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Call of Duty: Modern Warfare 2 Comprehensive Multiplayer Weapons Guide
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==========================
-----Table of Content-----
==========================
1. Introduction
2. Version History
2. General Tips (GTIP)
3. Guns
-Assault Rifles [A_R]
-Sub Machine Guns [SubMG]
-Light Machine Guns [LightMG]
-Shotguns [Shtgn]
-Sniper Rifles [SniperFrog]
-Machine Pistols [MPIS]
-Handguns [HNDG]
-Launchers [LNCH]
-Riot Shield [RISH]
4. Equipment [EQPM]
5. Attachments [ATCH]
6. Perks [PKS]
7. FAQ
8. Closing (including legal stuff)
======================
-----Introduction-----
======================
Hello everyone my name is go_monkey897, I'm a regular on gamefaqs and this
is my first time writing a FAQ. I have definetely played my fair share of
Call of Duty and I have to say Modern Warfare 2 is a great game and one of
the most addicting experiences I have ever played on the Xbox, if you can
put up with a little frustration once in a while, that is.
My email is awinnerissometimesme@gmail.com so email me if you have
any questions or like to point out any mistakes in my FAQ, I'll be sure
to give you full credit. That being said, everything in this guide is my
work except for the damage and rate of fire for each gun, which are taken
from Den Kirson's site, link here:
http://denkirson.xanga.com/715966769/modern-warfare-2/
These weapon damages have been universally proven and accepted, but if you
find a problem feel free to email me.
Also note that I, like everyone, make grammar and spelling mistakes all
the time. And since the system I'm typing this on does not have spellcheck
I am likely to make alot of errors, please don't take offense to that, as
it is also quite insignificant.
*note: I use magazine and clip interchangeably, I know what both of them
mean, and I know magazine is the correct term, however, clip is much
shorter and sometimes sounds better. Please don't be offended over something
so insignificant.
===================
--Version History--
===================
1/5/10 - A guide was born
1/12/10 - It's finally finished! The first complete version.
1/17/10 - Added attachments section and corrected some mistakes.
1/26/10 - Added 3 new sections including the riot shield.
=================
--General Tips--- [GTIP]
=================
Here are some general tips that will help anyone improve:
- Experience the guns for yourself. Each gun is different and suits a
different need. Try them out and you will find some you especially like,
then work it from there. Everyone has their own preferences and you
should find yours, playing with a gun you like is alot more fun than
playing with one that frustrates you (challenges are a different story).
- Learn the ironsight. Yep, simple and straightforward. It's
understandable that you might want to put on that flashy red dot
sight on your weapon, however, if you learn to aim just as well
with the iron sights (start with one you like), then you open room for
more attatchments and variety, it's better in the long run.
- Cover is a must. Everywhere you travel make sure to find cover, a tree
is better than nothing. Even that flimsy banana leaf will give you
more protection than you think (they're bulletproof). Lie prone in a
hallway, stay still in grass, they will always help your chances of
survival.
- Learn the recoil. Although many weapons have low recoil, those that
have noticable ones are usually easy to learn and get around. Experience
is the key.
- Short, controlled bursts. Unless your enemy is point blank then fire
controlled bursts. They will boost your accuracy significantly, causing
more of your shots to hit and saving you bullets. Applies to all guns, a
jumpy trigger finger is not good. Learn to control your fire.
- First thing the enemy sees is movement. That being said, use your own
judgement on when and when not to move. Even the players with the worst
eyesight can see a shadow moving in the back of the room. However, a still
target is easy pickings for any player. Keep in mind that this principle
applies to the enemies as well so look for movement.
- Avoid open areas/grenade hotspots. Don't charge in like Rambo expecting
to mow people down, there are almost always snipers and randomly tossed
grenades (especially at the beginning of a match) going around so move
cautiously.
- Staying really close to your teammates is bad. You might think the
more the safer. Huge, huge misconception, 2 players together most of the
time will make you a killstreak magnet and create easy double kills for
the enemy team. It's good to travel in groups, just don't hug each other
the whole time.
- Reloading after every shot is more troublesome than helpful. I use to
do this alot, but in a heated battle there is likely to be more enemies
coming, and you don't want to be caught reloading. Most gun kill in 3-4
shots without stopping power. Do keep in mind that when you're relatively
safe you should always reload because having a full clip during encounters
is not gonna hurt your chances of victory one bit.
- Try to aim for the head. This helps low damage weapons and heashots
rack up your damage extremely quickly. Developing an incentive to aim
for the head will help you in the long run.
- Communication is the key. That being said, its ok to mute little kids,
but any sort of organization is better than none. Communication is
EXTREMELY important in objective games such as Search and Destroy.
- Map knowledge is absolutely essential, play more and you'll learn the
key camping spots, choke points, and overall positioning of the map, which
is critically important to your overall success.
- Be a team player. Things that generally apply are:
*Have a launcher class to take down killstreaks
*In objective games at least try to go for the objective
*Don't purposely stand in the door blocking others
*Make your best effort to communicate
*Shoot down UAVs and destroy sentry guns when convenient.
============
----Guns----
============
The meat of this FAQ, every gun has different ironsights that are almost
pure preference, therefore, I will not say whether any guns have the
'best' ironsight, but I will mention some ones I like or some that a
majority of the people like.
All gun info are posted in a template like this:
Name: Self Explanetory
Fire Type: Could be Auto, Semi-Auto, Single Fire, or 3 round Burst
Rate of Fire: How fast the weapon fires, measured in RPM (Rounds per
Minute)
Damage: Given a number like 40-20, the first number indicates damage at
close range, and over a certain distance the damage gradually drops to
the second number. Each player has 100 health in core and 30 in hardcore.
Headshots multiply damage by 1.4 and stopping power multiplies damage in
general by 1.4. FMJ does not add regular damage but cuts wall penetration
damage penalty in half. Sniper multipliers are different and listed in
the sniper section.
Ammo: Magazine Size @ Reserve
Reload Speed: I do not have the exact speed but I will say an estimation
Info: I will do an analysis of the gun and recall some of my personal
experiences keeping in mind the in game situations and gun statistics.
Summary: Everything in Info condensed into a sentence. For those that
don't like reading big collections of words.
Notes: Range from miscellaneous facts to special weapon modifications.
Here are some simple terminology I will use in the FAQ:
-CQB: Close Quarters Battle
-Range: The distance in which the bullet will drop from maximum damage
-Ironsights: The aiming reticles on the top of a gun
-ADS: Aim down the sight of the gun.
======================
----Assault Rifles---- [A_R]
======================
Introduction: The dominant weapon class in this game, assault rifles are
useful for all purposes and excel in fire-rate, recoil, and ammo reserve.
ARs ranges from full auto rifles, to bursts, to even a single shot. They
are all purpose weapons that kill fast and are easy to use. ARs have average
hip fire and feature a variety of attachments.
Available AR Attachments:
Grenade Launcher
Red Dot Sight
ACOG
FMJ
Shotgun
Heartbeat Sensor
Thermal Scope
Silencer
Extended Mags
Name: M4A1
Fire Type: Auto
RoF: 800 RPM
Damage: 30-20
Ammo: 30 @ 60
Reload Speed: Moderately Fast
Info:
M4A1 is a solid all purpose weapon that does everything besides close
quarters ninja and max range sniping. Extremely accurate and has relatively
low recoil. Excellent fire rate and feel. Can be found in the hands of
both beginners and veterans. 30-20 damage encourage either stopping power
or long distance engagements. However, it does handle close quarters
combat a bit better than the ACR. Ammo size is plenty as long as you
don't spray everything that moves. Has low to no sway.
Summary: Trades power for accuracy and low recoil.
Notes: Camo doesn't show up too well, go for headshots for maximim
performance. Ironsights are somewhat cluttered. Sounds like you're firing
nails. One of my favorites.
Name: FAMAS
Fire Type: 3 round burst
RoF: 460 RPM
Damage: 40-30
Ammo: 30 @ 60
Reload Speed: Slow
Info:
FAMAS is a great weapon as the 3 round bursts usually will kill an enemy
if all shots hit (assuming you are not at maximum range). Slow reload so
conserve your shots. Couple with stopping power for 1 burst kills at any
range. Risky to use in close quarters, but extremely powerful at most
other ranges. Aim carefully as the delay between bursts will usually prove
extremely disadvantage in firefights if you consistantly miss. Decent
magazine size and reserve. Don't reflexively reload this one.
Summary: Excellent 3 round burst weapon, pick your shots and conserve your
ammo.
Notes: Good looking with Camos, Ironsights are cluttered. Almost the exact
same as the M16, but with a little bit more accuracy, a little less recoil,
and a slower reload. Statistically speaking a little better than the M16,
but such minor differences shouldn't be that big of a deal. Use the gun
that you like more. Also note that the FAMAS is French :D
Name: SCAR-H
Fire Type: Auto
RoF: 630 RPM
Damage: 40-30
Ammo: 20 @ 40
Reload Speed: Relatively Slow
Info:
Scar-H is commonly used, and for a good reason, as it is powerful and accurate,
not to mention having one of the clearest ironsights in the game. Be aware
though, that even though the fire rate for this gun is somwhat slow,
you might find yourself running out of ammo more often than you'd expect,
therefore it's best when fired controllably and/or coupled with
the Scavenger perk. Good for all distances, but note that the recoil (although
not that significant) will make long distance shots a little bit harder to
land than other assault rifles, so be sure to fire in bursts when sniping with
this gun. Very powerful and when coupled with stopping power it is 2 hit kill
at a good range. Extended Mags also help big time. Overall the Scar is
very useful and can fit many roles in your specific classes, but be ready
to make compromises if you're using one.
Summary: Powerful automatic AR that is short on ammo and fire rate, but
extremely useful for all engagements.
Notes: Shows off Camo very well and has relatively no sway.
Name: Tar-21
Fire Type: Auto
RoF: 750 RPM
Damage: 40-30
Ammo: 30 @ 60
Reload Speed: Average
Info:
A powerful, multi-purpose killing machine. 40-30 damage plus 750 RPM
ensures excellent kill rates. Best close quarters AR and clear ironsights.
Recoil, however, is very noticable, but easily mastered. This gun when fired
in controlled bursts can pick targets off at surprisingly long distances.
However, when trying to snipe, you might find yourself at a disadvantage
because this gun does have a kick to it. Overall a devastating weapon, and
one of my personal favorites.
Summary: Strong, fast, at the cost of some managable recoil.
Notes: Fastest killing automatic AR in the game, gorgeous with camos, little
to no sway. Red Dot is a Mars Sight. Although it may be psychological,
silencer to some seems to reduce recoil.
Name: FN FAL
Fire Type: Semi-Auto
RoF: Single Shot
Damage: 55-35
Ammo: 20 @ 40
Reload Speed: Pretty fast
Info:
The lone replacement for the G3 and M14, good single shot rifle that
kills relatively quickly. Keep in mind that this gun is NOT stopping
power optimal. Small ironsights make using this gun without a scope
fairly difficult to use, however, in the right hands this gun is absolutely
lethal as it kills in the least bullets of any AR and can be fired quite
rapidly with twitchy trigger fingers. The learning curve for this gun,
however, is longer than other beginner friendly guns such as ACR and
Scar, but this is indeed a unique weapon capable of bringing destruction
to your enemies. Decent clip size, reserve and fast reload. Not CQB
material.
Summary: Semi-Auto 2 hit kill, very deadly, big learning curve.
Notes: Again, Stopping Power perk is not optimal for this gun as it
only helps with 1 hit kill headshots (if that's your thing, go for it).
I recommend another red perk. Also note that Red Dot sight on a FAL is
slightly off centered, and equiping a holographic sight changes the
minimum damage to 40 instead of 35. Also has a cool reload animation.
This one however, shows almost no camo.
Upon close examination, if you use holographic sight on a FAL, Stopping
Power actually becomes quite beneficial seeing as it will 2 hit kill at
any range due to the 40 minimum damage change (1.4x 40 = 56, 2 hit kill).
Thanks to everyone who sent me an email pointing this out for me! You're
help is greatly appreciated!
Name: M16A4
Fire Type: 3 round burst
RoF: 460 RPM
Damage: 40-30
Ammo: 30 @ 60
Reload Speed: Relatively Fast
Info:
Classic M16 from Cod4. 3 shot burst deals the same damage as FAMAS,
regardless of what the stat bar says. Almost identical in comparison,
with key features such as different ironsights and faster reload, however
M16 feels a little bit more spray friendly and jumps around a bit more
when shot. Decent clip size and reserves coupled with low sway makes
this gun a lethal piece of equipment. Oh, did I mention its also easy
for beginners to pick up?
Summary: Classic 3 round burst killing machine.
Notes: I personally like the ironsights very much. Holographic sight
tightens up the bullet spread. Thanks to Justin Evans for pointing that
out.
Name: Adaptable Combat Rifle (ACR)
Fire Type: Auto
RoF: 750 RPM
Damage: 30-20
Ammo: 30 @ 60
Reload Speed: Average
Info:
Absolutely recoil-less. This gun is essentially an automatic sniper,
which explains its popularity with the public. Easy to use ironsights,
good ammo and reserve, this weapon is extremely effective at mid-long
ranges. Low damage can be compromised with headshots or stopping power.
Close quarters encounters can be fought with secondaries. This weapon
is extremely versatile in all circumstances.
Summary: On paper it's not very powerful, but extremely accurate and
pretty much recoil-less.
Notes: Good ironsights and good camouflage. I personally don't like
this weapon but it is without a doubt one of the top-tier guns in this
game.
Name: F2000
Fire Type: Auto
RoF: 900 RPM
Damage: 30-20
Ammo: 30 @ 60
Reload Speed: Average
Info:
Extremely fast fire rate results in really high recoil. Very hard to
control and manage in general, definitely not a beginner's gun
and considered by many to be the worst AR in the game. Decent when
fired in controlled bursts, and fun to use, but high recoil and
low damage makes this weapon a shadow of other high-powered ARs
in the game. Do keep in mind though that because of the high
RoF, in the hands of a seasoned professional, the F2000 perhaps
might have the potential to become a devastating killing machine,
but in general a weaker gun.
Summary: High RoF and high recoil.
Notes: Still a fun weapon to use nonetheless and fits well as
the role of a SMG. Red Dot is a Mars Sight and stays active
during an EMP.
Name: AK-47
Fire Type: Auto
RoF: 700 RPM
Damage: 40-30
Ammo: 30 @ 60
Reload Speed: Relatively Fast
Info:
Classic Kalashinikov rifle is a high-powered, close-mid range
rifle with mostly visual recoil and an awesome sense of satisfaction
that comes with every kill. Crisp and smooth, but even the largely
visual recoil will hinder long distance shots. Good when fired in
bursts and good when firing on full-auto. The ironsights for this
gun is a love-hate situation. Shots should be used conservingly
as you might sometimes find youself out of ammo. Couple with
Stopping Power for a 2 hit kill. Excellent CQB and a versatile
weapon for all purposes.
Summary: High-powered close-mid range weapon that has a kick to it.
Notes: Adding any attachments to the AK-47 will also add some sway
to it, the only exception being the ACOG scope. Also looks good
with Camos.
======================
---Sub Machine Guns--- [SubMG]
======================
Introduction: Sub Machine Guns (SMGs) are iconic close quarters
weapons that combine high rate of fire with high mobility and
good damage. Because of their range limitations however, they
are less versatile than ARs. It should be noted that SMGs have
excellent hip-fire and should be used cautiously as most maps
in this game are wrapped around long distance gun fights. Although
less-versatile, SMGs are far from useless and can find a way into
anyone's arsenal. Note that Akimbo greatly reduces the hip fire
accuracy of any SMG.
Attachments:
ACOG
Rapid Fire
Akimbo
Red Dot Sight
Holographic Sight
Silencer
Thermal Sight
Extended Mags
Name: MP5K
Fire Type: Auto
RoF: 850 RPM
Damage: 40-20
Ammo: 30 @ 60
Reload: Average
Info:
Just like the MP5 from Cod4, the MP5K feels almost exactly
like its cousin, with a tad bit more recoil, which inevitably
lowers its effectiveness. Still great at hip fire, the MP5K
should not be used at any ranges except close, and if long
distance engagements are inevitable, then short controlled
bursts are the only way to go (still not recommended).
Solid kill time and excellent hip fire, the MP5K is a good
SMG in all aspects.
Summary: Alot of recoil but high powered and good hipfire.
Notes: Looks beastly with Camos and is generally disliked by
the public, but is not a bad weapon at all. Low to no sway.
Name: UMP 45
Fire Type: Auto
RoF: 630 RPM
Damage: 40-35
Ammo: 32 @ 64
Reload: Slightly Slow
Info:
3 hit kill at any range without stopping power, UMP is one
of the few SMGs that can consistently compete with ARs
in all aspects. Extremely effective when silenced, UMP
offers max mobility, great damage, excellent hip fire
and clip size. As with all SMGs and weapons in general,
fire in bursts when shooting ranged targets. Extremely
versatile and can fit all kinds of roles, just be sure
not to spray too much as you'll find yourself running out
of lead.
Summary: Powerful, 3 hit kill SMG that performs extremely
well close - mid distances.
Notes: 1 hit kills in hardcore at all ranges with max mobility.
Looks bland with camos. No sway.
Name: TDI Vector
Fire Type: Auto
RoF: 1000 RPM
Damage: 25-20
Ammo: 30 @ 60
Reload: Fast
Info:
Fastest firing weapon in the game actually has the weakest
damage, however, 25-20 is almost identical to 30-20 damages
seeing as it requires 4 shot to kill at close and 5 at range.
Stopping power also reduces number of bullets to kill by 1.
Vector is fast firing and fairly accurate, with the lowest
recoil of any SMG. 1000 RPM however, causes you to burn
through your magazine like hot knife through butter. Reserve
ammo does not meet up with your needs so Scavenger is
recommended because even careful players will find themselves
running out of ammo more often than not. Learn to control the
recoil seeing as it is actually helpful to get headshots in
some cases. Although Vector has good hipfire, spraying is
not recommended as clip size is small and you're certainly
not doing yourself a favor by eating away your already limited
ammunition. Use bursts and try to control your fire when
shooting at someone because you only need 5 bullets at MAX
range to kill, and Vector fires 5 bullets in maybe like half
a second. I do NOT recommend Akimbo'ing this weapon because
it'll run out of ammo too fast, if you're going for fast-firing
akimbos, I'd recommend P90.
Summary: Low recoil, fast firing SMG that eats ammo like a
mad man.
Notes: 25-20 only really has an impact in Hardcore, so don't
let the 'lowest damage in the whole game' bias you too much
when you're playing regular/core. No sway. My favorite SMG
Name: P90
Fire Type: Auto
RoF: 850 RPM
Damage: 30-20
Ammo: 50 @ 100
Reload: Somewhat Slow
Info:
Fast firing, giant magazine and excellent spraying potential
makes the P90 a formidable close quarters giant. Plenty of ammo
to fuel your devilish needs and decent stopping power for a
weapon fired so fast, P90 is great for ambushes or multi-kills.
Big recoil limits engagement distances to close quarters only,
and firing at targets at anything past medium distances is
definitely not recommended. Once again, burst fire is the way
to go for ranged targets.
Summary: High RoF, big magazine, and great CQB potential at
the cost of recoil.
Notes: One of the Akimbo favorites. Easy to use ironsights.
Extended mags are redundant.
Name: Mini-Uzi
Fire Type: Auto
RoF: 888 RPM
Damage: 30-20
Ammo: 32 @ 64
Reload: A bit faster than average
Info:
An absolute chainsaw, this thing pumps out lead at an
alarming rate and is greatly improved from Cod4. Very similar
to P90 but has slightly less recoil when bursted. Ammo is
precious so use Scavenger or pick your shots. Great when
used for groups of people and can pick people off at close-
medium distances with bursts. Hip fire spraying is effective,
but make sure to check your ammunition supply constantly.
Summary: High RoF and great CQB potential. Kills faster
than P90 at the cost of less ammo.
========================
---Light Machine Guns--- [LightMG]
========================
Introduction: Light Machine Guns are exactly what they sound
like, miniature versions of mounted machine guns. They pack
good fire rate with large magazines, at the cost of slower
movement and bad hip-fire. Reload and ADS (aim down sights)
time are also longer than other guns, but these tools are
vital team weapons that can lay down alot of fire and offer
continuous cover without stopping to reload. LMGs do the same
damage at all ranges, so they suffer a damage reduction when
equiped with a silencer. Grip is a universally recommended
attachment for all LMGs.
Attachments:
Grip
Red Dot Sight
Holographic Sight
FMJ
ACOG
Extended Mags
Silencer
Heartbeat Sensor
Thermal Sight
*note: damage reductions due to silencers will be written in
brackets.
Name: L86 LSW
Fire Type: Auto
RoF: 750 RPM
Damage: 40 (30)
Ammo: 100 @ 100
Reload: Fast for a LMG
Info:
High damage with easy to use ironsights and good overall feel.
Recoil is fairly managable when fired in bursts and very easy
to overcome when used with a Grip. Decent ammo capacity and
reloads very fast when compared to other LMGs. Full auto fire
will have a big kick to it as the recoil is fairly noticable.
Good for all ranges, just don't try to run and gun and you'll
be ok.
Summary: Good reload and damage, all purpose LMG.
Notes: ACOG scope is a SUSAT scope, unique and fun to use.
Name: RPD
Fire Type: Auto
RoF: 666 RPM
Damage: 40 (30)
Ammo: 100 @ 100
Reload: Slow
Info:
Powerful, low recoil weapon that has a large magazine to burn.
Grip significantly lowers recoil on this weapon and makes it
extremely accurate. Easy to use irons also ensure accurate
shots over long distances. Excellent all around LMG, just make
sure you don't reload compulsively. Bad hipfire and mobility
so try not to rush head first into heated CQB fights.
Summary: All purpose, powerful, accurate, and one of the best
LMGs in general.
Notes: Devil's fire rate. Good Camo looks, a deadly weapon just
like it was in Cod4.
Name: MG4
Fire Type: Auto
RoF: 800 RPM
Damage: 30 (20)
Ammo: 100 @ 100
Reload: Slow
Info:
MG4 has great accuracy and fire rate. Easily able to pull off
long distance kills. Grip just reduces the already low recoil.
Moderate damage means that it's best to use this weapon at medium
to long distances only. Not recommended for CQB but easy to pick
off targets at any other range. Be aware that silencer makes the
gun 5 hit kill without stopping power, which is the most amount
of bullets needed to kill in the entire game.
Summary: Accurate with low recoil, avoid CQB.
Notes: FMJ attachments are called explosive rounds. MG4 is very
rarely used.
Name: AUG HBAR
Fire Type: Auto
RoF: 666 RPM
Damage: 40 (30)
Ammo: 42 @ 84
Reload: Fast for an LMG
Info:
Essentially an assault rifle, the AUG has great fire rate and
managable recoil, especially with a grip. Fast reload is offset
by small magazine, but you'll rarely find yourself running out
of ammo. Useful for a variety of purposes and excels with all
sorts of attachments, the HBAR is similar to the RPD in many
ways. The only performance difference is the different ironsight,
less recoil, and smaller magazine.
Summary: Powerful, low recoil, and fast reload at the cost
of a small magazine.
Notes: Looks good with Camos and is one of my favorites.
Name: M240
Fire Type: Auto
RoF: 850 RPM
Damage: 30 (20)
Ammo: 100 @ 100
Reload: Slow
Info:
Almost recoil-less, this is a great sniping tool and provides
ample cover for your team. Avoid enemies with shotguns and SMGs
seeing as M240 does not perform at its potential in CQB.
Big magazine size ensure you'll lay down plenty of fire
before having to cool off. Silencers reduces the damage to an
unfavorable 5 hit kill so aim for headshots or use Stopping
Power.
Summary: Low recoil, good RoF and magazine size. Don't compulsively
reload.
Notes: None
==============
---Shotguns--- [Shtgn]
==============
Introduction: Shotguns are unrivaled in close quarters, and offer
little use at a distance. Crosshairs do not enlarge when moving and
aiming down the sight actually increases spread (bad). Slow switch
time compared to other secondaries (not as slow as launchers though)
but packs a powerful punch. Good mobility and great 1 hit kill
potential. It is redundant to use any sort of scope on a shotgun
so avoid wasting an attachment option. Silencers also reduce range
on the shotguns greatly, so generally shoot closer than you normally
would if your shotgun is suppressed. Grip usually doesn't make any
notable changes except to the AA-12. Damage listed are individual shells
with a multiplier to show the number of shells discharged with each
shot.
Attachments:
Red Dot Sight
Holographic Sight
Grip
Akimbo (some)
Silencer
FMJ
Silencer
*note: in case your wondering about shotgun ranges in comparison,
here they are: from most ranged to least
-Masterkey
-Single 1887/Blinged 1887
-Spas 12
-Striker
-M1014
-Akimbo 1887
-AA12
-Ranger
Name: Spas-12
Fire Type: Single Shot
RoF: Pump action
Damage: 40-20 x 8
Ammo: 8 @ 24
Reload: Fast for each shell but collectively slow
Info:
Spas-12 is a pump action shotgun with great range and damage. Needs to
pump after every shot so shoot accurately as a missed shot will spell
your doom in a gun fight. High 1 hit kill potential at a big range,
Spas-12 is a lethal close quarters weapon. Equip steady aim for increased
1 hit kill range. Ammo supply is bountiful and overall performance is
excellent. Silencer roughly cuts range by 1/3.
Summary: Powerful, high 1 hit kill potential shotgun with a big range.
Pumps after every shot.
Notes: A reminder, sights and grip on shotguns are redundant.
Name: AA-12
Fire Type: Auto
RoF: 400 RPM
Damage: 20-15 x 8
Ammo: 8 @ 8
Reload: Fast for shotgun but slow compared to other guns.
Info:
AA-12 is a fully automatic, 8 gauge shotgun. Does exactly what it
sounds like; shreds people at close range, but doesn't even peck
them at anything past around 5-6 meters. Although the reload is quite
fast for a shotgun, it is still very slow compared to other guns.
Ammo capacity and magazine sizes are extremely low. The trick to using
AA-12 is not to unload at the first sign of movement, but in fact
control your firing and fire 3 shots max for one person. Each shot
is generally powerful enough to kill an individual at close distances,
shoot 2 to make sure you get the kill, and 3 if you are at max range.
Firing conservingly will not only help you save ammo but also make
a follow up shot easier, and if your enemy had a follower, then it'll
be easy to nab that double kill. Learning to shoot carefully and
conservingly will easily double the AA-12's usefulness. Despite flaws,
the AA-12 is extremely dangerous and the most dominant weapon in close
quarters. Silencer cuts the already short range by almost half, making
the AA-12 a big knife, which is definitely not recommnded. Extended
mags add 8 more shells for 16, greatly improving the weapon
in all aspects and is universally recommended. Grip also reduces
recoil during automatic fire.
Summary: Unmatchably lethal in close quarters and close quarters only.
Very, very low ammo and small magazine size.
Notes: One of my favorites and extremely hard to counter in CQB.
Avoid direct confrontation with one because it is almost impossible
to miss and the killing power is simply ridiculous. Holographic sight
seems to improve range a tad bit.
Name: Striker
Fire Type: Semi-Auto
RoF: Semi-Auto
Damage: 25-15 x 6
Ammo: 12 @ 24
Reload: Single shell reload is fast but collectively slow
Info:
Semi-auto shotgun with good stopping power and excellent chamber size.
6 pellets though will yield less 1 hit kills than other shotguns
but easy to follow up with more shots. Good range, abundant ammo,
and serves a variety of purposes ranging from sniper defense to
run & gun backup. Truly the all-purpose shotgun. Silencer cuts range
by almost half.
Summary: Convenient, all-purpose shotgun that can fitted into any
role.
Notes: Extended Mags are fun to use but redundant.
Name: Ranger
Fire Type: Single Shot
RoF: N/A Double Barrel
Damage: 75-25
Ammo: 2 @ 18
Reload: Really fast for shotgun, average compared to other guns
Info:
Double barrel rangers are strictly close quarters weapons, having
a range thats even shorter than the AA-12. They serve much more of
a run and gun purpose. Only available attachments for Rangers are
Akimbo and FMJ. Left trigger discharges the left barrel and right
trigger discharges the right barrel. Otherwise use akimbo and
discharge both guns simultaneously. High power, low range. Be
careful of direct CQB confrontations if an enemy is spotted using one.
Summary: Close quarters run & gun shotguns.
Notes: No ironsight
Name: M1014
Fire Type: Semi-Auto
RoF: Semi-Auto
Damage: 40-20 x 8
Ammo: 4 @ 16
Reload: Fast for individual shells but collectively slow
Info:
M1014 is a good ranged semi-automatic shotgun that excel in stopping
power and fire rate. Note though, that it can only contain 4 shells
at a time which means you need to place your shots carefully. Ammo is
usually not a concern. Fires 8 pellets at a time with great 1 hit kill
potential.
Summary: Good range and powerful but only 4 shells chamberedat a time.
Notes: Thanks to Djayrod213:
If you unlock extended mags, then you can carry 6 shells in the chamber
and can be used as a more powerful, longer ranged striker. Couple it with
sleight of hand for an extremely versatile secondary.
Name: Model 1887
Fire Type: Single Shot
RoF: Lever action
Damage: 35 x 8
Ammo: 7 @ 21
Reload: Fast for individual shells but collectively slow
Info:
The infamous Model 1887's are a force to be reckoned with. Excellent
stopping power with big range, no damage drop-off and the ability
to be akimbo'd, they are indeed overused for a reason. Akimbo
1887s though, have been nerfed and received a range cut off, roughly
2/3 of their former glory. If blinged with FMJ however, they restore
to their previous range and become devilish tools of destruction.
Note that only the akimbo version of the gun had been nerfed. Single
and blinged 1887s are still as powerful as they were before. Abundant
ammo and clip size. Fire accurately as there is a pump after every
shot.
Summary: Strong, ranged shotguns, pick your shots because you'll need
to pump (not really, more like a lever twist) after every shot.
Note: Extremely over-used and abused. I personally don't like them
but feel free to use them because its your game and you shouldn't let
anonymous internet folks tell you what to do.
Name: Masterkey (Shotgun Attachment)
Fire Type: Pump Action
RoF: Pump Action
Damage: 25 x 6
Ammo: 4 @ 12
Reload: Fast for individual shells but collectively slow
Info:
Weaker than other shotguns with 25 damage and only 6 pellets. But,
being an attachment it has quicker switch rate and no damage drop
off, not to mention the longest range of any shotgun. Weak 1 hit
kill potential but easy to spam over long distances and effective
with headshots. Definitely recommended for ARs with limited CQB
capabilities such as FAL and burst fires. Needs to pump after
every shot so don't expose yourself too much when firing continuously,
pump is quite quick, though. Decent ammo and small clip size.
Summary: Weak 1 hit kill shotgun but long range and spammable.
Notes: Absolutely lethal in hardcore, definitely recommended for
all AR in hardcore. Coupled with stopping power these are pretty
much sniper rifles.
===================
---Sniper Rifles--- [SniperFrog]
===================
Introduction: Snipers are 1 shot, 1 kill long range weapons that
are limited in CQB but extremely dangerous at any other range. No
damage drop-off, high 1 hit kill potential, snipers are great
weapons, do note however, they have a learning curve that's a bit
steeper than other guns. ACOG adds alot of sway and silencer cuts
damage instead of range. Damage is always 70 and different snipers
have different body part multipliers. Silencers cut damage to 50.
Snipers, surprisingly, have high mobility that rival even SMGs,
but huge crosshairs limit their CQB. Being able to effectively
quick-scope with snipers is the hardest thing to do in the game,
but extremely devastating if mastered.
Attachments:
Silencer
Heartbeat Sensor
FMJ
Thermal Scope
ACOG
Extended mags
Name: Intervention
Fire Type: Single Shot
RoF: Bolt Action
Multipliers: Headx1.5 Neckx1.5 Chestx1.5 Stomachx1.1 Limbx1
Ammo: 5 @ 15
Reload: Pretty fast
Info:
Solid multipliers and sexy bolt action makes this a fan favorite.
However, it's the only non semi-auto sniper in the game, and the Barrett
is a semi-automatic version of this weapon with the same multipliers,
making the Intervention somewhat outclassed. However, it is very
accurate and with stopping power can kill when you hit the enemy in
any of the torso area. Good ammo and reload.
Summary: Powerful bolt action sniper, extremely accurate.
Notes: Looks beautiful with Camos. Feels good to get a kill with
and just plain cool. Lots of sway and takes a little more time to
steady your aim when you hold your breath than other snipers. Seems
to have alot of aim assist.
Name: Barrett .50 Calibur
Fire Type: Semi-Auto
RoF: Semi-Auto
Multipliers: Headx1.5 Neckx1.5 Chestx1.5 Stomachx1.1 Limbx1
Ammo: 10 @ 20
Reload: Slow
Info:
Almost exactly like the Intervention, but semi-automatic. Although it
can be fire rapidly, continuously pulling the trigger while scoped in
will have massive recoil and inevitably give away your position. Solid
multipliers and 1 hit kill to torso with stopping power. Good ammo and
reserve, but try not to compulsively reload this one seeing as magazine
size is big and reload is slow. Good for all sniper purposes and can
actually pull some miracle CQB saves by spamming, but don't rely on it
too often as hipfire is terribad. Has ALOT of recoil.
Summary: Semi-auto, high powered, best CQB sniper and abundant ammo.
Notes: Makes the Intervention somewhat obsolete seeing as Barrett is
everything the Intervention is and more, except a slight accuracy decrease
and longer reload. Also has less sway than an Intervention.
Name: WA2000
Fire Type: Semi-Auto
RoF: Semi-Auto
Multipliers: Headx1.5 Neckx1.5 Chestx1.5 Stomachx1.0 Limbx1.0
Ammo: 6 @ 18
Reload: Average
Info:
Extremely similar to the Dragonuv in Cod4, WA2000 is a semi-low recoil
sniper with great modifiers. Note that stopping power does nothing
for this weapon (when unsilenced). Easy to pull off consecutive shots
with and good magazine size & ammo. Switch time, however, is long
and accuracy is a bit low compared to other snipers.
Summary: Recoil isn't too big, 1 hit kill to chest and up. Good ammo,
fire rate, at the cost of a small accuracy deduction.
Notes: Nice smiley sticker on the back of the cap.
Name: M21 EBR
Fire Type: Semi-Auto
RoF: Semi-Auto
Multipliers: Headx1.5 Neckx1.5 Chestx1.1 Stomachx1.0 Limbx1.0
Ammo: 10 @ 20
Reload: Pretty Fast
Info:
This thing is almost recoil-less, at the cost of poor multipliers of
course. Stopping power adds 1 hit kill to chest and easily the best
sniper to use with a silencer. Extremely easy to pull off consecutive
shots and fairly accurate. Aim for headshots because only a neck shot
or above will 1 hit kill. Good ammo reserve but carelessly spamming
shots will leave you empty handed.
Summary: Recoil-less, low multiplier sniper. Good ammo & reload.
Notes: Feels like the M14 from Cod4. Passable run & gun weapon with
an ACOG.
====================
---Machine Pistol--- [MPIS]
====================
Introduction: Second fastest switch rate next to handguns, machine
pistols combine good fire-rate and damage. Best used in close-medium
distances seeing as range is small. Excellent hipfire and great
akimbo weapons, machine pistols are all purpose side-arms that can
be fitted into any role. Most machine pistols have low ammo.
Attachments:
Red Dot Sight
Holographic Sight
Silencer
FMJ
Extended Mags
Akimbo
Name: PP2000
Fire Type: Auto
RoF: 700 RPM
Damage: 40-20
Ammo: 20 @ 40
Reload: Fast
Info:
The most powerful automatic machine pistol there is. Excellent fire
rate, hip-fire accuracy, and damage. Bad factors include slow switch
speed and small magazine & ammo. Ironsights are straight forward and
although range is low, this gun can actually shoot pretty far. Good
for all classes.
Summary: Powerful and accurate at the cost of low ammo.
Notes: One of the most peculiar guns I have ever seen, but nonetheless
powerful.
Name: Glock 18 (G18)
Fire Type: Auto
RoF: 1100 RPM
Damage: 30-20
Ammo: 33 @ 66
Reload: Pretty Fast
Info:
Wow, I take back saying the Vector was the fastest firing gun in the
game, the G18 takes that title by being a pure bullet hose. Excellent
hip-fire, switch speed and great akimbo weapons. Substantial recoil
(even when bursted) advocates close range only, and the insane
fire-rate is offset by small magazine and ammo reserve. Scavenger
is recommended.
Summary: High RoF close quarters machine pistol with good switch speed.
Notes: The only gun that people hold with one hand only, which is stupid
because the recoil is so high.
Name: M93 Raffica
Fire Type: 3 round burst
RoF: 450 RPM
Damage: 40-30
Ammo: 20 @ 40
Reload: Pretty Fast
Info:
A unique 3 round burst machine pistol that is 1 hit kill at all ranges
with stopping power. Good switch speed and abundant ammo, the M93 is
essentially a pocket M16 (or FAMAS if you prefer that). I don't advise
using akimbo because the burst fire will often be beat by other powerful
automatics and shotguns, but singleIE0=
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