BLACK OPS MULTIPLAYER GUIDE by Jay Maier (Wizardian 20) Table of Contents= Version History Copyright Information Credit Contact Information Introduction Combat Controls Tactical Advantages Campaign/Combat Training Split screen Class Creation Cosmetics Typical Classes Kill streaks Tips & Tricks Version History- Version 0.900 was published Sunday, September 18, 2011 -Original Version 0.901 was published Tuesday, September 20, 2011 -Copyright Information Changed and Spelling Errors Fixed Copyright Information- This guide, as of this moment, has been written solely for posting and use on www.GameFAQs.com, www.neoseeker.com, and www.supercheats.com. It is not to be reproduced under any circumstances, and for any reason other than personal use. It may not be posted on any other website without my expressed permission beforehand. Permission can be acquired by contacting me via the below information. Use of this guide on any other website or display of it on any publicly viewed items is strictly prohibited and a violation of copyright laws. All trademarks and copyrights held in this document are owned by their Respective trademark and copyright holders. Copyright 2011 Jay Maier Credit- Me- I wrote the guide solely off of my memory of the game. In fact, when writing the guide I did not have internet access or even access to the game itself. It's pretty sad that I play this game so much that I remember details this specific... Contact Information- My email is firstname.lastname@example.org If anyone would like to e-mail me if they have any suggestions for revisions of the guide or criticism in general, (constructive or not, I love hearing people so immature they feel the need to impose on my typically positive disposition towards the general public) that is fine. I would like to say that I would be happy to let people use my guide for any purpose, even for making a personal profit, assuming they contact me first. I would not even ask for a percentage of the profit. By this I mean you can benefit entirely off my labor, by just simply asking. Introduction- Welcome to my Black Ops Multiplayer Guide. I hope it helps you raise that precious Kill to Death ratio everyone is always talking about. As I can't assume you all already have mastered the basics of this game, I will cover them in the next section. What I WILL ASSUME, however, is that you can look at the two other existing Multiplayer Guides on Gamefaqs.com, and find out the basic statistics of guns and such. I don't feel it necessary to rewrite what everyone else already has. If you can't tell, this is the first guide/FAQ I have ever written and I apologize in advance if it is Sub-Par. Combat Controls- A- Jump B- Crouch/Go Prone/Dive X- Use/Pick Up Weapons Y- Switch Weapons Up Directional Button- Use Equipment Right Directional Button- Use Kill streak Down Directional Button- Not Used Left Directional Button- Not Used Left Analog Stick- Move Character Press In Left Analog Stick- Sprint Right Analog Stick- Aim Crosshairs Press In Right Analog Stick- Melee Left Bumper- Tactical Grenade Right Bumper- Lethal Grenade Right Trigger- Fire Weapon Left Trigger- Aim Down Sight *Select- Scoreboard *Start- Map/Grid/Contracts/Start Menu *For the longest time I hadn't used these wonderful assets in Black Ops. I figured the Scoreboard just showed you everyone's stats, and the Start Menu just let you change your options and quit a match. Actually, the Select button can tell you which teammates of yours, and which opponents are still alive. It can also tell you how much time is left in the match, among other things. The Start Menu also shows the entire map, divided into several grids, and lettered and numbered for easy communication with allies. This is extremely useful with the glorious spy-plane, as you can camp momentarily quickly find where a cluster of opponents are, and wreak havoc on your unsuspecting adversaries. Plus, you can also check your contracts in-progress, which is useful. Tactical Advantages- Call of Duty is a war game, and just like in real war, everyone uses what they can to their advantage. I'm not saying you should go spend $300 on a headset, or get an amazing new HD 90 inch TV, but whatever fits your budget you should use. Headsets of any kind are an amazing advantage, especially if they are surround-sound. The same with TV's with which you can distinguish a black blob from an enemy, from more then two feet away. Again, use what you can, but don't go overboard. One final note is that a fast connection on Black Ops is a glorious privilege, but is not essential. It's quite expensive, and I've seen quite a few amazing players use the 'lag' to their ADVANTAGE. Aha, just try to get used to it, and it'll seem less and less apparent as you play the game more and more. Campaign/Combat Training- Honestly, playing against unintelligent AI enemies is just boring to me. But I must admit, it definitely helped me orient myself with the new game mechanics in comparison to Modern Warfare 2. In summary of this short section, I would say play the Campaign or Combat Training for fun or if you can barely handle aiming down the sight WHILE you shoot. Split screen- This, if at all possible, is a much superior way to practice online play without ruining your up and coming world class KD ratio. Try to get a friend to come over- they don't have to be any good at the game- and just try out all the different guns. Have some fun, and you'll probably end up finding a class or two that you are really good at. It's nice to play someone who can actually think. Class Creation- Class Creation is probably the most fundamental part of a FPS game. People always like varied classes so one uniform or 'ultimate' class rarely suits many people. One recommendation I will make is that before you try to buy every single thing, think about your campaign, combat training, and split screen (pre-online) endeavor. What types of guns worked best for you and fit your playing style? It's always fun to mix it up, but sometimes you will just want to enjoy the taste of a little bloodshed, and you can't really do that with a bad class. One class that I recommend for a beginner is as follows: Primary:MP5k/FAMAS (Silencer) Secondary:Makarov (Extended Mag) Equipment:Claymore Lethal:Frag* Tactical:Willy Pete* Perk 1:Lightweight Perk 2:Steady Aim Perk 3:Marathon *I realize that the frag can be quite difficult and frustrating, and the willy-pete seems inferior to almost all the other tactical grenades, but this combination can be quite useful more often then not. The frag you can throw far, cook, and ricochet off things, unlike the semtex. This means if cooked correctly, you can take out quite a few enemies trying to capture an objective, before they even have the chance to run away. The willy pete is basically a smoke grenade, and it can be used to cover an area or objective also. But more importantly, a willy pete can cloud an enemy BETTER then a flash or stun grenade. People typically randomly fire when they are flashed or stunned which can kill you. For whatever reason, the willy pete induces a lesser amount of chaos on the enemy, and the enemy won't bother firing they will just try to run out of the cloud, at which point you mow them down with your gun. Additionally, I like to start with lightweight, steady aim, and marathon because over it seems like that is a fast-paced class that is great for scoping out maps for the first time. I would eventually start using perks like Sleight of Hand, Scavenger, etc. as you progress, as you will quickly learn sprinting is NOT the ideal battle stance for winning any kind of firefight. As you progress I would recommend a class like this: Primary:FAMAS (Silencer) Secondary:Python (Dual-Wield) Equipment:Claymore Lethal:Frag Tactical:Willy Pete/Nova Gas Perk 1:Scavenger Perk 2:Steady Aim (For the Dual-Wield Pythons) Perk 3:Ninja/Tactical Mask Now, the question is why in the heck would you use the Tactical Mask when you have so many better options? Well a good player tends to utilize ALL his advantages, including things that aren't as pivotal as the primary weapon. Personally, I am always throwing a grenade of some sort, unless I see an enemy that I should shoot at. More often then not, a grenade can at least create a diversion so a teammate can kill get a kill. Think team, not yourself, with the exception of free-for-all. Finally, if anyone is interested, here is the class I call 'ultimate': Primary:L96A1 (Variable Zoom) Secondary:Ballistic Knife Equipment:C4 Lethal:Tomahawk Tactical:Decoy Perk 1:Hardline Pro Perk 2:Scout Pro Perk 3:Ninja Pro I would not recommend this class to your average player. I have player various FPS games for a while, and the only thing that is fun for me anymore is using 1-hit-kill extreme accuracy weapons. This is a very difficult class to use, and would ruin your KD if not done properly. Aside from my recommended classes, here are my recommendations for weapon groups, and which specific weapons are dominant in each group. Primary: Sub Machine Guns Best: Ak74u Second Best: MPL Third Best: MP5k Overall: For the players that only play the game to run 'n' gun. The recoil and lack of range make it only worth it to progress in this class up to the MP5k Assault Rifles Best: FAMAS Second BEST: AUG Third Best: Galil Overall: Definitely the most typical primary choice for a good reason. They are very easy to use, but unfortunately in my opinion don't require much skill. Also, everyone is always talking about how cheap or overpowered guns like the FAMAS and the Galil are. I agree. Does that mean you shouldn't use them? No. I've had the most kills done to me by the Galil in-game. I still say it is the third best assault rifle because, in my opinion, it just doesn't suit me. Perhaps the rate of fire is too slow, and the recoil is too high. Maybe I don't like to use what everyone else does, who knows. I would recommend Assault Rifles to all but the veterans looking for a challenge. Light Machine Guns Best: M60 Second Best: RPK Third Best: Stoner Overall: Light Machine guns are dominant in many ways. I think the average player overlooks this weapon group because it is a slow, tactical class. If utilized to the best of their abilities though, this class is still quite enjoyable. My recommendation is that you always walk around the map, like a bad ass. Whenever you are going around a corner of some time, always aim down the sight. As soon as you see any movement, shoot at it with about 10-15 bullets. If it was an enemy, you probably got the kill. If not, you can still continue WITHOUT RELOADING. You must learn to reload only whenever necessary for this class. It takes some getting used to. Also, despite people saying the light machine guns are more accurate when fired in a continuous stream without moving, only half that is true. When you move your accuracy goes way down, so again, take it slow and deliberate. Also, burst tapping the trigger is the most accurate you can be without shooting at least 20 bullets continuously, which you should rarely do anyway. Shotguns Best: SPAS12 Second Best: Olympia Third Best: Stakeout Overall: AVOID. This weapon group is both disappointing and aggravating. Even the best shotgun, the SPAS12, now has a god-awful range, and you can only get a kill with it, before the enemy turns around and kills you, when you are close enough to knife the enemy anyways. The Olympia has a bit of range and power to it, but with only 2 bullets to fire before reloading, you have to be somewhat close and deadly accurate. The HS-10 is by far the worst, and the Stakeout is close behind it. Sniper Rifles Best:L96A1 Second Best: PSG1 Third Best: WA2000 Overall: Not recommended for typical combat, but can be exceptionally fun, especially when all else gets boring. My preference is the L96A1 for this group because it has extremely high damage and is almost always a 1-hit-kill. The PSG1 is also pretty good, but anything lower then the heart takes two shots usually. If you do use the Sniper Rifles, I beg you not to camp in a corner with ghost, scout, and ninja. You can use those perks and try to be stealthy, but try to at least move strategically. Secondary: Pistols Best: Python (Dual-Wield w/Steady Aim) Second Best: Makarov Third Best: CZ7k Overall: As the recommended secondary group, the pistols hold up well. If you have a fast trigger finger, which you get better at over time, try to whip out your pistol instead of reloading in a firefight you couldn't finish. Launchers Best: RPG Second Best: China Lake Third Best: Strela-3 Overall: Only with the right class would I recommend a launcher. They slow you down quite a bit, so tactics are necessary. Many people group them with Light Machine Guns for one slow class, but I would not unless that is your Anti-Air class, which would include a Strela-3. Otherwise, always try to have one weapon slot per class that is fast enough to get away when in danger. The RPG and China Lake are okay for your typical mid-range bombing, but I'd rather use a frag and have a pistol. They are also the only free-fire launchers that are strong enough to one-hit-kill and enemy from more then about three feet away. Specials Best: Ballistic Knife Second Best: Crossbow Overall: These amazing weapons are probably the absolute most difficult to use in the entire game, but when you do, it gives you an amazing feeling. The ballistic knife combined with marathon, lightweight, steady aim, and a submachine gun is amazing for capture the flag and unlocking marathon pro. Grenades & Equipment: Lethal Grenades Best:Frag Second Best:Semtex Third Best:Tomahawk Overall: Explosions make these great, so don't use the tomahawk unless it's just for fun. The frag is cook able, which makes it the best. Tactical Grenades Best:Nova Gas Second Best: Willy Pete Third Best: Decoy Overall: Quite useful, if you tend to forget about them, lob them as soon as you spawn. Once you learn the game physics, they become almost lethal. Equipment Best: Claymore Second Best: C4 Third Best: Motion Sensor Overall: Claymores are amazing, they can cover your back well. Even if you don't get a kill, they warn you when an enemy is coming. C4 is like two more grenades, except you choose when they explode at the cost of range. Good for covering a typically used pathway. Motion sensors are great for immediately, but most people actually forget to look at the map when they are set up, or don't use the information wisely. I've seen people set up a motion sensor in the dumbest places assuming the can see an enemy before the destroy it, but then when the enemy destroys it and go to the last place the motion sensor says the person was, they get murdered. Perks: 1st Best: Scavenger Second Best: Ghost Third Best: Flak-Jacket Overall: Scavenger has always been one of my favorite perks, because I hate having to pick up other people's guns. Flak-Jacket is amazing and highly overpowered so spam that in your classes. You can literally get hit by a bomb while running into a claymore and somehow come out alive. Ghost is better though simply because you can amass a great many kills from surprising people with spy-planes. 2nd Best: Sleight of Hand Second Best: Steady Aim Third Best: Warlord Overall: I would say for the second, or 'red' perk, you should go with what fits your class. This perk is not entirely pivotal for the class unlike say ghost or ninja for a stealth class. But, it is almost a necessity when using dual-wield weapons to have steady aim. I would say sleight of hand combined with dual-mags can make most assault rifles the absolute best guns in the game. You can literally shoot up to seventy bullets (two Galil mags) almost non-stop. Warlord also gives you the ability to use two perks which is extremely helpful for the poor souls that don't want to use an M16 iron sight or even worse, the M14. 3rd Best: Ninja Second Best: Hacker Third Best: Second Chance Overall: For my it seems like the only great perk of this group is ninja for obvious reasons. Hacker is good for the occasional avoidance of an enemy claymore, and second chance can get you maybe one or two kill(s) every so often, but ninja is the best. Cosmetics- Overall- Unless you are rich and have nothing left to buy that you want, avoid cosmetic purchases such as camos or having your clan tag engraved on your gun. It will just distract you from the game, and cause you to waste your money. And for goodness sakes, you can still EASILY be spotted, even if you have all woodland camo and are camping in a bush or near trees. Typical Classes- For each class I will assign a numerical value for how close to the main combat zones you should be. 0 would be at 'Ground Zero' or up close in the fight. 1 would be a sniper going around the edges of the map. Stealth/Ghost: For sneaking around the perimeter of the map. Always use ghost and ninja. A silencer is necessary for a primary, but not always a secondary. (0.90) Rusher: For sprinting around, going for knife kills as much as possible, and always engaging in close combat. A ballistic knife is beneficial, always use a submachine gun primary, and use only what you would on the move. This means use C4 instead of claymores for this type of class. (0-0.10) Sniper: Try to keep a low-profile for the majority of your game time. Also, don't use the typical sniper camping spots, and rotate around spots throughout the map after EVERY SINGLE kill. There is one exception to that rule, if you see more then one target, you may take them both/all out before moving. I like to combine an RPG with this class. I scope out the area, and when a target is moving too quick to snipe, I blow them up. At close range I either go for a knife lunge, or take an attempt at a quick/no scope. (1) Mid-Range Sniper (Sniper with ACOG, M14, M16, etc.): Try to always work your way around the map like a sniper, but moving in and out of the main combat zones to pick off enemies. The most underused part of this class is what I call the error margin. For example when going around a corner, obviously aim down the sight of your gun, but since you don't have the constant rain of bullets to compensate for an enemy coming out of a corner too fast and you not being prepared for it, you must look slightly farther away from the corner you are rounding. It is hard to explain, but basically think about it like this: If an enemy were to fully sprint through the door you are about to go through, how far could he get before you react and start shooting? Your reflexes determine how far away from the corner you have to be. (0.66-0.75) Assault: This is what I would call the typical class, the one you will probably use most often. I would use this as a sort of scouting class for most of your game time. Once you learn the maps well, you can enforce your death policy on anyone that passes through the choke points you are guarding. The one main thing to remember for a class that doesn't have specific parameters for map movement is that you have to constantly watch out for spawning. If you try to be a good teammate and follow the group, you probably don't have to worry much as where ever the group isn't, the enemies will spawn from. But if you go lone wolf, and don't follow a path, you'll always have enemies spawning right behind you. (0-1) Bad Ass (Light Machine Gunners): I would follow the same movement techniques as a Mid-Range Sniper would, except stay a little closer to the main combat zones. This way while all the rushers and assaults terrorize each other you can fire up a good chain kill streak. Personally, whenever I play this class well, I usually get about 5-7 kills from a group in the heat of the battle, and turn around for 1-2 more kills from the Mid-Range Snipers. Then, I either get sniped, or forget to watch my back and start over again. (0.33-0.66) Anti-Air: This is a class that uses the Flak Jacket, Strela-3, etc. The one thing you must remember before trying to take out those pesky chopper gunners, is that the ground enemies can kill you just as quick as the actual chopper gunners. Don't just constantly respawn and immediately try to lock-on to the chopper. Run to an area where you can crouch behind cover, but still stand and have a clear shot at the chopper. While locking on you usually don't have to worry about strenuous aiming, so you can quickly look down lower on your screen then your crosshairs to watch out for ground enemies. Remember to look with your eyes, not your right analog stick. (0.50-1) Slugger/Shotgun Maniac: The shotgun is one of the most strategic and least used weapons in the game. You have two options. Option one is to use the silenced SPAS-12 and just play like a ghost. The other option is to use any other shotgun and run around like a maniac. Don't follow any movement structure, and make sure to avoid open areas. (0.50-0.90 for Ghost, 0.10-0.45 for Maniac) Kill streaks- Kill streaks are an interesting part of Call of Duty, and were definitely not short-changed in Black Ops. They basically reward you for doing well. There are many different types of kill streaks to choose from, but you can only select and use three at any given time. I will describe each kill streak and rate them 1-10. Spy Plane: 3 Kills-6/10- This shows you exactly where the enemies are on the mini-map and the start menu map for a period of time. This is my favorite kill streak, as it costs only three kills, and yet it reveals the enemy positions. Watch out for Ghost- users though. RC-XD: 3 Kills- 2/10- This lets you control an explosive remote control car, and you can usually only get one kill with it. Counter-Spy Plane: 4 Kills-5/10- This completely blocks out the enemy mini-map and start menu map for a period of time. SAM Turret- 4 Kills-4/10- This air-drops a place-able turret that shoots down enemy aircraft. Care Package- 5 Kills-(random)/10- This air-drops a package that can give you ammo or a random kill streak. What is in the package is random, which is why I cannot rate it 1/10. Napalm Strike- 5 Kills-5/10 This opens a map on the screen, and you call in a plane to drop fire over a part of the map. Sentry Gun- 6 Kills-6/10- This air-drops a place-able turret that shoots enemy ground units. Mortar Team- 6 Kills-7/10- This opens a map on the screen, and you choose three areas of the map to bomb. Extremely effective in maps that are open. Attack Helicopter- 7 Kills-7/10- This opens a map on the screen, and you call in a helicopter to shoot ground enemies in a part of the map. Valkyrie Rockets- 7 Kills-3/10- This allows the player to use two remote-controlled rockets. They can usually get the player one to two kills. SR-71 Blackbird- 8 Kills-7/10- This shows exactly where the enemies are on the mini-map and the start menu map for a long period of time. This also cannot be shot down at all, even by a SAM turret. This is my second favorite kill streak, as it is basically an upgraded but harder to acquire version of the Spy Plane. Rolling Thunder- 8 Kills-8/10- This opens a map on the screen, and you call in a plane to drop bombs over a part of the map. Similar to the napalm strike, except with a much deadlier initial strike, at the cost of no lingering effect. *Chopper Gunner- 9 Kills-10/10- This allows the player to control the heavy machine gun mounted on an attack helicopter. Probably the best overall kill streak, but hard to acquire at nine kills. *Attack Dogs- 11 Kills-10/10- This allows the player to call in a pack of attack dogs that kill enemies. Can accumulate a lot of kills, but is just too costly for me. *Gunship- 11 Kills-10/10- This allows the player to completely control an attack helicopter with the heavy machine gun and two additional recharging missiles. The most destructive and deadly kill streak, however unlike the chopper gunner it cannot be combined with attack dogs, making it less popular and less effective. *Once you get to the point where you can accumulate a 9-11 kill streak fairly often, it is recommended to use the chopper gunner and the attack dogs. Individually those kill streaks are inferior to the Gunship, but when combined are much stronger. The only exception is when the player is using the typical Spy Plane, SR-71 Blackbird, Gunship setup for games like headquarters, as to reveal enemies, then again reveal enemies, and then finally be able to defend the objective. TIPS & TRICKS- -When Camping, know all the entry points to your location. If there are two doors to the east side of a room and one to the west, use your claymore on the west side door, and sit in the corner watching the east. After the claymore blows up, MOVE. -Try to limit your sprinting to open areas with good view-lines. Never sprint around corners. -Always aim down the sights when you are going around a corner. If you are pursuing an enemy around a corner, think about the cover around that corner, aim where it would be ahead of time, and strafe sideways. -Start firing slow-starting guns like light machine guns before you start a corner, especially when pursuing an enemy. -Don't dive in a fire-fight. Just go prone. Diving takes too long, even when you are already sprinting. It gives your opponent time to adjust. -Always find cover, and use as much of it as possible. Don't crouch behind a block you can't see around, but also don't stand behind a low desk. -If you get killed by a camper, and absolutely MUST kill him, don't go back to where he/she was, or stand outside his/her location forever thinking about how to get him/her. Chuck a tactical grenade of any kind into the area, move to a new location, chuck a lethal grenade, and immediately set a claymore outside the door. Pop in, then run back out before you get shot. Chances are he/she will follow you out and blow up. Also, then you can counter camp behind cover and kill anything the claymore couldn't. -Don't take cover by a vehicle that is on fire. -If the enemy has a mass-killing kill streak, (Chopper Gunner) take as long as possible to respawn. -When being pursued by an enemy, find cover and wait for them to sprint after you. A claymore is also always a nice touch. -When pursuing an enemy, always be extremely cautious. They probably already know you are following them, so don't worry about stealth, worry about speed and safety along the way. Don't get tunnel vision and chase them right past a whole group of enemies with their backs to you. -When in a close-range firefight with an enemy, always strafe left and right with the occasional crouching movement. If you just stand still, move backwards, or try to turn around and run you will die. Also, wait for them to reload as you are dodging, and then take your chance. It is pretty hard to dodge and shoot when you are jumping and going prone and such. -After getting severely destroyed in any game mode, don't be upset or get angry, as you will ruin your KD. Either wait the game out and watch all your mistakes in the Theater, or quit if you think the opponent is just a hell of a lot better. -Always throw your tactical grenade before your lethal, so you can slow/disorient/confuse your opponent and have a much higher chance of blowing them up. -When you are being pursued by someone and you know you are going to die, pull out your pistol or a decoy grenade, and fire away. Create as much noise as possible, and draw attention to the enemy. Chances are your teammates will catch on or at least see your death marker, and get an avenger kill on your enemy. This lowers the enemy's chance of a kill streak. -Be fearless when going for an objective. What good does it do to you to stand guard near the last bomb in demolition instead of risking your life to go save it? One death is not going to ruin your KD, but it might just save the game, and get you lots of experience. -When your teammates have kill streaks like chopper gunners, try to stay inside buildings, even in core. The enemies will focus on retreating into the buildings, which makes it easy for you to murder them. -Whenever you are almost certainly about to die, remember to use things you normally wouldn't. By this I mean, cook that grenade until you kill yourself. You should have enough time to run near them, and get an afterlife kill. -To learn things about a map, go into system link, and put the movement and sprint speeds on max. This is a fun way to find out the all the places to go in the map. Only then go online and scout a bit to find out the player tendencies of the map. -At long range, remember to burst fire, aim by strafing left and right instead of aiming with the right analog stick, and give up on a target easily. If you think you still have the advantage in a long-range pursuit, which you almost never do, go for them. -When sneaking up on an enemy, don't take all that time to think about what is the best way to kill them. Just get it over with before they run away and possibly lead you to your death. -In open maps, randomly go prone frequently. This severely limits the amount of snipers that can kill you, as most novice snipers can't accommodate well to this tactic. -Be patient. It may seem like players aren't coming anywhere near you, but as soon as you start sprinting towards the main action, boom, an enemy spawns and gets a backstabber kill. -Try to hold the highest ground, but also try to hold the least typical ground. It will probably mean more kills and fewer deaths in the long run. -When pursuing an enemy, throw a bunch of grenades ahead of different paths they could travel. They will naturally try to avoid those paths then, and you can cut them off. It makes it much easier to kill them then. -When placing a claymore, especially in a doorway, don't just place it at an angle so it can't be seen outside the door. Also place it facing AWAY, yes, AWAY from the door, in an area they are going to travel. With lightweight you can surpass a claymore facing toward a door easily. Most of the time though, the enemy will stop once they are immediately through the doorway to shoot at you, at which point the claymore kills them. It's too funny to watch your claymore blow them up as they slowly damage you. -Never assume much from your allies, and never underestimate your enemies. Your allies might have a total advantage on an enemy, but they could screw up the opportunity and the enemy kills them and you. All because you underestimated the enemy and overestimated your allies. Just don't ever disregard an enemy. This also means shoot at an enemy, even if an ally is already in a firefight. You might get a savior kill. -The crossbow can be an exceptionally effective tool when combined with lethal grenades. Shoot a crossbow bolt into a heavily guarded enemy room, and then before reloading toss a grenade. Two simultaneous explosions are much harder to deal with then one. Then switch to your primary before reloading the crossbow and sweep the entrance to the room before going in Rambo style. -The Light Machine Gun combined with Hardened and extended mags can be one of the most amazing combinations you'll ever encounter. You can just hold down the trigger for quite some time through a wall, getting a bunch of hit markers on enemies. While they frantically try to escape, you will have damaged them enough that even a few shots from your trusty pistol are enough to kill them. I have gotten a chopper gunner at least twice from doing this tactic to one or two enemy buildings. -In Objective games, even if you can't see an enemy, shoot an explosive such as the RPG near the enemy objective. You'll be surprised how many multi-kills you can get. Everyone wants the XP of a capture, so they are all standing fairly close. -With a semi-automatic gun, you must learn to rapid-tap your trigger in a close fire fight while NOT aiming down the sights, and only aiming by strafing left and right. It is pretty hard to aim down the sights and compensate for enemy movement with the right analog stick while rapid-tapping the trigger in a close-range fight. This is the same for any non-automatic gun, like the M16.