Modern Warfare 2 Strategy Guide Part 2 Weapon Familiarization I Primary and Secondary

Modern Warfare 2 Strategy Guide 700

II. Weapon Familiarization I (Primary and Secondary)

A. Advantages and Disadvantages of Each Weapon Type

1. Assault Rifles

Advantages:

- Beginner friendly. Good all-around weapons, especially for new players.

- Large variety. There are more Assault Rifles than any of the other guns, and with varying statistics.

- Firing options. Choice of semi-automatic, automatic, and three-round bursts.

Disadvantages:

- Firing options. Three-round bursts gets you killed in close quarters and is largely inaccurate when fired from the hip. Automatic is better for close quarters, but when firing at a distant target you will be forced to shoot in small bursts for accuracy.

2. Submachine Guns

Advantages:

- Rate of fire. The rate of fire on some of these weapons is insane. Once you get the Rapid Fire attachment you can unload an entire clip in less than a second.

- Weight. Submachine guns are compact weapons by definition. This means lighter weapons for people who like to stay on the move.

- Akimbo. You can use two of these at the same time. The fastest shooting weapons X 2… Yup. Friendly Scrotum Punch inbound.

Disadvantages:

- Rate of fire. This is great in small, up close and personal levels such as Scrapyard and Rust. It becomes increasingly hard to keep a stock of ammo on larger levels since you tend to stay alive longer.

- Akimbo. There’s no real aiming when it comes to the Akimbo attachment. This can be devastating to you if your opponent is aiming down their Red Dot sights.

- Power. Submachine Guns are forced to have a high rate of fire because it takes more bullets to put someone down than other guns. This means you’ll have to make sure you’re more accurate than when using an Assault Rifle.

3. Light Machine Guns

Advantages:

- Magazine size. Light Machine Guns can fire up to 200 rounds without having to reload. This is awesome if you constantly get killed while trying to reload your weapons.

- Power. LMG have a pretty high damage output. That means less shots to take down that pesky camper and deeper bullet penetration for shooting through walls and cover.

Disadvantages:

- Reloading. Because LMGs can hold up to 200 rounds, they necessarily take longer to reload. Although, you can balance this out a bit by using the Sleight of Hand perk.

- Accuracy. There is just too much recoil for them to be very accurate. I recommend getting the Grip attachment as soon as possible if you want to continue using these.

- Weight. These weapons are heavier than others. This is why you can’t pull it up to aim as quickly and why you can’t run as far when carrying it.

4. Sniper Rifles

Advantages:

- Range. There isn’t a single map that you can’t one shot kill another player across the map when using a sniper rifle and scope.

- Power. Huge damage, especially when that bullet gets anywhere near their head.

- Accuracy. Outstanding accuracy. Just remember to lead off when the target is on the move.

Disadvantages:

- Mobility. Using sniper rifles usually means you are stationary, and thus, vulnerable to enemy fire. You can combat this a bit by equipping a silencer, earning your ghillie suits, equipping the right perks, and working on your headshots.

- Hip firing. There’s a couple people I’ve seen who can headshot you while using the sniper rifle. I can’t. If you run into an enemy at close range, you better have your secondary weapon equipped or know how to “quick scope.”

5. Riot Shield – See also: How To Not Suck With The Riot Shield

Advantages:

- Damage reduction. You can simply deflect bullets using the riot shield. ‘Nuff said.

- Handgun mastery. The shield will still deflect bullets when it is on your back. If you are attempting to get some kills with your handguns, this helps a bunch.

- Melee. You can bash people with the shield for a kill. It usually takes 2 strikes to take them down.

Disadvantages:

- Damage reduction. It may seem like you are unstoppable, but if you go against someone that can aim correctly, the shield doesn’t mean much. Not to mention that you are still completely vulnerable from the sides and back.

- Melee. I can’t tell you how many people I’ve killed by knifing them when they hit me with their shield. If you time it right you can slice them just as they come in to hit you.

- Mobility. You stick out like a sore thumb when you have this thing on. Keep that in mind.

6. Machine Pistols

Advantages:

- Rate of fire. A fast shooting weapon that is particularly useful as a secondary weapon. If you are forced to switch to your secondary it is like having Submachine Gun for backup.

- Akimbo. You can dual-wield these bad boys. Sweet.

Disadvantages:

- Damage. Nothing special in the damage area, but still more handy for beginners than a semi-automatic handgun.

7. Handguns

Advantages:

- Damage. Your trusty pistol is always a welcome choice. They put out damage fairly well compared to their machine counterparts. The Raging Bull and Desert Eagle are terrifically powerful.

- Tactical knife. This is one of the best attachments in the game. I think it was also a way for the developers to make sure the handguns were still used. The Tactical Knife attachment lets you melee with your knife much faster. And the animation looks awesome.

- Accuracy. Semi-automatic means less targeting creep.

Disadvantages:

- Rate of fire. They’re all semi-automatic. Greater reaction speed is a requirement when using these over their Machine counterparts.

- Magazine size. Fairly small magazines make it annoying if you miss. The Raging Bull and Desert Eagle have even less shots than the others.

8. Shotguns

Advantages:

- Power. Everyone knows shotguns are powerful. It isn’t uncommon to get one shot kills while using one.

- Accuracy. Although the accuracy of a shotgun is laughable, that is exactly the point. You want a shotgun to spread out as soon as it leaves the barrel. If you’re in close quarters you can never go wrong with a shotgun. Expect to hit multiple enemies and expect to hit them really, really hard.

-Akimbo. Some of the shotguns can be dual-wielded. It is sick to have such powerful weapons in both hands. This is my favorite usage of the Akimbo attachment because you don’t really need accuracy when using a shotgun.

Disadvantages:

- Range. The biggest downfall of a shotgun is its range. If your enemy is much further than 10 feet away you won’t get the stopping power you normally would. That is because after a certain distance, the shotgun rounds spread out too far and become less lethal. Play with shotguns a little and you’ll quickly learn the proper range.

- Reload. Shotgun shells need to be reloaded one at a time. That means a longer reload than most weapons.

9. Launchers

Advantages:

- Accuracy. If you get anywhere close to your target you can cause some damage. These are used by beginners a lot due to the high damage and low skill requirements.

- Damage. Explosive damage is a no brainer. If you couple it with the Danger Close perk it makes things even easier.

Disadvantages:

- Ammo. You usually only have a couple shots to use with these. So don’t miss. If you are determined to use these a lot I’d recommend the Scavenger perk so you can pick up more as you go.

- Hate. People will talk shit about you every time you kill them with a “noob tube.” That would likely make me want to do it even more though…

- Mobility and Stealth. Launchers are huge. If you have one in your inventory you won’t be able to cross a map without looking like your team’s flag bearer.

B. Uses(both common and uncommon) of Each Weapon Type

1. Assault Rifles

Assault Rifles are the most well rounded weapons in the game. The combination of various accuracies, damage, fire rates, and ranges make them very versatile for all players.

The most common use for them is for efficient damage output on medium to large sized maps. The range is better than a Submachine Gun and the accuracy is better than a Light Machine Gun. If you are likely to see your enemy coming, and aren’t an accomplished sniper, try these guns out.

If you are a beginner to multiplayer, I strongly recommend you stick with an Assault Rifle of some kind until you are comfortable aiming for headshots.

The most uncommon usage for an Assault Rifle I’ve seen is probably what I use the FAL for. I don’t like to use Sniper Rifles. If I want to shoot over a distance I will equip a scope or Red Dot sight on my FAL for kills. This also allows me to keep moving and I won’t have to worry about the horrific hip-fire accuracy of a Sniper Rifle.

2. Submachine Guns

Submachine Guns are essential to close quarters combat. Although an Assault Rifle can be used most of the time, the SMG is clearly superior. SMG have a high rate of fire, can be dual-wielded, are very light so require less time to aim, and have much better hip-fire accuracy than other weapons.

I’ve seen a few people attempt to shoot me over a distance with these, but it has yet to work out for them. The only way I can see that happening is if I’m sitting still. The recoil is just too excessive.

3. Light Machine Guns

LMGs can work wonders for a new player on large maps. These weapons have huge magazines, superior bullet penetration, and a generally high rate of fire. The most common usage for them I’ve seen is on a Free For All and Hardcore setting. Free For All because you will turn a corner and find someone right in your face before you know it. This is a good time to start spraying your weapon. Hardcore because it only takes 1 or 2 bullets from a LMG to kill you.

I’ve frequently used LMGs with the Grip and Red Dot sight attachments for headshots across even large levels. Just be careful if you try this because chances are they have a much more accurate weapon. Remember to use small bursts.

4. Sniper Rifles

I am not a fan of Sniper Rifles. I almost never use them and when I do it is with little success. If you have the patience to sit and wait you can make good use of the range, accuracy and power of these weapons. Try not to miss though because the rate of fire is abhorrent on all of them.

They will be used the most on the Derail, Wasteland, Estate, Afghan, and Underpass maps. There is a lot of cover and these levels are sniper havens. If you do plan on become a sniper for a while, make sure you try to get all of the ghillie suits available. They add a little extra camouflage to some levels. This is always good for a sniper.

The most uncommon use for a SR I’ve seen was a video that showed a guy routinely getting headshots while hip-firing a Barett .50 cal. I can’t imagine the patience and dedication needed to become that good with a SR.

5. Riot Shield

Riot Shields are the most intriguing weapon addition in my opinion. They have to be held by both of your hands, thus leaving you with no other weapon. A weapon made for defense, with limited offensive capabilities.

When using the Riot Shield the bullets that strike it are actually deflected and can cause damage to other players. As far as I know, they are also indestructible. The more they are shot, the more cracks they’ll get, making it impossible to see through it. As I stated before, it can be used to melee in close quarters. Be aware that it isn’t that difficult to be knifed when doing so.

I’ve played against people who have used the RS for back protection while trying to level their handguns, people who use it just to frustrated their opponents, and I’ve even seen it used in an almost phalanx-like formation during Team Deathmatch.

6. Machine Pistols

One of the new secondary weapon types in Modern Warfare 2. Basically just how it sounds. Pistols with a high rate of fire. Only one of them has a three-round burst.

There are just too many uses to list them all here. I’ve used them in emergencies, when I’ve run out of ammo on my primary, just to get some kills for attachments, for dual-wielding mayhem, etc. The list goes on and on.

7. Handguns

If you played any previous Call of Duty game you’ll know that you always have a backup Handgun. Nothing new here, really, except for some weapon attachments.

8. Shotguns

One of the best moves for multiplayer was making Shotguns a secondary weapon instead of a primary.

The most obvious use for a Shotgun is close quarters combat. That hasn’t changed a bit in any first person shooter ever made. It is the only thing that makes sense.

On the other hand, these weapons are now being used with the dual-wielding attachment Akimbo and even with silencers for snipers that have been exposed. Experiment with these weapons. Just don’t try to shoot someone from across the map. It won’t happen.

9. Launchers

Launchers were used by beginners a lot in the first Modern Warfare. That hasn’t changed dramatically in Modern Warfare 2, especially if you include the Grenade Launcher attachment for Assault Rifles.

What has changed the most about Launchers is their importance in multiplayer matches for taking down enemy helicopters and harriers. When these Killstreak rewards are called in they can wreak havoc on your entire team, quickly stealing or solidifying their lead.

If you find that you or your team are always getting pummeled by Pave Lows, make sure you always have a class with a Stinger as secondary. Bring that tank back to the ground and earn XP and Callsigns while you’re at it.

C. Attachments and How to Get Them

1. Red Dot Sight(25 kills with weapon)

A small red reticule used for easier and more accurate aiming. There is some debate over the difference between this and the Holographic Sight. Suffice it to say that you can’t really go wrong with either choice. I recommend either a Red Dot Sight or a Holographic Sight on every weapon you use.

2. Silencer(75 kills with weapon)

Also known as a suppressor. You want this because getting kills while using it will unlock the Heartbeat Monitor and because you won’t show up on an enemy radar when shooting your weapon.

3. Grenade Launcher(10 kills with weapon)

An attachment for Assault Rifles that allows you to shoot Grenades over distance. You are given only 2 Grenades for ammo, though you can pick up more by using the Scavenger perk. These Grenades are separate from the Frag Grenades that you equip via the Equipment menu.

Keep in mind that shooting the Grenade Launcher at an enemy in close quarters will only kill them by direct impact. If you miss, the Grenade will simply bounce off the nearest surface and won’t explode. This is to prevent you from blowing yourself up with it.

4. Holographic Site(60 kills while aiming with Red Dot Sight)

This is similar to the Red Dot Sight, but I find I am a little more accurate when using this one. The reason is that with a Holographic Sight there is still some visibility, even through the actual reticule. This means if someone is poking their head over a cliff, for example, and you have the Holographic Sight pointed at the exact spot you can still see them move into your sights. This isn’t possible with the Red Dot Sight.

5. Heartbeat Monitor(15 kills while using Silencer)

If you’ve played the campaign you should already know what this is. If not, it is a small screen on the side of your weapon that will show your enemies as red dots. The Heartbeat Monitor will pick up enemy heartbeats in a 180 degree arc. Be careful though, because equipping the Ninja perk will make a player invisible to your monitors.

6. Shotgun(20 kills with Grenade Launcher attachment)

This equips just like the Grenade Launcher attachment except that it will fire a Shotgun round. I have not seen a single person using this attachment. If you want a Shotgun you can equip as a secondary weapon. There is no point in taking up a valuable attachment slot.

7. ACOG Scope(150 kills with weapon)

A small medium-range scope that can be equipped on most weapons. It will improve your accuracy a distance, takes little time to aim, and using it will unlock the Thermal Scope.

8. Thermal Scope(20 kills aiming through ACOG Scope)

Thermal Scopes are pretty awesome attachments. They let you view your field of vision in a “white hot” spectrum, even through smoke. So if you’re having trouble finding that pesky sniper or camper, equip one of these and you should be able to see your enemy as a large white target.

9. Full Metal Jacket, or FMJ(300 kills with weapon)

FMJ replace the Deep Impact perk from Call of Duty 4: Modern Warfare. You’ll be able to shoot easier through walls and obstructions, allowing for much deeper bullet penetration. It is always gratifying to shoot someone through a wall when they never knew you were there.

10. Akimbo(30 kills with Rapid Fire)

This is an interesting attachment for SMGs and secondary weapons. Equipping this will allow you to dual-wield the weapon. When you play using Akimbo you are no longer able to aim, forcing you to use a large crosshair in the middle of the screen. Each weapon is controlled independently by the corresponding trigger on your controller. I.e. You pull the left trigger to fire the weapon in your left hand and the right trigger to fire the weapon in your right hand.

It takes a bit to get accustomed, but once you do it can be a devastating play style. Be aware that using this attachment makes you completely inaccurate at anything over 10-15 feet. You will do best within that range.

11. Grip(10 kills)

Grips are simple, efficient attachments for Light Machine Guns. By adding a handle to the front of the gun you can reduce recoil and increase your accuracy quite a bit. I always use one if I’m playing with a LMG.

12. Extra Magazines(40 kills through cover using FMJ)

This is exactly what it implies. You’ll be given larger magazines for your weapons. This is handy for Submachine Guns that are equipped with Rapid Fire because you can empty the magazines so fast.

13. Rapid Fire (10 kills)

The Rapid Fire attachment is exactly what it sounds like. Only for SMGs, it allows a higher fire rate. If you’re using this, make sure you either have Scavenger equipped, Extra Magazines, or you are focusing on your Knife kills. You will just run out of ammo really fast otherwise.

One thing to keep in mind is that with the increased fire rate comes higher recoil. Expect your weapon to creep in an upward direction even faster if you empty a clip.

14. Tactical Knife (100 kills with Handgun)

This is awesome. If you like using the Commando perk and knifing people you should try to get this attachment.

You’ll notice the difference immediately once you pull out your Handgun. Your left hand will now be holding your knife under the right wrist, making your arms form an “X” shape. You hold the knife in what is called the “Earth” grip, meaning the blade sticks out of the pinky side of your hand, instead of the more common thumb and forefinger side.

The best thing about this attachment isn’t how it looks, though. It is the increased melee speed and recovery for another stab. You won’t have to do those goofy looking knife ‘duels’ anymore where you and your enemy miss each other with your melee and try not to get shot in the ass.

Styles of Gameplay | Weapon Familiarization II (Equipment and Killstreaks)

For questions, suggestions, and corrections you can send me an email at jcavin00@gmail.com. Thanks. Have fun and beat some heads for me.