
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.


“I’ve seen a few people attempt to shoot me over a distance with [an SMG], but it has yet to work out for them.”
I capped a running player on Wasteland with the UMP at nearly the longest possible range. The UMP has a deceptively longer range than its stats give it credit for. Just make sure you fire in extremely brief bursts and you could go toe-to-toe with any assault rifle.
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Shotgun attachment is useful in combination with the heartbeat monitor. Shotguns can’t have an attached HBM obviously, so if you wan’t them concurrently for close-quarters combat, this is your only option (and not a bad one.)
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mechatanner. Reply:
July 20th, 2010 at 12:19 pm
@train, ok the undermount shotgun(referred to as the masterkey) has the longest range-think little longer than a spas12- and good clip size. this thing is used a ton in Hardcore because it has some nice spamming ability and is always faster than swapping to that M10 secondary.
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“You won’t have to do those Down’s syndrome dances anymore where you and your enemy miss each other with your melee and try not to get shot in the ass.”
Pretty offensive and amateurish, I suggest you find a different way to describe the goofy looking knife ‘duels’.
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admin Reply:
December 1st, 2009 at 11:28 am
@AS, i agree. Fixed.
Thanks for the heads-up.
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“Shotguns
Disadvantages:
- Range.”
not sure if your serious here, because akimbo model 1887s disagree with you.
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FMJ needs an update. It does more then penetrate walls. It adds to your damage stat. It doesn’t look like much, but when equiped with the m16 it assures the gun will kill within 1 burst, even if only 2 of the 3 bullets hit your target. Without FMJ I find that I almost always need to double tap my 3 rnd burst, and when playing higher skilled opponents this means I die. I didn’t do too much research on this so please by all means test it out before you document it. If has an opinion on this please reply..
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Blaze Reply:
December 3rd, 2009 at 8:03 am
@Blaze, I forgot to mention that I also use stopping power with the m16. But without FMJ the addition to stopping power isn’t enough to make it a 1 shot killer.
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lodu95 Reply:
June 14th, 2010 at 4:36 am
@Blaze, yes it is i only shoot one burst with only stopping power and get the kill
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McNabb Reply:
June 28th, 2010 at 8:24 am
@Blaze, No I think you are correct, obviously I have skilled some weps up to FMJ and like you say one tiny burst and the money is flying out there pockets, I then swap to same class wep and I need 2 or 3 short bursts, even on hardcore. I then find by the time I realise I don’t have FMJ I have a bullet between my eyes! I have seen players mess that up with me and you spot them in a millasecond and fire off a double tap to the head
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i luv snipin. i can no scope let alone quick scope.i use
Intervention fmj fall
m9 fmj
scavenger pro
stoppin power pro
ninja pro
copycat
try it mate
i also like this class
scar holographic fmj
model akimbo fmj
bling pro
cold blodded (i cant get this pro it seems easy but thrs not many uavs or choppers about)
commando pro
painkiller
its alright but not much ammo
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wilddaggers Reply:
May 25th, 2010 at 4:31 pm
@g3, i got cold bloded pro. ts easiest when u play capture the flag… and u can stoot down UAV’s, it looks like a far away predator plane, u need somethin like a stinger
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maon1198 Reply:
June 22nd, 2010 at 3:48 pm
@wilddaggers, or just make a pavelow spin and spray it with an rpd but it must have colblooded trust me it works not to sure about ps3 as i have xbox so try it.
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kuhndawg Reply:
July 9th, 2010 at 12:15 pm
@g3, you do know there is a cold blooded glitch to get pro, right?
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i love noob tubin. people ar always complementing me on it.
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The LMGs can be very accurate for a round or 2 burst, I have capped folks from as far with this as my SCAR. Of course if you hold down the button, its an issue, and I have grip on mine.
Sniper rifles, according to other sites, get headshot damage to the chest as well. I couldnt say if this is true, but the info seemed reliable, so a headshot or chest shot from the hip should be equally as good, perhaps this is what you saw.
The article seems to lump toob launchers with grenade launchers (??). I am a decent shot (my reflexes are poor, but I can hit stuff if I get a second) and I have YET to hit a flyer with a grenade launcher (maybe from a highrise building ?). I think they are just too high up for this sort of nonsense. Anyway, the grenade launchers for secondarys seem to be junk, couple of shots and a waste of your secondary weapon. The undergun attached grenade launchers rock though. There are better attachments at higher levels, but the GL is great early on to get an unskilled kill or 2 each round =)
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kuf Reply:
June 13th, 2010 at 10:55 am
@Wynam, maybe it was the neck multiplier, only some weapons have it.
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Arch Reply:
June 23rd, 2010 at 12:13 pm
@kuf, i personally use a barret with a thermal and if you get a good chest shot it will take them down quite easily. and if your sniping always have cold blooded otherwise you get counter sniped like no other.
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mechatanner. Reply:
July 20th, 2010 at 12:35 pm
@Wynam, O the LMG’s are sick if you have some serious control with them! in fact the MG4 is a pretty decent semi-sniper if you throw thermal on it! has range and good damage and HUGE clip.
Now the snipe shot thing, Barret and Intervention, chest&up=1 hit kill. WA2000, seems a little iffy at times but ive gotten it to work.
m21, naaa. that thing is not so easy to get 1hit kills with, but consecutive shots are extremely easy to pull off(scavenger anybody??)
And ive hit harriers, pavelows and chopper gunners with undermount launch., but it does virtually no damage. your better off just emptying a clip in it.
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I’ve found that sniping is extremely useful for me (expectually EBR and Barrett .50cal) … I just use claymores (scavenger) to either kill my enemies or warn me they are coming … as my secondary I use a pistol or shotgun … pistol because of its quick switch and shotgun due to its sudden kills and hard hits … stopping power is a must and I just use steady aim to increase the shotgun and (machinegun) pistol hitfire accuracy
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when sniping camp in spots people normally go with machine guns so your harder to find and get more kills in a roe before dieing to do this you have to be good at quick scoping or have a shot gun as secondary with rifles being so acurette use commando pro stopping power coldblooded perks are very helpful when sniping in these areas
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I recall using RPD with thermal and grip on wasteland and getting about a 14 killstreak with it.
Perks:
Bling
Stopping power
Steady aim
Secondary: Spas12
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