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    Multiplayer Guide by Master3203

    Version: 1.04 | Updated: 04/27/12 | Search Guide | Bookmark Guide

    Hi Everybody. This is a Tips Guide to the online multiplayer portion of MW2
    I hope everyone will be able to get some use out of it. One thing I will
    say is have fun playing the game and don't get too jumpy about your K/D.
    In this guide I will discuss tips to use in game and also some loadout
    classes which might be of some use to you. I will also talk a little bit about
    my opinion of each gun, and the equipment.
    Contents: Search using the characters in the brackets with the brackets from
    the contents section.
    Version History: (VH)
    Contact Info: (CI)
    Copyright Notice: (CN)
    Custom Loadout Tips: (CLT)
    Create-a-Class Loadouts: (CACL)
    Weapons Analysis: Primary Weapons: (WAPW)
    Assault Rifles: (AR)
    Sub Machine Guns: (SMG)
    Light Machine Guns: (LMG)
    Sniper Rifles: (SR)
    Riot Shield: (RS)
    Weapons Analysis: Secondary Weapons: (WASW)
    Machine Pistols: (MP)
    Shotguns: (SHOT)
    Pistols: (PIST)
    Launchers: (LAUN)
    Weapons Analysis: Equipment (WAE)
    Lethal Equipment: (LE)
    Tactical Equipment: (TE)
    Equipment Strategies: (ES)
    Weapons Analysis: Attachments: (WAA)
    Attachment Strategies: (AS)
    Weapons Analysis: Perks: (WAP)
    Tier 1: (Blue)
    Tier 2: (Red)
    Tier 3: (Yellow)
    Weapons Analysis: Deathstreaks: (WAD)
    Weapons Analysis: Killstreaks: (WAkS)
    Q and A Section (QA)
    Version History: (VH)
    Created this MW2 multiplayer guide on the different weapons and perks e.t.c
    in the game. This is going to be similar to my MW3 FAQ and include opinions
    and analysis, but not specifics that the game will already tell you.
    Minor grammatical and spelling error changes to make the document make a bit
    more sense and avoid confusion on some weapons. I also removed the few words
    relating to the riot shield that talks about the melee proficiency. That was
    from my MW3 guide. Proficiencies don't exist in MW2. Also altered my Striker
    description, changing infor that was written in past tense, to present
    tense. Also removed Juggernaut fromt the killstreaks section.
    1.02 and 1.03:
    Minor Grammatical and Spelling changes
    Revised most weapon derscriptions slightly. Added a questions and answers
    section to the guide. and also made further grammar and Spelling corrections.
    Contact Info: (CI)
    My gamefaqs name is Master3203, if anyone wants to contact me about additions
    or false things about the guide then you can reach me at
    guerin234@hotmail.co.uk In the subject line, please put MW2 Multiplayer Tips
    FAQ- Gamefaqs.com. Also, please add your gamefaqs.com username into the email
    somewhere that is clearly visible so that I may credit you. Any contribution
    emails with usernames not included will not be published or will be published
    under my own name if they are good tips. PSN and Gamertags will suffice if you
    don't have a GameFAQS account however.. also if there are questions about the
    multiplayer, please send these also. But do ch3eck the questions  area to see
    if your questions is answered first there please.
    Copyright Notice: (CN): 
    (Copyright 2011 James O'Brian, GameFAQs.com alias is Master3203)
    This guide is owned by me and may not be redistributed without my 
    authorisation. Any violation of this will be deemed as an act of plagiarism
    Any sites wishing to feature this guide can contact me on my email address.
    Also, any use of the work from this document without permission from me will
    also be deemed as unlawful and severe action will be taken. You have been
    warned. I will also, if I wish to, retract this FAQ (any version)
    from any site without prior notice or make changes without prior notice.
    The sites who can use this guide are:
    Now onto Business
    Custom Loadout Tips: (CLT)
    1. If you’re using a stealth class, the perks I recommend would be Cold
    Blooded and Ninja pro. Put Marathon or Scavenger on this also for unlimited
    sprint or extra ammo. A good weapon for this is the UMP45 equipped with the
    silencer whilst the secondary should be the PP2000 with silencer as it has
    good iron sights. For killstreaks, go with UAV, Counter UAV and Predator or
    Sentry turret.
    2. If using a sniper class, I'd recommend either the Intervention or the M21
    EBR. Intervention is OHKO and is awesome with thermal sights. when it is
    unlocked, go with the claymore if you are going to camp-snipe people to
    protect your back. Use a semi-auto or full auto shotgun as your secondary
    if you want a close range weapon. If you want to cover all the basics. Go
    with the PP2000 and an RDS. Sniper for long range, PP2000 for short-medium.
    3. If you are going for an explosive class, then I would recommend that you
    use a weapon like the ACR or the M4A1 that has good iron sights so you can
    attach a grenade launcher. For your secondary, go with the AT4 or the RPG.
    For perks, you should definitely be using Danger Close along with steady aim
    or sitrep for the 3rd tier and Scavenger for the 1st to replenish those
    launcher grenades from dead bodies.
    4. If you wish to go with an aerial class, the perks are very similar to
    your stealth class. Cold Blooded is a definite bet, whilst any blue and
    yellow perk will be up to choice. When you have unlocked it, definitely
    use the Stinger to destroy aerial vehicles as it has 2 missiles to
    destroy either two killstreaks or one with one flare
    Create-a-class Loadouts: (CACL)
    These will be in the following format:
    Class Number and Title
    Primary Weapon + Secondary weapons
    Primary Weapon Attachment(s)
    Secondary Weapon Attachment(s)
    Lethal Equipment
    Tactical Equipment
    Blue Perk
    Red Perk
    Yellow Perk
    1. Aerial
    ACR + Stinger
    Silencer (Primary)
    Cold Blooded
    2. Stealth
    UMP45 + PP2000
    Silencer (Primary)
    Silencer (Secondary)
    Scavenger or Marathon
    Cold Blooded
    Ninja Pro
    3. Sniper 1
    Intervention + M1014
    Thermal + FMJ (Primary)
    Grip + Extended Mags (Secondary)
    Bling Pro
    Stopping Power
    Steady Aim Pro
    4. Sniper 2
    M21 EBR + PP2000
    FMJ (Primary)
    RDS (Secondary)
    Stopping Power
    steady Aim Pro
    5. Sniper 3
    Intervention + AA-12
    FMJ (Primary)
    Grip (Secondary)
    Scavenger Pro
    Stopping Power
    Steady Aim Pro
    6. CQC
    UMP45 + M1014
    Silencer or Extended Mags (Primary)
    Grip (Secondary)
    Stopping Power
    Steady Aim
    7. Recoilless Stealth
    ACR or UMP45 + TMP
    Silencer (primary)
    Silencer (Secondary)
    Scavenger Pro
    Cold-blooded Pro
    Ninja Pro
    8. Gun Runner
    UMP45 + M1014
    Silencer (Primary Weapon)
    Grip or Extended Mags (Secondary)
    Lightweight Pro
    Steady Aim Pro or Ninja Pro.
    Weapons Analysis: Primary Weapons: (WAPW)
    Assault Rifles: (AR)
    I personally really like this weapon. The recoil is quite low, it is very
    accurate. The iron sights are mint whilst the damage is bitter
    (for the oopponent). Good ADS times and fast reload means you don't need SoH.
    Decent starting weapon to begin with. three round burst weapon. Takes 1-2
    bursts to kill an enemy with stopping power. Can sometimes reach 3 bursts
    without stopping power, but is quite rare. Very accurate and if all three
    bullets should hit it should be an OHKO, but like I said, not always.
    It really comes down to a choice of preference between this and the M16A4
    when it is unlocked.
    This weapon is good and has more damage than the M4A1 per bullet, but the RoF
    is lower, this only holds 20 in a magazine whereas the M4A1 holds 30 and this
    has more recoil than the M4A1. However, it has great ironsights leaving
    you to give the weapon extended mags if you can unlock it and if you can
    handle the recoil then in the hands of the right person, this can be better
    than the M4A1. Has slow reload times however, so Sleight of Hand is a must
    unless you can find a quiet area to reload.
    This weapon has about the same damage as the M4A1, but it has even more recoil
    than the Scar-H and its ironsights are "untidy". It has less fire rate than
    the M4A1, but more than the Scar-H. It's kind of a medium I think between the
    two, but definitely needs a sight attachment lpreferably an RDS, but will be
    a Mars sight if you do.
    The only semi-automatic AR in the whole game. Stopping power is redundant on
    this weapon as two bullets should kill you anyway and you will still need a
    two-bullet kill with stopping power However, it will make it a 2 hit kill at
    all ranges if combined with the Holographic sight. This leaves room for
    hardline, cold blooded or danger close. Very accurate, but the fire rate
    depends on how fast your trigger finger is. Hasn't got too bad ironsights,
    but because this is not automatic, it makes CQC very dangerous for you, I
    would suggest using bling and attaching a holographic sight and a silencer.
    The second of the two, three-round burst AR's in the game. The M16 has
    alright ironsights, a bit more damage per bullet than the famas, but is
    slightly less accurate. As I said before, it is a preference choice between
    these two weapons, but it's uncommon for people to be good with them both.
    Also has slightly slower ADS time thqn the famas.
    Adaptable Combat Rifle (ACR):
    Awesome! That's how I'm starting off this analysis. It is pretty much a
    recoilless M4A1. Because it has no recoil, the accuracy is the best in it's
    class, but I usually use it with a sight because the ironsights can sometimes
    be messy to deal with particularly in CQC. I usually choose the ACOG over
    RDS because it has a bit more zoom and is just as accurate. Definitely use
    this in one or more classes as it helps you out a lot.
    Has the damage of a Scar-H, but has the fastest RoF in it's class which only
    adds to the bad recoil it already had. Some people I know have said this is
    a really lame weapon and that it's difficult to use. I disagree. The high
    RoF is easy to mange if you quickly tap the trigger and fire in small bursts.
    I'm not saying build a class around it cause there are much better guns
    out there. But if you run out of ammo and you can pick it up from a dead body,
    remember, it's still a weapon.
    The most inFamous weapon of FPS and pretty much every other shooter type. The
    AK47 is common in a lot of games for its high damage and large kill count.
    In MW2, the iron sights are manageable, but small and sometimes difficult to
    use. Don't use a sight attachment on it as that only increases its high
    recoil. Just use this for close-medium range targets and use a silencer
    and scavenger.
    Sub-Machine Guns: (SMG)
    Decent starting weapon, second in the SMG class as far as I'm concerned
    next to the UMP45. Decent all round stats make this a good gun. Has manageable
    recoil and good damage rate. Use it if you want to, but i prefer the UMP45.
    Best SMG in the game. No recoil, good ironsights and is pretty much the
    automatic master in close range combat. Can also do medium range rather well
    too. The silencer is the best attachment for this gun to make good stealth
    classes, but the RDS does well too. Combine this gun with a shotgun secondary
    and steady aim and you become a beast in CQC.
    Extremely high RoF gives this weapon a lot of recoil. The ironsights are quite
    bad too, requiring you to have a sight attachment on this gun. ACOG is actually
    rather good on this gun, but I wouldn't use it unless you want the emblems and
    The SMG with the big clip we all know and love. It has quite low recoil and
    is a slightly better version of the MP5K as it has a bigger clip and more
    damage. Has almost exactly the RoF of the vector.
    really this should belong in the machine pistols section if you ask me. Its
    ironsights are not too good and again you have a lot of recoil due to the high
    RoF. Go carefully with this. It's also not too good at hip fire.
    Light Machine Guns: (LMG)
    For most LMG's I would recommend the Bling perk so you can attach a Grip and a
    sight to these guns because they have a lot of recoil. That's if you can find
    quiet areas to reload. If you can't then you need to have SoH on with Grip.
    L86 LSW:
    Decent default LMG. I feel it operates like the HK21 from black ops.
    Manageable recoil and decent line of sight. Use this if you want to, but I
    prefer the RPD in this class.
    Awesome like it was in CoD4. Good ironsights means you can attach grip and
    Extended mags. High damage and medium fire rate equals one big killing
    machine. Has 100 in the magazine. This is the best LMG in the gamne if you ask
    me. But LMG's are so under used and it's a shame. This can mow down enemies
    without any problems.
    An upgrade from the L86. Decent damage, good accuracy and the fire rate is
    pretty good too. Use this, though, only if you want the emblems.
    Aug Hbar:
    Second best LMG in my opinion if you can manage to unlock the RDS and the
    Grip. Manageable recoil and high damage make this a formidable opponent to
    face in mid range combat.
    Pretty much similar to the MG4 in most areas. Think it's probably another
    companies version of the MG4 actually. Has slightly less recoil than the MG4,
    but also slightly less damage to compensate.
    Sniper Rifles: (SR)
    Snipers are long range rifles. To ensure one hit kills, always use stopping
    power if you can't always get the head. On the WA2000 and the M21, this becomes
    very necessary.
    The Bolt-action version of the Barrett. I used to think the Barrett was better
    than this, but when I decided to try it out. I got a lot of thermal OHKO.
    This sniper is mint. usually when I snipe, I use semi-auto snipers, but
    this gun blew me away. Has slightly better accuracy than the Barrett. However
    as I have said, the performance of the gun seems better. I would urge everyone
    to try this before dismissing it.
    Next best sniper in my opinion as it is usually a One Hit
    Knockout (OHKO) above the groin. The recoil is quite high, requiring a few
    seconds to recover breath and return the crosshairs to the centre of your aim.
    But if you can manage that then I would recommend you use this as an
    alternative to the Intervention for those of you who like semi-auto snipers.
    Like the Barrett, but less range and less sway. There is a lot less recoil on
    this than the Barrett, however. Use this version over the Barrett when you
    unlock it but don't replace the Intervention for it. Tends to get more
    hitmarkers than the Barrett.
    M21 EBR:
    Very little recoil, low sway and decent range means this can be used as a
    sniper, or a FAL. Due to it having small recoil and sway, it also has the
    lowest damage rating of the snipers, requiring stopping power for OHKO.
    Riot Shield: (RS)
    Not much to say. It's a two-three hit kill depending how long you take between
    melee hits. The melee action for the shield is rather slow. Use this only for
    defensive tactics in objective games to soak up enemy damage. Also, make sure
    you crouch and tilt he shield down a bit so that it covers your feet.
    Weapons Analysis: Secondary Weapons: (WASW)
    Machine Pistols: (MP)
    Second best machine pistol in my opinion next to the M93 raffica. Has a decent
    RoF, decent damage  factor and low recoil. It also has alright ironsights
    which make it good for silencing. This is the machine pistol of choice in some
    maps for me and many other people on the field and all the good reasons above
    justify this.
    This, I feel should be in the pistol category because it looks very much like
    a handgun and apart from it being full auto, it also seems to fire like a
    pistol. Anyway, it has a lot of recoil this gun and a huge RoF. Has 
    difficulty, sometimes, killing enemies, but anything further than close range
    makes this ineffective.
    M93 Raffica:
    A three round burst machine pistol. What next. This baby is just as powerful
    as the famas and if you choose this on a last stand class, you can actually
    use this in last stand instead of an M9. Performs really well with RDS and has
    low recoil making this a formidable alternative to an AR. Really should have
    stopping power on to make sure it takes down enemies in one burst (sometimes
    two if you shoot them below the waist)
    Virtually recoilless, this is like a downsized ACR. Definitely use scavenger
    with this weapon as you will run out of ammo for it quicker than you might
    think, but definitely worth using in a recoilless class maybe.
    Shotguns: (SHOT)
    Shotguns are your close range beasts. However, sight attachments are
    redundant on shotguns because they actually worsen the spread. Steady aim
    doesn't just improve the shotguns accuracy, it increases the damage because
    steady aim works by tightening the spread. Less spread = more pellets in
    tighter space = more damage. The shotguns are awesome in this game.
    Nice pump action, high damage and a bad attitude. Recoil can be high, so
    attach the grip. If you like pump-action, then go with this. But don't
    swap it for the Model 1887 later on because the model 1887 takes longer to
    pump the shot and is less accurate.
    In my opinion, has great damage and manageable recoil. Has an overall fast
    reload system due to the clip being reloaded at once. This, however, is
    only when compared to reloading a whole magazine. when you want to reload 1
    pullet, it has a slower reload time than other shotguns. It can be used like
    a semi-auto shotgun as well, but works perfectly in its native full auto
    mode. The grip attachment is definitely a go for this gun and also using bling
    pro to attach the extended mags will help you here. Because of it's low ammo
    however, regular scavenger is a must at the least if not the pro version unless
    you go with extended mags, but even then, scavenger is way better for it.
    The only real semi-automatic shotgun. It can take 2-3 shots to kill someone
    and the recoil is above average. The MW2 version, in my opinion, is way better
    than the MW3 version. This kills more quickly and there is less recoil.
    Definitely use this until you unlock the M1014
    The sawn-off double-barrelled shotgun of the game. Restricts the ability to
    ADS with this gun as you can shoot both barrels with both the aim button and
    the fire button at the same time. If you have scavenger, steady aim and
    stopping power on this, then making the weapon akimbo is an awesome choice.
    Highest damage factor in its class, but has a small clip of 4. IW probably
    did this to try and balance the weapon. Attaching the extended mags is really
    useful for helping with the small magazine problem. Doesn't need grip, but
    when you unlock it, use it until you unlock extended mags. Will help you get
    to that 400 kill marker. This is the best shotty and will become your
    favourite secondary companion.
    Model 1887:
    Quite a lot of power, but the pump is really slow, meaning if you don't get it
    on target the first time or get the headshot, you will be enemy-chow.
    Relatively okay in terms of overall reload speed. When akimbo'd, this has a
    nice reload animation.
    Pistols: (PIST)
    Starting pistol of the game. requires three shots to kill someone with
    stopping power on. decent accuracy and is awesome with the tactical knife
    attachment and silencer attachment.
    .44 Magnum Revolver:
    Dirty harry's weapon of choice is of course the magnum. This weapon has
    cropped up in several FPS games including Goldenye 007 for N64. Back then
    however it was called the cougar magnum in Goldenye. Anyway, has a high
    damage and recoil factor, but has less accuracy than the USP. Has medium
    semi-auto RoF.
    Basically a USP.45 but with more accuracy. Decent if you want to use it,
    but as you have probably unlocked alot of USP attachments by now, it's
    not worth exchanging for.
    Desert Eagle:
    Pretty much the same power and accuracy as a .44, but has a lot more recoil
    than it and is actually a pistol and not a revolver.
    Launchers: (LAUN)
    Rocket launcher with good line of sight firing. Can also lock-on to enemy
    air support, but will only destroy UAV and Counter UAV in one shot.
    This is a good launcher to use for explosive classes. Use this over an RPG
    for infantry as RPG's have a mind of their own. With this, where you aim, is
    where it will go even though there is less ammo, but this can be overcome a
    bit by using scavenger Pro on the class.
    40mm grenade launcher that has to be reloaded every shot. has good range, but
    has to be shot over a certain distance to explode. I'm not sure if a direct
    impact from this weapon will net you the Ouch challenge.
    Lock-on only, but is awesome for this purpose. Is ready with one chambered
    missile and one missile ready to be reloaded. can take down either two aerial
    vehicles without flares or can take out helicopters with one flare.
    Location and aerial lock-on means you can't just free-fire this gun.
    Has a minimum distance you must look past before lock-on can occur to avoid
    killing yourself.
    Has two free-fire rockets, but leaves a smoke trail in its wake and also,
    once fired, it can then shoot of in any direction or swerve in any direction
    at any given time. Not very accurate, but definitely powerful. Ironsights
    should be redundant really and I have no clue why they are there for this gun. 
    Doesn't do anything for the shot at all.
    Weapons Analysis: Equipment: (WAE)
    Lethal Equipment: (LE)
    Frag: Cookable grenade with a good radius and damage factor. 5 sec fuse.
    Semtex: Uncookable, but higher blast radius than frag. 3-4 sec fuse.
    Throwing Knife: Kill an enemy, pick it back up. Hard to use. One hit kill.
    Tactical Insertion: Deployable which lets you choose where to respawn next.
    Blast Shield: Use this to decrease the amount of explosive damage taken.
    Claymore: Motion sensitive landmine that explodes when movement is detected.
    C4: A pair of explosives which can set off with a detonator.
    Tactical Equipment: (TE)
    Flashbang: Blinds enemies. Larger radius than Concussion.
    Concussion: Blinds and slows enemies. Smaller radius than Flashbang.
    Smoke Grenade: Used to conceal movement. Use thermal vision to counter it.
    Equipment Strategies: (ES)
    Use Smoke to get away from long range battles you start losing and to
    shield your movements from the enemy in general if they haven't noticed you
    Tactical Insertion is rather redundant on MW2 as there is so much action going
    on, it will be barely any use. Unless you can find the scret spots that are
    hard to find.
    Use Blast Shield for maps that are high risk for noob tubers and claymores.
    Claymores are great for protecting back entrances for sniper classes.
    Weapons Analysis: Attachments: (WAA)
    Attachments are an important factor when deciding what classes should be
    customized and for what purpose. They can be used to extend the sight range,
    reduce recoil and silence weapons.
    Red Dot Sight: (RDS)
    The most common attachment used throughout all the modern warfare games. It
    is known to be a precision sight attachment, but doesn't offer much zoom.
    ACOG Sight:
    2x zoom feature, used by people as an upgrade from RDS. Offers good accuracy.
    The best ACOG sights are in Black ops and MW2. Cod4 ACOG was a disgrace if
    you ask me. Could barely hit anything. It is better in this game than COD4,
    but I don't like the Red line on it. Up to preference really. I choose a
    different reticule when I can for it.
    Holographic Sight:
    Same as RDS really except the frame of the sight is thicker and the reticule
    is slightly bigger giving you, sometimes, a better aim.
    Thermal Sight:
    Used to show enemies in white. Can be countered with Cold-blooded. When using
    this with snipers. I find it to be quite awesome. In MW2 you can do
    quick shots by taking a breath and quickly shooting and killing your target.
    Really good for stealth classes. Makes you invisible on radar when firing
    and also reduces the amount of light that comes from the end of your gun
    when you fire it. Also, this is a myth, it is still unproven with hard
    evidence, but the silencer can also reduce the recoil on the gun.
    Doesn't do it for weapons other than automatic weapons, but from my
    experience, it does reduce recoil slightly.
    Heartbeat Sensor:
    Finds close-by enemies who are not shielded by Cold-blooded and displays them
    in red on like a small radar that is attached to your gun. Friendlies are in
    Grenade Launcher: (Noob Tube)
    Overpowered in this game. A direct impact (hits enemy, but doesn't explode)
    will always result in a OHKO. Attaches to the underside of you weapon.
    Can be detonated 3 feet from the enemy and still kill them if they don't have
    blast shield active.
    Shotgun: (Masterkey)
    A low powered shotgun attachment that is fitted to the underside of your
    gun. It has more range than any of the primary shotguns, but isn't recommended
    when you have better attachments out there.
    Used by Shotguns and LMG's to reduce the recoil of the weapons by using your
    left hand to hold a grip rather than resting it in your left hand. The stats
    will show more accuracy being added to the weapon. This is because less
    recoil = more accuracy.
    Rapid Fire:
    Increases the weapons RoF. Adds more recoil to the weapon, making already high
    recoil weapons virtually rubbish.
    Extended Mags:
    This will increase the amount of ammo you have in your clip. and will, as
    a result of that, also increase your spare ammo capacity slightly. LMG ammo
    clip is doubled when using this attachment. Everything else adds half a
    full clip. Example. The ACR holds 30 bullets. Now with extended mags,
    it holds 45. LMG's will now have 200 in the clip. This removes the need
    to reload as often with LMG's effectively.
    Tactical Knife:
    This is just an attachment for pistols, but it increases your knife melee
    speed by 3-4 times the normal rate. The melee speed increase, however, is
    only active when you have the pistol swapped out with this attachment on.
    For pistols and machine pistols, SMG's along with the ranger and model 1887. 
    You can now dual-wield your weapon. This, however, will lower the accuracy
    rating, remove the ability to ADS, but will double the firepower of the held
    weapon. Use only for point blank to very close range because the bullets will
    go everywhere. Steady aim is a must with this attachment.
    Full Metal Jacket (FMJ):
    Increases the amount of damage bullets do when firing through weak materials.
    Don't think this increases your overall damage because it doesn't. Just
    through weak materials. Your guns bullets will now also be red instead of
    Attachment Strategies: (AS)
    Don't use ACOG on Snipers as the sway cannot be stopped by holding your breath
    as you can't hold breath with ACOG. The M21 EBR can be used with the ACOG and
    Silencer to become a semi-automatic short to medium range rifle.
    Definitely use the grip on all LMG's and also definitely use this on the AA-12
    shotgun as the recoil is very high here. The other shotguns can manage
    without if you want to attach extended mags.
    Use the Rapid Fire attachment on low recoil weapons with low RoF. Can be used
    on the UMP45, but only if you can handle it.
    When it is unlocked, use the thermal attachment for snipers. This
    attachment is awesome on the Intervention and the Barrett.
    The silencer is good for almost all maps except wasteland unless you are a
    run and gun person. Don't use this on shotguns though if you can help it as
    this will lower the already short range that they have.
    If you want accuracy, go with RDS. If you want a bit more range, go with ACOG
    and if you are having trouble finding enemies with other sights, use thermal
    to see the enemy in white.
    Grenades shot from launchers need to travel a minimum distance to explode,
    but when they do, it results in a OHKO. The grenade doesn't even have to
    explode at the enemies feet. It can explode within a 3 feet radius and
    still kill someone without blast shield. The shotgun attachment is weaker
    than this though and requires 2-3 shots to kill an enemy, but does have the
    largest range of all the shotguns.
    Don't use heartbeat sensors a lot. I don't. Reason being, most people use
    Ninja anyway. So it doesn't work. Also the temptation is there to keep
    looking at that rather than where you're targets might be coming from.
    Can help get kills and warn you about campers, but can also get you killed.
    I wouldn't recommend that you use the akimbo attachment on pistols because
    pistols are inaccurate  unless ADS'ing. So further reducing the hip-fire
    accuracy and remove the ability to ADS, isn't good. For pistols, using the
    tactical knife attachment would be better as this guarantees you'll win in
    a knife-to-knife situation or very close range situation. I still wouldn't
    recommend that machine pistols are akimbo'd, but because of their RoF and
    decent starting accuracy, then they may be ok. Definitely use steady aim to
    help out if you do.
    Weapons Analysis: Perks: (WAP)
    Perks are special abilities that soldiers in CoD multiplayer can use to boost
    they're performance. There are 3 tiers of perk and you can choose one from
    each tier to utilize. I have chosen to call these perks, weapons because they
    are a type of weapon and the name fits better into my FAQ. When you unlock the
    pro version of a perk, it will give you an added feature. It does not replace
    the regular features. The format for perks will be:
    Name of perk:
    Regular: Description
    Pro: Description
    Tier 1: (Blue):
    Regular: Unlimited sprint duration.
    Pro: Lets you climb obstacles and ladders quicker
    Use this on close range weapons to be able to shift quickly from one place to
    another. The perk is great on any map. Whether it be a big map where you want
    to get to the other side quickly or whether it be a small map where you have
    just killed an enemy and want to escape or get in a better position before
    reinforcements arrive.
    Sleight of Hand:
    Regular: Increase weapon Reload speed by about 50%
    Pro: Increase ADS speed by about 50%
    Use for weapons which have slow reload times like the striker
    (which has a 12 round mag) and is also a good perk to use, when you get the
    pro version, for weapons with slow ADS times or for quickscoping with snipers.
    Regular: Acquire ammunition by walking over dead bodies. Friend or foe.
    Pro: Start with full ammunition.
    Good for low ammo weapons. Definitely use this with the AA-12 shotgun. It is
    also very handy for machine pistols and other high RoF weapons. But is a is
    also good for the high killcount folk so they don't run out of ammo as most
    primary weapons, without scavenger, will do 5-6 kills and then empty.
    Secondary shotguns can get about 20 kills if you are accurate enough and
    machine pistols will get about 3-4 kills. So scavenger is necessary for
    the high killstreak guys.
    Regular: Have two attachments on your primary.
    Pro: Have two attachments on your secondary
    This perk allows you to have the attachment you want and another attachment
    to help you out. when you unlock the pro version, your secondaries are also
    given the same treatment. Very good for snipers who want thermal and FMJ
    or good for shotgunners using the AA-12 to have grip and extended mags and is
    also common with LMGs
    One Man Army (OMA):
    Regular: Replaces secondary and allows you to change class at anytime.
    Pro: Speeds up how fast you change classes
    Good perk to have if you're a primary weapon devil, but it does deprive you
    of a secondary weapon. The regular version takes 5 seconds to change classes
    and the pro version takes 3. With this, it can also be used to resupply
    yourself with ammo for the same class. If you die and don't change your class
    in the menu, the class you used with OMA will come back regardless of what
    you're carrying before you die.
    Tier 2: (Red)
    Stopping Power:
    Regular: Bullets do more damage against enemies
    Pro: Do more bullet damage against aircraft.
    Good for weapons with low damage and even most weapons with high damage. The
    multiplier for stopping power is x1.4 whatever your current weapon damage is.
    E.g. The ACR does 30 damage per bullet requiring 4 bullets to kill. With
    stopping power, the ACR now does 42 damage, requiring 3 bullets to kill.
    To calculate what 1.4x is on weapond damage. Do the following:
    Find 10% of the weapons damage by taking away the zero
    Then times the number by 4. E.g. 10% of 30 is 3. So its 3 x 4 = 12
    Then add the total of 40% to the current damage. E.g. 30 + 12 = 42
    Then Count how many of the new damage it will take to reach 100
    Thats how many bulletes it will take to kill the target at normal range if all
    bullets hit.
    Regular: Move faster
    Pro Weapons are ready-to-fire faster after sprinting.
    Most common to us e this perk in conjunction with Marathon and Ninja or steady
    aim. Most commonly, shotgunners will use this to move faster around the map
    and to aim quicker after sprinting with shotguns and SMGs. Really nice perk
    to have with the UMP45 and M1014.
    Regular: Killstreaks require 1 less kill to complete.
    Pro: Deathstreaks require 1 less death to complete.
    If you're having trouble
    getting the killstreaks you want or if you want to go for slightly better
    options then choose this perk. Most people I've seen don't use this anyway.
    The assault package people can usually get their required kills without this.
    Regular: Undetectable by UAV, thermal sentries and air support.
    Pro: No red crosshairs or name when targeted.
    Really good perk for stealth classes and aerial Classes. The pro version
    comes in useful for snipers trying to target you from long range and also
    for hardcore game modes where there is restricted HUD. If your going
    stealthy or shooting down planes, then this is a must perk.
    Danger Close:
    Regular: Increases explosive damage that you deal.
    Pro: Increases air support damage.
    Gives you a boost to all explosives you carry including grenades, claymores,
    noob tubes and rockets. A must if using explosive classes to take out the
    enemy. Works well with weapons like the ACR and the M4A1 which have good
    ironsights. You could use bling and a attach a grenade launcher and a silencer.
    The pro version only makes already overpowered air support even more deadly.
    A predator missiles explosive force will almost double and the ash cloud it
    creates is huge.
    Tier 3: (Yellow)
    Regular: Increased melee distance.
    Pro: No fall damage
    This is one of those perks designed for clumsy people who fall out of
    buildings a lot and also for people who love to run and knife people.
    Commando is so over used in MW2 its unbelievable. No wonder people
    don't die when jumping off 60 ft cliffs to get to enemies at the bottom.
    Steady Aim:
    Regular: Increase hip-fire accuracy
    Pro: Hold breath longer
    Both the pro and regular versions are just as useful as the other. Shotguns
    and SMG's will greatly benefit from the regular version as they are CQC
    weapons. When you unlock the pro version however, you can then use this on
    snipers to hold breath longer and get that important shot im.
    Regular: jams enemy radar in short range
    Pro: Delay claymores if you are quick enough to escape the blast radius.
    As usual, the pro version is sometimes better than the regular version as
    you can sneak up on sniper points, delay their trip explosives and kill
    that far range no-gooder. Using the regular version has its uses too though
    as it comes in handy for jamming enemy radar. However, this will make
    players frantically search that small area for you. so laying your own
    claymore to protect your back will work great here.
    Regular: Invisible to heartbeat sensors.
    Pro: Footsteps are silent
    Use this in your stealth class too as your footseps will be silent to anyone
    not using sitrep pro. The regular version is okay, making you invisible to
    heartbeat sensors. Use this on non stealth classes too and sneak up onb the
    enemy and knife the goon in the back.
    Regular: See enemy explosives and tactical insertions in red through walls.
    Pro: Hear enemy footsteps louder.
    The regular version here is actually more useful than the pro version. It is
    rather useful in this game for detecting all thoose claymores, but is difficult
    to unlock the pro version. Use this in a class definitely to shoot and destroy
    enemy equipment and trip-activated explosives. The pro version works really
    well and cancels out enemy Ninja Pro within close distance.
    Last Stand:
    Regular: Pull out pistol before dying whilst lying on your back.
    Pro: Use your primary weapon and equipment.
    I don't use this often. I fell that the only time you should use it, is if you
    are the type who wants to cling onto life with everything you have and don't
    wanna let go. This perk serves no logical purpose in a fast-paced MMO and
    should not be used.
    Weapons Analysis: Deathstreaks: (WAD)
    I kind of find the concept of this very lame, because your rewarding players
    for dying here. However, as this is a part of the game, I have included it
    in my guide. For Deathstreaks to become active. You must get the amount of
    deaths in a row indicated. You will also get the deathstreaks everytime,
    until you get a kill, after it has become activated.
    4D: Copycat: Steal the class of the last person that killed you during killcam.
    3D: Painkiller: You have double health for 10 seconds after respawn.
    4D: Martyrdom: Drop a live frag grenade with a 2.5 second timer when you die.
    4D: Final stand: Lay on your back when shot and get back up if you recover.
    Copycat lets you steal the weapon class of the enemy that killed you last
    until you die. This includes everything in the class. Painkiller gives your
    health a boost when you first start off to give you some extra time to mind
    your surroundings, martyrdom is self explanatory and final stand is like last
    chance only you can get back up if you recover 100% health and you can also
    use your primary and secondary weapons.
    Weapons Analysis: Killstreaks: (WAKS)
    Killstreeaks are when you get kills in a row. When you reach a certain number
    of kills in a row, you can use a reward. You must have selected to use te
    desired killstreak in order to activate it however. You can slect up to 3
    killstreaks to have set up so when you reach their desired killstreak level,
    you canactivate it via the right D-pad button.
    A spy drone designed to seek out enemy locations and mark those locations
    with red dots on your mini-radar.
    Counter UAV:
    Opposite of UAV. This will jam your radar with static even if a UAV is up.
    Is more strategic to use it just as an enemy UAV goes up to negate its
    Care Package:
    A fast helicopter delivers a crate containing a random reward or an ammo
    refill. I found the following list on a site, but I don't know if these
    rates are accurate or not, but they look legitimate. You can't recieve
    another care package, emergency airdrop or tactical nuke from a care package.
    14.78% - Ammo
    14.78% - UAV
    13.04% - Counter-UAV
    10.43% - Sentry Gun
    10.43% - Predator Missile
    9.57% - Precision Airstrike
    6.09% - Harrier Strike
    6.09% - Attack Helicopter
    4.35% - Pave Low
    4.35% - Stealth Bomber
    2.61% - Chopper Gunner
    2.61% - AC-130
    0.87% - EMP
    This is the site that had the above rates:
    Sentry Gun:
    Automated sentry turret that will detect ank fire at any enemies in its line of
    sight. Cold-blooded will stop the sentry from firing at an enemy.
    Predator Missile:
    remotely guide an air-to-surface missile towards enemies. Enemies will have
    red markers around them so you can spot them unless they're using
    Precision Airstrike:
    Choose the direction and location you want an overhead carpet bombing to
    obliterate. Will make 3 passes.
    Harrier Airstrioke:
    A two-pass carpet bombing accompanied by an overhead harrier. Does not have a
    flare, but only a stiinger missile or RPG rocket will destroy it in one hit.
    AT4 rocket will just damage it by about 50-60%
    Attack Helicopter:
    Send in a helicopter to shoot at enemy ground targets.
    Emergency Airdrop:
    A big aeroplane comes in and drops care packages to the team.
    http://www.themodernwarfare2.com/mw2/multiplayer/killstreaks/ also gave rate
    for this airdrop. The emergency airdrop will drop 4 crates. EMP's also cannot
    be collected from this airdrop.
    12% - Ammo
    12% - UAV
    16% - Counter-UAV
    16% - Sentry Gun
    14% - Predator Missile
    10% - Precision Airstrike
    5% - Harrier Strike
    5% - Attack Helicopter
    3% - Pave Low
    3% - Stealth Bomber
    2% - Chopper Gunner
    2% - AC-130 
    A heavily armoured attack helicopter with an armour-piecing machine gun will
    be sent it to protect and serve your country against enemy forces. Fires at
    more targets than attack helicopter does and does more damage too.
    Stealth Bomber:
    A slow Carpet bomb that drops more bombs than the precision airstrike and is
    invisible on enemy radar. Launchers also cannot lock onto this.
    Chopper Gunner:
    Control the gunner of a helicopter to shoot ground targets for 40 seconds.
    Comes with one flare
    Fire 105mm rockets, 40mm grenades and a 25mm cannon at enemies. Can be shot
    down, but it has 2-3 flares and requires you to have a fast reload (SoH)
    in order to get a missile in there before it releases its next flare. Better
    way is to have two people shooting missiles. The first shot goes up, then
    half a second after the flares have been fired,t he second one shoots their
    Disables mini-radar and HUD, RDS, Holographic, Thermal and Heartbeat sensors
    for 60 seconds and destroys sentries and active enemy air support. will also
    disable any other helicopters you personally have put up before releasing EMP.
    Tactical Nuke:
    Nuke the entire land after getting a massive 25 kills in a row. Ends the game
    at the point when it explodes and kills everybody. If you explode it when your
    team is losing, you will complete a challenge and get an extra callsign.
    Q and A section (QA):
    1. What are the best weapons to use throught the game?
    A. Depends on your playstyle really. But you shouldn't go wrong with:
    ACR (Definitely reccommend)
    UMP45 (Definitely reccomend)
    Intervention or Barrett .50cal
    M93 Raffica
    2. ACR Vs. UMP45
    A. Difficult one compare, but alot of people do so I put this one here. They
    both are recoless weapons in this game. The UMP45 offers more speed because
    it is an SMG. But both weapons, I would say, belong in a players arsenal.
    Don't make yourself badly because you are trying to decide between the two.
    The UMp45 comes in more handy for the shorter maps whilst the ACR becomes
    more adept at the medium-far range maps as you can AR snipe very well with
    then ACR and very quickly too. However, they are both suitable for all maps.
    Also, neither of them require SoH so that frees them up for something like
    3. Intervention Vs. Barrett .50cal
    A. It does depend what you feel more cofortable with. Semi-auto or Bolt-action.
    However, i will say this, the intervention appears to get more hitmarkers and
    OHKO shots than the Barrett when i have used both. Now. Thermal sight on these
    guns is a win/lose situations. Intervention being win and Barret being lose.
    Thermal is really good with the Intervention and is the reccomended No 1
    attachment choice for it. Howver on the Barrett, thermal seems to do terrible,
    but that might just have been the way I was shooting them. They are both
    unlocked at Level 4, so pick one and stick with it is what i say.
    4. M16 Vs. Famas
    A. This is a common dilema for a lot of players. So I am am gonna make the
    comparison simple. M16 is just as accurate as the Famas abut has a slightly
    slower ADS speed than the Famas, but also less recoil (although there is
    very little between them both). The M16 does really require a RDS or ACOG,
    but becomes alot better for it as well. The Famas doesn't need a sight
    attachment and is very good at silenced kills.
    5. This guy won't die and I shot like 30 bullets into him....
    A. Sometimes it happens. Factors for this include your connectivity status
    to the servers, Treyarch's connectivity issues, the opponent maybe cheating,
    might just be a glitched character who left the game and hasn't dissapeared
    off the map yet or it could just be the simplest one that your not hitting him.
    6 (continued from 8). You dissing my shooting?
    A. I was merely pointing out that the simplest solutions are suually right undr
    our noses and we cant see it.
    7. What do you think about the (Specify Weapon)
    A. Check the weapon descriptions for a brief opinion and also check questions
    above this one for some common comparisons which also include opinions.
    8 (Continued from 10). But I can't be bothered...
    A. Then why are you looking at game guides if you can't be bothered reading
    them. Go to a game forum, post a question, check the replies and then take
    it or leave it.
    9. Who are you to be saying what is good and what is not good hey? I think
    your guide is lousy.
    A. A few things there that I will comment on. For a start, dont read it then.
    Next, I happen to be a 5th Prestige player with about 30 months experience
    behind me. Next if you are commenting on bad opinions or information, please
    email me with your alterations or suggestions and I will look into them.
    10. What is the difference between recoil and sway?
    A. Recoil is the amont of kick that your weapon gives after firing. Sway is
    basically the way your weapons sways from side to side. Sway will usually
    occur on Snipers in this game when ADS'ing, but there are some other weapons
    that also have it, but have les than snipers. On the other hand, alot of
    weapons have recoil to some degree. Although their are some weapons with
    neither recoil or sway. Finally. Most people refer to sway when ADS'ing but
    for shotguns, hipfire sway is very important for obvious reasons.

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