 MP5 Silenced M40 ACOG Flash Claymore x2 Overkill Steady Aim This class is good for maps like Crossfire or Overgrown, where Sniping is the obvious idea, but there are some short ranged battles. Use your M40 in close range if it's necessary, as Steady Aim will stop it missing. Claymores will cover your back when Sniping. The MP5 will let you relocate, or attack invading enemies without giving away your prime sniping spot (unless killcam is on). 4 M40A3 Deagle Flash Claymore x2 Stopping Power Steady Aim One of my favorite sniper classes. Claymores will cover you effectively, and your Pistol will be fine for taking out flashed enemies. Stopping Power makes your M40 an even better 1 hit kill sniper, Steady Aim wil l keep you aiming more straight not all over the place . 5 Saw with Red Dot M1911 .45 Flash Frag x3 Stopping Power Deep Impact This is an awesome class. I'm not one to use LMGs normally, but this is something else. When used properly, this gun turns into a 2 hit kill, and enemies can not hide whatsoever. Frags will flush them out, or if necessary, spray them through walls with Deep Impact. I use this on Sabotage and average 50-90 kills in a long game. Just so you know, these pistols aren't random, they're well chosen. I'll give the main points about each: M9: 15 Round Clip Lowest Damage Lowest rate of fire (for the average joe) USP .45: 12 Round Clip Medium Damage Second lowest rate of fire M1911 .45: 8 Round Clip Same damage as USP Second highest rate of fire Desert Eagle: 7 Round Clip Very high damage (srsly overpowered, 2 hit kill....) Can be fired the quickest by average joes. As you can see, they're all different. If you guys want anything more put up, or any suggestions to what to improve, PLEASE say. I'd like this guide to help all those new guys who put Iron Lungs on their M16 etc. ADDED: Special Features I could talk for ever here, I'll try keeping it short. Sniper No Scoping ![]() The Sniper is a great weapon in both long and shot ranges. People are known for this (ie zzirGrizz on the Xbox 360 (you should see his montages) is pro at these no scopes and I've grasped it lately. I thought I'd post a quick little guide for it. Please note, the sniper rifle of my choice is the M40A3, and it's a lot more accurate when fired from hip than the others. When I no scope, YOU DO USE STEADY AIM! The reason being, the bullets become focused at a smaller target, meaning that there is less area on the body for the bullets to hit. First off, when no scoping at very close ranges, you'll notice that the crosshairs will turn RED when you've got a clean shot at you're target. This is what people mean when they say treat it as a shotgun. At medium ranges, when the enemy is out of the RED zone sniper crosshairs, it becomes more difficult. What you want to do here, is line the vertical crosshairs with the enemy body. Try having the head towards the top quarter of the crosshairs, because the chest is the part you'll be aiming for primarily. Take a shot. You'll notice that you're quite likely to hit at a small-medium range. If you miss, try reloading, standing still, and try again. Eventually you'll get the hang and hit the headshot regularly. Now you can try to implement this into online play. It becomes really hard when you're moving, as you've got to stop, predict where the enemy (usually running)'s body is going to be, then hit the shot and hope for the best. This is obscenely hard, but it's a great feeling when you can do this on a regular basis. C4 C4 is a wonderful thing. People don't expect it and it can be hidden in all sorts of places, above doorways, boxes, watermelons, cars, windows, cupboards, chairs, under cars. The variation is superb, but people often don't do it. My favourite places at the moment are boxes and under cars, but experiment and find what suits you. The Magic Pistol Switch!:laughing: Seriously, the amount of people that don't do this sucks. If your clip runs dry for your primary weapon, switch it quickly for your pistol and get the kill. It is so easy and such an unknown tactic. Take your magazine out Another unknown thing apparantly, reloading often. Please people don't you hate running out of ammo in dog fights? Reload often and relish your ammo. Obviously don't reload in a dog fight, but try to reload after every kill. There You have it. my Full Guide to a Good Class.PLz Reply what you think about it TY Last edited by Pizzaman733; 05-09-2008 at 06:10 PM. | ||||||
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