Class of the Week: Week #4

Name: Hardliner 2.0

Primary Weapon: UMP w/ Silencer

Secondary Weapon: PP2000 w/ Silencer

Equipment: Claymore

Special Grenade: 2x Stun Grenade

Perk 1: Sleight of Hand Pro

Perk 2: Hardline Pro

Perk 3: Sitrep

Death Streak: Pain Killer

Overview: I wasn’t overly pleased with how the previous Hardliner class turned out, so I messed around a bit with it, and came up with a different setup. Without further ado:

The UMP is, in my opinion, the best SMG. Period. It has a great rate of fire, controllable recoil, decent damage, and a quick reload time. The SMG’s in general are much weaker than their Call of Duty 4 counter parts, mainly because of the much larger maps seen in Modern Warfare 2. That being said, you can use the UMP at long distances (using Stopping Power and either the red dot sight, holographic sight, or FMJ), but this setup isn’t good for long range shooting. The UMP with a silencer is unmatched in close quarter combat, and can still manage a kill here and there at mid to long ranges (using the burst fire method), but you will get a majority of your kills in the close range category.

Now the secondary is a tough selection. I normally don’t prefer automatic pistols, but to keep the ‘hidden’ aspects of the class consistent, I figured a silenced shotgun would be useless, and a silenced hand gun would be inferior without stopping power, so I went with the best fully automatic machine pistol: the PP2000. This is no comparison to the UMP with a silencer, which can kill 2-3 enemies with a single clip, where as the PP2000 can get 1, maybe 2 if you’re lucky. The whole point of using this as your secondary is to get you that 1 or 2 kills you need to get your next kill streak. Other than when you’re out of ammo in your UMP (and haven’t had a chance to pick up a new weapon), there’s really no need to use your secondary in this class.

Perk 1: Sleight of Hand Pro. I use sleight of hand with this setup for 2 reasons. First off, because not having stopping power hinders you when you go against enemies who ARE using stopping power, then you need every advantage possible, and being able to aim down the sights quicker is really helpful. Secondly, being able to reload extra fast is extremely important when using the UMP without stopping power.

Perk 2: Hardline Pro. Once again, it’s the whole point of this class. Using Hardline makes getting kill streaks easier. So if you want to go for nukes, or even just AC130’s/Chopper Gunners, you can run Predator Missile / Harrier / AC130, or Harrier / AC130 / Nuke (for all you nuke lovers). Going with the 5/7/11 setup means you get your Predator Missile in 4 kills, which is extremely easy. That being said, I would wait at least until you get your Harrier before you call in your Predator Missile. If you do this, then you are already at least at 6 kills, and your harrier will get anywhere from 1-4, and sometimes more, which could automatically bring you your AC130, but if it doesn’t, then you have your Predator Missile to get that last kill needed.

Perk 3: Sitrep. I don’t have Sitrep Pro yet, which is why I did not put that. Also, I never really used this perk much until recently, and then I fell in love with it. Because this class is a big flanking style class, being able to see where the enemy has placed their claymores or C4 can really help not only avoid being killed by it, but also help detect where the enemy is hiding. Also, although I have yet to access this ability, but the Pro upgrade makes your enemies foot steps louder, which I guess is a good thing… Not that it matters when you can hear your own foot steps (unless you can actually hear people using Ninja, which would be amazing).

How to Play: Try to avoid the middle of the map. This is a better flanking class. If you do decide to run through the middle, try to use buildings and/or as much cover as possible. Look for random red things (aka enemy explosives); this alerts you to where the enemy is located. Don’t give away your position by blowing their claymores or C4 up though.. They will be more complacent if you sneak past their feeble defense and attack them by surprise.

Suggested Game Modes: TDM, Headquarters, Domination, CTF, Demolition, Sabotage.



  • Good for getting quick kill streaks
  • Good short range, flanking class
  • Strong even without stopping power


  • Poor performance in open, long range areas
  • High ammo usage, with no ability to get more

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


4 Responses to Class of the Week: Week #4

  1. Leon says:

    Gee! You write so much, my site is shit compared to yours 😀

    Best Class For.

  2. HcnarSivart says:

    This site is better than mine. ( I personally prefer the Uzi, but the ump is my second fav :).

  3. CoolDude909 says:

    hot damn, this site is good! great job, keep the reviews up! what is your gamertag I wanna play with you sometime, your’re good!

  4. Heh, thanks for the interest in my site! My Gamertag is “C IR Y IP T I C”, so hit me up with a friend request, and we can play some games.

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