Hi Everybody. This is a Tips Guide to the online multiplayer portion of Black Ops 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) Shotguns: (SHOT) Sniper Rifles: (SR) Care Package Weapons: (CPW) Weapons Analysis: Secondary Weapons: (WASW) Special: (SPEC) Pistols: (PIST) Launchers: (LAUN) Weapons Analysis: Equipment (WAE) Lethal: (L) Tactical: (T) Equipment: (E) Equipment Strategies: (ES) Weapons Analysis: Attachments: (WAA) Attachment Strategies: (AS) Weapons Analysis: Perks: (WAP) Tier 1: (Blue) Tier 2: (Red) Tier 3: (Green) Weapons Analysis: Killstreaks: (WAKS) Q and A Section (QA) Version History: (VH) 1.00: Created this Black ops multiplayer guide on the different weapons and perks e.t.c in the game. This is going to be similar to my MW2 and MW3 FAQ's and include opinions and analysis, but not specifics that the game will already tell you. 1.01 and 1.02: Added a question section (not FAQ because I am not frequently asked stuff lol) and also made some minor grammatical amd spelling errors correct. I also reviewed the opinions and strategies for the weapons and equipment, so check those for changes too. 1.10: Removed as much information relating to Modern Warfare guns as possible which dariusrj98 from GameFAQs.com kindly pointed out for me and also added an out of ten rating for all weapons and attachments. Also fixed some more minor spelling/grammar. 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 firstname.lastname@example.org In the subject line, please put BlackOps 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 Any contribution emails with usernames not included will not be published or will be published under my own name if they are good tips.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 check the questions section first to see if what you want to ask is located there first. 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: http://www.gamefaqs.com http://www.supercheats.com Currently not accepting any more site requests Now onto Business Custom Loadout Tips: (CLT) 1. If you’re using a stealth class, the perks I recommend would be Ghost Pro and Ninja. Put Marathon or Scavenger on this also for extra sprint or extra ammo. A good weapon for this is the Galil equipped with the silencer whilst the secondary should be the Strela 3. For killstreaks, go with UAV, Counter UAV and Care Package or Napalm strike. 2. If using a sniper class, I'd recommend either the PSG1 for semi-auto dudes or the L96A1 for the bolt-action dudes Infra-red sights are terrible for this game. When it is bought, add the claymore or motion sensor to protect your back or to warn of arriving enemies. Use the CZ75 in semi-auto mode with extended mags. don't use the full auto attachment as this actually reduce the pistols damage per bullet. 3. If you are going for an explosive class, then I would recommend that you use a weapon like the Aug or Commando or even the Enfield or AK47 if you would like that has good iron sights so you can attach a grenade launcher. For your secondary, go with the RPG or China Lake. For perks, you should try using Flak Jacket and Sleight of Hand Pro with either Marathon or Hacker as your third option. 4. If you wish to go with an aerial class, the setup is similar to your stealth class. Ghost is a definite bet, whilst any Green and Red perk will be up to choice. When you have unlocked it, definitely use the Strela 3 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 Tactical Equipment Blue Perk Red Perk Green Perk 1. Aerial Aug + Strela-3 Extended Mag (Primary) N/A Semtex Stun Claymore Ghost Sleight of Hand Tactical Mask Pro 2. Stealth Commando + CZ75 Silencer (Primary) Silencer (Secondary) Semtex Stun Claymore Ghost Pro Sleight of Hand Ninja 3. Sniper (Semi-Auto) PSG1 + CZ75 Variable Zoom (Primary) Extended Mags (Secondary) Semtex Stun Claymore or Motion Sensor Scavenger or Ghost Pro Scout Ninja Pro 4. Sniper (Bolt-Action) L06A1 + CZ75 Variable Zoom (Primary) Extended Mags (Secondary) Semtex Stun Claymore or Motion Sensor Scavenger or Ghost Pro Scout Ninja Pro 5. CQC Spas-12 + Ballistic Knife Silencer Semtex Flashbang Claymore Flak Jacket or Ghost Pro Steady Aim Ninja 6. Gun Runner AK74u + RPG Grip (Primary Weapon) Semtex Flash Claymore Lightweight Pro Steady Aim Marathon 7. AK47 Explosive AK47 + China Lake Grenade launcher (Primary Weapon) Frag Concussion Claymore Hardline Hardened Pro Marathon 8. Enfield BBQ Enfield + Strela 3 Flamethrower (Primary weapon) Semtex Concussion Camera Spike Ghost Pro Sleight of Hand Pro Tactical Mask Pro 9. 3RB Monster M16 + Crossbow Reflex (Primary Weapon) Semtex Flashbang Motion Sensor Scavenger Pro Steady Aim Tactical Mask Pro 10. Double Jeopardy M16 + CZ75 Reflex and Suppressor (Primary Weapon) Suppressor (Secondary Weapon) Frag Concussion Scrambler Ghost Pro Warlord Ninja Weapons Analysis: Primary Weapons: (WAPW) Before I begin, let me explain to you that every weapon class, except specials and launchers, have a special weapon amongst them that is only unlocked after buying every other weapon in the class. So for example. To get the G11, you need to buy all the other AR's. You only have to buy the other weapons however. You do not need to buy attachments and/or use them in a match. To let you know which weapons are the special weapons in the class, I will put in brackets (Special) next to the weapon name, but I will not keep saying "you have to buy every other weapon in this class to unlock it". Also, a new feature introduced in Black ops is the CoD points feature which is in-game currency. This currency buys everything. Perks, weapons, attachments, killstreaks and grenades. It also allows you to purchase any perk at any level after level 4 and any killstreak after level 10 if you have the right amount of money. When a weapon is unlocked, you can buy that weapon and then buy any attachment for it, so you can skip over RDS for a weapon and go straight to ACOG for example. To make some extra money, you can also purchase contracts or enter wager matches. Contracts are daily challenges that can be bought and then completed for a reward. The reward can be eithe CoD points in various amounts or CoD points and XP together in various amounts. However, when you buy a contract and complete it, you will always recive more than what you paid in. But if you don't complete it in the set time limit. you will lose what you paid in. Wager matches are basically a means of gambling. you all pay in so much money (there are low, medium and high buy-in lobbies), but only the top three players will get anything back. Player 1 getting the most, player 2 getting medium and player 3 getting the lowest6 amount back, but your winnings will always be more than you paid in. Everyone else, besides 1, 2 and 3, will get nothing Currency rules are as follows: ($ means CoD points) Weapons usually cost $2000 Attachments range from $250-$3000 Grenades and Equipment will range from $1500-$5000 Regular Perks are $2000. If you want to upgrade to pro when all that perks challenegs are completed, it will cost you a further $3000. Killstreaks range from $1200 to $6000 At the end of the match, you will get 10% of your accumalated XP in CoD points. You will get either $1000 or $2500 everytime you level up. Any contracts you have completed in the match will reward you at the end. Assault Rifles: (AR) M16: 7.5/10 The first of the two, three-round burst AR's in the game. The M16 has alright ironsights, very good damage and is also very accurate. You can place a ACOG on this weapon for longer range combat, but the weapon still excels with an RDS or Reflex. It is a preference choice between this and the G11. Fast reload animation without SoH. Best use Steady Aim on this to help with CQC situations Although warlord also works nicely with Reflex and Suppressor. Enfield: 7/10 I personally really like this weapon. The recoil is quite low, it is very accurate. The iron sights are ok whilst the damage low. Good ADS times and medium reload means SoH isn't a must. M14: 8/10 First of two semi-automatic rifles in the game. Is very accurate, but does have more recoil than the FN FAL, but comes with a Grip Attachment option to compensate. Using Warlord on this with Grip and Reflex really pumps out results. Famas: 9.5/10 This weapon is good and has the same damage as the Enfield per bullet, but the RoF is higher. This holds 30 in a magazine and is now Fully automatic than what it was in MW2. This has a bit more recoil than the Enfield. However, it has great ironsights leaving you to give the weapon extended mags or a grenade launcher. If you can handle the recoil increase over the Enfield then in the hands of the right person, this is better than the Enfield. Has good reload times. If you do attach an RDS or Reflex, it adds a bit more recoil. Galil: 9/10 This weapon has a bit more damage than the Famas, but it has less fire rate. Its ironsights are not great unless you have good eyesight. Its recoil is also quite low. It's kind of a medium I think between the Enfield and the Famas. Has a medium-slow reload animation. But is excellent at suppressed combat situations. Aug: 9/10 This is the brother of the Famas. There is little difference between the two. I find the Aug to have less fire rate, but more accuracy than the famas. It is really a preference between these two. It also has slightly more recoil. FN FAL: 7.9/10 Like the M14, but less recoil so it doesn't have a Grip attachment option. Can take down enemies in 2-3 shots. However, I find the MW2 version better than this. But some other people think the opposite that I know. It is awesome if you have a good trigger finger and a keen eye. Use with ACOG for a better range and maybe use the warlord perk to also have extended mags on. AK47: 10/10 normal 8/10 stealth 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 this game, the iron sights are, I think, a tad better, but sometimes difficult to use partcularly at medium to long range. 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 grenade launcher, SoH and scavenger. Use this over the commando if you are the kill, reload, run kill type. Commando: 7/10 normal 8.5/10 for stealth Has awesome accuracy like the Galil, very good ironsights and becomes even better when used in stealth classes. a lot of people use this gun, and for good reason. It also has very low recoil. I actually think it is an automatic version of the M16, because when they both have sight attachments on, they look like the same weapon, have similar fire rates (not types) and they have the same accuracy rating. So if you want an automatic M16, then go with this. Has slightly lower damage than the AK47, but performs a lot better in stealth situations. If you're going for stealth, use this over the AK47. However, Treblemutha from PSN has stated that the Commando is a variation of the M4. If this helps you at all. G11 (Special AR): 7.7/10 The second 3-round burst weapon in the game. As I have said before, it is a preference between this and the M16. However, the G11 does have an extra 18 bullets (6 volleys) in the mag more than the M16 and as such, has a huge reserve of ammunition even without Scavenger Pro. But due to this, it has a slightly slower, but not too noticeable relaod speed than the M16. If you are accurate and have a keen eye, go with the M16 and only use this if you have trouble hitting your targets. The G11 also only has 2 attachments which are rather lame whereas the M16 has most attachments. The variable zoom does work quite well for holding breath and then firing a headshot volley however. Sub-Machine Guns: (SMG) MP5K: 9/10 Decent starting weapon and second best in the SMG class as far as I'm concerned. 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 AK74u. Skorpion: 5/10 Best damaging SMG in the game. Bad ironsights and a small clip of 20 makes this gun burn bullets quickly and innaccurately. Don't use this unless you get a mad urge to do so as you will die alot. If you do use it, stick to close range and apply scavenger pro, SoH and Ninja. Doesn't need Grip, so you can use extended mags. Has a very small range of about 12M that drops the damage from 50 to 25 and still doesn't have a big range after that. Silencer on this gun just makes it absolutely useless for anything short of point blank range. In my opinion, there should be a machine pistols class in this game too and this should be one of them. MAC 11: 5.5/10 Anybody who played the PS2 game of Scarface: The World is Yours will know how good the MAC 10 was. Well this is the supposed upgrade from that but has a lot of recoil and definetly needs grip and a sight attachment to work well. Has a slow reload time too, so whatever perks you use, you will hit problems with this. This should really be another machine pistol. Needs Warlord. AK74u: 10/10 The best SMG of the game in my opinion. Has manageable recoil, but has a high damage factor and a good rate of fire to defeat all types of foes. It is actually a smaller, lighter and more useful version of the AK47. I think they are probably from the same manufacturer. As i said. useful for most encounters from close to medium range and takes down targets quickly. Attach the grip to make the recoil more manageable, or add a red dot sight to it for longer range battles. Doesn't need SoH, so you could use warlord and attach an RDS and Grip to it. Uzi: 7/10 Another one for the machine pistol class. It meets all the criteria for a machine pistol, but Treyarch aren't as good as Infinity Ward and don't think things through as much. decent ironsights, but a high RoF and bad recoil make this gun very innacurate outside of close range combat. Go carefully with this. It's also not too good at hip fire. PM63: 6.8/10 Decent SMG, but again only has a clip of 20. The ironsights aren't very good and it will run out of mags quickly. However, it is a decent weapon to dual wield as the hip-fire is quite accurate. If you do dual-wield, then apply the steady aim perk. MPL: 7.5/10 A better version than the Uzi. The ironsights can take some getting used to, but it performs rather well in close range combat and sometimes even medium range. I think this should've been the fourth and final machine pistol if there was a class for them, but there you go. Spectre: 8/10 Good ironsights on this thing and a good set of damage make this a common choice after the AK74u for most people. Has a decent reload speed and the recoil is again manageable. Can be a good competitor at medium range too. Kiparis (Special SMG): 8.2/10 This weapon is kind of the same as the spectre, only with clearer ironsights. I wouldn't waste money on buying everything else and then this gun just for better ironsights. Light Machine Guns: (LMG) These guns have slow reload times. so extended mags will lessen the need to reload if you don't have scavenger on. If you are using scavenger, then you WILL need SoH on. However. A combination of Scavenger, Extended, SoH and Marathon does work well. Also, LMG's will do the same damage over the all distances except for the M60 which does 50 damage over 25M and the normal damage of 40 over all other distances. HK21: 7/10 Decent default LMG. Manageable recoil and decent line of sight. Use this if you want to, but I prefer the Stoner63 in this class. RPK: (pretty much the same as the RPD) 9/10 Good, but was better in MW2. Good ironsights, high damage and medium fire rate equals one big killing machine. LMG's are so under used and it's a shame. This can mow down enemies with minor problems. M60: 9.5/10 Awesome. This may have the slowest RoF, but it has the best damage rating and has terrific ironsights. It's too bad that there's no rapid fire attachment for this like there is in the MW3 version. It would be even more deadly then. Can be used with just the grip, SOH and scavenger. Stoner63 (Special LMG): 8.5/10 Best LMG in my opinion if you can manage the recoil. Good damage base makes this a formidable opponent to face in mid range combat. Has slowish reload times without SoH, but feels more like an assault rifle than an LMG 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. I know shotguns don't have sights in this game, but this just explains it for noobs out there. This way they can also use it as transferable knowledge to other games. Olympia: 8/10 The double-barrelled shotgun of the game. If you have scavenger, SoH and ninja on this, then taking down targets can be easier than you may think. Has low recoil and can take enemies down in 1-2 accurate shots. However, it doesn't need SoH to be effective, but putting Steady Aim on here makes this shotty more destructive. Stakeout: 7/10 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. However, because this is a fast paced game, most of the time, you will be dead before you have pumped your next shot as it usually only takes targets down in one shot that have already been weakened. Spas-12: 7.5/10 normal 7/10 stealth In my opinion, has great damage and manageable recoil. Most people I see with shotguns use this and a lot of them use the silencer with it for stealth kills. I would advise against using the silencer attachment unless you are good at not being spotted until it's too late because shotguns already have limited range, so why limit it even more. Although some people have said that adding the silencer doesnt give it any range drop off at all. (Weird lol) HS10 (Special Shotgun): 7/10 normal 8.5/10 Dual-Wielded Would rather use the Spas for close range than this when just holding the one. However, this weapon is great when dual-wielded. apply steady aim, lightweight and marathon and just run into camp spots and kill the camping noobs right where they crouch. Sniper Rifles: (SR) Dragunov: 6/10 Like the Dragunov in MW3 and CoD 4. Not a bad sniper, but not good either. Most people actually find this difficult to use as the crosshairs are different than normal snipers when aiming down sight. Where the bullet will go is actually at the top of the triangle, not in the middle of it. Has low recoil, however and the crosshairs won't jump around as much as the others. There is also less sway on this. WA2000: 8/10 Slightly slimmer than the MW2 version, but is less acurate and has more recoil and sway than the MW2 version. Basically, this is just an upgrade to the Dragunov. But I have found it gets alot more hitmarkers than the dragunov. Extended mag is best on this as Variable seems to just add more sway and take longer to re-centre your aim. L96A1: 8.5/10 Usually a OHKO, but sometimes misses and then you will be dead in medium range if you are spotted whilst you pump the next shot in. PSG1 (Special Sniper): 9/10 Same as the L96A1 only this is semi-auto, so it can make follow-up shots easier. Best sniper for semi-automatic fans and is the most commonly used sniper in the game next to the L96A1. Care Package Weapons: (CPW) Didn't know where to put these, so I put them in the Primary weapons section. These are unique weapons in that they can only be obtained randomly from a care package and can't be picked up from dead enemies and also can't have their ammo resupplied from ammo care packages and scavenger. Once you have shot these once, you have to be willing to fire the rest without switching to your regular weapons as you will then lose the ability to use these weapons. So be sure you will use all the bullets/rockets before you select it. Death Machine: 10/10 A minigun that you can fire from the ground. Has a large magazine and takes about 3 bullets to kill an enemy. Has the slowest mobility rating, leaving your character horribly sluggish. Is actually the same minigun that the chopper gunner has. Holding the aim button before engaging an enemy, will actually speed up the weapon, because the barrel is then already spinning. Grim Reaper: 10/10 aircraft 9/10 infantry A very accurate rocket launcher when free-fired, but can also lock onto enemy aircraft. Has a 4-rocket mag and another 4 spare rockets (I think, could be 8 spare). Very deadly and will kill infantry in one shot. Excels more at aerial combat for taking down everything in the air due to having so many rockets. A well timed Grim Reaper delivery can turn the tables on your opponent. Weapons Analysis: Secondary Weapons: (WASW) Specials: (SPEC) Ballistic Knife: 8.5/10 Good alternative to regular knife melee as it strikes the target faster, but can also be launched at nearby enemies for an instant-kill if it makes contact with any flesh. Good for fast moving classes, but is better (in my opinion) as a melee weapon, rather than a projectile weapon. Crossobow: 8/10 Not as good as it is in campaign as you don't have a sniper sight attachment available but it will always fire out semtex-like darts that stick to enemies and objects and then explode. Stuck darts will actually kill a flak jacket foe. Has a good ironsight, but the darts will arc over long distances noticeably. Use these with scavenger pro and use it in objective game modes to break up or obliterate groups of enemies. Pistols: (PIST) ASP: 5/10 Starting pistol of the game. requires 4-7 shots to kill someone. Decent accuracy and lowish recoil. M1911: 6/10 Basically an ASP but with more damage and accuracy. Less power than it had in CoD4, but sim ilar sized clip. Will kill in about 4-6 shots. Makarov: 7.5/10 Upgraded M1911. Has more power, range and accuracy than it's predecessor, but still rather weak. Will kill in about 3-5 shots Python: 8/10 Has a high damage and recoil factor, but has less accuracy than the Makarov unless you attach the snub-nose attachment. Has medium semi-auto RoF and will kill in 2-3 shots. Has another unique attachment called the speed reloader which is also really handy. Is also the onbly pistol; to have an ACOG attachment option. CZ75 (Special Pistol): 9/10 Has the damage of a Makarov, but has faster semi-auto RoF to kill enemies quicker and more effectively. Silencer is good on this gun as it already has a decent starting range. Has a unique attachment which makes it an automatic pistol. Good for sniper classes. Don't underestimate this weapon, but at the same time, don't over-use it. Besides the fact that it doesn't do to well in point blank and long range, if someone starts getting good with a particular gun, some noob will shout OVERPOWERED! and then treyarch will nerf it. Launchers: (LAUN) M72 LAW: 8/10 infantry 9/10 air 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 an OK launcher to use for explosive classes. This has slightly better line of sight control than an RPG, but it isn't as good as the MW2 AT4-HS RPG: 6.5/10 Has two free-fire rockets and once fired, it can then shoot of in any direction or swerve in any direction at any given time. Not very accuracy, 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. Strela 3: 10/10 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. China Lake: 9/10 40mm grenade launcher that has to be reloaded every two shots. has good range, but has to be shot over a certain distance to explode. It also has to be pumped slowly after each shot and contrary to what some others think, Sleight of Hand does not help the speed of the pump. Weapons Analysis: Equipment: (WAE) Lethal: (L) 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. Tomahawk: Kill an enemy, pick it back up. Hard to use. One hit kill. Tactical: (T) Flashbang: Blinds enemies. Larger radius than Concussion. Concussion: Blinds and slows enemies. Smaller radius than Flashbang. Willy Pete: Used to conceal movement. Use Infra-red to counter it. Nova Gas: Grenades that disorient and damage enemies over a period of time. Decoy: lets out gun-fire noises and displays red radar dots Equipment: Camera Spike: Deployable that shows you a strategic area on a small screen. C4: A pair of explosives which can be set off with a detonator. Tactical Insertion: Deployable which lets you choose where to respawn next. Jammer: Deployable device used to mess up nearby enemy equipment and radar Motion Sensor: Deployable that shows enemies in a small radius. Claymore: Motion sensitive landmine that explodes when movement is detected. 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 Black Ops as there is so much action going on, it will be barely any use. Unless you can find the secret spots that are hard to find. Using a jammer can be more tactical than you may think. When most enemies start losing radar in one area, they will frantically search the surrounding area for you. If you position this in a spot and train your sniper on that area, this tactic can net you a good few kills extra. Claymores are great for protecting back entrances for sniper classes. As these weapons can be used alongside lethal grenade types, thy can be and are used on evry other class too for protecting entrances to the houses in Nuketown, for defending the high-point bridge in WMD and for protecting objectives. Use motion sensor in a position where you are sniping to alert you to enemies trying to flank or ambush you. 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. In Black Ops, there ra few rules for using attachments. i only know a few, so if anyone else knows any, please email them to me. Extended mags and Dual mags cannot be used together You cannot have two sight attachments on one gun You cannot have a second attachement when using Grenade launcher, Masterkey or flamethrower. Now, onto business. Red Dot Sight: 8/10 The most common attachment used throughout all the Call of Duty games. It is known to be a precision sight attachment, but doesn't offer much zoom. Reticule and lens can be customized. Reflex Sight: 7.9/10 Similar to RDS. Is up to user preference. Reticule and lens can be customized. ACOG Sight: 7.5/10 2x zoom feature, used by people as an upgrade from RDS. Offers good accuracy. The best ACOG sights was in MW2. Black Ops ACOG is still really good and is second best except the Enfields ACOG. Cod4 ACOG was a disgrace if you ask me. Could barely hit anything. Infra-red: 6/10 Used to show enemies in white. When using this with snipers. I find it to be OK, but there are better attachments. Modern Warfare 2's thermal is much better than this rubbish. Even on anything but snipers. MW2 Thermal is better. Low-Power Scope: 1/10 For the G11 only. This sight has a lot of sway on it and isn't very accurate for that reason. Can't hold breath with it. Variable Zoom: 9/10 For snipers and the G11. Has 3 zoom levels. close, medium and Far. Good with the PSG1 and the L96A1. Suprisingly it is good with the G11 too. Suppressor: 10/10 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. Grenade Launcher: 9/10 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 next to the enemy and still kill them if they don't have flak jacket on. Masterkey: 7/10 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. kills in about 2-4 shots. Flamethrower: 8/10 BBQ's your target, but it takes quite a while to do so. Grenade Launcher is way better. Grip: 9/10 Used by a lot of weapons to reduce the recoil of the weapons by using your left hand to hold a grip rather than resting the gun in your left hand. The stats will show more accuracy being added to the weapon. This is because less recoil = more accuracy. Rapid Fire: 7/10 Increases the weapons RoF. Adds more recoil to the weapon, making already high recoil weapons virtually rubbish. Use only on low RoF and low recoil weapons. Extended Mags: 8/10 This will increase the amount of ammo you have in your clip. and will, as a result of that, sometimes will also increase your spare ammo capacity. Usually will add half a mags worth of ammo to the mag to give it a 1.5x boost. Dual Mags: 8/10 Tapes a mag to the side of you gun, enabling a faster reload. This works on every odd number of relaods. 1,3,5,7,9 e.t.c. Dual Wield: 6/10 normal 9/10 HS10 For pistols HS10 some SMG's and pistols. You can now dual-wield your weapon. This, however, will lower the accuracy rating and 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. Upgraded Iron Sights: 4/10 Does what it says on the tin, but doesn't do it very well. Barely notice the difference, but is extremely cheap at $250. (I make that in 2 minutes of playing lol) Snub Nose: 6/10 For the Python only. Increase the accuracy, but lowers damage by cutting the long barrel off the gun. Speed Reloader: 9/10 For the Python only again. Allows the magnum bullets to be all reloaded at once rather than individually. Full Auto Upgrade: 7/10 For the CZ75 only. Turns the pistol automatic, but at the expense of some damage per bullet. 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. Good weapons to use it on are the M14 and the M16. Definitely use the grip the M60, the Stakeout, the M14 and the AK74u. Use the Rapid Fire attachment on low recoil weapons with low RoF. Don't use infra-red for anything unless you want bad karma. However, if you do uise it. Don't use it in snowy areas as white and blue don't mix well. The suppressor is good for almost all maps except WMD and Array 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 infra-red to see the enemy in white, but don't recommend IR. 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 next to them and still kill someone without Flak Jacket. 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. The flamethrower is good at BBQ, but takes too long to do so in my opinion. I wouldn't recommend that you use the dual-wield 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 Extended Mag attachment would be better as this makes it more likely to win at close range situation. I still wouldn't recommend that anything is dual-wielded, except the HS10 which is awesome when dual-wielded. Speed Reloader is the best for the python. Snub-nose is only effective at improving the hip-fire accuracy and shows no difference in ADS accuracy. 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 and buy 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 Strategy/Opinion: Tier 1: (Blue): Lightweight: Regular: Move faster Pro: No fall damage. Strategy: Most common to use this perk in conjunction with marathon, ninja or steady aim. Most commonly, shotgunners will use this to move faster around the map and to protect them from damage when falling off cliffs and out of high windows. Really nice perk to have. But doesnt add as much speed boost as it did in MW2. Scavenger: Regular: Gain ammunition by walking over dead bodies. Friend or foe. Also replenish lethal grenades. Pro: Start with full ammunition and replenish tactical grenades. Strategy: Good for low ammo weapons. Definitely use this with the HS10 Dual-Weild. It is also very handy for 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. Shotguns can get about 20 kills if you are accurate/lucky enough. So scavenger is necessary for the high killstreak guys. Ghost: Regular: Undetectable by UAV. Pro: Undetectable by all forms of air support, turrets and infra-red. Also, no red crosshairs or name when targeted. Strategy: Really good perk for stealth classes and aerial Classes. The pro version comes in useful for snipers trying to target you from long range with IR 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. Hardline: Regular: Killstreaks require 1 less kill to complete. Pro: Change the contents of a care package. Strategy: 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 pro vcersion is actually very useful however. You can also change a teammates care package contents before he finishes opening it to give him something different. Only works however with the care package and not turret packages or valkarie packages. You used to be able to do that from all care poackage types, but that got patched quite early on. (I think around 1.05) Flak Jacket: Regular: Increases resistance to explosive damage Pro: Can't be hurt by fire (Napalms or flamethower) and safely toss back Frags. Strategy: Very good for the beginning of matches when everyone is spamming grenades. Also very good for small, confined maps where objective modes are being played as people will spamm grenades at objectives too. pro version pretty much makes you invulnerable to Napalm Strikes then both from the explosive factor and then the fire it leaves behind. (Not sure whether the initial explosion will kill you or not. If someone knows, please email me). Tier 2: (Red) Hardened: Regular: Increased weapon damage through wood, plaster and sheet metal. Pro: More bullet damage vs. air support and turrets and flinch less when shot. Strategy: Good for shooting through walls, but means your weapon won't have faster reload or better hip-fire accuracy. The pro version is like the focus proficiency in MW3. It allows you to stay on target better when being shot at. So it is good in firefights. Scout: Regular: Hold breath longer Pro: Switch weapons faster. 50% increase. Strategy: The regular version is really only for snipers and the G11. However, the pro version can be sued for a lot of different weapon classes that have slow switch times, like snipers, LMG's and even AR's if you are the impatient type. It also has a strategic element for snipers however, because if an enemy is sneaking up on you, you can then quickly switch to your pistol or special weapon and have a better chance of killing them. Steady Aim: Regular: Increase hip-fire accuracy Pro: Aim faster after sprinting and also recover faster from knife lunges. Strategy: 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 have weapons ready-to shoot faster and your knife attacks won't take as long. Use the pro version along with the ballistic knife for melee, and you should be able to knife extremely quickly. Sleight of Hand: Regular: Increase weapon Reload speed by about 50% Pro: Increase ADS speed by about 50% Strategy: Use for weapons which have slow reload times like the LMG's and is also a good perk to use, when you get the pro version, for weapons with slow ADS times. Kind of a great perk for all other classes too. Warlord: Regular: Have two attachments on your primary. Pro: Respawn with one extra lethal and tactical grenade except Willy Pete. Strategy: This perk allows you to have the attachment you want and another attachment to help you out. when you unlock the pro version, it doesn't help you out that much except for the very beginning of the match when every starts spamming grenades, you can now spam 2 lethal and 3 tactical. Tier 3: (Green) Tactical Mask: Regular: Protects you from Nova Gas Pro: Reduces the effects of tactical grenades and also reveals stunned or flashed enemies position to you. Strategy: The pro version is better than the regular version as not many people use nova gas, but a lot of people use stun and flash grenades on people. As for revealing the position of flashed and stunned enemies, I doubt it makes much gameplay difference as play is so fast as it is, who cares whether enemies show up on radar for a few seconds longer. Most Black ops people i know don't even use the radar as a tool unless they're using killstreaks. Marathon: Regular: Extra sprint duration. Pro: Unlimited sprint duration. Strategy: 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. Ninja: Regular: Footsteps are silent Pro: You are completely silent and you hear enemies louder. Strategy: Use this in your stealth class too as your footseps will be silent to anyone not using Ninja pro. The regular version is great, making you walk silently. Use this on non stealth classes too and sneak up on the enemy and knife the goon in the back. Second Chance: Regular: Pull out pistol before dying whilst lying on your back. Pro: Survive longer and teammates can now revive you. Strategy: 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. Hacker: Regular: See enemy explosives, equipment and turrets in red through walls. Pro: Invisible to motion sensors, able to booby trap enemy care packages and turn enemy equipment and turrets to your side. Strategy: 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 too, but is hardly used by anyone. Shame really. 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. Spy plane: A spy drone designed to seek out enemy locations and mark those locations with red dots on your mini-radar. Has to refresh the information given. RC-XD: A remote controlled, explodable mini car. Can be used to access areas of buildings that would take you a while to get to and is a good way to clear out buildings and also defend objectives from multiple attackers whilst keeping your character safe from harm in an unkown location. Counter Spy Plane: Opposite of spy plane. This will jam your radar with static even if a spy plane is up. Is more strategic to use it just as an enemy spy plane goes up to negate its effect. SAM Turret: A deployable that is flown in via helicopter for you. It can be placed somewhere and will then fire surface-to-air missiles to destroy any enemy killstreaks in its line of sight. No need for launchers if you have this. Care Package: A helicopter delivers a crate containing a random reward or an ammo refill. You can't recieve another care package however. You can also obtain the Grim Reaper and the Death Machine from this. Naplam Strike: A fast moving aircraft drops a line of Napalm on the ground where you designated which will explode when impacting the ground and then leave a trail of deadly fire for about 12 seconds afterwards. Only Flak Jacket Pro can counter the flames left behind. If you're not wearing one when you touch the flames, you will die. Sentry Gun: Automated sentry turret that will detect and fire at any enemies in its line of sight. Mortar Team: Select three locations and two mortars will be dropped at each of those locations. Has a biggish explosive range in every direction (even up), but there is better killstreaks to choose. Attack Helicopter: Send in a helicopter to shoot at enemy ground targets. Valkarie Rockets: Manually guide two launchable rockets towards enemies. Very difficult to control, but have a large blast radius and can kill multiple enemies at once. Blackbird: Like the spy plane, only this will also show the direction the enemy are facing and will show enemiy movements in real-time. Nothing can counter this and also cannot be shot down. 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. Much improved since MW2 and is easier to spot and kill enemies. The helicopter will also fly in a circle around the perimeter of the map, uunlke in MW2 where it would fly anywhere at any given time. Attack Dogs: Send in four dogs to hunt down and kill the enemy. If a dog goes down, then four more will appear. However, only a maximum of 8 dogs from one killstreak will appear. Gunship: Is the attack helicopter, but you control its movements and when and where it fires. You can use rockets and an unlimited 12mm nose cannon. Rockets hold two in the chamber and need to be reloaded. 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: AK74u M16 Galil AK47 Commando Olympia PSG1 (Semi-Auto) CZ75 Strela 3 China Lake 2. AK47 Vs. Ak74u A. Difficult one. They both have their uses and both do really well at close to medium range. AK74u is lighter however and has a bit more recoil, but it comes with a Grip to compensate. 3. Famas Vs. Aug A. Again, really great both weapons. I see both weapons used alot on the battlefield. But I would say the Aug is slightly better with no sight attachments on than the famas, and has a bit more recoil than the famas too. 4. WA2000 Vs. PSG1 A. No real contest here as the PSG1 wins in every area. But I put this down as a comparison because I see alot of people using the WA2000 over the PSG1. What the WA2000 does offer over the PSG1 howver is less recoil and less sway meaning the crosshairs can be re-centred quicker than the PSG1, but the PSG1 usually is a OHKO whereas the WA2000 is usually a 2HKO. 5. M16 Vs. G11 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 G11 and has about 6 times the amount of attachment options that the G11 does. The benefit of the G11 is a bigger clip and spare ammo reserve without Scavenger. Both darn near the same reload speed. 6. MP5K Vs. AK74u A. Both have their uses. AK74u usually performs better, but sometimes the MP5K can outshine the AK74u in the right situation. MP5K has slightly faster reload speed and fires slightly slower giving you more time to adjust your aim before the mag runs out 7. AK47 Vs. Commando A. Again. Both powerful. Both fit well in a wide variety of situations. Both have a reasonable reload speed which doesnt require SoH. However, the AK47 is more for the run and gun type whilst the Commando suits suppressed situations better as the AK47 seems to do rather poorly with Suppressor on. 8. This guy won't die and I shot like 30 bullets into him.... A> Sometimes it happens. Factors for this include you 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 of the map yet or it could just be the simplest one that your not hitting him. 9 (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. 10. 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. 11 (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. 12. 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 14th Prestige player with about 17 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.