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Tutorial MW2 Ultimate Multiplayer Guide By Snipdwn

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MW2 Ultimate Multiplayer Guide (New Update)

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UPDATE: 24/02/10


This is important so please read it, as it will help you greatly to navigate this ****ing huge post... It scares me sometimes =P


Put in spoiler to save space


As you may well have noticed I have updated this post with extra bits of information such as how to obtain titles and emblems.


Most importantly however, I have now introduced a table of contents, to help people find what they want quickly.


If you want to find something specific press (CTRL + F), and type in what you want. [Or for Apple users, ⌘ + F]


For example, if you search for something such as "Maps", more often then not you will get more then one result. Just keep flicking through until you find the title for the section regarding "Maps". Hope this helps people =D


Anything that has been centered in the table of contents can be used for CTRL-F searching.


Bare in mind, that the first result you will get will probably be from the table of contents and not the actual section, so skip ahead to see other search results.


Cheers, LiamEJD (Snipdwn)


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MW2 Ultimate Multiplayer Guide

By LiamEJD (Snipdwn)


XBL: LiamEJD​


Special thanks have been give in the sections as well, so if you give me an idea to add something too a section your name will be next to it =D


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[The original information from this guide was obtained from GiantBomb.com but has been re-written. I have extensively added information to this which has been obtained through CoDwikia. All images are courtesy of CoDwikia.
Copyright LiamEJD / Snipdwn 21/02/2010 - Do not reproduce without permission]




Table Of Contents


General Info

Introduction

Newbie Tips

Bare Basics

Rule 101 for Killing

Info on Cover

Game Modes​



Create a Class

Create a Class

Primary Weapons

Secondary Weapons

Camouflage

Equipment

Special Grenades

Attachments

Perks

Death Streaks

Killstreaks​



Miscellaneous

Accolades

Titles and Emblems

Maps

Weapon Damage Chart

Challenges/Attachments

Introduction


Please comment on what details I have left out, sources would be much appreciated to back up those little bits of info. Suggestions are welcome for improvement of the guide or sections of it.


There are a number of changes, updates and improvements over Call of Duty 4 that will be in Modern Warfare 2; which I'll briefly list here. Some changes concern only a certain version of the game; such as party chat for the 360 and dedicated servers for PC. PS3 doesn't seem to have any controversial changes, lucky bastards. =/

  • Deathstreaks are introduced; enables additional advantages and handicaps for people who have a tendency to have a bullet put between their eyes, lose a limb due to explosion, have bad day/luck, complain about the game being laggy/complete bull****, etc.


    Killstreaks has been expanded and now made customizable; there are more than a dozen of killstreaks to choose from and you may able to choose up to three to use in game.


    Third Person playlist featured; in case you fancy some over the shoulder shooting


    Level cap has been increased to level 70 and levelling/XP system has been revamped


    People are recognized for doing whatever they do by accolades and get also unlock callsigns to create a unique identity


    Prestiging actually gives you something more other than just an emblem (new custom classes, new callsigns, new accolades and new challenges)


    Party chat for the 360 is disabled for most ranked gametypes with the exception of 3rd Person Games, Ground War, Mercenary Team Deathmatch and FFA.


    There are no dedicated servers for PC versions of MW2; matchmaking system will be utilized via IWnet


    Player capped at 9v9 for PC versions


    No mods for PC versions


    There will be two map packs exclusively for the Xbox 360 for a limited time; which will later be available for PS3 and PC players


    Night vision has been completely removed from multiplayer; seeing how they're pretty useless


    Perks has been revamped and changed; now featuring a "Pro" versions which gives you an additional benefit after fulfilling certain requirements while using the per

Newbie Tips


Welcome to Modern Warfare 2's newbie tips. In this chapter, you will learn the basics of the game and the mechanics that surrounds it. With it, you will get the know how on how to minimize the amount of re-spawns you get each round and start fragging (killing) people. Let me be clear, Modern Warfare 2 is a easy game to get into. Really easy to kill, really easy to die. It is also a very frustrating game if things don't go your way. The learning curve in this game is not very large and it should be fairly easy to pick up after a few dozen games to become decent and not become too frustrated with the game. There will be a few repeating tips here and there in different sections. So here's a few tips and information for beginners of MW2.


Bare Basics


This is a game. Have fun. Don't take it too seriously. The more you take it seriously, the less fun it is and the more frustrating each death becomes. It can potentially ruin the game for you


Try avoiding to trash talk players unless if its a friendly confrontation. This sometimes can backfire with the other team or player crushing you due to the provocation. Really, please try not to start a fight. It really can make some matches a bit harder when they give it all they've got, and you might humiliate yourself if you lose


Ranks do not indicate that players are good. They are veterans of the game, but some may still suck. In COD4 not all of the top players were 10th prestige when they were in the lobby


Mute players who become a nuisance to you if possible. Most of the time in matches like Team Deathmatch communication does not matter, so muting them will be more of a benefit to you than anything



Rule 101 for Killing


Whenever trying to shoot someone, Aim Down the Sights (ADS). This is where you look behind the iron sights/red dot/scope of a gun. Use this when whoever you're trying to kill is at a medium-long range distances for accuracy


Conversely, it is not recommended to ADS in Close Quarter Battle (CQB). This is where it gets down to two or three meters apart from you. Use the crosshairs to target the opponent and fire from the hips (hipfire). This is essentially spray and praying. You lose valuable time when you ADS in CQB; where time becomes crucial to the milliseconds


In general, it takes 3-5 bullets to kill someone. In this game, killing is very easy and dying is just as easy as killing. In face to face confrontation, you and your enemy will normally go down within a few mere seconds. You need to make good use of your reflex, instincts and strategies to make sure you're the one still standing after a firefight


Don't be surprised if you get a lot of deaths, I find that most players have negative a Kill-Death Ratio (KDR) on the leaderboards. You will die. A lot. And kill tons to compensate


In MW2 you get killstreaks which awards you with support that makes it easier to win a match, help your team and get some more kills (depends on the award you want). Killstreaks are the number of kills that you've made in a row without dying




  • For starting out new, it is generally a good idea to make your killstreak rewards lower. The lower ones provide less support but are easier to get, the higher ones have much more impact but are harder to get. Stay within the 3-5 kill range until you get a little better with the game



I recommend new players to attach the red dot sight or holographic sights as attachments to your gun as soon as you unlock it. This replaces the gun's default iron sights (which for many, even veterans, are inconvenient or even difficult to use) and replace it with a fancy sight with either a red dot or reticle.


If you have frag grenades, make use of them. Make sure you cook the frag a few seconds before throwing so the enemy doesn't have time to run away from the blast radius. Cook while in cover, try to not cook while you are visible to enemy targets and don't reveal yourself until you are ready to throw. This doesn't apply as much when you try tossing it across the map randomly




  • This is most useful in confined spaces such as a room, since the guy on the receiving end won't have many options to run away from it. A very good and basic room clearing tactic


    Frags bounce around walls and can roll down hills now. Practice or get used to throwing nades right off a wall to get someone right around the corner, or any other sort of scenario where you can angle a nade to hit someone without expoisng yourself


    With semtex is a different story as they stick to walls, people and objects. They do not bounce. Just throw it at someone or at the ceiling/ground of the room


Become proficient with a class of weapon or just a particular gun. Any guns that you are fond of will normally be good enough to kill someone


Don't become too stubborn with a tactic or strategy you use. Like always trying to knife someone even though you've failed for the last five times in the match or trying to kill a camper from the same spot over and over again. Decent and good enemy players will try to exploit this and only make your life more miserable.




  • If you aren't getting any kills, just switch things around. I find switching classes sometimes help me gain more kills


Whenever you shoot your gun, it produces recoil. For the newbies to FPS; it basically means the gun will go up and down when in ADS and your crosshair gets bigger and wider each shot when your hip firing. This makes your shots go off target by either a slight margin (depending on the range and factoring the gun's recoil; as some have more than the others) or fly way off. In particular, the only weapon that you have some control over the recoil are automatic firearms, namely the assault rifles, LMGs and SMGs.




  • Learn to control the recoil of these automatic rifles by firing in bursts; in medium and especially long range scenarios. Firing in bursts means to tap on the triggers for a few milliseconds (or seconds for sustained burst fire) and letting go. Shooting fully automatic is when you hold onto the trigger with a continuous stream of bullets hailing out of the gun


    Burst fire will ensure that there is minimal recoil, maximize ammo efficiency (as well as conserving it) and accuracy. After all, if someone spent like half a magazine on killing someone for spraying in ADS at long range, they will quickly run out of ammo and may have difficulty to find replenishment before someone puts a cap in their head


    If done correctly, automatic firearms will have more flexibility than fixed burst firing rifles like the FAMAS and M16A4 (as the user can decide to spray and pray as he likes in CQB but still maintain accuracy at long ranges with burst fire) and perhaps become a more superior choice of weapon


    Depending on the gun, the benefits of burst fire will have different results that make it more attractive to fire in bursts


    Assault rifle will gain ammo efficiency/conservation and accuracy


    LMGs will have considerably more accuracy and minimize recoil but benefits little from conserving ammo as they already carry a bucket load of ammo, if excluding the AUG


    SMGs probably benefit the most for everything since they aren't nearly as good for shooting at long ranges. If done correctly they will act just like an assault rifle; though its not recommended to shoot extremely long ranges with a SMG anyways.




Info on Cover


Since COD4; every object and wall can be shot through with bullets. You can shoot through walls and any cover with reduced damage, and this is the same with MW2


There is no true place to hide with the physics in the game, as bullets render walls to be virtually useless. This changes the dynamics of the game, as hiding behind something like a wooden fence and expecting to survive. You won't, since the guy shooting at you will shoot through the fence and kill you


Take advantage of the ability to shoot through walls. If there's a wall between you and someone else and you know it for sure, you can shoot through the walls


- This can be a effective strategy by shooting someone who decided to hit the floor and hide behind cover. If you know where he crouched or prone, shoot in the general area and he'll go down


- Try to not to be too reliant on this tactic, as bullets do reduced damage when piercing walls and you can't see where your target is. This can partly be solved with a heart beat sensor as it briefly tells you the enemy location. Still, only use when necessary



While it might be contradictory for me to say this, but do take cover when you're near dead. There are a number of people who really doesn't bother shooting through walls or seem to have trouble killing targets behind walls. If you're hit and have no idea where it came from, hit the floor and go prone (or run for cover if you're out in the open) and wait until your health recovers


Bullets pierce walls, but for the most part explosives do not. A direct impact on the walls will not go to the other side unless if there's a opening near the blast radius. There are some occasional exceptions where killstreaks such as airstrikes can kill you through cover



Game Modes


There is a number of returning game modes, some changed and a few new ones that are introduced. Modes that are marked by an asterisk (*) allow Xbox Live Party Chat. Modes with (HC) in the brackets denote an alternative Hardcore variant.


* Team Deathmatch (HC/TDM)

o Regular::: 8-12 players; kill players with your team to reach score limit

o Hardcore::: 8-12 players; limited HUD, limited life, friendly fire turned on

o Express::: 8-12 players; five seconds intermissions

o Mercenary::: 8-12 players; random teams & no parties allowed


* Free-For-All* (FFA)

o 4-8 players; every man for himself. Trust no one


* Domination

o 8-12 players; 3 flags must be captured. Win by holding and controlling flags to reach score limit.


* Ground War*

o 12-18 players; a mix of big TDM and Domination matches. Alternates between the two modes


* Demolition

o 8-12 players; attackers must destroy two bomb sites while defenders must defend the bomb sites


* Sabotage

o 8-12 players; grab a neutral bomb and plant it at the enemy's bomb site to win while defending your own


* Headquarters Pro (HC/HQ)

o 8-12 players; capture and defend the HQ which spawns randomly around the map. Activates in 30 seconds. Gain points while holding the HQ


* Search and Destroy (HC/S&D)

o Regular::: 8-12 players; defend and destroy the bomb site. No respawns during rounds.

o Hardcore::: 8-12 players; limited HUD, limited life, friendly fire turned on, ricochet turned on


* Capture The Flag (CTF)

o 8-12 players; bring the enemy's flag to your flag while its there


* 3rd/1st Person Person Team Tactical*

o 6-8 players; 3rd/1st person perspective with: TDM, domination, CTF, S&D and demolition


* 3rd Person Team Deathmatch

o Regular::: 8-12 players; 3rd person perspective


* 3rd Person Cagematch*

o 3rd person perspective, one versus one


* Mosh Pit

o 8-12 players; alternates many different game modes


* Barebones Pro*

o 6-8 players; TDM / FFA with no killstreaks


* Objective Barebones Pro*

o 8-12 players; Demolition, Domination, HQ Pro and Capture The Flag


Create a Class


If you're new to create a class and haven't played COD4 or needs to be informed about the changes in create a class; then this section will explain to you very briefly about create a class. It is a big part of the multiplayer, as you can customize a class that works for you. Create a class is unlocked at level 4 in the online component of MW2. Once you have it unlocked, you are given the ability to customize your own class to your liking.


Your class composes of both primary and secondary weapon slots (which also expand on attachments and camouflages), equipments, a special grenade, three perks (one from each tier), killstreaks and deathstreaks. Soon enough once you gain more XP from killing people and level up, you'll soon find more guns, equipments, perks, killstreaks and deathstreaks to work with. All of these unlockables can be reset through "Prestige Mode".


The possibilities and combos offered in MW2 are very varied and expanded over its predecessor. The combination of perks and choice of guns allows you to create and design a class that fits your gameplay style. Ever feel like going in guns blazing but hate how your sprint is limited? Grab a SMG or shotgun and Marathon. Wanna go knife some bastard in the back? Get Coldblooded and Ninja together to avoid enemy UAVs and heart beat sensors. Can't seem to kill somebody behind cover? Slap on full metal jacket on your gun and light them up. Wait, what's that you say? How about a class where you can screw around just for fun? Sure, just grab C4s and only knife people if that's your thing.



COD4 was all about allowing you to find a combination of perk choices and a gun to match your gameplay style and truly satisfy your inner self. MW2 is no different, in fact it does a better and expanded job at doing that. Some players will find themselves trying out new guns and weapons once they unlock them, scramble around with guns and perks and fall in love with it. Others might find it utterly trash. There is no correct answer to what is the best setup, it is entirely all subjective in MW2.



Primary Weapons


A shooter and FPS just isn't right without, well, guns. You need things to shoot people with, don't you? In MW2 brings a larger list of weapons to choose from for putting some lead into the closest bad guy near you. You may notice a few guns that have returned from COD4 and remodeled with a different and more realistic skin, some which are missing and some that are entirely new.


Primary weapons in this list include: assault rifles, submachine guns, light machine guns, sniper rifle and a riot shield (which technically isn't a gun, but bare with me). Each area of firearms has its advantages and disadvantages. Levels indicate when the gun is unlocked, and those with "default" mean they are available right off the bat when you jump into multiplayer.


Assault Rifles


ACR.png



Ah yes, assault rifles. It is the bread and butter for killing people around the world, the most common of firearms amongst soldiers firing larger caliber rounds. Assault rifles and carbines represent a versatility of being able to shoot at close, medium and long ranges and do its job at putting down baddies. If you want the jack of all trades and master of none, then these firearms are your best bet.


NOTE: For all guns, Sleight Of Hand half's the reload time.


E.G If reload time is 6 seconds, then with Sleight Of Hand it is 3 seconds.


FAMAS ( default )


The FAMAS (real name FA-MAS, which means "Fusil d'Assaut de la Manufacture d'Armes de Saint-Etienne" or "Assault rifle of Saint-Etienne's weapon factory" in English) is a bullpup-styled assault rifle designed and manufactured in France by MAS located in Saint-Etienne, which is now a member of the French government-owned Nexter group. It is the service rifle of the French military and has been in service since 1978. The variant depicted in-game is the older F1, which has a small trigger guard and non-STANAG magazine.
A new set of sights are used, as the original sights are located in the carry handle (which has been covered by a Picatinny rail). Similar to the M16A4, the FAMAS is a very effective assault rifle especially at range. One burst will kill with Stopping Power at any range, as long as all three shots hit. Without Stopping Power, the FAMAS, like all burst weapons, becomes considerably underpowered. If not using Stopping Power, consider adding a silencer as anything other than close range will require two bursts to kill with silencer or not.


The FAMAS has a slower reload than the M16A4, but its damage does not drop off until slightly further and it has less recoil. This difference in damage makes the FAMAS slightly better than the M16A4 at medium range.


The FAMAS has almost no recoil, settling perfectly before the next burst. However, the ACOG and Thermal Scope introduce some vertical recoil, making it more difficult to hit track targets at long range.



Damage


30-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds


Unlocked at


Level 4 (Private First Class)


Maximum Ammunition


180 (MP)


Reload Time


2.2s loaded, 2.6s unloaded


Rate of Fire


925 RPM (MP per burst), 460 RPM (MP overall)


Range


2500-2900m (900-1300m Suppressed) (MP)


Recoil


Low


Penetration


Medium


Fire Mode


3 round burst


Ammunition


5.56x45mm


Used by


Ultranationalists


M4A1 ( level 4 )


The M4 Carbine is a family of firearms tracing its lineage back to earlier carbine versions of the M16 rifle, all based on the original AR-15 made by ArmaLite. It is a shorter and lighter version of the M16 assault rifle, achieving 80% parts commonality with the M16A2. The original M4 carbine was based directly off the M16A2 assault rifle, including being three-round-burst instead of fully automatic (a feature found in its successor, the M4A1). Originally intended for support crews and special forces in need of a compact weapon, the M4A1 is now the de Facto American Urban warfare rifle. Nowadays, while the M4 is commonly associated with its original manufacturer Colt, hundreds of clones of AR-15 based rifles exist (for example, the M4 in Modern Warfare 2 is more closely similar to a model manufactured by Bushmaster). Due to complaints about about the M4's insufficient stopping power as its carbine-length prevents it from having as much muzzle energy as the M16, as well as complaints on the overall M16 design such as constant maintenance and fouling, have prompted the US military to seek out replacements for the M4; weapons such as the SCAR and HK416 have been trialed for general issue, but a successor has not yet been found
In multiplayer the M4 becomes available at Level 4, when Create-a-Class is unlocked. It is very similar to the ACR, firing 50 RPM faster but having slightly worse accuracy, recoil, and damage dropoff. The M4's slight accuracy recoil forces the user to burst fire at long range, more than negating the slight RPM advantage over the ACR. However, the M4 is still moderately accurate at medium range while firing full-auto. Much like the ACR, the M4 is worse at close range, though at point blank range with Stopping Power it kills .01 seconds faster than the ACR in core modes (.15 seconds vs .16 seconds.) The M4 is a commonly-used weapon from low-level to high-level players, though more players prefer the ACR as it is incredibly accurate at all ranges. A lot of players also prefer higher-damage assault rifles, such as the very similar M16A4 or the SCAR-H.



Damage


20-30 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds


Unlocked at


Level 4 (Private First Class)


Maximum Ammunition


650


Reload Time


1.12s loaded, 2.4s unloaded


Rate of Fire


800 RPM


Range


1900-2300m (700-1100m Suppressed) (MP)


Recoil


Low


Penetration


Medium


Fire Mode


Automatic


Ammunition


5.56x45mm


Used by


US Army Rangers, Ultranationalists,Task Force 141


SCAR-H ( level 8 )


The FN SCAR-H (Special Operations Combat Assault Rifle - Heavy) is a usable primary weapon in Call of Duty: Modern Warfare 2. It can be used in all three game modes: Singleplayer, Special Ops, and Multiplayer. It is based on the real-life FN SCAR-H, a powerful battle rifle firing the 7.62x51mm cartridge, made for the U.S. military. It is one of the earlier assault rifles unlocked in the game, and is one of the more powerful assault rifles, which makes up for its relatively lower rate of fire and small magazine capacity.
Unlocked at Level 8 in multiplayer, the high damage and mild recoil of the SCAR-H make it popular among players, despite its small magazine capacity and relatively low rate of fire. It has the least ammo of all automatic assault rifles due to its small magazine size, this gun is a prime option for the Surgical Title, and it also has a fairly slow reload. Stopping Power is useful with this weapon in core - though the rifle doesn't depend on it to be effective due to its relatively high damage. It is obsolete in hardcore, where the SCAR-H is a one shot kill at any range, unless shooting through cover. This is arguably one of the most effective assault rifles at long range as it has outstanding accuracy, presice iron sights and only vertical recoil which is easy to control.


The iron sights on the SCAR-H are extremely clear and give an unobstructed view of the target, making a Red Dot Sight or Holographic Sight unneeded by those who can use its iron sights well, freeing the slot for other attachments, such as a Silencer or Grenade Launcher. The SCAR-H is often used as a stealth class with silencer having minimal effect on the guns' damage drop off and if used with stopping power will still kill in 3 bullets at any range.


Scavenger and Extended Magazines are both very popular with the SCAR-H due to its small starting ammo reserve and small magazine. The Extended Mags attachment gives the SCAR-H 30 rounds in a magazine instead of 20.



Damage


85-100 (SP), 30-40 (MP)


Damage Multipliers


Head: 2.7, Chest: 2, Limbs: 1.5 (SP), Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


20 rounds (30 SP)


Unlocked at


Level 8 (Specialist I)


Starting Ammunition


60 (MP)


Maximum Ammunition


120 rounds


Reload Time


1.8s loaded, 2.72s unloaded


Rate of Fire


630 RPM


Range


1024-2400m (SP), 1800-2200m (600-1000m Suppressed) (MP)


Recoil


Low


Penetration


Medium


Fire Mode


Automatic


Ammunition


7.62x51mm


Used by


Task Force 141, US Army Rangers, Shadow Company


TAR-21 ( level 20 )​

The IMI Tavor TAR-21 is a weapon in Call of Duty: Modern Warfare 2. It is an Israeli bullpup assault rifle chambered for 5.56x45mm NATO ammunition with a selective fire system. The name "T.A.R. 21" stands for "Tavor Assault Rifle - 21st Century". IMI had made this weapon to have the same overall power of an M16, but in a smaller and more innovative design. It is the standard issued weapon of the Givati Brigade (since August 2006) and Golani Brigade (since August 2008), with the Nahal Brigade receiving it in 2010. The TAR 21 was selected as the future assault rifle of the Israeli Defense Forces, and within the next few years it will become the standard Israeli infantry weapon.
This weapon is unlocked at Level 20. The TAR-21 carries 30-round magazines, deals 30-40 damage per shot and fires at 750 RPM, making it one of the highest damage-output weapons in the game. The weapon also possesses moderate recoil, making it difficult to use in the hands of an inexperienced player at long ranges without short, controlled bursts of fire.


The TAR-21 also possesses a unique tinted Red Dot Sight called the MARS Sight, which offers a slightly smaller, circular viewing space versus standard Red Dot attachments on other weapons. One of the advantages of this sight is that when using Bling with a Heartbeat Sensor, the Sensor is still visible while aiming down the sights. But many players dislike the MARS sight due to its smaller size than a normal RDS, and the fact that it reflects the in-game light, sometimes making it difficult to aim through.


Although the TAR-21's recoil makes it somewhat difficult to use at longer ranges, its high damage per second makes it extremely effective at close and medium range.



Damage


30-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30


Unlocked at

Level 20 (Sergeant First Class I)


Starting Ammunition


90


Maximum Ammunition


180


Reload Time


1.72s loaded, 3.09s unloaded


Rate of Fire


750 RPM


Range


1800-2200m (600-1000m Suppressed) (MP)


Recoil


Moderate


Penetration


Medium


Fire Mode


Automatic


Ammunition


5.56x45mm


Used by


Russian Federation, Makarov's Ultranationalists, TF 141


FAL ( level 28 )​


The FN-FAL (Fabrique Nationale-Fusil Automatique Leger) is a battle rifle in Call of Duty: Modern Warfare 2. It was the first of the major NATO battle rifles before the widespread adoption of the assault rifle, the other two being the G3 and the M14. The FAL was originally designed to fire an intermediate round like the STG-44, but was required to meet the new NATO standard 7.62x51mm round, thus making it have high recoil when firing fully automatically. Designed by Fabrique Nationale de Herstal in Belgium, it has been called "The Right Arm of the Free World", as it was distributed worldwide during the Cold War to NATO allies. It was adopted by several European countries in the 1950's before being replaced by locally-manufactured assault rifles. While its usage has waned, it continues to be manufactured and used in South America, most notably in Brazil, before being replaced by more modern rifles. Modern revivals of the FAL utilize it in various roles, ranging from a marksman's rifle to a light support weapon.
The FAL is most commonly used by the Brazilian Militia in Takedown. The variant used seems to be a LAR that has been modified with the addition of the surface-integrated rail.


It is unlocked at level 28 in multiplayer.


Ironically, the FAL (Fusil Automatique Leger), which means "Light Automatic Rifle" is limited to semi-automatic fire in both single player and multiplayer. This, despite its power, reduces its effectiveness at close range. Using the shotgun attachment or carrying a close quarters secondary weapon is recommended. It is not as effective as a long range sniper rifle as it takes three shots to kill at long range and the shooter must pause briefly between shots to let recoil settle in order to be accurate giving the target a chance to find cover or escape. Because of the FAL's damage of 35-55, Stopping Power has a minimal effect. It will always be a 2 hit kill at close and medium range and a 3 hit kill at long range, regardless of Stopping Power. Stopping Power only helps noticeably with headshots, allowing it to kill in one hit at close and medium range and 2 hits at long range.


Like the UMP45, the FAL is one of the few non-sniper weapons in the game that can kill in a maximum of three shots regardless of range, Perks, or attachments.


The FAL is greatly affected by having the Holographic Sight attached. For whatever reason, the FAL's minimum damage increases with the Holographic Sight attached. Normally, the weapon would do 35 damage past 1700m, but with the Holographic Sight, this number is increased to 40 damage past 1600m. Knowing this, the gun becomes a 2 shot kill at any range when using a Holographic Sight (even with Bling and another attachment) and Stopping Power. Because of this, using Bling to add a holographic sight and a silencer in conjunction with Stopping Power will effectively remove the disadvantage of reduced range that a silencer usually adds, as the gun will always be a 2 shot kill.


The back of the FAL's iron sights sways when aiming down the sights, although this has no effect on accuracy. For some reason the Masterkey Shotgun attachment removes this swaying, possibly by adding bulk, making the weapon heavier but stable.

In Hardcore, the FAL is outclassed by fully automatic weapons that are capable of one shot kills, though it is capable of one shot kills itself.



Damage


90-110 (SP), 35-55 (MP)


Damage Multipliers


Head: 3, Chest: 1, Limbs: .7 (SP), Head: 1.4, Neck: 1.1, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 (SP) 20 (MP)


Unlocked at


Level 28 (Sergeant Major)


Maximum Ammunition


300 rounds (SP), 120 rounds (MP)


Reload Time


1.84s loaded, 3.38s unloaded


Rate of Fire


630 RPM (MP)


Range


1300-1700m - Remains at 40 damage past 1600m for the Holographic Sight (700-1100m Suppressed) (MP)


Recoil


Moderate


Penetration


Moderate


Fire Mode


Semi-Automatic


Ammunition


7.62x51mm


Used by


Ultranationalists, OpFor, Brazilian Militia


M16 ( level 40 )​


The Colt M16A4 is a lightweight, shoulder-fired, magazine-fed, gas-operated, air-cooled, assault rifle chambered for the 5.56x45mm NATO cartridge, and is the current standard issue rifle of the United States Marine Corps and some United States Army units. It is the current iteration of Eugene Stoner's original design, preceded by the -A3, -A2, and -A1 variations. The M16A4 rifle differs from the M16A2 in that it has a MIL-STD-1913 Picatinny rail under the removable carrying handle which allows different types of optics to be mounted on the top of the receiver, as well as a thicker barrel. There are also Picatinny rails mounted on the handguard to allow lasers, flashlights, and foregrips. The M16A4 is capable of semi-automatic and burst fire. The US military purchases M16A4s from Colt and FN Manufacturing with most M16s in recent orders being made by FN. In addition, M16 receivers for sniper variants and special purpose weapons have been procured from ArmaLite and Knight's Armament Company. The M16A4 is light and accurate, but requires frequent cleaning, partially because it is susceptible to dirt, but also because its internal mechanism lacks a piston; the gases strike the bolt of the rifle directly. This method of operation results in a lighter, simpler rifle, but causes fouling issues as carbon is blown into the chamber of the weapon.
The weapon has returned in Call of Duty: Modern Warfare 2. It behaves similarly to Call of Duty 4: Modern Warfare with some small differences. It is now unlocked at level 40 in multiplayer and its reload animation is now identical to that of the M4A1 Carbine. To make it look more modernized, a Picatinny Rail has been placed on the carrying handle. The rear sight aperture has been made thinner than the Call of Duty 4: Modern Warfare version, making the iron sights much easier to operate. Also, camo now only appears on the barrel and any attachment.


The FAMAS is similar to the M16A4 as they share nearly identical stats. The FAMAS takes 1.08 seconds longer to reload (.16s empty), but has less damage drop off than the M16A4, leading to an increase in medium range performance. When a Holographic Sight is attached to the M16A4, the recoil is reduced.


In single player, the M16A4 is seen in both American and Task Force 141 missions, although the FAMAS is much more predominant. It fires in bursts in both singleplayer and multiplayer, unlike its Call of Duty 4 counterpart which was fully automatic in the singleplayer.



Damage


30-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds


Unlocked at


Level 40 (Captain)


Maximum Ammunition


180 rounds (MP)


Reload Time


1.12s loaded, 2.44s unloaded


Rate of Fire


925 RPM (MP per burst), 460 RPM (MP overall)


Range


1800-2200m (600-1000m Suppressed) (MP)


Recoil


Low


Penetration


Medium


Fire Mode


3-round burst


Ammunition


5.56x45mm


Used by


Rangers, Task Force 141


ACR ( level 48 )​


The "ACR" (Adaptive Combat Rifle) is a contemporary multi-caliber assault rifle. It is a variant of the updated version of the Masada Adaptive Combat Weapon System, which was made by Magpul prior to their licensing agreement with Bushmaster (who makes the civilian version) and Remington (who produces the military version). The weapon borrows traits from other firearms, most notably the ambidextrous operating handle in a forward position, similar to the SCAR-H, as well as SCAR-style modular construction. Its internal components are heavily influenced by the AR-18, a piston-operated alternative to the AR-15 developed by Armalite. The ACR is intended to fire with 5.56x45mm NATO, 6.8mm SPC, 6.5mm Grendel, and 7.62x39mm ammunition. The ACR uses a quick-change barrel system that allows it to change calibers quickly, and it can use STANAG type magazines. The Remington ACR is unlocked at level 48 in multiplayer.
Modern Warfare 2 uses the 14.5-inch barrel configuration. The ACR is only used by TF141 and Shadow Company. It is also commonly used by Ghost and Roach, and is their starting weapon in most TF141 missions in the game.


In multiplayer, the weapon is unlocked at Level 48. It carries 30 rounds in its magazine, deals 20-30 damage per shot, and has a fire rate of 750 RPM. The ACR, although it bounces when firing, has zero recoil as it resets perfectly before the next shot which makes it ideal for medium and long range combat. Its moderately low damage per second makes it somewhat weak in close quarters combat compared to other automatic weapons, making it a good candidate for use with the Masterkey Shotgun and/or Stopping Power.


As a versatile weapon, most Perks and Attachments work well with the ACR, allowing it to fill a variety of roles. The ACR is primarily used at long ranges and excels in medium- large sized and large maps with long sight lines such as Wasteland, Afghan, Highrise and Derail. Unlike most weapons, the ACR suffers no noticeable increase in recoil or sway from the use of ACOG . The ACR consumes ammo fairly quickly, but its complete lack of recoil means that wasting ammo due to missed shots is usually not an issue.


In terms of damage output per second, the ACR's low damage and moderate rate of fire make it one of the lowest damage output weapons in the game. The ACR makes up for this at medium and long range with its perfect accuracy while still firing fully automatically. This makes it kill quicker than weapons with more recoil, which force the user to burst fire to maintain accuracy at medium to long range.



Damage


60-80 (SP), 20-30 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds


Unlocked at


Level 48 (Lieutenant Colonel II)


Maximum Ammunition


650 (SP), 180 (MP)


Reload Time


1.12s loaded, 2.36s unloaded


Rate of Fire


750 RPM


Range


2300m-2700m (800-1300m Suppressed) (MP)


Recoil


Low (SP), Extremely low (MP)


Penetration


Medium


Fire Mode


Automatic


Ammunition


5.56x45mm NATO (In-game)


Used by


Task Force 141, Shadow Company


F2000 ( level 60 )


The FN Herstal F2000 is a Bullpup assault rifle featured in Call of Duty: Modern Warfare 2. The F2000 is a modular weapon system, designed to have interchangeable parts to fit a variety of combat missions; its principle component is a compact-caliber configured in a layout. The F2000 is a gas operated, fully-automatic and ambidextrous bullpup rifle. Both the safety system and trigger mechanism were adopted from the P90 submachine gun. An optional sight built specifically for the F2000 may be used, which includes a laser-guided internal computer for use with its companion Grenade Launcher, the EGLM. The computer determines the necessary angle needed for firing a grenade at a certain range, dispensing of traditional leaf sights used on grenade launchers.
In multiplayer, it is unlocked at Level 60. Its high vertical recoil makes it difficult to kill targets at medium and long range. Firing in bursts is essential at range. It is one of the more unused weapons due to its high unlock level and recoil. The F2000 has the highest rate of fire of all of the assault rifles, and it has the third highest damage output per second of the assault rifles. However, it is beaten in just about every conceivable way by the TAR-21, which has the same magazine capacity, much less recoil, a higher damage output per second due to its high damage per bullet, and a lower rate of fire which makes its magazine last longer. Its inaccuracy can make it difficult to get headshots intentionally, though the vertical recoil will usually yield accidental headshots if aiming for the chest or neck. Due to its rate of fire, the F2000 burns through magazines and ammunition reserves rather quickly. Players usually use Sleight of Hand or Scavenger to mitigate these problems.



Damage


20-30 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds - (45 with extended mags)


Unlocked at


Level 60 (Major General II)


Starting Ammunition


60


Maximum Ammunition


180


Reload Time


2.08s loaded, 3.46s unloaded


Rate of Fire


900 RPM


Range


1900-2300m (700-1100m Suppressed) (MP)


Recoil


High


Penetration


Moderate


Fire Mode


Automatic


Ammunition


5.56x45mm


Used by


Internal Troops, Brazilian Militia


AK-47 ( level 70 )​


The AK-47, stands for the Russian Автомат Калашникова образца 1947 года; (Kalashnikov automatic rifle, 1947 model), is an assault rifle originally manufactured by Izhmash but now manufactured by various companies all over the world and has become both an icon and the most prolific firearm across the globe.
The AK-47 returns in Call of Duty: Modern Warfare 2, though it is heavily modified. It is equipped with a tan/white-colored polymer furniture and a side bracket scope mount. The upper and lower handguards are replaced by Tapco Intrafuse handguard with a Tapco MAK-90 pistol grip, polymer magazine, a Vltor Modstock stock, luminescent iron sights and a unique spiral flash hider/muzzle brake. The firing of the rifle sounds different to that in Call Of Duty 4: Modern Warfare. The Ultranationalists still commonly use the AK-47.


In multiplayer, the AK-47 is unlocked at level 70, the last level of experience for MP players and when Prestige Mode becomes available, so it may not see much use if players choose to Prestige. This is different from the first Modern Warfare, in which the AK-47 was one of the first weapons unlocked. The AK-47 has the second highest damage output per second among assault rifles, right behind the TAR-21; the AK fires 50 RPM slower than it. This makes the AK-47 very effective at close and medium range.


Its fairly low recoil makes it decent at mid-long range though burst firing may be required at extreme ranges. However, the AK-47 does have one major drawback, which is that it sways when using any attachment except for the ACOG. Although the sway is minor, the fact that it sways at all while other weapons do not is a bigger disadvantage than most players realize, as even one or two extra missed shots can lead to the loss of a firefight. Some players simply choose not to use attachments, but most players are unwilling to sacrifice attachments due to their usefulness. For this reason, most players prefer the SCAR-H or TAR-21, although the AK-47 does have a higher rate of fire and bigger magazine than the SCAR-H and less recoil than the TAR-21.


The AK-47's Grenade Launcher, the GP-25, takes about half the time to switch to as other assault rifles, due to the launcher's grip and trigger being gripped at all times. This makes it easier to quickly swap to the grenade launcher and fire off a quick shot. However, the GP-25 takes longer to reload than the M203 of other assault rifles.



Damage


85-100 (SP), 30-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds - (45 with Ext.Mags)


Unlocked at


Level 70 (Commander)


Maximum Ammunition


180


Reload Time


1.8s loaded, 3.3s unloaded


Rate of Fire


700 RPM


Range


1800-2200m (600-1000m Suppressed) (MP)


Recoil


Moderate


Penetration


Moderate


Fire Mode


Automatic


Ammunition


7.62x39mm


Used by


Ultranationalists, OpFor, Brazilian Militia


Submachine Guns


UMP45.png



Submachine Guns, or SMGs for short, are firearms that shoot pistol rounds at a high rate of fire. They are excellent firearms for close quarter combat, fare somewhat well in medium ranges, has a slightly faster ADS (aim down sight) than assault rifles, but have some difficulty hitting a target at long ranges. SMGs are lighter in weight than other guns, so naturally your mobility will increase as a result.


UMP45 ( default )


The UMP (Universale Maschinenpistole, German for "Universal Machine Pistol") is a submachine gun developed and manufactured by Heckler & Koch. The UMP has been adopted by numerous agencies worldwide including the French Gendarmerie Nationale and U.S. Customs and Border Protection. Heckler & Koch developed the UMP as a successor to the MP5 though both remain in production.
In multiplayer, the UMP .45 is unlocked by default. It is considered to be one of the best overall guns. Compared to other SMGs, the UMP has moderate recoil, a comparatively low rate of fire, and kills in a maximum of 3 shots regardless of perks or attachments. The UMP only benefits from Stopping Power at close range, where the perk reduces shots required to 2. This 2 hit kill range only reaches as far as typical shotgun range. Long range shots will deal 49 damage each, thus still requiring 3 shots for a kill. Also of note is that of all the automatic weapons in the game, no other SMG's, and only some Light Machine Guns share the UMP's ability to 3-shot kill without a perk at long range.


On the same note, The UMP is powerful enough to take out a Juggernaut after a single reload, but the shots must be at least above the chest and Flashbangs are a must.


It is generally advisable to use this weapon in conjunction with a Silencer, as it provides no damage reduction. However the iron sights are generally unfavorable as they take up a huge portion of the lower screen (while only providing a very short sight base), and due to the slight vertical recoil and muzzle flash, it may be difficult to track targets. For this reason players may choose the Bling perk to add an optic, especially the Holographic Sight or ACOG. While having lower recoil than most SMGs, it has relatively higher recoil than most assault rifles, and the UMP blurs the line between the two weapon types. When firing at targets at long range, it is advisable to fire off single shots or 2-round bursts by tapping the trigger. This weapon is favored in stealth builds due to its silenced versatility at all ranges without the need for Stopping Power. Some players find it easy to get headshots with the UMP .45, as its recoil will cause the sights to rise to the head when aiming at an enemy's center mass.



Damage


35-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


25 (SP) 32 (MP)


Unlocked at


Level 4 (Private First Class)


Starting Ammunition


96


Maximum Ammunition


192 (MP)


Reload Time


2.04s loaded, 3.12s unloaded


Rate of Fire


630 RPM


Range


700-800m (500-600m Suppressed) (MP)


Recoil


Moderate


Penetration


Low


Fire Mode


Automatic


Ammunition


.45 ACP


Used by


Task Force 141, Ultranationalists, Brazilian Militia


MP5K ( level 4 )


The Heckler & Koch MP5K is an SMG featured in Call of Duty: Modern Warfare 2. The MP5K is the 'kurz' (short) version of the MP5, featuring a shorter barrel and no stock. As a result it has a higher ROF, and is favored by body guards because it is easy to conceal and fires the light 9mm Parabellum round making it easy to shoot at close range. The original version of the weapon, the Heckler and Koch MP5, was featured in Call of Duty 4: Modern Warfare and was voted favorite weapon of that game by users in 2009. This version is best at short range as it has fairly high recoil but it can be used at medium range in the hands of an experienced user.
The high damage and firing rate make the MP5K one of the best fully automatic weapons for close range. However, at long range the MP5K is too inaccurate to be used effectively. For this reason, the MP5K is not the most practical primary weapon due to the typically large sizes of maps in Modern Warfare 2 and the average range of engagement with enemies. However, if the user can remain in the tighter portions of the map, the MP5K can devastate even groups of enemies. It is effective for quick kills against one or two enemies at a time.


In terms of attachments, Rapid Fire makes the gun much harder to use at mid-long range, but increases its effectiveness at close range. Akimbo is relatively ineffective with this weapon as iron sights are necessary to use the MP5K at anything other than extremely close range, but compared to other weapons with Akimbo MP5K has good damage and good rate of fire (UMP45 has better damage, but lower rate of fire; P90, Mini-Uzi and Vector has better rate of fire, but lower damage). Scavenger is encouraged due to the fast firing rate of the weapon, as without it ammunition will run out fairly quickly. The Red Dot and Holographic sights are of questionable use as the iron sights are simple and easy to use. Thermal and ACOG scopes are very rarely seen as they are much better suited to longer ranged weapons such as assault rifles.


MP5K is often overlooked in favor of the P90 and its high rate of fire, the MP5K makes up in damage per round, less effective at longer ranges, it actually has the second fastest reload preceding the Mini Uzi. Pair this SMG with Red Dot or Extended Mags and it can rival the P90 and even some Assault Rifles.



Damage


20-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds


Unlocked at


Level 4 (Private First Class)


Maximum Ammunition


180 (MP)


Reload Time


1.8s loaded, 3.08s unloaded


Rate of Fire


850 RPM


Range


900-1300m (400-900m Suppressed) (MP)


Recoil


Medium


Penetration


Low


Fire Mode


Automatic


Ammunition


9mm Parabellum


Used by


Brazilian Militia, OpFor, Internal Troops, US Army Rangers, Task Force 141, Navy SEALs


Vector ( level 12 )


The TDI (Transformational Defense Industries) Vector uses a revolutionary design intended to decrease recoil of powerful weapons to manageable levels. Its key feature is the operating system called the Kriss Super V, a bolt that redirects the recoil downward. This combined with the repositioned trigger produces less-felt recoil in the powerful .45 ACP round. However, it also has a significantly raised sight-line. One of the only other modern submachineguns in .45 ACP, the UMP.45, handles recoil by having a lower rate of fire, so the Vector combines high stopping power with a higher rate of fire.
The Vector boasts the highest rate of fire and lowest recoil of any SMG in the game. However, it also has the lowest damage, runs out of ammo the fastest, and has what are generally considered to be bad iron sights. The Vector's damage per bullet is practically equivalent to that of the Mini-Uzi and P90, with the only difference being that the Mini-Uzi and P90 will be able to kill with one less bullet if the target is within a very small range interval between close and medium range. Scavenger is extremely popular among Vector users. The Vector is generally considered to be the easiest SMG to use at long range, and kills the second fastest at long range, behind the UMP .45.



Damage


20-25 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


30 rounds


Unlocked at


Level 12 (Corporal II)


Maximum Ammunition


180


Reload Time


1.91s loaded, 2.53s unloaded


Rate of Fire


1000 RPM


Range


900-1100m (700-900m Suppressed) (MP)


Recoil


Low


Penetration


Low


Fire Mode


Automatic


Ammunition


.45 ACP


Used by


Ultranationalists, Shadow Company, Task Force 141


P90 ( level 24 )


The FN P90 ("Project 90") is a series of Belgian-designed automatic weapons. Described by some as submachine guns and others as a carbine, they debuted in the 1980s. In an unusual move, the weapon's manufacturer, FN Herstal, created an entirely new round for the weapon, the 5.7x28mm. The round is designed to defeat fabric armor and fragmentation helmets up to 100 meters away. It is fed from a horizontal, translucent 50-round magazine. The base of the magazine is toward the barrel. The cartridges sit at a right angle to the firing chamber are fed into a spiral feed ramp, where they are rotated 90 degrees. This unique feeding design allow a cyclic firing rate of 900 rounds per minute and also makes the weapon very compact. The spent casings are ejected through the bottom of the weapon, allowing ambidextrous use. The intent of the small form factor was to accomodate personnel not normally expected to take part in combat, e.g.: vehicle crews, artillery crews, and other support personnel. A pistol firing the same round, the FN Five-seveN, was manufactured as a supplement to the P90; the round is considered more effective when fired from the P90. The pistol does not appear in the game.
The P90 belongs to a unique class of firearm called the Personal Defense Weapon (PDW), a class of weapons whose design incorporates aspects of both submachine guns and carbines, and are essentially submachine guns chambered for intermediate cartridges.


The P90 returns in Call of Duty: Modern Warfare 2 with a few changes: decreased recoil, a slightly lower rate of fire, smaller iron sights, and slightly better weapon detail. It is unlocked at the early level 24 in Multiplayer. The side rail mounts go completely unused, which may serve as evidence that the Heartbeat Sensor was originally going to be usable on SMGs. With its high rate of fire and sizeable magazine capacity, it's a good gun for groundpounding and rushing, but up to a point. The P90 is a threat at close range, but ineffective at distances unless fired in short, controlled bursts. The high magazine capacity and moderate damage output at close range makes this an intermediate weapon between submachine guns and light machine guns, particularly with the Extended Magazines option attached (Extended Mags increases the magazine size from 50 rounds to 75) making this a more mobile option than hauling around an LMG for close range fire support and covering fire.


The P90 is an effective Akimbo option, as each gun can fire for a considerable amount of time, and by firing each at a time, a player can keep a constant flow of bullets at a target. Akimbo also greatly reduces your hipfire accuracy, however, as you can easily empty two magazines without killing your target.



Damage


20-30 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


50 - (75 with extended mags)


Unlocked at


Level 24 (Master Sergeant II)


Maximum Ammunition


300 (MP)


Reload Time


1.8s loaded, 3.6s unloaded


Rate of Fire


850 RPM


Range


1000-1300m (600-900m Suppressed) (MP)


Recoil


Low


Penetration


Low


Fire Mode


Automatic


Ammunition


5.7x28mm


Used by


Ultranationalists, Shadow Company


Mini-Uzi ( level 44 )


The IMI Mini-Uzi is a submachine gun featured in Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2. It is a more compact variant of the ubiquitous Uzi submachine gun. The Uzi is an iconic submachine gun designed in Israel and has seen worldwide use. It had roughly the same barrel length as the earlier MP40, but due to its repositioned magazine and telescoping bolt, was far more compact.
The Mini-Uzi is 360 mm (14.17 inches) long and is a scaled-down version of the Uzi, firing the same 9x19mm cartridge. First introduced in 1980 for use as a weapon for personnel that require a compact defensive weapon, the Mini Uzi comes with a side-folding stock and retains a small forward hand grip. The Mini-Uzi has a rate of fire of 950 rpm, or about 16 rounds per second.


The Mini-Uzi returns in Call of Duty: Modern Warfare 2. In Modern Warfare 2, the Mini-Uzi is a much better weapon than its Call Of Duty 4 counterpart since it has much more controlled recoil thanks to its extended stock. It is unlocked at Level 44 in multiplayer mode.


This weapon is now also a much more competitive alternative to the P90, boasting higher accuracy, and keeping its slightly higher rate of fire, but with a smaller magazine size. The iron sights on this weapon are also quite clear and open, making attachments like the Suppressor a viable option.


The Mini-Uzi is not recommended with rapid fire because the ammo will drain in nearly one second. And although difficult to use, Akimbo Mini-Uzis are very powerful in hands of a player who can master them.



Damage


20-30 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


32 rounds


Unlocked at


Level 44 (Major I)


Maximum Ammunition


192 (MP)


Reload Time


2.24s loaded, 3.56s unloaded


Rate of Fire


888 RPM


Range


1000-1300m (600-900m Suppressed) (MP)


Recoil


Medium


Penetration


Low


Fire Mode


Fully Automatic


Ammunition


9mm Parabellum


Light Machine Guns


RPD.png



The Light Machine Guns or LMGs are what they call "squad assault weapon" (SAW). They are essentially large assault rifles that carry much more ammo and have an approximate clip size 3-5x bigger then standard assault rifles (Excluding the AUG). As a result of this your mobility is dropped, and due to the clip size reloading is extensively longer (around 10 seconds without sleight of hand).


L86 LSW ( default )


The BAE Systems L86 LSW is a Light Machine Gun in Call of Duty: Modern Warfare 2, where it made its first and only appearance so far. It is one of two already unlocked LMGs the player starts out with in multiplayer.
The L86A2 LSW (Light Support Weapon) is a military firearm currently in service with the British Army. Along with the L85 assault rifle, it originated from the British SA80 weapons program of the 1980's, the goal of which was to produce a family of firearms in the bullpup configuration capable of firing 5.56 mm NATO ammunition. Though originally intended as a replacement for the venerable Bren light machine gun, the L86 is now usually employed as a designated marksman rifle instead. It has been largely replaced in its previous role by the L110A1, otherwise known as the Para variant of FN Minimi. Like the AUG HBAR, the L86 is basically a conversion of a standard assault rifle to provide sustained automatic fire and suppression capabilities. In this case, it was converted from the L85 assault rifle, with which it shares many mechanical components as well as the use of a SUSAT scope. The main difference is that the L86 uses a longer and heavier barrel supported by a bipod, which results in a greater effective range than the L85.



Damage


40 (MP) 30 (silenced)


Magazine Size


100 Rounds


Unlocked at


Level 4 (Private First Class)


Rate of Fire


750 RPM


Recoil


Medium-high


Fire Mode


Automatic


Ammunition


5.56x45mm


RPD ( level 4 )


The Ruchnoy Pulemyot Degtyareva (abbreviated RPD) is a light machine gun designed in 1943 in the Soviet Union. It first entered service in 1944, and saw limited service on the Eastern front in the Second World War; widespread use did not start until the early 1950s. Like most weapons of the early post-war period in Soviet service, the RPD fires a 7.62x39mm cartridge, which is fed into the RPD from 2 separate non-disintegrating 50-round belts in a drum magazine. Although first produced in the Soviet Union, significant numbers were also built in China. It was later replaced in Soviet service with the Ruchnoy Pulemyot Kalashnikov (RPK) as well as the PKM, a light machine gun derivative of the AKM in the late sixties. Although the RPD isn't used by the Russian Army today, it is still used by some national armies, including North Korea, Egypt, and Bolivia as well as paramilitary and insurgent groups. The RPD was designed by Vasily Degtyaryov to replace it's predecessor the DP machinegun, which he designed earlier.


Damage


90-130 (SP), 40 (MP), 30 (Silenced)


Magazine Size


100 rounds (200 w/ extended mag)


Unlocked at


Level 4 (Private First Class)


Reload Time


9.7s


Rate of Fire


666 RPM


Range


1024-2400m (SP), 1000-1400m (MP)


Recoil


Medium (without grip), Moderately low (with grip)


Penetration


High


Fire Mode


Automatic


Ammunition


7.62x39mm


Used by


OpFor, Brazilian Militia, Russian Federation Armed Forces, Shadow Company


MG4 ( level 16 )


The Heckler & Koch MG4 is a light machine gun developed and produced by Heckler & Koch. It was chosen to replace the heavier 7.62mm MG3 at the squad support level. It will supplement the MG3 in other roles. It is the standard support machine gun of the Bundeswehr.


Damage


30 (MP) 20 (silenced)


Magazine Size


100 (200 Extended Mags)


Unlocked at


Level 16 (Staff Sergeant)


Rate of Fire


800 RPM


Recoil


Low


Fire Mode


Automatic


Ammunition


5.56x45mm


Used by


Shadow Company, Ultranationalists


AUG HBAR ( level 32 )


The Steyr AUG HBAR is a variant of an Austrian assault rifle originally designed in the 1970s. The Armee Universal Gewehr ("universal army rifle"), was adopted by Austrian forces in 1977. It has since become the standard small firearm for the Austrian Bundesheer and national police units, as well as the Irish Army. The Australian & New Zealand Defence forces use a variant called the AUS Steyr, increasing its popularity worldwide. The AUG is considered one of the first successful 'bullpup' weapons, weapons which have the magazine repositioned behind the trigger to create a more compact weapon without sacrificing barrel length.


Damage


40 (MP) 30 (silenced)


Magazine Size


42 (63 Ext. Mag.) (MP) 30 (SP)


Unlocked at


Level 32 (Command Sergeant Major I)


Rate of Fire


666 RPM


Fire Mode


Fully automatic


Ammunition


5.56x45mm


Used by


Ultranationalists


M240 ( level 52 )


The FN M240B is a medium machine gun featured in Call of Duty: Modern Warfare 2. It is a belt-fed, gas-operated medium machine gun and the US designation for the Belgian FN MAG 58. The main differences between the two is the addition of a Picatinny rail on top, a new stock, a heat shield over the barrel, and a hydraulic buffer similar to that used in the M60. The United States military has used it since the mid 1980's, replacing the M60, with the United States Army predominantly using the M240B variant, and the Marine Corps using the M240G.


Damage


30 (MP) 20 (silenced)


Magazine Size


100 (200 With Extended Mags)


Unlocked at


Level 52 (Colonel II)


Reload Time


7.7s


Rate of Fire


850 RPM


Recoil


Low-medium


Penetration


High


Fire Mode


Automatic


Ammunition


7.62x51mm


Used by


Ultranationalists, Shadow Company, US Army Rangers, Juggernauts, Task Force 141


Sniper Rifles


Intervention.png



Sniper Rifles are renowned for their ability to shoot people in the back of the head halfway across the map and royally piss them off. To counter their extremely high damage rate, they often have small clips of approximately 5-8 bullets, and their somewhat overrated status becomes practically useless when someone comes at you with a shotgun. If you enjoy sitting back, lining up your shot and generally staying out of all the fighting (unless you are a ub3r 1337 hax quickscoper/no-scoper), then this is probably for you.


Barrett .50cal ( default )


The Barrett M82A1 SASR ("Special Applications Scoped Rifle") and identified in Call of Duty 4: Modern Warfare, and Modern Warfare 2 as the Barrett .50cal is a semi-automatic anti-materiel rifle chambered in .50 BMG. It has manageable recoil due to its weight and recoil-reducing design. It is mainly used to take out vehicles by penetrating the engine block. The M82 is an extremely long-range weapon, allowing snipers to effectively engage targets at a mile away. It is manufactured by Barrett Firearms of Tennessee.


Damage


70 (MP), 50 (MP silenced)


Magazine Size


10 rounds (15 with Ext.mags)


Unlocked at


Level 4 (Private First Class)


Recoil


Low (Special Ops), High (MP)


Penetration


Very High


Fire Mode


Semi-Automatic


Used by


Task Force 141, Rangers


Intervention M-200 ( level 4 )


The CheyTac M200 Intervention is an American-made bolt-action sniper rifle designed by CheyTac LLC for long-range, soft-target interdiction. The Intervention system refers to a package including a range finder, computer, optics, and the rifle itself, called the M200. It is a bolt-action rifle using the proprietary .408 CheyTac round, intended to fall in between the .50 BMG and the .338 Lapua, both popular long-range rounds. The rifle is designed to be accurate even when equipped with a suppressor at over 2,000 meters. It has the world record for closest group at a very long distance. The .408 round the Cheytac Intervention is chambered for in this game is said to be the world's most accurate rifle round. It is considered to be one of the best sniper rifles ever made due to its balance of accuracy, range, and stopping power - most rifles sacrifice one or more of these qualities for another.


Damage


70 (MP), 50 (Silenced)


Damage Multipliers


Head: 1.5, Neck: 1.5 Chest: 1.5, Stomach: 1.1, Limbs: 1


Magazine Size


5 (10 with Extended Mags)


Unlocked at


Level 4 (Private First Class)


Recoil


High


Penetration


High


Fire Mode


Bolt-action


Ammunition


.408 CheyTac


Used by


Task Force 141, Ultranationalists, Rangers


WA2000 ( level 36 )


The WA2000 is a West German semi-automatic bullpup sniper rifle that was produced by the Carl Walther GmbH Sportwaffen company.
The WA 2000 was designed in the 1970s. The bullpup design was chosen because it would allow a standard length (for a sniper rifle) barrel to be used whilst the overall length would be shorter than a conventional rifle.


The WA 2000 used the PV4 night vision sniper scope.


The .300 Winchester Magnum round was chosen as the primary caliber because of its long range accuracy and its consistency at all ranges. The entire rifle is designed around the barrel. The WA2000 fires from a closed bolt and uses a bolt with seven locking lugs. The rifle features a six round magazine capacity. Only 176 total rifles were ever produced in three variants: one chambered for the standard .300 Winchester Magnum round, another chambered for the popular 7.62x51mm NATO round, and the final version for the 7.5x55mm Swiss round. The final retail cost for a rifle in 1988 was in the range of $9,000 to $12,500.



Damage


70 (MP), 50 (MP silenced)


Damage Multipliers


Head: 1.5, Neck: 1.5, Chest: 1.5, Stomach: 1.0, Limbs: 1.0


Magazine Size


10 (SP), 6 (MP), 12 (MP, Extended Mags)


Unlocked at


Level 36 (2nd Lieutenant II)


Starting Ammunition


24


Recoil


Low


Fire Mode


Semi-Automatic


M14/M21 EBR ( level 56 )


The Mk14 EBR (Enhanced Battle Rifle) is a U.S. military-issue selective fire sniper rifle chambered for the 7.62x51mm NATO cartridge. It is a variant of the M14 battle rifle, built originally for use by units of the United States Naval Special Warfare Command, such as the United States Navy SEALs. The weapon takes the standard M14 action, replaces the 22" barrel with an 18" barrel and adds a chassis stock with a telescoping butt stock, a pistol grip, a gas lock front sight, bipod, Picatinny accessory rails at 12, 3, 6 & 9 o-clock, and a DC Vortex flash hider replaces the standard flash suppressor. A paddle-type bolt stop/release similar to that of the M4 carbine was used on the rifle. The SAGE EBR chassis stock is made up entirely of lightweight aircraft alloy. The MK14 Mod 0 and Mod 1 are made with the intention of carrying out both designated marksman and CQB roles in combat.


Damage


70 (MP), 50 (MP silenced)


Damage Multipliers


1.5 (Head), 1.1 (Neck and Chest), 1.0 (Stomach and Limbs)


Unlocked at


Level 56 (Brigadier General II)


Fire Mode


Semi-Automatic


Ammunition


7.62x51mm


Used by


Task Force 141, US Army Rangers


Riot Shields


Shield.png



Damage


Melee: 100 (SP), 50 (MP)


Used by


Shadow Company, Internal Troops, Ultranationalists, US Army Rangers


Alright, it's not a gun, but it's still a weapon. The riot shield, or tactical shield, or ballistic shield, etc. is a bullet proof shield that protects you from bullets that doesn't break. Pretty straight forward right? You can't hold onto any weapons while using the shield since it's in your primary weapons slot. The shield can be used in a shield bash to kill someone, requiring two times you smack the guy with the bloody thing. Its not a good idea to go near someone with a riot shield.


Eventually with enough bullets the shield will show cracks and make it difficult to see from behind the shield. Also, your speed is slower and you can't prone while using a riot shield. It protects your back while you have something else swapped out. The shield is probably a good instrument for tactical games where you need to say capture the headquarters or something, but it has its flaws. Be sure to watch your flanks or rear while using a riot shield, as those are vulnerable areas to direct fire.


Secondary Weapons


A big new change in how create a class works is that you maybe able to put different weapons other than a sidearm/pistol in MW2. If you remember in COD4, there was a perk called "Overkill" which let you carry another firearm in your secondary slot other than a pistol. Well, the idea of the perk is pretty much integrated into create a class, but it works a bit differently.


You can't select any of the primary weapons for your secondary slot, oh no you don't. Instead there's a set of secondary weapons to choose from: machine pistols, shotguns, handguns and launchers. This gives a bit more offensive/defensive flexibility for players, especially players who primarily use shotguns or sniper rifles (which both had somewhat more severe limitations than the other class of firearms). A sniper suddenly being able to pull out a shotgun is a great deal, or someone who uses a shotgun now being able to pull out a fully loaded rifle to shoot targets from afar. This also makes shooting down things in the air much more easier with the accessibility to carry around a rocket launcher of any sort without giving up a perk (as people did in COD4).


Machine Pistols


Glock18.png



These are basically, pistols that fire full auto. Pretty sweet if you ask me, I suppose they act like submachine guns since those sort of like automatic pistols. The disadvantage is that they have insane recoil, are inaccurate and can run out of ammo relatively quickly, which isn't really good. In terms of rate of fire, the machine pistol seems to make a trigger finger for pistols in terms of rate of fire.


PP2000 ( default )


Damage


20-40 (MP)


Magazine Size


20 - (30 with extended mags)


Unlocked at


Level 4 (Private First Class)


Starting Ammunition


40 rounds


Maximum Ammunition


80 rounds


Rate of Fire


700 RPM


Range


Short


Recoil


Low


Penetration


Small


Fire Mode


Automatic


Ammunition


9mm Parabellum


Used by


Russian Federation Airborne (Ultranationalists)


G18 ( level 22 )


Damage


30-40 (SP) 20-30 (MP)


Magazine Size


32 rounds (SP), 33 rounds (MP), 49 rounds (Extended Mags)


Unlocked at


Level 22 (Master Sergeant)


Starting Ammunition


66 rounds


Maximum Ammunition


198 rounds MP/ 320 rounds SP


Rate of Fire


1100 RPM


Range


Short


Recoil


Medium-high


Penetration


Small


Fire Mode


Automatic


Ammunition


9mm Parabellum


Used by


Task Force 141, Brazilian Militia, OpFor, Shadow Company


M93 Raffica ( level 38 )


Damage


30-40 (MP)


Magazine Size


15 (SP) 20 (MP)


Unlocked at


Level 38 (1st Lieutenant I)


Maximum Ammunition


90 rounds


Rate of Fire


450 RPM (925 RPM per burst)


Range


Short


Recoil


Low


Penetration


Low


Fire Mode


3 round burst


Ammunition


9mm Parabellum


TMP ( level 58 )


Damage


20-30 (MP)


Magazine Size


15 - (25 with Extended Mags)


Unlocked at


Level 58 (Major General)


Starting Ammunition


45


Rate of Fire


900 RPM


Recoil


None (MP), Medium-High (SP)


Penetration


Low


Fire Mode


Automatic


Ammunition


9mm Parabellum


Used by


OpFor, Ultranationalists, Shadow Company, Internal Troops


Shotguns


SPAS12.png



How the mighty has fallen to the secondary weapon slot. Well actually I guess it's a good thing seeing how most people didn't bother using a shotgun as a primary weapon. Instead people like snipers can use these babies or people can run around with a shotty acting as primary and having a rifle acting as secondary. The shotgun is like the SMG; extremely useful at close-quarters, but get more then a few meters away and its extraordinary power diminishes rapidly.


SPAS-12 ( default )


Damage


20-40 (x8) (160-320)


Magazine Size


7(SP) 8(MP)


Unlocked at


Level 4 (Private First Class)


Rate of Fire


65 RPM


Fire Mode


Pump-action


Ammunition


12 Gauge


Used by


Ultranationalists, Shadow Company, Task Force 141


AA-12 ( level 18 )


Damage


20-15 (x8) (120-160)


Magazine Size


8 rounds, 16 rounds (MP Ext. Mags)


Unlocked at


Level 18 (Staff Sergeant II)


Maximum Ammunition


32


Rate of Fire


600 RPM (SP), 400 RPM (MP)


Fire Mode


Automatic


Ammunition


12 Gauge


Used by


Task Force 141, Ultranationalists, Shadow Company


Striker ( level 34 )


Damage


15-25 (x6) (MP), 15-150 (SP)


Magazine Size


12 - (18 with extended mags)


Unlocked at


Level 34 (2nd Lieutenant)


Starting Ammunition


36


Maximum Ammunition


60


Fire Mode


Semi-automatic


Ammunition


12 Gauge


Used by


Ultranationalists


Ranger ( level 42 )


Damage


25-75 (x6) (150- 450)


Magazine Size


2


Unlocked at


Level 42 (Captain II)


Range


Short


Recoil


Moderate


Fire Mode


Single-shot (Double-barreled, dual triggers)


Ammunition


12 Gauge


Used by


Brazilian Militia


M1014 ( level 54 )


Damage


20-40 (x8) (160-320)


Magazine Size


7 (SP), 4 (MP), 6 (MP Ext. Mags)


Unlocked at


Level 54 (Brigadier General)


Rate of Fire


Medium


Range


Short


Recoil


Medium


Fire Mode


Semi-Automatic


Ammunition


12 Gauge


Used by


Task Force 141, US Army Rangers


Model 1887 ( level 67 )


Damage


35 (x6) (35-210)


Magazine Size


5 (7 MP)


Unlocked at


Level 67 (General I)


Range


Short - medium


Fire Mode


Lever-Action


Ammunition


10 Gauge


Used by


Brazilian Militia, Ultranationalists



Handguns


Eagle.png



Handguns used to be the sidearm in COD4. Unlike machine pistols, handguns are semi-automatic. This basically means it fires as fast as your trigger finger can go, until you hit a rate of fire cap if there is one. It's more accurate and conserves a bit more ammo than machine pistols. While machine pistols have a absurd rate of fire, the handgun offers more control, accuracy and precision when used. When used correctly, it can be also used to "snipe" targets from faraway or considerably long distances. Machine pistols cannot, or has a hard time achieving those kills.


USP .45 ( default )


Damage


40-80 (SP), 25-40 (MP)


Damage Multipliers


Head: 3, Chest: 1.5, Limbs: 1 (SP), Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


12 rounds, 18 rounds (extended mags)


Unlocked at


Level 4 (Private First Class)


Maximum Ammunition


72 rounds


Reload Time


1.613 loaded, 1.917 unloaded


Rate of Fire


Semi-automatic


Range


384-1800 (SP), 450-1000 (250-650 Supressed) (MP)


Recoil


Medium


Penetration


Low


Fire Mode


Semi-Automatic


Ammunition


.45 ACP


Used by


Task Force 141, Ultranationalists, Internal Troops


.44 Magnum ( default/level 26 )


Damage


35-50 (MP)


Magazine Size


6 rounds


Unlocked at


Level 26 (First Sergeant II)


Maximum Ammunition


18 rounds


Rate of Fire


700 RPM (max)


Recoil


Medium


Fire Mode


Double-action


Ammunition


.44 Magnum


Used by


Shepherd


M9 ( level 46 )


Damage


25-40 (MP)


Damage Multipliers


Head: 1.4, Chest: 1, Limbs: 1, (MP)


Magazine Size


15 rounds (25 with Ext.mags)


Unlocked at


Level 46 (Lieutenant Colonel)


Maximum Ammunition


90 rounds


Recoil


Low-Medium


Penetration


Low


Ammunition


9mm Parabellum


Used by


Internal Troops, US Army Rangers, Task Force 141


Desert Eagle ( level 62 )


Damage


50-200 (SP), 30-50 (MP)


Damage Multipliers


Head: 1.5, Chest: 1, Limbs: .8 (SP), Head: 1.4, Chest: 1, Limbs: 1 (MP)


Magazine Size


7 rounds


Unlocked at


Level 62 (Lieutenant General)


Maximum Ammunition


21 (SP), 42 (MP)


Reload Time


1.96 loaded, 2.1 unloaded


Rate of Fire


Semi-Automatic (with Firecap in single player)


Range


384-1500m (SP), 350-1200m (MP)


Recoil


Very High


Penetration


Medium


Ammunition


.50 AE (Action Express)


Used by


Rojas' Assistant, Dunn, Brazilian Militia



Launchers


RPG7.png



This time around there's a lot more different launchers to use than just good ol' terrorist RPG-7's and without taking a perk slot, too. Some launchers such as the AT4-HS is capable of firing on vehicles and foot soldiers, but others like Stringers can only target flying vehicles.


AT4-HS ( default )


Magazine Size


1 Rocket


Unlocked at


Level 4 (Private First Class)


Starting Ammunition


1


Fire Mode


Single-shot


Ammunition


84mm Rocket


Thumper ( level 14 )

Magazine Size


1


Unlocked at


Level 14 (Sergeant I)


Starting Ammunition


2 (Multiplayer) 20 (Single Player/Spec ops)


Maximum Ammunition


2 (Multiplayer) 20 (Single Player/Spec Ops)


Fire Mode


Single-shot


Ammunition


40mm Grenade


Used by


Ultranationalists, Brazilian Militia, Task Force 141 (Ghost)


Stinger ( level 30 )


Damage


1000


Magazine Size


1 round


Maximum Ammunition


1 round (Disposable missile)


Recoil


Low


Ammunition


Missile


Used by


Ultranationalists


Javelin ( level 50 )


Damage


1000


Magazine Size


1


Unlocked at


Level 50 (Colonel)


Starting Ammunition


1


Maximum Ammunition


2


Rate of Fire


Low


Ammunition


Tandem HEAT Missiles


Used by


TF141, US Army Rangers, Russian Federation Soldiers


RPG-7 ( level 65 )


Magazine Size


1


Unlocked at


Level 65 (Lieutenant General III)


Starting Ammunition


2 (MP)


Maximum Ammunition


2 (MP)


Fire Mode


Single-shot


Ammunition


Rocket-propelled grenade


Used by


OpFor, Ultranationalists, Brazilian Militia




Weapon Damage Chart


Thanks to The anti XGC. Without his post I probably wouldn't have added. Click to enlarge.


s67qk3.gif



Camouflage


Camouflages are skins of your gun, which you can unlock when you get a certain amount of headshots with any particular gun. It seems that all of the original skins have returned, all but and golden skin anyways. The returning camouflage has been re-skinned with different textures and patterns. Arctic, urban and fall are the new skins.


* Desert- Unlocked By Default
* Arctic - Unlocked By Default
* Woodland - Unlocked After 5 Headshots
* Digital - Unlocked After 15 Headshots
* Urban - Unlocked After 30 Headshots
* Blue Tiger - Unlocked After 75 Headshots
* Red Tiger - Unlocked After 150 Headshots
* Fall - Unlocked After 250 Headshots


Equipments


Equipments are a new addition to the multiplayer component of MW2; part of the overhaul of "create a class". Equipments are basically gadgets for you to use to help you kill some more guys; this includes frags and throwing knives. You can only choose one and this is a REALLY nice incentive to reduce the amount of frag-fest that is in COD4 by giving them an alternative to frags.



Frag (default)


Frag_II.png



Basic bread and butter equipment, this grenade intended to be tossed to someone else on the other team. More often than not, it ends up with someone seemingly throwing random nades across the map and getting easy kills than strategic use of it (not that there is any).


Semtex (default)


Semtex_II.png



This is basically a sticky nade, much like the plasma nade in the Halo series. It sticks onto things, presumably more than just people and blows up during a fixed time, so it might be a bit more difficult (or easy) to use with the lack of nades bouncing and rolling around.


Throwing Knife (level 7)


ThrowingKnife.png



Apparently this kills something in one hit no matter where you throw it. You can retrieve it after throwing them, but be careful! You only get one. Really nice for stealthy players who don't want to cook off a nade to kill someone and alert every bastard near him behind the enemy lines, or just to conserve ammo and do a stylish kill.


Tactical Insertion (level 11)


Insertion.png



A pretty cool idea, the tactical insertion when dropped on the ground determines your next spawn after you die. This should be really useful for tactical maps that involve objectives (aside from S&D; as you don't get any spawns). Be warned that someone can destroy the equipment, or even worse, camp around it and spawn kill you. Recommend if you hate or get tired of running back to your camping spot or sniper nest.


Blast Shield (level 19)


BlastShield.png



The blast shield reduces explosive damage. Probably good if you always find yourself dying a lot to nade-fests, this should migrate the damage. Only problem is that the blast shield blocks your mini-map and vision is limited. This becomes pretty problematic unless you frequently get heads ups from your team mates/clan and you aren't in wide areas where a wide vision is helpful. The good or bad thing is that it can be turned on or off whenever you want. So if a nade pops up right in front of your feet, just turn the blast shield on and it'll migrate some of the damage.


Claymore (level 31)


Claymore_II.png



A camper's and sniper's friend, the claymore is there to watch your back when you're in position or to put some bastard to his misery when he trips this explosive off. The claymore detects motion so it triggers off whenever some baddy runs right close to it. It is possible to run across the claymore. Very good for an early signal of someone coming up to sneak up on you or get easy kills. You only get one of them, however.


C4 (level 43)


C4_Trigger.png



Personally I never found good use of the C4 in COD4; it's pretty much a semtex except its not proximity, rather remote controlled. You can detonate it whenever you want with the triggers that come with the C4. Good for killing people for a laugh when you throw it directly at their feet.


Special Grenades


There have been some slight alternations in special grenades, but aside from that they're essentially the same. Special grenades are non lethal, well, mostly anyways. You can kill someone who's nearly dead by throwing a stun/flash at them. They have special use that helps your team with objectives or you in killing someone. The special nades are all already unlocked as soon as you jump into multiplayer.


Note that this is based off of COD4 facts; assuming that there is little to nothing changed to these special nades. They may be altered, buffed or nerfed in MW2.


Flashbang x2


You get a pair of flashbang, which is a plus since nobody bothered having the x3 special nade perk. Flashbangs basically blind the **** out of your enemy for a few seconds, granting you valuable time to go for a kill. The flash goes off one second after being thrown, so its best used in close range scenarios than tossing it further away.


Stun x2


Stun nades basically do the same job as flashbangs, albeit differently. They do indeed blind and distort the enemy, but for a VERY brief time, even more so than flashbangs. The difference is that your enemy can't turn very quickly while stunned. Also, they do not have a timer and only explode when it hits the ground, so you can lob them across the map. Throwing them is also a bit faster than flash. I personally favour stuns, often throwing them first and then a nade after whenever lobbing random nades. Now that there are two of them I can advocate my nadefest. ^_^


Smoke x1


This one doesn't really do much other than create a giant smoke of cloud on the battlefield. This is really good for moving across open fields where there is little cover for you to hide behind or securing an objective. This is useful for rendering enemy snipers to do pretty much absolutely nothing until they can see a visible target. You can also do this with your friendly snipers by throwing a smoke in their line of sight to piss them off. This guide is not liable for friendly snipers who might get pissed off at you for doing that.



Luckily (and unluckily) with the thermal scope attachment players can see through smoke and target enemies hiding within or behind the smoke.


Attachments


You can add a single attachment to your weapon (or double if you have the perk Bling on your class), often changing how your gun looks with added modules/sights and bringing different functionality to a gun. You don't need to put an attachment on your gun, its entirely optional, but it's hard to turn down the added functionality/features these attachments bring to your gun.


Red Dot Sight


A very popular used attachment in COD4; the Red Dot Sight (RDS) or reflex sight replaces your weapon's default iron sights with a non-magnifying firearm sights with a red dot in the middle. In general it makes shooting people a lot easier, since you get a unobstructed wider view of whatever you're shooting and most people don't really actually know where to shoot with iron sights (its all obstructed). I know I don't really know since I can't see a bloody thing with iron sights. No magnification.


Holographic Sight


The majority of the Marine missions from COD4 featured this kind of holographic sight in the single player. I believe EOTech provides the same functionality as the red dot sight, except the crosshair and stuff looks different. Really, it seems like a tossup between the two. Pick whichever you like. No magnification. It is important to note however that on some guns (Such As The FAL), the Holo-Sight increases the base damage.


MARS Sight


It is a circular version of the red dot sight and holographic sight. At this point, there isn't really much to comment. No magnification, however is unaffected in an EMP.


ACOG Scope


Basically a magnified version of the red dot sight, probably 1.5x zoom. In the original COD4 it was entirely ignored due to the weird cross hair and sway problems. The cross hair looks like it has been simplified this time around, though. There is now no sway for the ACOG on all guns apart from sniper rifles.


Thermal Scope


I believe it simplifies everything to black and white, so it it�s a matter of shooting something that looks like a head or a person. The thermal sight on any gun requires you to hold breath like a sniper rifle, and as a result brings out the worst recoil in guns.


FMJ


FMJ effects on penetration are completely identical to those of Deep Impact from previous Call of Duty games. It does not increase damage against exposed targets. Instead, it reduces the amount of damage lost when shooting through materials.


Extended Mags


The amount of ammo in a magazine that Extended Magazines increases is dependent on the gun. Generally, It increases magazine size by 50%, but with some guns it can increase magazine size by a greater amount.


Akimbo


Akimbo is an attachment that appears in Call of Duty: Modern Warfare 2 which allows players to wield two of the same weapon at once, otherwise known as dual-wielding.


Tactical Knife


Tactical Knife allows the character to hold both a pistol and a knife at the same time, letting the player stab about twice as fast.


Heartbeat Sensor


The Heartbeat Sensor is an attachment used in Call of Duty: Modern Warfare 2. The attachment allows the user to track multiple targets, somewhat like UAV and similarly to the motion trackers in the Halo games (though the latter is a 360 degrees detector with immediate update, built into the armor) and, notably, to the motion tracker in the Aliens movie (despite it is not a separate piece of equipment). It displays the positions of people who are fairly close to and in front of the player.


Grenade Launcher


The Grenade Launcher attachment is mostly the same except now it does not take up a perk 1 slot. This means it can be used with perks like Bling, unlike Call of Duty 4. Sleight of Hand affects the reload speed effectively increasing its rate of fire. With the introduction of the Scavenger or One Man Army perk, one can technically acquire infinite numbers of grenades, however the player must switch to the launcher to pick up more ammo for it even if it's empty.


MasterKey Shotgun


The Shotgun is a weapon attachment in Call of Duty: Modern Warfare 2. It is an under-barrel pump-action shotgun known as the Masterkey, based on the Remington 870MCS developed originally for the M16 assault rifle. It is attached under the barrel of a weapon in a similar manner to grenade launchers.


Rapid Fire


Rapid Fire is an attachment exclusive to submachine guns in Call of Duty: Modern Warfare 2. It increases the rate of fire of the gun it is attached to. It is the replacement for Double Tap and has the exact same effect; the delay between shots is decreased by one fourth, effectively increasing the weapon's rate of fire by one third.


Silencer


A suppressor, also known by the slang term silencer, is a device fixed on the end of a gun's barrel to reduce the weapon's perceptibility. In real life, suppressed weapons are generally still semi-loud, but they also bring advantages such as greatly reduced muzzle flash. Suppressors reduce the sound of gunfire by allowing the rapidly expanding gases from the firing of the bullet to be temporarily diverted or trapped in a series of hollow chambers, known as expansion chambers. The trapped gas expands and cools, and its pressure and velocity decrease as it exits the chambers. Suppressors can fire supersonic ammunition, but this wears out the suppressor very quickly, and is not as quiet as using subsonic ammunition.


Grip


The foregrip attachment is available for LMGs and Shotguns in Multiplayer. For LMGs, the Foregrip is the first unlocked attachment (Marksman I, 10 kills). For shotguns (except the Ranger and the Model 1887, they cannot accept foregrip), it is unlocked at Marksman III (75 kills). When attached to a shotgun it reduces the recoil but the bullet spread remains the same. When on an LMG it greatly reduces recoil allowing for much greater accuracy. Unlike Call of Duty 4: Modern Warfare and Call of Duty: World at War, the grip does not replace the Tier 1 perk.


Challenges/Attachments


Thanks to oO ghost Oo for telling me to add.


Assault Rifles


Marksman I: 10 kills with the weapon - Unlocks M203/GP-25.

20 kills with Grenade Launcher - Unlocks Shotgun (attachment).


Marksman II: 25 kills with the weapon - Unlocks Red Dot Sight.

60 kills aiming down Red Dot Sight - Unlocks Holographic Sight.


Marksman III: 75 kills with the weapon - Unlocks Silencer.

15 kills with Silencer - Unlocks Heartbeat Sensor.


Marksman IV: 150 kills with the weapon - Unlocks ACOG Scope.

20 kills aiming down the ACOG - Unlocks Thermal Scope


Marksman V: 300 kills with the weapon - Unlocks FMJ rounds.

40 kills with bullet penetration using FMJ - Unlocks Extended Magazines.


NOTE: The AK-47 unlocks the GP-25, not the M203.


Submachine Guns


Marksman I: 10 kills with the weapon - Unlocks Rapid Fire.

30 kills with Rapid Fire - Unlocks Akimbo.


Marksman II: 25 kills with the weapon - Unlocks Red Dot Sight.

60 kills aiming down Red Dot Sight - Unlocks Holographic Sight.


Marksman III: 75 kills with the weapon - Unlocks Silencer.


Marksman IV: 150 kills with the weapon - Unlocks ACOG Scope.

20 kills aiming down the ACOG - Unlocks Thermal Scope.


Marksman V: 300 kills with the weapon - Unlocks FMJ rounds.

40 kills with bullet penetration using FMJ - Unlocks Extended Magazines.


Light Machine Guns


Marksman I: 10 kills with the weapon - Unlocks Grip.


Marksman II: 25 kills with the weapon - Unlocks Red Dot Sight.

60 kills aiming down Red Dot Sight - Holographic Sight


Marksman III: 75 kills with the weapon - Unlocks Silencer.

15 kills with silencer - Unlocks Heartbeat Sensor.


Marksman IV: 150 kills with the weapon - Unlocks ACOG Scope.

20 kills aiming down the ACOG - Unlocks Thermal Scope.


Marksman V: 300 kills with the weapon - Unlocks FMJ rounds.

40 kills with bullet penetration using FMJ - Unlocks Extended Magazines.


NOTE: The MG4 and M240 incorrectly state that FMJ rounds are explosive rounds.


Sniper Rifles


Marksman I: 10 kills with the weapon - Unlocks Silencer.

15 kills with the Silencer - Unlocks Heartbeat Sensor.


Marksman II: 25 kills with the weapon - Unlocks ACOG Scope.

20 kills aiming down the ACOG - Unlocks Thermal Scope.


Marksman III: 75 kills with the weapon - Unlocks FMJ rounds.

40 kills with bullet penetration using FMJ - Unlocks Extended Mags.


Riot Shield


Sponge I, II, III: Absorb 1000/10,000/100,000 damage with your shield.


Bulletproof: Deflect 1000 Bullets from your shield.


Backsmasher: Smash an enemy in the back with the Riot Shield.


Unbreakable: Get a 3 killstreak with the Riot Shield.


Machine Pistols


Marksman I: 10 kills with the weapon - Unlocks Red Dot Sight.


Marksman II: 25 kills with the weapon - Unlocks Silencer.


Marksman III: 50 kills with the weapon - Unlocks FMJ.


Marksman IV: 75 kills with the weapon - Unlocks Akimbo.


Marksman V: 100 kills with the weapon - Unlocks Holographic Sight.


Marksman VI: 150 kills with the weapon - Unlocks Extended Magazines.


Handguns


Marksman I: 10 kills with the weapon - Unlocks FMJ.


Marksman II: 25 kills with the weapon - Unlocks Silencer.


Marksman III: 50 kills with the weapon - Unlocks Akimbo.


Marksman IV: 75 kills with the weapon - Unlocks Tactical Knife.


Marksman V: 100 kills with the weapon - Unlocks Extended Magazines.


NOTE: Both the Desert Eagle and the .44 Magnum cannot accept a suppressor or extended magazines.


Shotguns


Marksman I: 10 kills with the weapon - Unlocks Red Dot Sight.


Marksman II: 25 kills with the weapon - Unlocks Silencer.


Marksman III: 75 kills with the weapon - Unlocks FMJ.


Marksman IV: 150 kills with the weapon - Unlocks Grip.


Marksman V: 250 kills with the weapon - Unlocks Holographic Sight.


Marksman VI: 400 kills with the weapon - Unlocks Extended Magazines.


NOTE: Both the Ranger and the Model 1887 can only accept the Akimbo and FMJ attachments. These attachments are unlocked at 10 and 50 kills respectively.


Launchers


N/A - No attachments to unlock.


Titles And Emblems


Well, I could have got pictures in, but this thread is all ready long enough and it would of taken ages. Enjoy =D. Pause if you want to see something.





Accolades


6th Sense: No deaths from behind


7.62MM: Most LMG kills


AFK: No kills/No deaths, obtainable by making a private match by yourself, and leaving

after a few minutes


AR Expert: Most assault rifle headshots


AR Specialist: Most assault rifle kills


Accident prone: Most suicides


Air Ops: Most helicopters


Alpha Male: Most kills of lower rank


Ambusher: Most claymore kills


Arsenal: Most weapons used


Avenger: Most avenger kills


Blinder: Most flashbang hits


Blindfire: Most bullet penetration kills


Blindsided: Most deaths from behind


Bomb Blocker: Most bomb carrier kills


Bomb Expert: Most bombs planted


Bomb Runner: Most bombs carried


Bomb Threat: Most kills as a bomb carrier


Boomstick: Most shotgun headshots


Buckshot: Most shotgun kills


Butcher: Most throwing knife kills


C4 Killer: Most C4 kills


CQB: Most SMG kills


Clay Pigeon: Most deaths by shotgun


Clutch Player: Match Winning Kill


Crowd Control: Most riot shield kills


Dead Aim: Most sniper headshots


Deathrow: Longest deathstreak


Decimator: Killed entire enemy team without dying


Defuser: Most bombs defused


Destroyer: Most targets destroyed


Devastation: Highest multikill


Dominator: Most points captured


Double Threat: Most kills as flag carrier


Evolver: Most classes changed


Executioner: Most execution kills


Explosivo: Most rocket kills


Exterminator: Most thumper kills


Flag Blocker: Most flag carrier kills


Flag Capturer: Most flags captured


Flag Returner: Most flags returned


Flag Runner: Most flags carried


Flanker: Most kills from behind


Fragger: Most frag grenade kills


Genocidal: Most multikills


Grassy Knoll: Most time spent prone


Grenadier: Most grenade kills


Grudge Match: Most kills of same player


HQ Capturer: Most HQ's captured


HQ Destroyer: Most HQ's destroyed


Hairtrigger: Most ADS kills (Aiming Down Sights)


Hard Boiled: Most pistol kills


High Command: Highest average altitude


Hijacker: Most stolen kills


Hot Potato: Most grenades thrown back


Immortal: Highest kill/death ratio


Juggernaut: Fewest deaths


LMG Expert: Most LMG headshots


Lifer: Longest life


Lights Out: Most tactical insertions prevented


Loaner: Most kills with enemy weapons


Lock & Load: Most reloads


Lockdown: Most time spent in one place


Low Profile: Lowest average altitude


MVP: Most kills/Fewest deaths


Magnifier: Most scoped kills


Marksman: Most longshots


Nearsighted: Most friendlies shot


Nomad: Longest distance traveled


None Spared: Killed entire enemy team


Overkill: Most kills/Most headshots


Participant: No kills/At least 1 death


Pathfinder: Most UAVs


Protester: Most deaths by riot shield


Rally: Most comebacks


Rescuer: Most rescues


Revenge: Most last stand kills


Runner: Most time spent sprinting


SMG Expert: Most SMG headshots


Semtex Pro: Most semtex kills


Sharpshooter: Most headshots


Shell Shocked: Most explosions survived


Smoking Gun: Most pistol headshots


Sneaker: Most time spent crouched


Sniper: Most sniper kills


Sprayer: Most hipfire kills


Spy Game: Most time watching killcams


Starter: Most killcams skipped


Statuesque: Most stationary kills


Steamroller: Most kills/Longest killstreak


Stunner: Most stun grenade kills


Supernatural: Kill/Death ratio over 10


Survivalist: Most equipment kills


Switchblade: Most knife kills


Terminal: Shortest life


The Feared: Most kills


The Show: 10 kills/No deaths


Top Gun: Most airstrikes


Trigger Happy: Most shots fired


Unbreakable: Most bullets deflected


Undercover: Most time near enemies


Unstoppable: Longest killstreak


Upriser: Most kills of higher rank


Vengeful: Most paybacks


Warming Up: Just getting started PLUS the warming up accolade is for getting no other

accolades in a private match, so you have to play a full length match in a private match

and get no other accolades while doing it.


Weapon Rack: Most weapon swaps


White Hot: Most thermal kills


Wingman: Most assists


Perks


PERKS - SLOT ONE


Marathon - Start

Sleight of Hand - Start

Scavenger - Lvl 13

Bling - Lvl 21

One Man Army - Lvl 45


PERKS - SLOT TWO


Stopping Power - Start

Lightweight - Start

Hardline - Lvl 9

Cold-Blooded - Lvl 25

Danger Close - Lvl 33


PERKS - SLOT THREE


Commando - Start

Steady Aim - Start

Scrambler - Lvl 17

Ninja - Lvl 29

SitRep - Lvl 37

Last Stand - Lvl 41


Perk Descriptions


Perk 1


Name : Marathon

Ability : Infinite Sprint

Upgrade Name : Marathon Pro

Upgrade Ability : Mount over obstacles quicker.

How to unlock: Sprint for 26 miles


MarathonPro.png



Name : Sleight of Hand

Ability : Faster Reloading

Upgrade Name : Sleight of Hand Pro

Upgrade Ability : Ability to aim down the sights quicker.

How to unlock: Get 120 kills using Sleight Of Hand


ReloadPro.png



Name : Scavenger

Ability : Full resupply from dead enemies.

Upgrade Name : Scavenger Pro

Upgrade Ability : Extra Mags

How to unlock: Resupply 100 times while using Scavenger


ScavengePro.png



Name : Bling

Ability : 2 primary weapon attachments.

Upgrade Name : Bling Pro

Upgrade Ability : 2 secondary attachments

How to unlock: Get 200 kills using a weapon with 2 attachments


BlingPro.png



Name : One Man Army

Ability : Swap classes while alive

Upgrade Name : One Man Army Pro

Upgrade Ability : Swap Classes faster

How to unlock: Get 120 kills using One Man Army


ArmyPro.png



Perk 2


Name : Stopping Power

Ability : Increased bullet damage.

Upgrade Name : Stopping Power Pro

Upgrade Ability : Extra damage against vehicles.

How to unlock: Get 250 kills using Stopping Power


PowerPro.png



Name : Lightweight

Ability : Move quicker

Upgrade Name : Lightweight Pro

Upgrade Ability : Quick Aim After Sprintng

How to unlock: Sprint 30 miles using Lightweight


LightPro.png



Name : Hardline

Ability : Killstreaks take 1 less kill.

Upgrade Name : Hardline Pro

Upgrade Ability : Deathstreaks take 1 less death.

How to unlock: Get 40 killstreaks while using Hardline


HardlinePro.png



Name : Cold Blooded

Ability : Undetectable by UAV , Air , Sentries, and Thermal

Upgrade Name : Cold Blooded Pro

Upgrade Ability : No red crosshair or name when targeted.

How to unlock: Destroy 40 enemy killstreak rewards using Cold Blooded


ColdPro.png



Name : Danger Close

Ability : Increased explosive weapon damage.

Upgrade Name : Danger Close Pro

Upgrade Ability : Extra air support damage

How to unlock: Get 100 kills with explosives while using Danger Close


DangerPro.png



Perk 3



Name : Commando

Ability : Increased melee range.

Upgrade Name : Commando Pro

Upgrade Ability : No fall damage damage.

How to unlock: Get 20 melee kills using Commando


CommandoPro.png



Name : Steady Aim

Ability : Increased hip fire accuracy.

Upgrade Name : Steady Aim Pro

Upgrade Ability : Hold breath longer.

How to unlock: Get 80 hipfire kills using Steady Aim


SteadyPro.png



Name : Scrambler

Ability : Scrambles & deactivates the mini-map and UAV in a small area.

Upgrade Name : Scrambler Pro

Upgrade Ability : Delay enemy Claymore explosions.

How to unlock: Get 50 close range kills using Scrambler


ScramblePro.png



Name : Ninja

Ability : Invisible to heartbeat sensor.

Upgrade Name : Ninja Pro

Upgrade Ability : Your footsteps are silent.

How to unlock: Get 50 close range kills using Ninja


NinjaPro.png



Name : SitRep

Ability : This will reveal enemy explosives and Tactical Insertions.

Upgrade Name : SitRep Pro

Upgrade Ability : Makes enemy footsteps louder.

How to unlock: Destroy 120 enemy devices using SitRep


SitRepPro.png



Name : Last Stand

Ability : Pull out your secondary after dieing.

Upgrade Name : Last Stand Pro

Upgrade Ability : Use equipment in last stand. ( Including grenades / knife )

How to unlock: Get 20 kills while in Last Stand


LastandPro.png



Death Streaks


Copycat - Start: 4 deaths in a row without getting a kill.

Ability : Take your killer's class in kill cam.


Painkiller - Lvl 6: 3 deaths in a row without getting a kill.

Ability : Large health boost when your spawn.


Martyrdom - Lvl 27: 4 deaths without a kill.

Ability : Drops a grenade after you die.


Final Stand - Lvl 39: 4 deaths without a kill.

Ability : Kind of like Last Stand but you can eventually get back up if you're still alive after about 30 seconds.


Killstreaks


3 kill : UAV - Shows enemies on radar.


UAV.jpg



UAV Recon makes its return in Call of Duty: Modern Warfare 2. UAV Recon is immediately unlocked when a player creates a new profile, and can be used when the player obtains three kills as in Call of Duty 4: Modern Warfare. Any hostile player with the Cold-Blooded perk will be invisible to the UAV Recon.


The UAV itself appears as a Drone in the sky and may be shot down with any weapon, including Handguns, Machine Pistols and Light Machine Guns, but not Shotguns. A UAV has 700 health, so generally, around a magazine of assault rifle ammo will take it down, and less, with Stopping Power Pro. Players are awarded 50 XP for shooting it down (500XP in Search and Destroy).


Unlike in Call of Duty 4, the UAVs are stackable. If a teammate calls in a UAV while another one is still active, enemies' locations will update on the minimap every one-and-a-half seconds instead of three. Also unlike in Call of Duty 4, a UAV will persist through the user's death in Free-for-All game modes.


If the player deploys fifty UAVs, they get a moving version of the UAV symbol as an emblem. This is much easier than it sounds, especially if tried with Hardline, making it only take 2 kills per UAV, a total of one hundred kills to get the rotating symbol, or one hundred-fifty kills without it.


Calling it in rewards the player with 100 XP.


The UAV is usually passed up for a seemingly better killstreak reward, making it's appearance in multiplayer matches much more rare (compared to Call of Duty 4). However, when playing a team-based match, it becomes a valuable killstreak reward because it allows teammates, who opted to use another reward in it's place, to see where enemy groups are when calling in airstrikes (resulting in more efficient killstreaks)


4 kill : Care Package - Random killstreak or ammo gets airdropped.


Carepackageicon.png



Care Package is a multiplayer killstreak reward in Call of Duty: Modern Warfare 2. After achieving a killstreak of 4, or 3 with the Hardline perk, the player will be given a special Smoke Grenade that emits red smoke. A helicopter drops a large crate at the point designated by the smoke. This crate can contain a full ammo restock, or any killstreak except Emergency Airdrop, a Tactical Nuke, or another Care Package. This helicopter can be shot down before dropping the care package, although it's relatively difficult to do so.


There were initially two major glitches with the Care Package, Sentry Gun, and Emergency Airdrop. While holding the smoke grenade, players would receive a large increase in movement speed, which was often combined with Marathon, Lightweight, and Commando for extremely fast knifing classes. The other glitch allowed players to have infinite smoke grenades to continuously call in whichever smoke grenade based killstreak reward they had. A patch to fix the problems was finally released on PC and PS3 on January 29, and on Xbox 360 on February 12.


4 kill : Counter UAV - Disables enemy radar for a short period of time.


CounterUAV_icon.PNG



Counter-UAV is a multiplayer killstreak reward in Call of Duty: Modern Warfare 2. After achieving a killstreak of 4 (killing 4 enemies in a row without dying, or three in a row if the perk Hardline is selected), the player can call in a Counter-UAV Predator drone that will competely obscure the maps and minimaps of all enemies with static for 30 seconds. This effect is identical to that of the Scrambler perk at its closest range. As with either effect, any affected player that activates a killstreak reward that causes the full map to come up, as for an airstrike, will find that map and the player markers on it completely obscured as well. The Counter-UAV drone is identical to the UAV Recon drone, and can likewise be destroyed in order to end its effect - it does, however, fly slightly higher than its Recon cousin. The Counter-UAV will (as its name may suggest) obscure enemy maps even while they have a UAV Recon drone active, even if the Recon drone is actived after the Counter-UAV. It is not available as a killstreak by default and must be unlocked. As with the UAV Recon killstreak, the player is awarded 100 XP upon its activation.


5 kill : Predator Missile - Remote controlled missile.


Predator-Missile.jpg



The Predator Missile is an unlockable Killstreak reward in Call of Duty: Modern Warfare 2. Once unlocked, the player can remotely control one Hellfire AGM (Air-to-Ground Missile) that is deployed via UAV (Unmanned Aerial Vehicle) and attempt to guide it towards enemy players. The missile will explode upon impact.


5 kill : Sentry Gun - Airdrops a sentry gun.


Sentry-Gun.jpg



The Sentry Gun is an unmanned weapon capable of autonomously acquiring and defeating enemy targets. It, as well as the UAV and Predator, is indicative of the increasing role of unmanned technology on the battlefield.


Although there is a DIY sentry gun that can tell friend/foe and is man-portable, it's also a challenge to create a design that would meet battlefield hardiness requirements. Currently, CIWS mounted aboard ships are the closest known relative, though some hobbyists have had success with systems designed around paintball guns.


6 kill : Precision Airstrike - Call in a airstrike.


PrecisionAirstrike_icon.PNG



The Precision Airstrike is a multiplayer killstreak reward in Call of Duty: Modern Warfare 2. Requiring a killstreak of six (or five with Hardline), Precision Airstrike allows the player to call in three F-15 fighter jets on a bombing run at the location of their choice. Unlike the Airstrike in Call of Duty 4: Modern Warfare, the player also gets to choose which direction the jets come from, as in which direction the jets move in as they pass over. Bombs dropped by Precision Airstrike are effective at taking out groups of players, especially near spawn points. The Precision Airstrike is arguably most effective when used in the role of tactical defense of objectives. If playing Domination players can call in their strike on their own control point to kill attackers. Inversely, players can also call one in on the enemy CP to soften defenses for a quick Shock and Awe style capture. This same strategy can be used when playing Demolition for protecting or softening up bomb sites that are out doors.




7 kill : Attack helicoper - Call in a heli.


AttackHelicopter_Icon.png



The Attack Helicopter returns as a 7-kill streak reward and is identical to its Call of Duty 4 counterpart in appearance. It is considered more effective than it's Call of Duty 4 counter-part, but with the addition of the Harrier Strike, it is far less used. It appears to fire FMJ rounds, as evidenced by the sound it makes when the bullets impact. The Attack Helicopter's main weakness is its lack of flares. A single RPG-7, Javelin, or Stinger missile (or two AT4 missiles) will bring it down, as well as a single Predator Missile.


7 kill : Harrier Strike - 2 planes perform an airstrike followed by one which hovers.


Harrier_Icon.png



The Boeing AV-8B Harrier II is a V/STOL (Vertical/Short Take Off and Landing) fighter jet designed and used by the British Military and is also used by the United States Marine Corps, as well as the Italian and Spanish navies. The British Military use the Harrier GR7 and GR9 whilst other nations use the AV-8B version. It appears in Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2. The Harrier is used by the Royal Navy and USMC to support their amphibious landing operations. They usually carry out Airstrikes against enemy fortifications and units in support of friendlies. As a VTOL aircraft, it is capable of hovering in place like a helicopter, though it mostly relies on its speed to avoid enemy fire. It is slower than most attack fighters, which is why it is more useful in a Ground Support role rather than an Air Superiority role.


8 kill : Emergency Airdrop - Care package crates x4.


EmergancyAirdrop_Icon.png



Emergency Airdrop is a killstreak reward in Call of Duty: Modern Warfare 2. Requiring a killstreak of 8 (7 if Hardline is used), Emergency Airdrop is similar to Care Package, with the key difference being that Emergency Airdrop drops four crates instead of just one.


It also has a greater chance of dropping rewards with higher kill requirements, and it

takes considerably longer to reach the smoke grenade and drop its crates.


Calling in an Emergency Airdrop sends in a cargo plane, which does not stop when it drops the crates. Because of this, crates can be spaced very far apart. Many players find themselves with some or even all of their rewards in unreachable areas if they are not careful.


Calling in an Emergency Airdrop will reward the player with 250 XP.


9 kill : Pave Low - Heavily armored heli.


PaveLow_icon.PNG



The MH-53 is available as a killstreak perk after a killstreak of 9 (or 8 with the Hardline perk). Since it is used as an armored attack helicopter, the MH-53 is harder to destroy and packs a bigger punch than regular attack helicopters as it features two gun turrets instead of one. However it is also bigger and slower, making it a potentially easier target to shoot down, provided the enemy guns do not shoot you down first. The helicopter is equipped with one set of flares, which will distract any locked-on missile. After the flares are spent, your missile can track it directly. If a missile strikes the Pave Low while turning to follow the flares, it will still destroy the aircraft just as if it had scored a direct hit. Pave Lows seem to be much more sensitive, with regards to enemy targeting, than their attack counterpart. This may be because it can fire from both sides as opposed to just one.


Calling in a Pave Low rewards the player with 300 XP. Destroying a Pave Low gives 400 XP (4000 in Search and Destroy).


9 kill : Stealth Bomber - Carpet bombs a selected area.


StealthBomber_Icon.png



The Stealth Bomber is a 9-kill killstreak that calls in a B-2 over the map for a carpet bomb. Unlike a Precision Airstrike, the bomber does not show up on enemy radar and is not announced to the opposing team. The bombing spreads over the entire length of the map. If a player is in a protected position while an enemy Bomber passes, they will suffer severe shell shock, incurring a large movement penalty and a persistent ringing sound for a short time.


When selecting the target area to bomb, the arrow should be dragged from one end of the map to the other over the target. The Stealth Bomber has a seemingly infinite load of bombs on its single run, and carpet bombs the entire length of the map. This makes it great for maps like Wasteland with a lot of exposed ground. It is also very useful when the enemy team is on one side. The large spread of bombs can cover the whole area of Rust. It's effectiveness is increased if a UAV is available to reveal the positions of enemies on a map.


Calling in a Stealth Bomber gives 300 XP.


11 kill : AC - 130 Gunship - Temporarily control an AC - 130


AC130.png



The AC-130 returns in Call of Duty: Modern Warfare 2 as an unlockable, optional killstreak reward. It is an 11 (10 with the Hardline perk) kill streak reward and lasts forty seconds, but leaves the player vulnerable while they control the aircraft remotely with a laptop computer. The main 105mm cannon can be switched to the 40mm and 25mm weapons by using the change weapon button. If the player is killed while in control of the AC-130, they still get to finish using the AC-130 before respawning (unless the player suicides due to incurring a Friendly Fire penalty in Hardcore Team Deathmatch). The entire field will appear in black-and-white as in Call of Duty 4: Modern Warfare, though with the addition of red squares showing enemy positions (though this may be avoided with the perk Cold-Blooded). Enemy helicopters and harriers can also be shot down easily with the 40mm.


The AC-130 has two flare countermeasures to disrupt homing missile. The Stinger missile has only 2 missiles, so one person cannot shoot it down (Unless said player resupplies using Scavenger or has Sleight of Hand to reload the stinger quick enough to shoot it down before the AC-130 can shoot flares again), so usually more than one person is needed to shoot it down. Although a Javelin missile will also miss due to the countermeasures, the missile will hit a location on the ground near the gunship.


11 kill : Chopper Gunner - Control a chopper.


ChopperGunner_Icon.png



Chopper Gunner is a killstreak reward in Call of Duty: Modern Warfare 2. Requiring eleven consecutive kills or ten with the hardline perk enabled. This killstreak puts the player in control of the mounted machine gun on an Mi-28 or AH-64 Apache gunship (depending on the team). Hostile targets appear surrounded by red boxes on the screen (unless they are using Cold-Blooded.) The controlling player shows up as a small green cross to prevent players from killing themselves, and to allow players to more easily defend themselves from death while controlling the Chopper Gunner. If a target is exposed in the open, a white square will appear around the red one to designate that player as an easy kill. By default, Chopper Gunner uses a thermal camera, similar to Thermal Scope but the user can toggle between "white-hot" and "black-hot" modes using the weapon swap/reload button.


Shots from the Apache/Havoc's cannon can penetrate light cover. The steady stream of shots allows the user to easily kill many enemy targets, especially in outdoor levels.

The AI pilot will occasionally call out targets and appears to fly the helicopter into positions that give the gunner a better view. It seems that if the player targets a particular obscured enemy for a couple of seconds, the AI pilot will fly to a position that exposes that enemy, if there is one.


The chopper has one flare that is automatically deployed to divert guided enemy missiles. After this flare is spent, it can be hit with any missile. It is possible to shoot down a Mi-28/Apache with an unguided missile, since they are not affected by flares. It is also possible, although difficult, to shoot a guided missile from right below the chopper and if the distance is short, the flare will not have time to divert the missile. This is easier with Pave Lows, but is also possible with Chopper Gunners.


When first activated, the user sees, from the gunner's point of view, the helicopter taking off some distance from the battlefield and flying towards it. The user can begin firing almost immediately, but hitting targets at this distance is usually impossible because the gunner cannot shoot anything at such an angle.


If the user is killed while using the Chopper Gunner, they may finish using it before respawning. One exception is in Search and Destroy where it stops after the player dies, which applies to other user controlled killstreaks such as the AC-130 and the Predator Missile. Another exception to this rule is if the player reaches the team killing threshold in Hardcore Team Deathmatch, which causes them to suicide and sit out per the friendly fire penalty.


15 kill : EMP - Electromagnetic pulse or EMP for short. Temporarily disables enemy electronics.


EMP_Icon.png



The EMP (ElectroMagnetic Pulse) is an unlockable killstreak reward in Call of Duty: Modern Warfare 2. Requiring a killstreak of 15, or occasionally found inside a Care Package, the EMP disables all enemy electronics. Hostile players will have no HUD, and electronic scopes (such as the Red Dot Sight) will be disabled. Their vision will also be slightly fuzzy. Any enemy sentry guns will be destroyed and all hostile aircraft will crash. Enemy players will be unable to activate their own killstreaks while they are affected by an EMP. The EMP effects last for 60 seconds, but does not affect friendlies.


An EMP is featured in the single-player missions Contingency and Second Sun, halting the Russian advance in the Russo-American War.


25 kill : Tactical Nuke (starts a quick countdown until nuke goes off killing both teams but team calling nuke in is victorious)



NukeIcon.png



The Tactical Nuke is an unlockable killstreak reward in Call of Duty: Modern Warfare 2.


Requiring 25 consecutive kills (or 24 with the Hardline perk) this killstreak is the hardest to acquire in Call of Duty: Modern Warfare 2. Once used, a ten second countdown will display on all player's screens as the nuclear warhead, although invisible, falls to earth, and a siren will sound. Once the countdown expires, the entire battlefield will be engulfed in white light as the nuke explodes. Time will appear to slow, all vehicles and sentry guns will explode, and finally, all spawned players including the user die on the spot. A Tactical Nuke detonation results in an automatic win for the user and their team, no matter what the current score. Getting the Nuke requires a prolonged amount of camping, cautious gameplay and strategy. Because of this, Nuke Boosting has become increasingly prevalent, where two players sit in a corner of the map with a Tactical Insertion and one kills the other 25 (24 with Hardline) times until the Nuke is acquired.



Maps


Afghan


Afghan.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. OpFor


Place


Afghanistan, presumably near a fallout zone


Terrain


Crashed C-130 Hercules plane in the middle of a desert valley with cliffs


Type of Combat


Long to medium range combat


Console Codename (PC)


mp_afghan


Singleplayer Map


Certain elements from Just Like Old Times



Afghan is a multiplayer map in Call of Duty: Modern Warfare 2. It is set around an accessible C-130 Hercules crash site in the middle of a desert canyon in Afghanistan. The east and west parts feature cliffs and bunkers, perfect for snipers. A cave inside the mountain is often filled with intense close range battle, the large entrance to the cave being a great spot for overlooking the plane crash below. Around the other side of the mountain, there is a pathway that leads from the bunker, around the back of the cave to the high-up ledge. This path is great for flanking your opponents, alongside the pathway through the bunker and across the fields planted with opium poppies.

Due to its circular walkways and design patterns, every place has two or more flanking routes, making it perfect for team deathmatch, it cuts out 'campers' too as staying prone or staying stationary will get you killed, being mobile and aiming down sights round corners gives you the edge on this map. However there is a solution to these flanking routes in one of the most open and undefended place on map


All edges of this rocky desert wasteland are fairly defensible, but the open and narrow avenues of maneuver between positions of cover make it easy for even an entire team to become pinned down. Even the very center of the map offers effective multidirectional cover inside the enclosed openings of the C-130 wreckage, but again, advancing between positions of cover or even getting to them after a respawn can be impossible if any of the map's overwatch positions are taken by enemies. The map is therefore structured to reward the player(s) that take patient advantage of the best overwatch positions and wait for their opponent to dart from their cover; however, as all overwatch positions have a number of directions for enemies to come up behind them, it is essential to ensure that your teammates are always guarding against this before you focus downrange from one.


Derail


300px-Derail.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. Spetsnaz


Place


Rail yard most likely in Russia


Terrain


Snow fields and two small warehouse buildings surrounding the yard with lots of trees

and bushes


Type of Combat


Long to medium range combat


Console Codename (PC)


mp_derail


Singleplayer Map


Contingency



Derail is a multiplayer map featured in Call of Duty: Modern Warfare 2. This large map takes place around the site of a train derailment (hence the name) surrounded by a forest, in what is presumably Northern Russia. The map is covered in a thick layer of snow. There are several buildings for players to fight amongst as well as train cars which provide additional cover. There is also a vast "field" that has basically no cover to hide behind, along with several paths around the yard.

Derail is often considered a sniper-orientated map, though it can easily accommodate many different styles of play.


Fighting is generally centered around the two buildings on the far side of the map, on the opposite side of the two buildings with ladders attached. The smaller building is the more popular, due to an over-looking view of a large, empty field that is easy to shoot into and the fact that it has only two entrances. The other building is much larger, allowing snipers a good view to the opposite building, though it is hard to defend. The main fight takes place around the area where the train derailed (hence the name). Arctic ghillie snipers are invisible from afar and prove a dangerous threat if hiding in the snow. The most overlooked area of the map are the the either sides that are filled with white foliage and mounds of snow. Derail is a map of silence and limited gunfire where one shot (and a silencer) can mean life or death. Quick, powerful, and accurate shots are extremely important here. Running out into the open without caution and camoflouge can easily end your life. Consider taking 1 designated marksman and 1 sniper in a squad or consider having a team of long range riflemen.


Estate


Estate.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. Spetsnaz


Place


Estate grounds on the Georgian-Russian border


Terrain


Hilly areas surrounding the building with multiple entrances


Type of Combat


Medium range to close quarters combat


Console Codename (PC)


mp_estate


Singleplayer Map


Loose Ends



Expect long range combat along with close quarters combat near and in the houses on the map. It is influenced by the Special Ops level Estate Takedown and the single-player level Loose Ends. The map has a triangular layout for Domination games instead of actual sides for the factions. It is contested by Task Force 141 and the Spetsnaz. An easy way to survive in this map is to hide in the up-stairs bathroom of the house. If anyone comes in you are ready for them. If they throw a grenade in, you can sprint across the hall to a different room.Estate is set on an estate grounds with terrain similar to the Call of Duty 4: Modern Warfare multiplayer maps Creek and Overgrown.


Favela


Favela.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. Brazilian Militia


Place


Rio De Janeiro, Brazil


Terrain


Many levels of elevation and windows


Type of Combat


Close quarters combat with some medium range combat


Console Codename (PC)


mp_favela


Singleplayer Map


Takedown and The Hornet's Nest



Favela is a multiplayer map in Call of Duty: Modern Warfare 2.


It is a multi-tiered map set in the slums of Rio de Janeiro, featuring fast paced and close quarters battles. It has many tall buildings for snipers and alleys for close quarters. Much of the map is built vertically with plenty of space around the rooftops and two-story buildings. This map can accommodate many different styles of play and gametypes.


This is an extremely tricky map because enemies can be found coming from almost any direction. The fact that most buildings feature two stories make keeping track of enemies very difficult. Getting the high ground on this map may give you more range, but keep your eyes open in all directions and altitudes since there is seldom any solid cover on the higher levels. The Commando perk or a Tactical Knife can be very useful on this map, as you will frequently be running head-on into enemies. Commando Pro's fall damage resistance can be useful too; on the roofs, sometimes the best way to get out of an enemy's sights (or to get the drop on him) is to drop off a building. Also, several falls from buildings will cause death.


Controlling the high ground will help win a match, though every building has more than one way of reaching the roof. Players can jump across most roofs, to help with the battle.


Although this map is fairly large, close quarter encounters are frequent, especially near buildings that lead to rooftops.


The ditch on the upper level (The flag spawn for TF 141) is often overlooked, as most action takes place down at the lower level. This area can be a useful defensive feature for objective-based games or for ambushes. Hiding in the ditch, and waiting till the signal that an enemy is taking the flag, can be a very effective ambush.


The Favela is a challenging place to fight in, as the map contains narrow alleyways, claustrophobic rooms and multiple stories from which players can shoot from. Running into the open can result in being targeted from almost any direction. However, going into buildings can result in players with shotguns or SMGs waiting in ambush. In addition, the sides of the map are clear, straight and covered by easily defended positions, making it also relatively dangerous to move around the edges. In some gametypes, teams can often get bogged down in bloody fighting on the road because of this reason. Those who seek higher ground can easily flank and travel the map much faster. However they become easy targets if there is no cover from air support or enemies on the rooftops.


Light automatic weapons are recommended for this map. Because of the prevalence of close quarters combat, assault rifles and submachine guns are preferable. Shotguns - especially the AA-12 for its automatic fire - are also highly effective at sweeping alleyways and clearing rooms. A class with Marathon and/or Lightweight can be very effective in getting around the map quickly, and for surprising enemies.


A good tip for snipers is to not always seek the high ground, but to look for wide open areas where a runner is an easy target, and make sure that the location you are sniping from is either hard to get to or has only one entrance to prevent embarassing knife deaths.


This map features many effective places to place claymores, especially in tight alleyways and corners found in the center of the map. Claymores can be a very effective way to defend flags B and C, and to a lesser extent A, in Domination gametypes.


Highrise


Highrise-promo.jpg



Game


Call of Duty: Modern Warfare 2


Teams


US Army Rangers vs. Spetznaz


Place


New York City, United States


Terrain


Construction site surrounded with large office buildings


Modes (Console Only; PC can play any map in any mode)


Domination - Free-for-All - Search and Destroy - Team Deathmatch - Ground War -

Demolition - 3rd Person Cagematch - Headquarters Pro


Type of Combat


Close to medium range combat, Minor long range combat (Crane and roof of South Building)


Console Codename (PC)


mp_highrise


Singleplayer Map


Unknown



Highrise is set on top of a skyscraper under construction but nearing completion with two office buildings on opposite sides of the map. Expect fast paced games of Search and Destroy and Team Deathmatch. There are construction beams further outside of the map which players can use their weapon and pick off enemies from a decent distance - most commonly a sniper rifle or semi-automatic rifle. Most of the combat on the ground is short to medium range with the construction equipment and in the office buildings. Automatic shotguns and submachine guns are excellent for this, but assault rifles would be ideal for the sometimes medium-long range combat that can be faced on open areas, or from one office building to the other.


A unique feature of this map is its multi-tiered construction; both offices can be accessed by a tunnel underneath, which leads upstairs at various points in between. Near the cranes, there is an elevator shaft with a ladder; behind it is a climbable ledge players can hide behind. Players can access the roof on the South block, and see almost the entire map, although after a few kills these players can easily be taken out and the journey to the roof needs a skillful player that can run and make quick turns on the ledge, while avoiding getting shot. For this reason, a Tactical Insertion is recommended for doing this. Players can climb to the top of the crane at the West side of the map, giving a similar view on the map, and become harder to spot. From that crane, there is access to the ledge above the North tower's office - a Tactical Insertion is also useful here.


This map is one of the best places to get the Extended Mags attachment, as all the cubicles are very thin and can be penetrated easily with FMJ bullets, and looking through a Thermal Scope, it is easy to penetrate windows to kill enemies, also adding to FMJ kills.


One of the best ways to kick off the game, is to lie down with the FAMAS or M16A4 and look at the other side, once the enemy rounds the corner, easy kill right there, provided he/she didn't see you first.


Starting in the north building (red building) is particularly disadvantageous, as merciless snipers in the cubicles of the south building have the perfect position to snipe your entire team before they can even get out the door, not to mention without having to expose themselves to return fire. The best way to avoid being spawn camped, particularly in Search and Destroy is to go around the reception area to the right and dash across in front of the windows on the right as quickly as possible, or to put on lightweight, and dodge and weave your way to the stairs down to the bottom level.

Climbing the crane is the only way to reach the second floor of the Northern building (in relation to the map) which provides a good sniping spot but with limited cover. It is also recommended that you light a Tac Insertion in case you die while sniping.


A good sniper spot on the Southern end of the map (office) is behind the copier. With a simple explosion, you can knock off the top of the copier, which gives a clear view of the entire center of the map. This works best with a sniper with a Thermal Scope.

In the North Eastern corner (in relation to the map), if the player were to look over the edge, a scaffolding that the player is able to fall onto can be seen. Once on this platform, it is possible to to walk around the building on the small ledge that protrudes out of the building. This will bring the player to another platform on the Southern side, where it's possible to ambush the enemy team.


The parked helicopter is also a favorite in sniping and vantage points, control of the helicopter pad can lead to control of the high ground, plus the walkways that sprout from it, giving the team total access to the vantage area.


In the Southern side of the map, there is a collapsed platform that can be climbed. This allows the player to climb up and around the building to reach the roof for the best vantage point. One man army is useful when doing this trick as the player can start with a riot shield to protect themselves from fire, then, once on the roof, switch to a sniper or weapon of choice to attack the enemy. Also Tactical Insertions are reccomended.

From the roof of this mini-building, players can jump onto a platform below and climb onto the crane beam, which leads to a scalable ledge that access a second floor balcony in one of the offices. The pathway is completely in the open and exposed to gunfire, as well as the rear of the balcony, but if the player's team controls the area, they can have an excellent vantage point with which to snipe opponents, and the opposite side of the building with balcony, there is another building which it's possible to climb on top of. When on the beam instead of turning right to get to the office, if the player turns left to the control box of the beam it's possible to see a good amount of the board. Walk to the edge of the beam either right or left and climb atop the support beams and get a higher view, but his of course leaves the player very open to suppressing fire.


Using the map on this page, where Parkour OPP location is, there is a broken piece of scaffolding. The side acts as a ladder, which can be used to reach the ledge above. The player can then scale the wall around the building to the other side where another half-fallen piece of scaffolding is, jump up, and scale the fence. There are Teddy Bears and an explosive propane tank on this roof top. This is an excellent sniping spot. It is possible to see the entire board from this location. Any movement will be noticed.

The crane that is accessible from either the left or right preferably where the crane controls are there is a thin triangular brace that the player is able to walk up to the top point of the triangle, from here shooting is best used with a suppressor (enemy can�t see the muzzle flash) and not camped for too long.


A great strategy would be to have two players stand on the mini-buildings as a look-out to fire on any resistance, while the rest of the team climbs up. A disadvantage to this is that the player is in a very vulnerable spot when trying to scale to the other side. But once on top, there is a decent amount of protection.

The fuel tank on top of the building that leads to the crane will explode after several shots. Many snipers go up there, so it is a good strategy for the player to shoot it, thus roasting the would-be sniper.


From the spawn location with the lounge area there is a step ladder in the room. It is possible to climb this ladder and jump onto the hanging light fixtures (both are accessible).


Cardboard boxes all over the level can be shot to reveal food items such as gum, cookies, beef jerky and boxes of candy labeled "Sweet and Sexy" (a take off on Good and Plenty's). These boxes also make great places to hide claymores and C4, as only people using the SitRep perk will be able to see them.


A good location to place a sentry gun is on the gantry suspended from the crane on the side of the helipad (towards the center of the map) This gives coverage of the front of whichever building it is pointed at and will shoot through the windows at targets inside.

Players will often shoot grenade launchers from spawn to spawn at the beginning of a match or round.


If you need to operate a killstreak reward, a good place to hide would be in inside the offices that are surrounded by glass, as most people usually don't check here. The one in the far back corner by the stairs is a good one as it is one of the darkest.

When using the FMJ attachment, go on the crane and shoot through the poles, it counts towards extended mags.


An easy way to get to across the map is to head downstairs and you'll end up on the other side, easy flanking tactic to root out snipers and would-be ambushers.


Invasion


Invasion_MW2.jpg



Game


Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2


Teams


US Army Rangers, OpFor


Modes (Console Only; PC can play any map in any mode)


Domination - Free-for-All - Ground War - Hardcore Search and Destroy - Hardcore Team Deathmatch - Headquarters - Old School - Sabotage - Search and Destroy - Team Deathmatch


Type of Combat


Medium range with close-quarters combat as well


Console Codename (PC)


mp_invasion


Singleplayer Map


Shock and Awe

Team Player



Invasion is a multiplayer map in Call of Duty: Modern Warfare 2 set in Afghanistan and based off of the second campaign mission. It's similar to the map Crash in Call of Duty 4: Modern Warfare, featuring many elevated positions, close range fighting, and cover. Invasion is actually based off the area that Pelayo crashes in Shock and Awe in Call of Duty 4: Modern Warfare. On the eastern side of the map, the street is exactly the one same as the one that Jackson walked down to retrieve Pelayo from the helicopter.

This is an excellent map for car bombing other players, as C4 can be hidden under the many Humvees on the bridge and in the city. There are a total of nine Humvees but only seven can be blown up as the two near the left side of the base are invincible. On Search and Destroy gamemodes players can immediately shoot at the enemy spawn with grenade launchers. This is especially devastating on hardcore.


It was also a planned multiplayer map in Call of Duty 4: Modern Warfare's PC 1.6 patch. All that is known to prove its existence in Call of Duty 4 are two files called "loadscreen_mp_invasion.iwi" and "compass_map_mp_invasion.iwi" present in the game's source files.


The embassy at the back of the map is rarely used in online play making it excellent for sniping people in the courtyard. This is also a nice place to call in airdrops, although the rarely traversed Humvees nearby work even better.


This map has long to close combat. Bring a decent assault rifle, as any will do. For close areas have a shotgun out, Rangers or Strikers work well in enclosed places.

An effective strategy to use on this map is the ghost tactic, which uses cold blooded, ninja pro and a silenced SMG.


The blue destroyed building has an alternate vantage point from that of the balcony building, thus allowing it to take potshots on the video store, cover the balcony or even camp A flag.


The embassy is very dark inside allowing for easy ambushes or hiding claymores/TI's.

It is generally inadvisable to use the Javelin on Demolition site A because usually the missile will hit the nearby tank and cause little damage, it is far more lethal at site B.

A Sub-Machine gun such as the UMP45 is advisable.


Sniping can be one of your greatest advantages, or your greatest foe, make sure that a Sniper works for you or another player has your back.

At the OpFor spawn, there is a ladder onto a building, this is a great place to operate an AC130 or Predator Missile.


The protruding balcony on the embassy has 180 degree coverage by impenetrable sand bags. this can be used for sniping or using assault rifles.

Riot Shielders can get a lot of attention when pushing forward. Since most people focus on the shield, teammates can easily flank the distracted players.

A well thrown grenade can flush out potential ambushes in the tight areas in the buildings.


Almost directly to the right of the ranger spawn there is some sand bags in an L formation. If you combine this with an m16 or sniper it is possible to kill any rush attackers.


The buildings on this map are numerous and typically only have two ways in or out, this would allow for easy target loss by moving quickly between the buildings.

Be careful moving around the destroyed section in the centre of the map. Claymores can lurk in the rubble.


Karachi


300px-Karachi-prev.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Navy SEALs vs. OpFor


Place


Karachi, Pakistan


Terrain


Urban


Type of Combat


Medium to short range combat


Console Codename (PC)


mp_checkpoint


Singleplayer Map


Shock and Awe



Karachi is a multiplayer map in Call of Duty: Modern Warfare 2. It is set in Karachi, Pakistan. This map is a medium sized urban map. The map offers an excellent balance of open area combat, combined with building and rooftop battling.


One of the map's main advantages for players is the variation of levels, these different heights offer players the ability to use most of the guns. The small corridors of the buildings benefit shotgun and SMG users where a quick fire rate would be ideal. The rooftop locations and upper floor windows benefits players who use sniper rifles, assault rifles and LMGs as their extended range and damage can be utilized.


The nature of this map isn't friendly to players who use the higher Kill streaks. The ability to go into buildings can render the Predator Missile, Precision Airstrike, Harrier Airstrike, Attack Helicopter, Pave Low, Stealth Bomber, Chopper Gunner and AC130 Kill Streak rewards useless. Although they can still get kills as there are large open areas, rooftops and outdoor spawns, players should not expect to get 10 kills per streak every time.


Due to the closeness of all the alleyways. Predator Missiles, AC-130s, Chopper Gunners and Grenades can be very effective as the closeness acts a funnel so multiple kills can be easily attained. However, these Kill streak rewards can also be ineffective as there are several indoor locations where players can hide for the duration of the Kill streak.

The best places to call in a Care Package is the far back of the SEAL spawn, as there is only one way into that area, and the far back of the OpFor spawn near the school, as it is rare for players to enter these areas. The same goes for Emergency Airdrops, but it is advised to still place it carefully as there are still buildings around.


Rooftop camping is an easy way to complete the Prone Shot challenges.

When calling UAVs, remember that the mini-map does not display which floor a hostile is on.


Right near the SEALS spawn, there is a ladder you can climb up to a roof. To the right, it gives the player a large portion of open space to snipe.


You can view enemy names through the bus when proning, this is especially useful in Search And Destroy.


The bus is also an area where any hardly goes or checks in making it a good place to hide. Anyone hiding there, however, would be easily visible when not prone.


Quarry


300px-Loadscreen_mp_quarry.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. Brazilian Militia


Place


Rio De Janeiro, Brazil


Terrain


Abandoned quarry, many levels of elevation and windows


Type of Combat


Close quarters combat with some medium range combat


Console Codename (PC)


mp_quarry



Quarry is a medium sized multiplayer map in Call of Duty: Modern Warfare 2. The map is located at a large rock quarry somewhere in Brazil, as there is a huge Brazilian flag in the map. It has excellent sniping positions located all over the map, with buildings and pathways allowing for good close-range combat. This map is excellent for all types of weapons, with snipers and assault rifles making use of the long range camping spots, and SMG/Shotgun runners making use of the small pathways in between and around the rocks.


In some places you are able to climb up onto the rocks themselves, and make use of the high ground for some excellent sniping positions. Unfortunately, you are extremely exposed the majority of the time. Furthermore, there are numerous amounts of camping and hiding spots inside all the buildings at the top of the quarry, such as several ladders reaching the top of one of them, you can go prone and shoot anyone who enters the building.


The best positions to snipe are inside all the buildings as high as you can go, because you can then look over the whole map.


Emergency Airdrops work well to support the entire team, be sure to throw the flare in an open area and alert teammates to guard the deployment zone.

A Stealth Bomber is best used at the marble block piles, as there is little cover for anyone to hide.


Predator Missiles can be stopped by the cranes and wires overhead.

The building in the center can cover half the map, giving it a favored sniper location. Be sure to watch your back with claymores.


The bomb sites have many hiding spots, so be careful before planting the bomb.

When spawning on the TF 141 run up the ramp on the left and with about ten feet left between you and the top throw a stun or flash over the fences to get a fun kill.

The marble blocks can be climbed over, providing an excellent vantage point.


The buildings in the back are a good place to call in air strikes or operate your AC-130.

In Domination, being slightly on the ladder (highwise) in the center flag (B) is a safer postion to capture the flag however you will not always be safe from explosives thrown.

In the tall building next to flag A you can go up on the walkway and jump out the window opposite of the ladder to reach the top of the stacked containers, this way you can cover the flag area.


This seems to be a fairly unpopular map with many players, so be careful of people either voting to skip it or leaving the game, closing the lobby. On the other hand, there are a few CQB players who excel on this map, due to the extent of building and tight corners. Be sure to bring a SMG and cram a few grenades in your rucksack.


Rundown


300px-Rundown-prev.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Militia vs. Task Force 141


Place


Brazil


Terrain


Brazilian village


Type of Combat


Medium to long range combat


Console Codename (PC)


mp_rundown


Singleplayer Map


None



Rundown, like Favela, takes place in a 'run-down' village in Brazil. A mountain similar to Corcovado is visible in the background, suggesting it is located close to Rio De Janeiro. The map is contested by Task Force 141 and the Militia.


Most players will generally go to the the second floor of the buildings on this map, shooting the enemy players from above for some quick easy kills. This tactic can also be reversed so the people on the bridge camp and wait for someone to approach the large window so they can get an easy headshot on them.There is also a small bridge which is frequantly under heavy fire, it's recomended that the player camp to one side of it with a shotgun or a pistol.


Anybody that crosses a bridge is instantly an easy target. Unless the player's team has control of the bridge area, minimize crossing.


There is a small steep hill on the far left of the smaller side of the river, where one can climb to the top by jumping on or using other tactics. On top of the hill, a prone player is barely visible, making this an excellent spot for sniping.


When on the side closest to the river in the two connected buildings there are sandbag bunkers in the second floor window allowing one to have decent cover for their left side.

Most of the buildings are made out of sheet metal meaning LMG's with FMJ and Scavenger Pro are recommended on this map making it easier to kill enemies by blind-firing into the walls of buildings. It is also good for some sniping since it is possible to get on many of the buildings' roofs. There is a lot grass to hide in for cover on this map and many open areas great for close to medium combat, but can be avoided by going prone in the grass and staying still.


It is also useful to use an unguided rocket, such as an AT4 or RPG to shoot into the windows. Oftentimes, a well placed rocket can take out one or two people who camp in the various buildings/windows.


In the cantina, there is a camping spot accessible from the second floor by crossing the narrow beams.


Beside the open building to the right of the Militia spawn point, there is a garage. At the front looking over to the other side of the map and the bridge, there are a set of climbable crates. These can be good for some cheap kills of people crossing the bridge. On the other hand, you are very exposed to vigilant snipers and enemies knifing you in the back, so it's wise to get one or two quick kills then move on, or continually crouch then stand and shoot, with a Claymore defending your back.


Rust


300px-Rust.jpg



Game


Call of Duty: Modern Warfare 2


Teams


OpFor vs. Task Force 141


Place


Afghanistan


Terrain


Desert


Type of Combat


Medium to short range combat


Console Codename (PC)


mp_rust


Singleplayer Map


Uses some elements from Endgame



Rust is a multiplayer map in Call of Duty: Modern Warfare 2. It is set in an oil yard in the middle of the desert. It is the smallest map, featuring a tall tower surrounded by open space with some cover such as containers and some pipes. The central tower has a ladder and two connecting pipes to reach the top, allowing players to see the area below. There is another elevated area in the corner by accessing the round pipeline. Behind this building is a small tunnel, one of the few areas that provide good cover from air attacks. Furthermore, the area around the tower has two hidden "tunnels", one by the ladder, and the other on the other side. They are very dark and small, and can be used by stealthy players to ambush enemies.


Rust is the 'spiritual successor' to Call of Duty 4: Modern Warfare's Shipment. While the majority of Rust's layout is different, the two maps are both very small maps. This is also one of the more multiplayer-flexible maps. Almost any weapon fits into this map.

Due to the small size of the map, players will spawn within close proximity to each other. Occasionally, players will spawn directly in someone else's line of sight, resulting in very quick kills. There are very few viable camping spots as most locations are exposed or easily accessible.


The map is briefly seen in the final section of the single-player mission Endgame.


Be careful calling in care packages. Because the map is so small, it is easy for an enemy to kill you while you're waiting or retrieving it. A care package does make for some tempting bait, however, so you can use it to draw enemies into your trap.

Try to avoid running on the middle pipe that leads to top of the map as it is very easy for players to kill you.


A fairly good camping spot is on top of the container on the north side of the map. It is hard to see you in a ghillie suit besides the tower is the only sniping spot in the map. You can get on by climbing on the barrels then climbing up to the top.

Placing a sentry gun at the top of the tower is useful, as the sentry gun will cover almost the entire map.


Most forms of air support will easily bombard the map due to its small size and lack of good cover. An airstrike can cover about 50% of the map's area, and the Stealth Bomber will cover even more, and with Danger Close Pro, the Stealth Bomber can bombard the whole map if placed properly. Due to lack of overhead cover, manually controlled killstreaks are extremely powerful.


The crates are a perfect spot to ambush an unsuspecting player.

Running up to the top of the tower on the main pipe may seem like the quickest way to get to a vantage point, but its really one of the quickest ways to get killed.

While playing 3rd Person, if you climb to the top of the tower, you can get a bird's eye view while being fully covered.


Be aware of the sheltered area underneath the tower, it provides good concealment and relative safety from fire but is vulnerable to grenades.


Using Shotguns and the Lightweight perk is one of the more effective strategies, Lightweight will allow you to melee attack enemies quicker, and due to the map's small size you can expect to run into an enemy at close range which will allow you a quick kill with the Shotgun.


Fast moving players will find this map to their advantage, due to the small packed space they can find unsuspecting enemies faster, and dispatch them with a close range shotgun kill, also due to the scattered debris they can quickly run to cover should they come under fire.


Holding one of the covered corners is a sure-fire way to victory. The map is small, so the enemy will have to come to you via a very limited number of paths, and sticking together will prevent enemies from spawning too close or in behind.


If you go to the North-Western corner of the map, you can climb into the small, detached piece of pipe. This is a good spot to camp from, as it is impervious to all weapons that aren't fired directly into it.

Rust is a great map for using Akimbo with weapons such as the Vector and Mini-Uzi. Close combat situations happen all the time in Rust so you need a quick trigger finger to get a good score.


If calling in a controlled killstreak, like Chopper Gunner, it is a good idea to go prone on the top platform before calling it in because most people will not climb up there due to the lack of cover.


Stay in corners where you can easily see everyone and have lots of cover, never be somewhere where someone could sneak up on you from behind if you travel the map this will happen plenty of times.


The deathstreak Painkiller is very useful on this map, because players often will run around the map and this will reduce the chance of being spawn killed.

Using Claymores around corners is a sure way to get kills, because many players will pass through looking to camp.


Another great place to place claymores is at the top of the map. After you climb the ladder, place a claymore directly facing the ladder, and the lay down as far away as possible away from it, while still being covered. A person climbing the ladder would not notice the claymore until it is too late, giving you an easy kill.


The best way to play this map is with low kill streaks, and high rate of fire weapons. Then go to one spot, kill one or two people, then move on to another spot.


Scrapyard


300px-Scrapyard.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. OpFor


Place


Afghanistan


Terrain


Four medium sized buildings on the map sides, dismantled airplanes in the middle


Type of Combat


Medium to short range combat


Console Codename (PC)


mp_boneyard


Singleplayer Map


Certain elements from The Enemy Of My Enemy



Scrapyard is a multiplayer map featured in Modern Warfare 2. It is an airplane scrapyard with many airplane parts scattered around, which you can walk through and hide in if necessary. This map is based on the campaign level The Enemy Of My Enemy.

The map is fairly small, and fighting is usually very chaotic. Enemies tend to be in the tunnels or in the side buildings (which makes up the entire map). Hotspots are the corner nearby the blown-out tanker, especially in Domination and Demolition, as there is a bomb/capture site nearby, the building on the far left side of the map (judging from the TF141 spawn), and the buildings on either end of the map. The map has many areas designed to take advantage of weapons like the SPAS-12 or the Model 1887, both of which are shotguns with long range and good damage.

Snipers tend to camp behind the concrete barricades, near the alleyway next to the blue building on the left. This is also a popular flanking route in objective-based game modes.


Since this map has many alleyways, it is a good tactic to use a ghost class and flank the enemy. Guns with good fire rate and range, such as the TAR-21, ACR, F2000, and AK-47, are very common and effective on this map.


The center of the map is rarely ever traversed and hardly ever watched by snipers. It can be effective to go through, Cold-Blooded makes this even easier to move unnoticed.

It is useful if you all attack at once when you are on offensive, it will be harder for campers to kill all of you.


The burning fuel truck is excellent for passing sentries and getting to a bomb plant site. If you don't want anyone going this way, plant a claymore in the smoke, so enemies will not see it until it is too late.


The tree by the broken airplane in the middle of the map has no physical properties. (you can see the tree but throw grenades and shoot through it)

Snipers are also common as they can snipe in the windows of the building on either spawn side of the map.


Since there is a lot of cover, many killstreaks, such as the Predator Missile and AC-130 are not as useful.


The north side (where there is a car on the outside) is a bad place for airdrops. The airdrops seem to go behind the car for some reason. Putting the marker in the grass and hiding is a much better option.


The burning fuel truck has a narrow pathway that can be crawled through, this can be very effective in many game modes.


Full Metal Jacket equipped weapons can work wonders here with the large amount of light to medium metal cover, and is useful for killing an enemy trying to duck inside of one of the buildings.


If there is an enemy or enemies hiding inside of the fuselage in the very center of the map, then an easy solution is to stand at the steps of the West building, and spray the back of it. This is considerably safer than trying to look through any of the door ways, where enemy players may be hiding.


Since this map spawns you in open ground, at the start of the match it is advised to launch grenades towards the enemy spawn.


You are able to get on top of the 3 planes in the middle of the map, from accessing the broken wing and climbing up and then jumping to the top. This can be used for some very quick kills but it would be advisable to not stay up there for awhile unless you have a good team. Also, the tail end of the plane you can get on top by jumping up using the open windows. This is also an excellent place to set up a Sentry Gun.


The warehouse on the south side of the map has a ladder leading up to a catwalk like area that you can snipe from, however hiding directly behind the walls while reloading or using a killstreak is inadvisable as bullets can penetrate them very easily. A good tactic is to lay down where the ladder is, as the enemy will not be able to see you unless they enter the warehouse. Another good idea is placing a claymore at the top of the ladder.


A good window to snipe from in the warehouse is the one farthest to the right. The enemy seems to spawn or run straight through the open road. A thermal scope is recomended because of the burning fuel tank. This also makes it hard for your foes to see you.


Skidrow


Skidrow.jpg



Game


Call of Duty: Modern Warfare 2


Teams


US Army Rangers vs. Spetsnaz


Place


United States


Terrain


Urban city fighting. In and out of apartments close range engagements.


Modes (Console Only; PC can play any map in any mode)


Free-For-All - Cage Match - Capture The Flag - Team Deathmatch - Search and Destroy Domination - Demolition - Headquarters - Pro Ground War - 3rd Person Team Deathmatch - Hardcore Team Deathmatch - Hardcore Search and Destroy - 3rd Person

Hardcore Team Deathmatch - 3rd Person Hardcore Cagematch


Type of Combat


Mostly short range combat with occasional medium range


Console Codename (PC)


mp_nightshift


Singleplayer Map


Team Player



There are many alleyways in Skidrow that serve as chokepoints as players can hide behind the crates in them or the windows at their ends. The main combat occurs in the larger apartment building. If too much fighting is occurring there, a good strategy is to go to the adjacent building and use the turret. Behind the bigger apartment building is a truck depot. Most combat here is close quarters.


The main building has several smaller alleyways and side streets that can be used for flanking maneuvers. This can be especially useful in Capture the Flag, Search and Destroy, and other objective-based gametypes.


Skidrow is best suited for an Assault Rifle as it is a map with long, medium, and close ranged areas. It is suggested to have an Assault Rifle with good accuracy and rate-of-fire, like the TAR-21, ACR, F2000, and AK-47. The AUG-HBAR or the M240 can be used as an alternative. A Sub Machine gun such as the MP5K or P-90 also work well for these crowded halls. Running though the halls with a shotgun such as the SPAS-12 is good too. With these the player can take out others at any range.


Snipers are also welcome on the map with great sniping positions like the building with the Mounted machine-gun facing the first and top floor of the middle row of buildings (this can be a campers paradise). The best sniper spot would be on the Spetsnaz spawn point, as the Ranger team tends to funnel into the center building. If you do this right you can rack up a massive killstreak, so long as you watch your flanks occasionally.

The Riot Shield can be used very effectively on this map as a user can simply stand in a door way and force the enemy to enter melee range.


If you spawn on the Rangers side, then running into the tunnel is nothing short of suicide, there is almost always someone prone wielding a FAMAS, M16A4 or sniper trained at the other end. If you are the Spetznaz, this is an easy way to get First Blood.


This map has many alleys and turns so running into another player of the opposing team will normally mean getting a knife kill/killed, or open fire combat, therefore Marathon and Lightweight are not as effective in this map as others, while the Commando perk may be able to save your life in the tight alleyways. The main building has several smaller alleyways and side streets that can be used for flanking maneuvers. This can be especially useful in Capture the Flag, Search and Destroy, and other objective-based game-types.


If you spawn as the Spetsnaz a good idea is to use a sniper class and run into the Minigun building, go into the second room with the stairs, place a claymore or C4 and use the unbroken window. Here you can see all of the library room, the room above, The hallway with the crates behind the library and the the very front of the forklift garage. A good tactic for the rangers is to run up the right flank and reverse the spawns ASAP if you want to control the Minigun building. The only good place for care packages on this map that is concealed enough is atop of the containers at the workstation at the back of the U.S. Rangers spawn. If you do use the minigun don't stay on it long or you are likely to get killed fast.


Due to a majority of the fighting taking place indoors, the Chopper Gunner and AC-130 Gunner may have little effect. It maybe wise to change your killstreak rewards to UAV (counter and normal), Care Packages, and Sentry Guns. Predator Missiles suffer just like the Gunner rewards with fighting taking place indoors.


A very effective way to earn a high killstreak is to camp on the second floor of the office near the loading dock. This vantage point offers a very clear view of enemies heading through the tunnel as well as enemies trying to sneak through the garage or around the parking lots to the west. The tactic works even better on domination as the Rangers will usually capture A and hold it for the entire game, allowing you to stay in the office for the entire game and eventually achieve your killstreak. It is recommended that claymores are used to protect your flank and that you should be on the lookout for marathon/lightweight/commando players who can easily outflank you and get in the office if you are not vigilant.


Emergency Airdrops are not suited on this map, you will likely get one or two crates on the ground and the rest become inaccessible.


An excellent place to achieve FMJ bullet penetration kills is stood behind the bins looking up towards the apartment doorway where the mounted machine gun is. Shooting through the low wall in front of the doorway as enemies come out is very effective, especially as you can see them rounding the corner of the internal wall before they come out. Beware that you are very exposed from behind so a claymore or teammate are useful here.


Thermal Scopes are very effective especially when firing into the buildings as players are difficult to see in the dimly lit rooms.


In the southern apartments (default spawn point for the Russians) there is a mounted minigun. Players can zoom in with this and prespin it like all other miniguns and like all other miniguns if the cross hair scrolls over an enemy the gun will give a slight "pull". The interesting thing is that if scrolling across the brick walls of the offices the gun will still "pull" when an enemy player is moved over. This almost is like a sort of X-Ray vision tactic letting you blast through the walls and kill any camping players inside the office building. The only downfall to this is the player is left vulnerable to fire from the extreme right and left. It's wise to set up claymores near or on both sets of stairs for protection or early warning of enemy advancement.


The main hallway with green lighting going through the buildings, a major route, can be dominated by one player, who, by crouching at a window in the Southern apartments. Most players won't see the player of the dark wall behind him, for further effectiveness, a grenade launcher to the hallway can easily get multiple kills.


The Ranger spawn can be infiltrated/defended if the player goes to the corner of the map in the parking lot, where there is a vantage point via containers. This point can be easily defended, as there are 2 containers to shift from, and only one access point. This point is crucial in objective modes as Sabotage.


In the middle of the building, it can be difficult to maintain control, since there are a lot of possibilities of where the enemy can appear, it is very easy to get flanked.

Also you can get on top of the containers (Turn around when at Rangers Spawn point) By climbing up the small amount of stacked containers in the corner. This is a great point for a Tactical Insertion behind a open container. Here there is a great view of the main buildings outside area (presumably a roof area with a air-con unit) This is a great Search & Destroy point as the Op For teams usualy tend to move around the West Alley to flank the attacking Rangers.


In the lower and upper floors of the main building, shotguns are very useful due to close quarters. The Spas-12 and Model 1887(s) are useful here in particular.


Near C in domination, if your team is controlling A and B, it is a great place to spawn kill with a high magazine shotgun. Keep a Steady Ground and as long as you dont push too hard, they will keep spawing at that area.


In Team Deathmatch, the Northern half of the map can easily be completely sealed by three people: One watching the West lot from cover or on the containers, one watching the garage from the office or cover and one watching the tunnel, again from the office or cover. With no possible flanking routes, disorganized oppononents will often keep throwing themselves at these fixed positions resulting in extremely lopsided games.


Sub Base


300px-Sub_Base.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Navy SEALs vs. Spetsnaz


Place


Petropavlovsk, Russia


Terrain


Submarine base


Type of Combat


Short to medium range combat


Console Codename (PC)


mp_subbase


Singleplayer Map


Contingency



Sub Base is a multiplayer level featured in Modern Warfare 2. It features an indoor dock with a docked submarine. The map is contested by Navy SEALs and the Spetsnaz and is based on the mission Contingency.


There is a large courtyard in the middle of the map that all buildings eventually flow into. The courtyard is normally a hotly contested area of the map as it is exposed to fire from all directions, including the edges of the map, the structures leading to the center and nearby rooftops.


On each side of the map it is possible to get onto the rooftop of the buildings. On one side it is a large cat-walk with two buildings behind it that you are able to climb on - these provide decent cover for snipers and on the other side there is a second floor, instead of a cat-walk, that leads to a open area on top of the middle of the building that is connected to another second-floor building on the far other side. The side with the cat-walk seems to be harder to use since you are vulnerable to air support, more easily spotted, and have much less cover.


Unsurprisingly, a Thermal Scope will not work well on this map as it can be hard to distinguish targets at long range.


The safest place to signal for a Care Package, Emergency Airdrop and operate manned killstreaks is on the Spetsnaz spawn area since not much action happens there and most happens on the other side, the SEALs spawn point.


Heartbeat sensors can be quite confusing due to the multiple floors of the buildings.

This map is very suited for sniping, although it can be argued that it is done best with an ACOG Scope. Apart from the long "Corridor" at the back of the map (SEAL Spawn), a lot of the sniping someone might do on this map is easily suited to an ACOG scope due the ranges of engagement. When using the Thermal Scope, avoid high areas and looking down - the snow can make some players appear almost invisible.


Both bomb sites are potentialy dangerous because of ambushers from all directions. If you or a teammate is planting the bomb, throw a smoke to mask their exact location. When the bomb is counting down, hide and wait, if anyone arrives to disarm it, kill them.

The SEALS spawn is almost always a good area to lay down airstrikes or killstreaks.

The Fearless challenge can be completed on this map if the player hides in the small hut at the edge of the map behind the SEALs spawn.


Terminal


300px-Terminal.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Spetsnaz vs. Rangers


Place


Zakhaev International Airport, Moscow, Russia


Terrain


Airport


Type of Combat


Medium to long range combat


Console Codename (PC)


mp_terminal


Singleplayer Map


Based on the campaign level No Russian



Terminal is a multiplayer map in Call of Duty: Modern Warfare 2, based off of the campaign mission No Russian. In this map, the airport terminal is full of luggage, bars, and small shops; the outside area of the map where planes and cargo are stationed is accessible as well. The various shops, security checkpoints and barricades make the map a very maze-like area. Players can even head inside one of the planes. The indoor area can provide some cover from enemy killstreaks, but there are several overhead windows that should be avoided.


Be very careful when placing care packages, as this level has many obstructions. Remember that if a care package lands on glass, breaking the glass can, but not always, result in the care package falling through. The care package will sometimes break the glass as it falls though.


Terminal is also a Special Ops level.


At the back of the accessible plane, there is a very dark room where you can get a view of the ladder below and the rest of the fuselage/****pit, good practice during free for all. Be wary though, there are some explosive barrels here first. Also, If they watch the Killcam, the victim of your surprise attack will then learn your position, so once you kill someone from you may want to move along the fuselage to a different spot, as your victim may seek revenge. The enemy can also shoot the side of the plane randomly if they know you are there as the bullets go through the side of the plane without FMJ.

Approaching the airplane from the back is usually the safest route.


Right by the escalators, there is a ladder where you can climb upon and will greatly overview flag C, flag B, and the hall in the terminal near the cafe with the shatterable glass windows, a player standing here can rack up huge killstreaks which can be devastating.


The outside behind the plane is the only good place away from most action to call in an airdrop.


If the enemy controls the outdoor area and you wish to deploy a care package, it is possible to drop one indoors from the overhead windows. You can place them so they crash through the windows. It requires careful aim as the package may land on the roof, making it inaccessible. Otherwise, the only good place for deployment is behind the window in the far corner of the map.


The Glass windowed Hallway can be an easy area to hold provided you know how. Using a light machine gun in considerably effective, with a large ammo count, and rapid fire, it can easily kill most anyone who stumbles out of cover, and also hold back enemy players. Note that you can be easily flanked no matter what end of the hallway your on, so make sure the sides are covered or, you are positioned so that you'd be protected if you were attacked from the side.


The front side of the security office is a prime spot for snipers, as they are totally hidden while crouching, and have a clear shot down the tunnel leading to the plane, also players going down the tunnel have no cover what at all.

The area behind the metal detectors is a dead end; it is possible to ambush players who simply run past this area.


The windowed corridor is easily one of the deadliest areas on the map. Sentry guns are frequently placed either at one entrance, or on top of the roof, to guard the area. Also, the small room outside it is generally occupied by at least one member of any team, making the corridor one of the best places on the map for ganking.

Claymores are useful to protect the bomb sites in Demolition or Search and Destroy game types.


The ****pit of the airplane can give you a vantage point at anyone coming to the gate or the other side. If someone is camping there, throw a grenade inside. A defense to make sure nobody attacks you in the back while sniping is to place a claymore near the entrance to the ****pit. The only weakness to this is if someone were to go through the back and shoot, which is also why having a sentry gun available would be the perfect opportunity to use this technique.


A good place to put a sentry gun is inside the plane on the dark area from behind the ladder on the plane because it will be almost impossible to destroy and will attack any player entering the plane.


If you wish to deploy claymores in the plane, plant them behind seats in the plane. They will be virtually invisible to enemies until it's too late.

Another good spot is near the front entry way to the plane, as a claymore would be difficult to see around the corner until it is too late.

Do a running jump off the life slide on the airplane onto the wing, from here you can climb onto the fuselage, crawl to the tail and position yourself for a superb, yet little known sniping spot.


This map is by far one of the easiest to rack up FMJ Penetration kills for unlocking Extended Mags. Simply sit in the grey room with windows opposite the plane and when an enemy is spotted either in the ****pit or the passenger area (through the open or closed windows) shoot through the thin hull for easy kills. Also notable is that you can cause damage (and sometimes get kills) through the extension to the plane from the main building, and also the black/white walls near that area too.


AI-controlled air support (such as Harriers and Pave Lows) will not shoot through the windows and skylights of the buildings if the glass isn't shattered. So, if you're about to call in air support, shooting out the glass will help gain a considerably larger amount of kills. Many of the skylights inside can also actually be shot out from vantage points outside the building. On the other hand, if the enemy has air support, try to avoid breaking the glass and use unbroken windows and skylights for cover. It is not possible to achieve a missile lock on an aircraft through an unbroken sheet of ceiling glass. (On the Xbox 360 AI-controlled support CAN shoot through glass).


There are usually people standing on both sides of the long narrow hallways connecting A and C. As a result, it is common for people to snipe down this hallway. Blindfiring a grenade launcher with Danger Close down this hallway will also frequently get multi-kills.

Over the escalator (while standing at the top) is another good place to launch grenades or toss semtex, as the enemy spawns at the bottom floor, outside the building.

The corner in front of the kitchen by C is a good spot to throw grenades or launch rockets at the beginning of the match, regardless of which side you're on.

If you are near the lobby, you can kill campers in the hallway by firing a javelin by aiming across to near the plane entry. Make sure it goes through the glass ceiling though.


It is possible to kill someone camping on the roof of the control room by blowing up a red barrel (that is situated on the side of the roof closer to the terminal) which will in turn blow up the larger oil container in the centre of the roof, however, if they are on the opposite side that red barrels are on it might not kill the camper.

There is a glitch that allows Predator Missiles to kill people in the plane if they are directed right to the point where the extension to the plane from the building and the plane itself join. Anyone in the extension or near the ****pit will be killed, as if the Predator had gone through the ceiling.


When starting as Spetznatz forces, a useful tactic for first kill is to run straight outside, then up the metal stairs to your right, stopping at the top; from there, a launcher or ADS shots fired towards the "green room"/"bookshop" area will almost always get first kill of the game. The room you are next to while standing there is a good spot to take advantage of throughout the whole match - especially when the enemy have been forced towards the side of the map with the plane.


At the beginning of the level for Spetsnaz, another good tactic is to immediately run to the plane with a shotgun equipped for the secondary slot. From there, hide behind the seats closest to the boarding entrance and take out your shotgun. Many of the Rangers will walk in unsuspecting, which makes this a very good place to quickly dispatch them. However, do not go down the gate, you will most likely be shot from many of the camping points around the gate entrance. Also move around the seats once in a while so they don't all learn your positional.


A Useful tactic with an Assault Rifle, SMG or LMG is to go into the ****pit, crouch (to avoid sniper fire through the ****pit windows), And get into the Corner furthest away from the closest entrance to the Plane. Slaughter anyone who enters, or exits. They will only be able to shoot you from your line of fire, meaning you have a good chance of killing an Unsuspecting Victim. Make sure you are as far away from the entrance as possible, or enemies in the "dark room" may be able to shoot, and possibly kill, you. A Disadvantage of this is that a Well-placed Grenade throw, AT4/RPG-7 attack or someone moving at great speed may be able to kill you, you may be able to partially counteract the first two by using a Blast Shield, and the last by using the Commando perk; If someone runs into the ****pit quickly turn towards them without firing and Melee them, if you are quick enough you can kill them.


Some parts of the actual building have glass roofs, so this can make them a good place to use Care Packages. However do not use the Lobby, as you will almost certainly be killed in the time it takes for the Package to arrive. During Mid-Game, the Security Lobby area can be good, but always stay on guard. Always check before you activate the Marker as if it is under a ceiling your package may land on the roof instead of the floor, robbing you of your Rewards.


When playing as a Ranger, It can be good to fire at the corridor linking the main building to the plane with a Grenade Launcher when the game begins, as Many Players may be there, and there is little escape. You can easily get a Double Kill or even a Triple Kill doing this.


In the corridor that leads from the terminal into the plane, the curved wall is just for looks. Anything, even throwing knives, can go right through it as long as it is thrown/shot from the exterior to the interior.


When using a predator missile on this map many glass roofs can be easily used to your advantage and the missile will penetrate the glass, killing everyone in the area.


Underpass


Underpass.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Brazilian Militia vs. Task Force 141


Place


Rio De Janeiro, Brazil


Terrain


A rainy underpass around concrete grounds with minor elevation changes


Type of Combat


Medium to long range combat


Console Codename (PC)


mp_underpass



Underpass is a large multiplayer map in Call of Duty: Modern Warfare 2. It takes place in the rain under the remains of a highway overpass. It's a great map for all types of weapons. It has narrow corners that make for unrivaled camping spots, and wide curves that can hold devastating firefights. Players must be careful moving around, as it is a perfect map for hiding claymores and staging ambushes. In spectator mode, one can see the rest of the highway, and a large bridge.


A player should be very vigilant when calling Care Packages, Emergency Airdrops or Sentry Guns as they can get stuck on the overpass overhead quite easily.

A sniper rifle is best used with a Thermal Scope as it is very dark and players stand out when bright white. Cold Blooded is very effective at hiding from Thermal users.

The grass is tall, so ambushing an enemy is fairly easy, even more so when Cold-Blooded Pro and/or Ninja Pro is used.


Heartbeat Sensors work great in close areas to spot potential ambushers. Ninja can be used to offset this, as you can easily ambush someone in a corner with a Heartbeat Sensor, especially if they are in the long grass.


Claymores are also very useful in the long grass as one cannot see the red trip lines.

It's possible to get on top of the large cluster of buildings in the center of the map. You can get on the roof from climbing a pile of boxes, leaping from the burnt out car, using the ladder within the shacks themselves, or by jumping off the concrete piling with the ladder.


There is a wood palette and barrels near the buildings with the towers, you can climb over these to cut paths.


There's a catwalk in the large warehouse with the tanks and long stairwell. Climb the tank from the upper floor and then climb onto the high beams. This is popular for ambushing, so be careful walking into this area. Also, the dark corner next to the stairs is a potential location to use controllable killstreaks, or ambushes.


When playing Search and Destroy or Demolition, the attacking team can quite easily rush plant A, especially if a Marathon/Lightweight combo is used. As this is becoming more popular, the defending team should plan for this otherwise they could lose the game quite easily, as A is very easy to defend once the bomb has been planted.

The ladder to the lookout tower is very long, you are extremely vulnerable to fire.

One of the safest places to call in a care package is in the parking lot on the far edge of the map, as people rarely venture over there.


There is a small hut near the large slope that can only be accessed by dropping down onto it from the raised buildings above. It can be useful for ambushes or calling in killstreaks.


Wasteland


Wasteland.jpg



Game


Call of Duty: Modern Warfare 2


Teams


Task Force 141 vs. Spetsnaz


Place


Chernobyl, Ukraine


Terrain


Barren fields, little concealment with dead trees and bushes


Modes (Console Only; PC can play any map in any mode)


Modern Warfare 2 Multiplayer Modes


Type of Combat


Long range fighting with occasional medium combat in open areas


Console Codename (PC)


mp_brecourt



Wasteland is a large-sized map in Modern Warfare 2 set in wilderness somewhere near Chernobyl.


Despite being a perfect sniping map, many people also like to camp in the bunker. Anything that makes you stealthier is ideal such as going prone or going with a silenced weapon. Thermal scopes and Cold-Blooded are both essential for rooting out snipers although it can be hard to find those that are prone, due to the undulating nature of the map. Smoke grenades will have some benefit when crossing open ground, except most snipers on this map prefer to use thermal sights to spot enemy ghillie snipers. This makes Cold Blooded very effective; because of the grey-tone nature of the map, you are practically invisible even when sprinting in the open if someone is using a Thermal Scope.


The bunker can be quite troublesome to control as there are many entrances. Grenade launchers and Thumpers work wonders in this area as well as Semtexes and Claymores. Also RPGs are useful for clearing bunkers when used with Scavenger and Danger Close. Placing a sentry gun at the back of a wall can assume control of a couple of entrances. The houses and bushes offer perfect hiding spots to control missiles and AC-130s. Avoid crossing open ground whenever possible, there is more than likely a crosshair from a sniper scope trained on your head.


There is also a stand alone heavy turret in this level near the broken cars on a jersey barrier. While the turret itself is helpful, the surrounding cars and rusting metal provides great cover for snipers, and the cracks between the metal and cars can be used to take out enemies if they are within view. It has a view of the chopper and the fence area near it and can be used with great ease. There is also another turret by the broken church; however, it is open to half the map and invites sniper fire.


The helicopter in the corner of the map is a pretty good spot to snipe from. If you jump on the front nose then jump left on to the exhaust from here jump onto the ****pit and then you can get on top of the propellers or to the top of the tail.

The bushes that divide the map into it's three sections can be used to throw Semtex and Frag Grenades over, which can easily surprise enemies camping around the tunnel entrances and corners.

When sniping, like on parts of Estate, it is better using a Thermal Scope than a standard scope due to the common long-range engagements - Ghillie suits are able to appear to blend well with not just the grass, but items of cover and particularly window frames.

Almost every Killstreak is effective here, and this is also one of the best maps to call in Emergency Airdrops.


Stealth Bombers can devastate an enormous portion of the map, try setting the direction length-wise through the map.


If an enemy gets a Chopper Gunner or AC-130, try to take it out or get inside. These killstreaks are extremely deadly here since there is virtually no cover from above.

For lower ranks there is a good hiding spot near the turret in this level. Using the Barrett .50 Cal with a G18 for a side arm and some decent sniping skills you can easily rack up the killstreaks.


Bling Pro can be very useful on this map combined with Cold-Blooded Pro and Ninja, giving you the ability to use a silenced sniper rifle with thermal scope and a good silenced sidearm, like the PP2000 or the G18, with one other attachment like red-dot sight or Akimbo. With Ghillie Suit, Cold Blooded Pro, Ninja and the silencers you are very difficult to detect while the thermal scope will give away enemy snipers' positions.

In the bunker, you can use the grenade launcher or AT4 to get a couple kills. Also when in the bunker, there is a small crack that gives you a view from the other side, it is big enough to just squeeze a grenade, but small enough to keep you safe from most fire.

When sniping, stay on the outskirts of the map and slowly work your way counter-clockwise while stopping to snag a kill every once in awhile.


Inside the bunker, there is a table which you can climb onto that has a net above the wall with Orange containers of them that can be shot off-however, you can throw grenades and C4 through the netting, which should be impossible because the box of oranges is sitting on it


The AA-12 shotgun is great for quick firepower when sneaking around the giant hedge separating the map in domination around C.


Sniper rifles, particularly the Barrett .50 Cal and the Walther WA2000, can be used very successfully inside the bunker with the ACOG and FMJ attachments and the Stopping Power perk active. By going prone inside, you can easily pick off numerous enemies as the enter the bunker from the east or you can lie prone outside the tunnels, on the banks next to the trenches to the north and south of the bunker and pick off enemies approaching from the far side.


Not the best map for knifing because you can be easily seen before pulling out the blade.


While using the mounted miniguns you can aim at the corners of the giant hedge and wait for the cursor to icon to go red and start firing.


This map is a good place to complete the "Survivalist" (5 continuous minutes alive) and "Flawless" (a whole match without dying) challenges. There is an area behind the helicopter with tall grass where you can lie down and not be seen. Make sure to use Cold-blooded Pro and Ninja, and no one will ever find you!


Another useful sniping tactic is to slowly circle the outside edge of the map (as noted above) with a Ghille Suit, any sniper rifle + Thermal Scope with Cold Blooded as you will be invisible until you fire but still have one-shot kills. This is effective since using a suppressor without using stopping power will mean you need to hit twice to kill. If you keep moving slowly around the outside of the map, it will be difficult for enemies to locate you. Camping in one location too long (more than 2-3 kills) without a suppressor is not advised.


Thanks for reading. Will add extra information as I discover it. :biggrin:
 
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oO ghost Oo

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Let me be the first to say sticky!1!!!11!
But on a serious note this really should be stickyed it's informative,detailed yet simple,easy to read and understand,well thought out and in good format.*
I have a few ideas to improve it though*

(1)In the attachments section you should add requirements for unlocking that specific attachment.*

(2) Individual weapon stats ie
Gun:acr
Recoil: 25/100
Damage: 56/100
Reload time: 1.5 sec
Bullets in clip: 30
Mobility:60/100
rate of fire: 3 bullets per second
these number are not exact I havnt tested the they are purely estimate just used as an example

And so on and so forth that way it would be a very detailed reference as well as a guide. And you could also add the overhead pics of all the maps. Or a link to the thread. Anyway this is a very helpful thread to newbies and veterans alike hope this post helps (I had a much longer one but by the time I fineshed typing it signed me out the post took like an hour plus I'm doing it all on an iPhone lol this time I done it on notes and copy pasted) hope you get stickyed and thanked I know i will thank you.*
 
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LiamEJD

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Thanks for the reply ghost. I intend to add way more to this, and all of your points will be taken into account. If you want me to add thanks at the end just say so and I will be happy to do so.

Cheers, UK I GhosT o
 
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oO ghost Oo

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Lol you have ghost in your tag too didn't see that. And yeah thanks would be quite nice.
my gt is oOx GH0stZz xOo if you ever wan to play. The o in ghost is a zero.
 
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LiamEJD

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Sweet, I'll add you on XBL and add thanks - the new section is up by the way (Challenges/Attachments) - Tell me what you think =D
 
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defone

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left some thanks for your work, nice format, well detailed, although most is common sense, still a good read-through

appreciate it!
 
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LiamEJD

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I knows, but you have to start somewhere before I can expand - As you might notice I'm expanding under feedback, so if you think I should put something in it just ask =D
 
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oO ghost Oo

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Yes the new section is perfect exactly as I imagined it. All you need to add now is individual weapon stats this will take alot of time I can help with some of the testing and such over xbl.
And the map info and strategy guides this I can also help you with best thing to do would be to post all the links to each overhead map veiw (if you know which thread I mean) in spoiler tags to save room. But this will all be in good time I can't help until I get home at about 4pm UK time. But when I'm back if your on i will help with weapon info and map strategy such as spots jumps snd rush tacticcs ect. ect. Hope all goes well and thanks again for an awesome thread.*
Edit: just noticed you added info on some guns the format is 100% perfect keep on like this and it will be the greates thread of all time
 
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LiamEJD

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Cheers mate, getting all the info off of cod wiki, but it takes bloody ages to import. As soon as I've done them I can add overhead map views. I can mark tube points as thats what I can do on HC S&D, but I can't do rushes, so thanks for helping me out.

Cheers, UK I GhosT o
 
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Yeah no problem I'm glad I could help. I guess I'm proving that not all 2010's are noobs. Any way j had one more thought we should add the difference for the reload time WITH slight of hand. Other than that everything is amazing
 
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That's pretty easy - all sleight of hand does is half reloading speed, so i'll add it in :biggrin:
 
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Yeah I know that's why I said it lol. If you want I could add links to all the overhead map images in a post and you could just quote it.

My phone is dead so il talk when I get home on xbox

Ok I'm home and also you should add what you need to do to unlock the pro versions of perks
 
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oO ghost Oo said:
Ok I'm home and also you should add what you need to do to unlock the pro versions of perks

I are done now. I'll do some more in a bit but I want to get some work out the way first.

IT IS FINISHED! :biggrin:
 
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Lol I read your post about getting work done as you came online I was like yeaahh wooorrk haha.
 
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Please don't tell me you wrote all that yourself? I bet you've been writing that since Call of Duty 1 came out, didn't you :wink:
 
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I finished my work ages ago, had some ICT coursework to do. I left my xbox on and had added you on xbox.com =D - and to the other guy, yes, I did in fact create that whole post and it took about 3 and a bit hours. ^_^
 
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Snipdwn said:
I finished my work ages ago, had some ICT coursework to do. I left my xbox on and had added you on xbox.com =D - and to the other guy, yes, I did in fact create that whole post and it took about 3 and a bit hours. ^_^
Ah I see, very good job man.
 
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This is epic haha. Took me too long to scroll down though.
 
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Yeah I'd make it shorter but then it wouldn't be as good. =D

If you guys have any suggestions then tell me.
 
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