Class of the Week: Week #2

February 27, 2010

Name: Mobile Sniper

Primary Weapon: M21 w/ ACOG

Secondary Weapon: USP .45 w/ Akimbo

Equipment: Claymore

Special Grenade: 2x Stun Grenade

Perk 1: Sleight of Hand Pro

Perk 2: Stopping Power Pro

Perk 3: Ninja Pro

Death Streak: Pain Killer

Overview: I actually came across this class by mistake really. For my next Class of the Week, I wanted to do something with a sniper rifle. I first used a Silenced M21, but I was usually going even with that. Then I unlocked the ACOG and only used it to complete the challenge for the Thermal, but I ended up going 70-10 or something one Demolition game with the Akimbo USP’s and M21 w/ ACOG, and I thought that this needed to be a Class of the Week class. Any who, time for my overview.

Selecting the appropriate sniper for a mobile sniper class wasn’t too difficult. Since it was going to be ‘mobile’, I figured the only bolt action sniper wouldn’t be sufficient, so the intervention was eliminated. Next was the Barrett .50 Cal, which I think has too much kick to be an efficient mobile sniper rifle, although it is the most powerful semi automatic sniper rifle. Lastly it came down to the WA2000 vs the M21 EBR. I selected the M21 EBR because it might have a slightly lower damage and an equal fire rate, but quite frankly, it looks better with an ACOG than the WA2000 does. Also, by the time you unlock the M21 EBR, you should already have Pro for all 3 of the perks used in this class, and getting the akimbo USP .45’s is just a matter of using them for a little while.

Secondly, I chose the akimbo USP .45’s for a couple of reasons. First off, the Hand Guns are probably the most underrated secondary weapons in the game. Next, I chose akimbo because it can dish out twice the amount of damage in the same amount of time a single USP .45 can, plus, it has a decent sized clip so you can take down 2-3 people without reloading, and even if you need to reload, using Sleight of Hand Pro makes you reload uber quick to get you back in the fight. Also, the akimbo USP .45’s are pretty accurate for not being able to aim down the sight. Lastly, akimbo USP .45’s look uber sexy.

For Perk 1, I chose Sleight of Hand Pro for 2 reasons: (1) To reload my weapons quicker. Plain and simple. (2) The Pro upgrade allows you to aim down your sights quicker, which is good when using the M21 EBR because the majority of your fire fights and shooting will occur in short – medium range, and because you will be using a semi automatic sniper rifle and will be going up against assault rifles and SMG’s, so you’ll need all the advantages you can take.

Now for Perk 2. I chose Stopping Power Pro because while it will take 2 shots with the M21 regardless of whether or not you have Stopping Power, I feel more comfortable with it than without it, especially with the USP .45’s, which need the added damage boost. Plus, with Stopping Power, the M21 can take down enemies in 1 shot, which won’t happen (excluding head shots) without it. But if you wanted to use something other than stopping power, then I would recommend using Hard Line or Light Weight.

Lastly is Perk 3, which again I use Ninja Pro, and once again I use it to keep myself off of my enemies Heartbeat sensors, and to silence my foot steps. There’s not much really else to say about Ninja Pro. I use it so I don’t hear myself and so I can hear my enemy more easily.

Now, I consider this a flanking style class rather than a head on attacking class, because if you decide to take on the enemy head on, yeah you’ll probably take down one person, maybe even 2, but you’ll be lucky to ever get a 3+ kill streak going. As you will see in the video, I spend much of the match running along the sides/edges looking for solo players to take down. This class is made for taking people on 1v1 anywhere from short-long ranges (usually just short-medium, but you can get the long range snipes with the ACOG). Furthermore, I find this class is much better suited for objective based games rather than team death match games because most players focus on the objective when playing, and tend to ignore the rest of the game, which makes it easier to flank them and take them out, where as in TDM, the whole point of the game mode is to eliminate the enemy, so your enemy is going to be searching for you, and focusing on you rather than an objective.

Suggested Game Modes: Domination, Demolition, CFT.

Video:

Pros:

  • Good for any range
  • Quick to reload/aim down sights
  • Agile, speedy class
  • Good in 1v1 fire fights

Cons:

  • Weak against multiple enemies at once

If you have any questions, comments or suggestions, feel free to leave a comment. Thank You.

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Class of the Week: Week #1

February 23, 2010

Name: I ❤ Nub Tube

Primary Weapon: Scar-H w/ Grenade Launcher

Secondary Weapon: None

Equipment: Claymore

Special Grenade: 2x Stun Grenade

Perk 1: One Man Army Pro

Perk 2: Danger Close Pro

Perk 3: Ninja Pro

Death Streak: Pain Killer

Overview: Alright, to begin the overview, I wanted to start with the primary weapon and attachment for it. The assault rifles are the only type of weapons that can use the M203 Grenade Launcher, thus I had a limited choice of weapons to use with this class. I chose the Scar-H for a number of reasons: (1) In my opinion, it is the strongest AR bullet-for-bullet, even without using Stopping Power; (2) The iron sights on the Scar-H are probably the best iron sights of any of the AR’s; (3) It’s good for long range ‘sniping’ as well as close quarter combat; (4) Lastly, the grenade launcher is a great attachment that can defend or attack an objective and easily destroy the enemy team. The main problem with the Scar-H is it’s small clip size, but I have a quick and easy solution for that:

One Man Army Pro (OMA). OMA lets you change classes any time while in combat. This takes about 5 seconds and leaves you completely vulnerable. You can’t switch to your main weapon, knife or use equipment while using OMA. That’s where OMA Pro comes into play. OMA Pro cuts down the time it takes to switch classes in half, from 5 seconds to roughly 2 1/2 seconds. This comes in handy when in a fire fight and you need ‘quick’ ammo. The point in using OMA Pro is that you can switch to the same class (ironic huh?) over and over again, and basically start with a full combat load that you would normally start with when respawning. I chose this over Scavenger Pro because that requires you to go out and find a dead body, where as OMA Pro allows you to resupply any where and any time. Note: OMA also takes up your secondary weapon spot.

Next is Danger Close Pro. Danger Close increase ALL explosive weapon damage, whether it be grenades, claymores, C4 , grenade launchers or rocket launchers. This is the entire reason for using grenade launchers on the Scar-H. Those grenades will do about 50% more damage than normal. The best part about Danger Close is it’s Pro upgrade: Air support does more damage. So now whenever you get your Harrier or Pavelow, or whatever it may be, you can rely on them to get you the much needed kills to get that next Kill Streak. This is especially good for AC 130’s, which normally takes anywhere from 2-3 automatic 45mm rounds and the 1- 105mm shot, but can now take them down easily in 1-2 45mm rounds shots and the 105mm shot has a bigger explosion. This helps prevent the enemy from shooting down your air support, and helps your team win.

Lastly is the Green Perk: Ninja Pro. The main reason I use this is for the silent footsteps, which is the Pro upgrade. I hate hearing myself walk. Ninja by itself prevents the enemy from spotting you with the Heart Beat Sensor, which is one of the most disheartening ways to die. I can’t count the number of times I’ve seen people rely 110% on their heart beat sensor, when all it takes is a little ninja to kill you.

That’s about it for the main class. I don’t really need to say much about the Death Streak…but I find that I get most frustrated when I get spawn killed over and over again, so that’s why I use Pain Killer, which gives you about 3x the normal health you would have. Also, my preferred Kill Streak setup is: Harrier, Chopper Gunner, Nuke. I feel like this is one of the best classes for getting a nuke, but if you’re not into nuking people, it’s really easy to get 5 kills to receive a Predator Missile, so you could go with: Predator Missile, Harrier, Chopper Gunner.

Suggested Game Modes: TDM, Domination, Demolition, CFT, Sabotage, and Free For All.

Video:

Sorry about the ending of the video. The host quit and it disconnected us.

Pros:

  • Great for long kill streaks
  • Useful in almost every game mode
  • Good for any level of skill
  • Doesn’t require high level to attain

Cons:

  • You WILL be called a noob

If you have any questions, comments or suggestions, feel free to leave a comment. Thank You.


Blog is Now Up!

February 22, 2010

February 22, 2010: A date that will live in infamy! Well maybe not infamy, but today is the first day that MW2 Unique Classes will be online. This is a little project of mine to try and help other MW2 gamers expand their views on certain weapons/ perks/ equipment/ etc.

What I will be doing is each week (usually on the weekends), I will post a “Class of the Week”, where I will post a unique class that I’ve come up with and go into great detail about each part of the class, from the primary weapon’s attachments to the death perk, and every thing in between. I will also try and post a short clip, probably 3-5 minutes, of game play using that specific class to show it’s strengths and weaknesses.

Along with my “Class of the Week”, I will also sporadicly upload posts about specific weapons, maps, game modes, perks, etc. Here I will go into great detail on that specific thing and on that specific thing only. Usually these will show up randomly during the week when I have a little off time from work. Here I will include challenges, stats, sniping locations, or whatever.

I should be able to get my first Custom Class up later today or early tomorrow. Please be sure to check back soon to see if I’ve updated the site.

Have any suggestions or questions? Leave a comment!