/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ CALL OF DUTY : MODERN WARFARE 2 Assault rifles \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ X Copyright: This may be not be reproduced under any circumstances except for personal,private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any otherweb site or as a part of any public display is strictly prohibited,and a violation of copyright. BASICALLY If you use anything from this guide, reference me. If you want to post thison a different site please email me at Nicholas_is_here@hotmail.com any questions or corrections that need to be made please email me as well. ONLY POSTED ON GAMEFAQS, Supercheats X ---- Version History V1.0 - original upload v1.1 - added Holographic sight benefits and FAL Holo info ---- IN THIS GUIDE!!! You will find a comprehensive rundown of every assault rifle in COD:MW2. I will discuss tactics, hints and pros and cons of each weapon I will cover attachments for all assault rifles I will cover a masterkey run-down I will cover perks that have advantages for the assault rifle class. I will cover holographic sight versus Red Dot I will cover FMJ tips I will go by lightweight standard, meaning i will talk as if i dont have stopping power. I will NOT cover sidearms or any other weapon. ----------------------------------------------------------------- GUIDE Weapon List : [wep] Stopping power vs cold blooded : [stop] advanteous Perks: [woo] Silencer?: [shh] heart beat sensors: [hax] Holo VS RDS [see] FMJ tips [fmj] Grenade launchers vs shotgun: [chkchk] tactics: [Tact] other ramblings [ramble] ----------------------------------------------------------------- So, Let's get started shall we. I will be writing in the following format: Name: Damage: (close range-long range) Iron sight run-down: Effective range: ROF: Recoil: IMO: Rating: /10 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx [wep] Name:M4A1 Damage: 30-20 Iron sight run-down: This gun's iron-sights are great. Easy to use and they arent clunky. It allows use at any range while maintaining accuracy and performance Effective range: After using this gun for a while i have found that It's effective range is short to medium. Although it has the capability for long range kills, it lacks the stopping force of some of the other AR's ROF: 800 rounds per minute (pretty standard accross assault rifles) Recoil: Low to med IMO: This gun is great. It is a great primary and pairs well with all attachments. it allows use over most ranges and will take down a target with 4 shots. Rating: Due to easy use and adaptability i give this gun a 6/10 ----- Name: FAMAS Damage: 40-30 Iron sight run-down: Very simmialar to the M4's. It allows shots of all ranges and rewards accuracy for high headshot capability. Effective range: All ranges. After trying it in various situations, I've found that if you can get use to the burst fire mode, you can use it at close range quite easily although it can be used at long range quite easily, the bursts can often miss, leading to high ammo consumption ROF: Burst ( Rounds per minute Don't matter with a burst weapon) Recoil: Low IMO: A brilliant gun. Adapts (With practice) to all situations. High damage and easy to use sights make this gun a winner Rating: Due to high accuracy and damage I give this gun an 7/10 slightly suffering from drawbacks like close range ability ----- Name: Scar-H Damage: 40-30 Iron sight run-down: Iron sights are good at most ranges although the recoil form this gun can lead to overshooting a second shot. Effective range: All ranges. Due to its full auto nature and tight spread of bullets, this guncan take down targets at all ranges with ease. ROF: 630 (Fairly slow) Recoil: It has a bit of a kick to it meaning adjustments during shots may be neccessary. med-high IMO: With It's high damage and range capability, this gun becomes a killing powerhouse. Although it suffers due to a 20 round clip and rather long reload time (if the mag has been emptied fully). Rating: Due to incredibly high damage (a 2 shot kill with stopping power) and a low mag size this gun gains an 9/10 ----- Name:Tar-21 Damage: 40-30 Iron sight run-down: The sights on this gun take a bit of getting use as the bullets fall on the very point of the sight. Once you know the ropes they're great. Effective range: Close-Medium although it can shoot long range a fairly high recoil limits ability ROF: 750 ( pretty standard) Recoil: Has a recoil simmialar to the SCAR meaning shot placement is key. Med-High IMO: I love this gun. Its high rate of fire compared to the scar gives it an edge. With high damage and All range capability this gun leaves no survivors. Although suffering a recoil drawback and slight Iron sight problems, this gun is still awesome. Rating: Due to a high damage and a spray and reward type of gameplay ability i give this gun a 8/10 ----- Name: FAL Damage: 55-35 Iron sight run-down: The iron sights are very effective although suffer at range. The sights are also a tad more clunky than some of the others. Effective range: Med-Long. this gun accels at long range and will take down a target very quickly ROF: Semi-auto ( how fast you pull the trigger) Recoil: Although some complain about it I just can't seem to find any worth complaining about. A quick double-Tap and your enemy is down. Fabulous at medium ranges IMO: A gun that takes some getting use too. It has a 2 shot kill at medium range without stopping power, a generous 20 round clip, and the ability to shoot as fast as you want. this gun is very adaptable although can take getting use to. Rating: High damage and even higher accuracy this gun gets a 7/10 for a lack of close range ability. <>< HOLOGRAPHIC SIGHT AND RDS ><> I was informed that the Fal shoots to the low and right of where the dot is (on RDS) And on the holographic its damage increases to 55-40. ------ Name:M16A4 Damage: 40-30 Iron sight run-down: I'll be honest i don't like the sights. With misleading points at the end this gun loses effectiveness at range quicker than other guns. Definitely slap a RDS on it. Effective range: Med-Long. It is very simmialar to the FAMAS in its style of shooting ranges. Although this lose out at close range due to a slightly slower ROF. An enemy in your sights at a medium range will fall very quickly though ROF: Burst Recoil: Manageable. Higher than the FAMAS' but lower than the TAR's. It allows high accuracy at all ranges with a burst to the body making a kill. IMO: A good gun, very "NOOB" friendly. It does require precision to be used well but can compensate for high damage and long range ffectiveness. Rating: For Medium-Long ranges you can't go much further than an M16 although due to clunky sights it gets a 8/10 ----- Name:ACR Damage: 30-20 Iron sight run-down: Excellent Iron sights, like a miniature cross-hair on the front of the gun. These sights allow high accuracy at all ranges and since they're easy to use, a silencer will better suit this gun. Effective range: All. I've used this gun for a while and i've had no trouble taking out targets at any range. ROF: 750 (same as the Tar's) Recoil: Almost non-existent. This is one of the selling points of this gun. Very low recoil creates incredible accuracy which makes it a head-shot magnet. IMO: Love this gun. Very adaptable although suffers from low damage even at medium range. It can get out gunned if not fitted with the correct perks or if your caught off-guard Rating: high accuracy, low recoil and a low bullet damge gets this gun a 9/10 ----- Name: F2000 Damage: 30-20 Iron sight run-down: The Iron's are some of the best for close range although if your target walks just a little further way youll have some trouble taking them down. Effective range: Close. this gun just plain out sucks at long range but we'll get to why in a sec I say treat it like a bigger p90 ROF: 900 Very fast although probably its downfall Recoil: HORRENDOUS. I said it. If you want to hit a long range target your better off using your pistol. At close range its manageable but then it just gets bad IMO: I like it. No more no less. Like. I say treat it like an smg. Slap a suppressor and cold blooded on it and get in close range. Although i have found it effective for breaching rooms. Rating: Its high recoil creates a hard to use gun 6/10 ------ Name: AK-47 Damage: 40-30 Iron sight run-down: Nice iron sights. easy to use at close and medium ranges and allow full field of view. Although they do start to fizzle at the longer ranges. Effective range: Close-Long. this gun is really adaptable although has a downfall, which i'll tell you later. ROF: 700. medium. it wont win a race but it gets the job done Recoil: High. no where near as bad as the F2000's but it does bouncequite a bit (if only vertically). If you can get used to it you can take down most targets. IMO: LOVE IT. My Favourit gun. high bullet damage. Great sights. Standard size clip. whats not to love besides the slight recoil problem. Some hate it and some love it. Rating: Insane Damage and adaptability almost outplays the scar. 9/10 ------ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ok now youve seen the guns. Now we talk about the Auxilliary things xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Stopping power VS Cold blooded [stop] So your racking up the kills with stopping power but then the enemy calls in a UAV. Needless to say you'll probably be hunted down and slaughtered. *ahem*. Your friend on the other hand is using cold Blooded. he survives the UAV and still picks off enemies racking up a nice little kill-streak. So which is better to use? The answer requires some anlytical discussion and how you play the game The mechanics behind stopping power are simple. your bullet damage goes up by 1.4x. E.G. Scar has a damage of 40 at medium range. Thats a three shot kill as we all know we only have 100 health and 3x40 is 120. equipping stopping power then brings it to a 2 shot kill as 40x1.4 = 56 and 56x2 = 112. this means a whole bullet is saved and the person dies quicker. On the other hand we'll take the FAL. It has a medium damage of 55. this is a 2 shot kill regardless of whether or not you have stopping power or not. You just have to decide if being able to get the long range kills are important or, if that one bullet will save you more than cold-blooded does. Thats the analysis. Now how you play the game If you rush your gonna want that high firepower of an auto gun so you'd go with stopping power If you play stealthy with a suppressor and say ninja pro, cold-blooded will allow you to be undetectable from all enemy devices. Neat huh <>You have to remember though<> offensive doesnt equal stopping power defensive doesnt equal cold blooded it's all a matter of personal preference. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Advanteous Perks [woo] This is just a quick list of perks (and perk combo's) that are beneficial to assault rifles. Danger close - boosts grenade launcher damage lightweight - increased speed , alhtough theres the trade-off for stopping power/cold-blooded commando - if you like close quartes combat go for it. Also if you like to jump off roofs. steady aim - brilliant perk as it narrows hip fire which is good for most assault rifles. ninja - good for sneaking or avoiding pesky heart beat sensors. Scavenger - never run out of ammo. nuff said one man army - stopping power change class -> cold blooded + unlimited ammo. marathon - for rushers or flankers. great coupled with commando and ninja pro. sleight of hand - useful in a pinch Bling - great for snd and lower kill streaks Perk combos Stopping power xxxxxxxxxxxxxx bling+any third tier makes a great class scavenger+steady aim is your basic assault class marathon+commando excells at cqc Sleight of hand+ steady aim another default set up One man army+ ninja is good for flanking. Cold-blooded xxxxxxxxxxxxx Bling+ninja is great for snd and for guns with horrible sights Scavenger+ninja is your basic stealth class marathon+ninja is a great flanking class scavenger+ commando is good for sneaking in direct enemy contact. one man army+steady aim is a solid setup in which you can swap to a different one if you get in trouble. XX Light weight and danger close can be swapped to almost any of these classes creating different oppurtunites. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Silencers [shh] It is my personal preference to silence almost every assault rifle i use. But thats just me. The use of silencers must be a decision made in 3 key areas: X game mode X gun X backup perks We'll start with game mode: Search and destroy is one of the biggest game modes that benefits from silencers. not being found in this mode is key and with a suppressor you can pick off targets easily. other modes like TDM and domination then depend on your playstyle and how smart your opponents are. ground war silencers are almost usless due to the chaotic battle going on, making sights more useful than suppressors Your gun is another main point. If your gun suffers huge range drop with a suppressor fitted its damage will suffer over range meaning a greater chance for your enemy to fight back. instead of listing the range damage decrease here is a website containg that info: http://denkirson.xanga.com/715966769/modern-warfare-2/ the blue line is suppressor damage. XXXBackup perksXXX having bling will warrant a suppressor almost whenever. stopping power will allow a silent killing machine whereas cold blooded provides a slower safer one. Scavenger is a good perk too as is ninja and lightweight. Suppressors can be a great asset or a great hinderence. XYX bohemothian HD says: I use a silencer on the Scar and it tends to reduce the recoil a good amount. I can get kills at long range easier with the silencer versus anything else. It actually reduces the damage a tad bit but the lower recoil helps. Okay I tested this out and i did get simmialar results. On most Ar's i did find recoil was reduced and therefore the area of bullet spray was reduces (this was whilst ADS). On the other hand the Ak-47's recoil seems to be increased so i guess X recoil is reduced on MOST guns whilst ADS although i do have to disagree with the second thing, DAMAGE IS NOT REDUCED BUT RANGED DAMAGE IS LOWERED QUICKER look at that link ^^^ I think i said enough XYX xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Heart beat sensors [hax] i use them in SnD as backup. I reccomend them for locating targets but dont treat it as the main screen. Use it as a guide and then gun down your opposition by waiting around a corner. I've never had a problem with them as i mainly use ninja but that's just me. They're great with bling and cold blooded on for creating stealthier classes although some people find that the portion of screen that they take up is too much. Personal preference i think. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Holo VS RDS [see] There is a huge debate (I say huge but it's really just 4 kids at their computers) about which sight is better and which has betteraccuracy. I could run through the amount of space it takes up on the screen. I could run through increased magnification. But i wont. Here are the facts. Xsame magnification Xsame range capabilities so then it all comes down to personal preference. imo holographic works better at close range (suiting SMG's more) and RDS on assault rifles and long range guns. Of course i break my own rule. I cant use a rds on the M16 but a holo i have no problem with. so its all opinion <>< S DRO Ultimate said ><> "About the holo vs. RDS on the M16. I am pretty sure the reason you find the holo more useful on the M16 is because on the M16, the holo actually gives the bursts a tighter spread, while the RDS doesn't. To my knowledge, the M16 is the only gun where this happens." CONFIRMED thanks a lot xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx FMJ tips [fmj] 1. Play HC - higher damage means more change for a penetration kill 2. Shoot througn windows - equip a thermal on HC derail. see what happens 3. Find stationary targets - and knock em down through i near-by object 4. patience - It could take A LOT of games. I've found that if i use the windows on a HC game type, i can usually unlock extended in 3-6 matches. this is of course on maps like derail (in the buildings) sub-base (centre building) and afghan (through the planes) just keep at it. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Grenade launchers vs shotgun [chkchk] A huge desicion to make is whether to use the masterkey or grenade launcher attachments. There are varoius pros and cons to each but im going to bring them down into a few short statements. USE A GRENADE LAUNCHER IF: you prefer a pistol/machine pistol as back up you like to drop grenades on grouped enemies you prefer long range combat you like to stick to easy kills USE THE SHOTGUN (masterkey) IF: You prefer having an explosive sidearm (like a stinger) You like close range You have the ability to quick swap if you run out of ammo in a fire-fight You like to have three different weapon types (bullet, shotgun, explosive or anti-air) You like to be different. Almost any perk goes with these attachments mainly stopping power for shotgun and danger close for grenade launcher although both benefit from bling, scavenger and one man army XYX aboone43 says :"I love the masterkey, however I almost always have a noob tube for campers. They piss me off so I send in the 40MM grenade. If you are having a hardtime with campers use it. XYX xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Tactics [Tact] There are many tactics employed by people online but I'm just going to name a few 1.Drop shot: when you come up to an enemy hold circle whilst shooting to drop to the ground greatly reducing your hit-box and enhancing survival rate. Bewarned tough. This tactic does increase the ability for the other player to get head-shots (If there decent enough) but should work on most players. 2. Cover cover cover: Just use it. nice n simple. The less of you sticking out, the less chace of being shot at. got it? 3. cold blooded pro play dead. Equip CB pro and lie down. rapidly tap the triangle button to swap weapons. Youll seem as if your a dead corpse. Some one runs past BAM nail him when he doesnt see you. this works very well in grass and in shaded areas. 4. Check corners. Pop your head round a corner you get shot at? yes? then go a different way around theres most likely a camper there. 5. Flash/Stun Throw one in a room. get a hitmarker? yes? theres someone in there that now cant see get the picture?? Scavenger makes these easier to rely on. 6.SnD silencers I dont know why but almost no-on in Snd uses a silencer, opting for a sight. Use one an take out the team through stealth. Not hoping that the other team doesnt see there radar. 7. hip fire at close range This helps as less adjustments need to be made to keep the enemy within your target. try it out. 8. CREDIT TO DARKD : "MW2 is not Halo. Halo jumping will not help you stay alive. I see a lot of people trying to Halo jump, and I just either stick them with a Semtex, or just head shot them. Jumping just seems like it would only impair your ability to kill the person on the ground, because you are jumping around like a 'tard." xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Other questions: [ramble] Q. Yoo suck yoo dun yoos hax A. ............ok Q. Can i add something? A. Sure, email me and ill put it in if its relevant Q. I think somethings wrong with your guide A. OK tell me what it is and thanks for notifying me =D Q. Got a quick link A. sure do http://denkirson.xanga.com/715966769/modern-warfare-2/ nothing in that is mine just so you know Q. YOU SUCK YOUR TACTICS BLOW A. I'm not the only one who uses them bub. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Well there we go a basic guide for the assault rifles in COD: MW2. any questions? email me at nicholas_is_here@hotmail.com COPYRIGHT 2010 NICK O'BRIEN AKA LINK0099