Class of the Week: Week #6

August 4, 2010

Well I have finally finished another Custom Class. This is actually week number 20 or something, but that’s besides the point.

Name: Silent but Deadly

Primary Weapon: Scar-H w/ Silencer and Extended Mags

Secondary Weapon: M1014 w/ Silencer and Extended Mags

Equipment: Semtex

Special Grenade: 2x Stun Grenade

Perk 1: Bling Pro

Perk 2: Stopping Power Pro

Perk 3: Sitrep Pro

Death Streak: Final Stand

Overview:

The Scar-H is probably one of the best Assault Rifles in the game. It has one of the best, if not the best, iron sights in the game, which is why I have no need for any other type of sight for this class. The one downside is the extremely small magazine size (20 rounds). That is why I chose to use the Extended Mags attachment. Because of this, I then had to use Bling to get the silencer, where as if you use any other Assault Rifle, you wouldn’t need the Extended Mags. However, I have found that the Scar-H is even more deadly with a larger magazine size due to the fact that you don’t have to reload in the middle of a fire fight. I then added the Silencer because (a) you don’t need any sight other than the iron sights, and (b) the silencer allows you to remain off the radar whenever you fire, which can give you the element of surprise in many situations. On top of that, the Scar-H is deadly at any range, from close to medium to long.

Now, while the Scar-H is good at any range, I feel like it’s weakest range is close range. That is why I chose to use a shotgun, and I chose the M1014. Although I did say to use Extended Mags as one of the attachments, you’ll notice in the video that I don’t have that on. This is due to the fact that I haven’t unlocked it yet, but I would use it with this class if I had. Any who, I chose the M1014 because it’s a semi-automatic shotgun, so you don’t have to pump after each shot (like the Spas and the Models). Also, I feel like the M1014 is the best out of the rest of the shotguns when having a silencer attached. I chose the silencer to continue along the lines of anti-radar detection. Plus, while the silencer will decrease the range of the M1014, using Stopping Power will bring the range back up, so you don’t really lose anything because of the silencer. As for using Extended Mags, in theory it would allow you to take on multiple enemies at once, which would normally be difficult to do with the M1014’s small clip size (4 rounds).

Perk 1: Bling (Pro). Bling lets you use 2 attachments on your primary weapon (and the Pro upgrade lets you use 2 attachments on your secondary weapon). This is extremely important for the Scar-H because I want the ability to have a normal attachment, i.e. the silencer, but I also want the same clip size as all the other Assault Rifles. Thus, Bling is the perfect perk. Other perks I would use with the Scar-H are Sleight of Hand and Scavenger.

Perk 2: Stopping Power (Pro). Stopping Power is very important for this class because both weapons used have silencers, which decrease the max effective range of the weapons. Stopping Power increases their range. The Pro upgrade allows you to do more damage to air support, but this isn’t needed for this class because you won’t really be taking down any air support.

Perk 3: Sitrep (Pro). This is the bread and butter of this class. I have never unlocked Sitrep Pro before, and now that I have, I don’t think I’ll be prestiging any time soon. Normal Sitrep allows you to see enemy equipment, i.e. claymores, C4, tac-inserts, and grenades, through any surface. This is extremely helpful when assaulting a position or detecting where the enemy is hiding. The Pro upgrade increases the sound of enemy foot steps. This is also very helpful when you’re holding down a position, and you have the ability to hear where the enemy is coming from when you normally couldn’t hear them. This is probably the best combination of Normal and Pro perks in the game.

How to Play: You can use this class as an assault class or as a defensive class. Try to avoid the middle of the map, and pick off enemies from afar with the Scar-H. Only use the M1014 when you need to because the range leaves a lot to be desired. Use your semtex and/or stun grenades to take out enemy equipment if you can’t shoot it through a wall.

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

Video:

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 #5

April 19, 2010

Name: Hidden Sniper

Primary Weapon: Barrett .50 Cal w/ FMJ and Heartbeat Sensor

Secondary Weapon: PP2000 w/ Silencer and Extended Mags

Equipment: Claymore

Special Grenade: 2x Stun Grenade

Perk 1: Bling

Perk 2: Cold Blooded

Perk 3: Ninja

Death Streak: Pain Killer

Overview: It’s been a while since my last Custom Class, but I have finally put together another one. This one was based off of the Default Sniper Class (Recon Sniper), but with a couple changes.

I chose the Barrett .50 Cal because I feel like it gets the most 1 hit kills (including FMJ) without Stopping Power. Both the M21 EBR and the WA2000 are weaker, and the Intervention is a Bolt Action. That means the Barrett .50 Cal can get 2 hits in before the Intervention, but which has the same Damage amount, but can deal more 1 hit kills than both the M21 EBR and the WA2000. I use FMJ because the extra bullet damage is key to long range 1 hit kills, and I chose the Heartbeat sensor because I’ve noticed in pub matches that not a lot of people use Ninja (except in SnD). That means you will be able to tell when enemies are approaching you, and you can pull out your secondary to take them out. Otherwise you can drop them from far away with the Barrett.

Next comes the PP2000. I chose this because I have found it to be the best fully automatic machine pistol. The Raffica is a great weapon, but I personally feel like in the situations where you will actually need your secondary, I’d rather have the fully automatic capabilities of the PP2000. As for the G18 or the TMP, the TMP has too small of a clip to begin with, and the G18’s are too weak at longer distances.

Perk 1: Bling (Pro). Bling lets you use 2 attachments on your primary weapon (and the Pro upgrade lets you use 2 attachments on your secondary weapon). Now typically, about 97% of the people who use sniper rifles use Sleight of Hand Pro for the faster ADS (Aim Down Sights), but in all reality, you don’t need that split second advantage when you use this class because you won’t be doing any quick scoping. Thus I really see no need in using Sleight of Hand, and having the Heartbeat sensor PLUS FMJ is a huge bonus. And you don’t really need the Pro upgrade with Bling where as there’s no point in using the non-Pro Sleight of Hand with a sniper class.

Perk 2: Cold Blooded (Pro). I chose Cold Blooded for my sniper class because I feel like the bonuses from this perk out weigh the bonus of having Stopping Power. I would have to say a vast majority of the people who snipe use Stopping Power because they feel insecure without it. This is where you can determine a “real” sniper versus a wannabe sniper. People who can play well without Stopping Power are, in my opinion, better players. Any who, I digress. Cold Blooded prevents you from being seen my enemy UAV, Thermal, and enemy Air Support. This means those random Harrier’s and Predator Missiles won’t know where you are, which means you won’t have to move from your amazing sniping spot when they are called in. On top of that, the Pro upgrade stops your name from showing up red on the enemies HUD when they hover over you. While this isn’t a huge advantage, but I can’t count the number of times I was sitting somewhere, and a random enemy happens to walk by and randomly scans over me and my name pops up, giving my position away. The only downside to Cold Blooded Pro is actually achieving it. You have destroy 40 enemy air support while using Cold Blooded to complete the challenge. That isn’t overly difficult, but it’s a little more time consuming than most of the other perks.

Perk 3: Ninja (Pro). As usual, I chose Ninja Pro to go along with the stealthy style of this class. Not being able to be seen by Heartbeat sensors means people won’t know where you’re hiding, and having dead silence will let you sneak up on people who wonder past you. There’s nothing really else to say about that.

How to Play: Try and stay to the rear of your team. Position yourself where you have a large view of an area. Don’t stay in one place too long, there will be revenge killers after a while. Use your single Claymore as best as you can, it could save your life.

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

Video:

Pros:

  • Good for building up medium sized kill streaks
  • Great support sniper class
  • Strong even without stopping power

Cons:

  • Low ammo supply. Use sparingly.
  • Poor performance on small maps.

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


Class of the Week: Week #4

March 13, 2010

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.

Video:

Pros:

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

Cons:

  • 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.


Class of the Week: Week #3

March 7, 2010

Name: Hardliner

Primary Weapon: M16 w/ Silencer

Secondary Weapon: Thumper

Equipment: Claymore

Special Grenade: 2x Stun Grenade

Perk 1: Scavenger Pro

Perk 2: Hardline Pro

Perk 3: Ninja Pro

Death Streak: Pain Killer

Overview: I’m going to jump straight into my overview (as in no introduction.. heh).

The M16 wasn’t necessarily my first choice for my primary, but I didn’t really feel like using the Tar-21 or Scar-H, and the M16 is one the the better long range weapons without stopping power because of it’s 3 round burst versus the fully automatic seen in the rest of the Assault Rifles (excluding the Famas). That being said, the M16 can still kill in 1 burst without the aid from stopping power, which is critical when going against enemies who do use stopping power. The only problem is, is the silencer reduces the range on which the M16 can do it’s max damage. Most people think the silencers reduce the damage, but they don’t, they reduce the range at which you can dish out your max damage, which gives the appearance as though it reduces the damage. Any who, the reason I chose the silencer over any other attachment is simply for the fact that it keeps you off the radar when you shoot. I almost always prefer the Red Dot Sight over any other attachment, but the silencer is my second favorite, especially on the M16, which has very good iron sights.

Next is the Thumper. The whole point of having the Thumper is to essentially have the Grenade Launcher without using Bling on the M16. The main difference between the Thumper and the Grenade Launchers is that you have to look down the sight before you fire with the Thumper, opposed to simply firing the Grenade Launcher. This is a minor handicap that will sometimes get you into trouble when fighting in close quarters (which is NOT advised with this class). On the flip side, the Thumper gives you the capability to take down enemies at any range when you can’t hit them with your M16. This is extremely useful in objective based games, such as CTF, Demolition, or Domination.

Perk 1: Scavenger Pro. I first created this class using Sleight of Hand Pro to be able to reload quicker. I soon realized that this class was not meant to be in close quarter combat, and the need to reload fast wasn’t really a need at all. Plus, having a minimal ammo supply and only 2 rounds for the Thumper really limited the possibilities of getting high kill streaks. That is why I changed to Scavenger Pro, which not only lets you resupply whenever you travel over a blue bag from a dead body, but also gives you 2 extra magazines of ammo for your primary weapon, thanks to the Pro upgrade. Now you don’t have to really worry about picking up someone else’s weapon laying on the ground, and you can be more self sufficient. This is helpful simply because you don’t have to worry about searching for a new weapon, and instead you can pay attention to what’s in front of you.

Perk 2: Hardline Pro. This is the meat and potatoes of this class. Hardline allows you to achieve your kill streaks 1 kill prior to when you normally would receive it. So if you’re going for a Harrier, you will only need 6 kills rather than 7. While this isn’t that big of a difference maker, just think about ALL the times you’ve been 1 kill away from any kill streak, and then you died. It’s a pretty bad feeling, trust me. This allows you to run virtually any kill streak setup, and still be able to achieve all of them on a regular basis (unless you’re running 11/15/25 or something). The Pro upgrade isn’t anything spectacular to talk about; it simply allows you to achieve your death streaks 1 death sooner than you normally would… awesome!

Perk 3: Ninja Pro. Kill cams with Heartbeat Sensors = Broken Controllers. Enough said.

How to Play: This is a new section of my Class of the Week that I added to kind of let you know how I play with this class. I know everybody has a different play style, but this is what I found works best with this class:

Try and stick back a little from the front lines of the battles. You’re going to lose 80% of the up close and personal fire fights you get into, so try to avoid those as much as possible. Flanking along the edges of the map is a good strategy with this class. Don’t be afraid to let loose on your Thumper rounds; most people, if damaged by these will try and hide, which will either give you time to load another round and fire again, or to flank and kill them from a different angle, or even to run away yourself. Try to avoid chasing after injured enemies; it’s easy for them to turn around a corner and prepare an ambush for your arrival. Lastly, use the Claymores to your advantage; place them in high traffic areas to pick up another kill or two.

Suggested Game Modes: Domination, Demolition, CFT, TDM.

Video:

Pros:

  • Good for getting quick kill streaks
  • Good mid-long range class
  • Strong even without stopping power

Cons:

  • Poor performance in close quarter combat
  • Weak against multiple enemies

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


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.


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.