Official Modern Warfare 2 thread

Page 90 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

GCS

Diamond Member
Oct 16, 1999
4,898
0
71
Yeah the lack of weapon choices was a bummer but I can understand I need to work my way up. I need to loom through the setup a little better as I did not see any "options" as far as gearing goes other than the 3 classes (recon, overwatch etc) and then 5 once I unlocked sniper, etc.

I did try the FAMAS and really did not care for the 3 round burst at all. What was weird is that the Intervention in MP seems to have and a$$load of recoil vs when I use it in SP or Spec-Ops -- may just be me, I dunno.

I was actually doing pretty well with moving around and I was doing a good job of laying cover fire for other team members but then I would keep getting outflanked and torched by guys ranking in the 50s. I haven't quite grasped the concept on looking at that little map in the upper corner yet LOL.

I will say that I think part of my problem may be crappy internet as I was noticing some lag that affecting many of my shots last night, i.e. I have dead on aim on the guy and shoot several times and miss only to get waxed right after that by him.

Basically I just need to keep at it.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
Yeah the lack of weapon choices was a bummer but I can understand I need to work my way up. I need to loom through the setup a little better as I did not see any "options" as far as gearing goes other than the 3 classes (recon, overwatch etc) and then 5 once I unlocked sniper, etc.

I was actually doing pretty well with moving around and I was doing a good job of laying cover fire for other team members but then I would keep getting outflanked and torched by guys ranking in the 50s. I haven't quite grasped the concept on looking at that little map in the upper corner yet LOL.

What level are you at? At level 4 you unlock "Create a Class" which lets you design your own class. You don't do it while in a game, in the lobby (or not) on the side is an option that says create a class, click it, choose your weapons and perks, and save it. You start out with 5 create a class slots.

Didn't like the FAMAS 'eh? Hrm, maybe try an LMG? If sniping is what you like go with it. I just suck at it.

Yeah, it's not too difficult to flank people, especially snipers because they've got all their attention focused on one location.
 

AstroManLuca

Lifer
Jun 24, 2004
15,628
5
81
I'd still say go with the M4A1 with Stopping Power and Sleight of Hand (Scavenger once you unlock it) as soon as you can. Machine guns are difficult to do well with. Even if you put a grip attachment on the RPD (only takes ten kills to unlock), it still has a lot more recoil than the M4.
 

digiram

Diamond Member
Apr 17, 2004
3,991
172
106
Well you guys are the only one's i know to share this little tidbit of info with so i'm gonna go ahead and put it up here.

I know i'm not a great player, or bragging, but i was pretty stoked with one of my rounds yesterday.

Last night I had my first "flawless' round ever....I went 20-0 on skidrow, and the coolest part was that with my three kill streaks (predator, harrier, pave low) i only had 2 total kills (most people were inside, and the air support was quickly shot down).

Good work man. I was crazy proud of my performance on a match where I went 48-3 as I'm not that good either. Most my kills came from the two chopper gunners though... lol

My only flawless match was 14-0 on wasteland. I camped for the rest of the match after I reached 14.
 

SR1729

Senior member
Jan 11, 2010
602
0
0
FAMAS is more accurate than an M4 but lacks the full auto. And honestly an SMG w/Steady Aim might not be a terrible idea for a newer guy.

FAMAS is more accurate but I don't know that its burst fire is good for a newcomer. Close encounters are not likely to end well at least not until he's accustomed to switching to his secondary quickly and managing the bursts. The M4's accuracy may be less than the FAMAS on paper, but you can still go full auto with it and not miss your mark. I think it's a more well rounded solution for a beginner IMO.

SCG: if you do decide to go with an SMG, I highly recommend the UMP. It doesn't really benefit from stopping power (so you can use a different perk) except at very short distances and the penalty for using a suppressor is only assessed over a very small window. The MP5k is fun to use but not if you're still trying to get used to aiming/shooting with a controller. It's also pretty unwieldy for targets at a distance.

http://denkirson.xanga.com/715966769/modern-warfare-2/
 

digiram

Diamond Member
Apr 17, 2004
3,991
172
106
What level are you at? At level 4 you unlock "Create a Class" which lets you design your own class. You don't do it while in a game, in the lobby (or not) on the side is an option that says create a class, click it, choose your weapons and perks, and save it. You start out with 5 create a class slots.

Didn't like the FAMAS 'eh? Hrm, maybe try an LMG? If sniping is what you like go with it. I just suck at it.

Yeah, it's not too difficult to flank people, especially snipers because they've got all their attention focused on one location.

Just keep your eyes open for claymores if you're flanking snipers.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
I'd still say go with the M4A1 with Stopping Power and Sleight of Hand (Scavenger once you unlock it) as soon as you can. Machine guns are difficult to do well with. Even if you put a grip attachment on the RPD (only takes ten kills to unlock), it still has a lot more recoil than the M4.

LMG's work well, they do have more recoil but it's not terrible. Especially the AUG HBAR. Then again, HBAR might as well be an assault rifle.

FAMAS is more accurate but I don't know that its burst fire is good for a newcomer. Close encounters are not likely to end well at least not until he's accustomed to switching to his secondary quickly and managing the bursts. The M4's accuracy may be less than the FAMAS on paper, but you can still go full auto with it and not miss your mark. I think it's a more well rounded solution for a beginner IMO.

SCG: if you do decide to go with an SMG, I highly recommend the UMP. It doesn't really benefit from stopping power (so you can use a different perk) except at very short distances and the penalty for using a suppressor is only assessed over a very small window. The MP5k is fun to use but not if you're still trying to get used to aiming/shooting with a controller. It's also pretty unwieldy for targets at a distance.

http://denkirson.xanga.com/715966769/modern-warfare-2/

Yeah, for a newcomer the burst might be daunting, although if he's trying to engage targets at a distance it might be a big help. M4 is a good gun all around though.

As for the UMP it benefits from stopping power alot. 40 max dmg is a 3 shot kill, +40% from SP is a 2 hit kill and as a beginner that's a big difference. The MP5K shoots so fast it doesn't much matter, the UMP doesn't. Also, the UMP recoils alot. I'd steer clear of it in favor for the MP5K any day of the week.
 

Tifosi248F1

Member
Aug 16, 2006
170
0
76
Just keep your eyes open for claymores if you're flanking snipers.

There are very few times when I actually snipe from a constant spot. I'll just deploy random claymores as I move through the map looking for targets. And I almost always have the Heartbeat Sensor on my rifle and sweep the area now and then. I mostly end up getting taken out as I'm moving from location to location or by guys with thermals since I go with stopping power instead of cold-blooded. I don't mind letting this out since almost everyone here is on Xbox...My favorite spot is the larger building on Rundown on the side of the canal with the gas station, the one with stairs on the outside. I've gone quite a few rounds with 0 or 1 deaths sniping from there, although I only had 6 or 8 kills it was still beneficial to the team. You can fairly easily see the stairs of the building just across the bridge on the left side of the map (if you're standing on the gas station side of the canal looking across.) I've probably ticked off quite a few people by taking them out when they thought they were safe. It's surprising how many people have just completely ignored me up there, even after I killed then a few times.
 

SR1729

Senior member
Jan 11, 2010
602
0
0
As for the UMP it benefits from stopping power alot. 40 max dmg is a 3 shot kill, +40% from SP is a 2 hit kill and as a beginner that's a big difference. The MP5K shoots so fast it doesn't much matter, the UMP doesn't. Also, the UMP recoils alot. I'd steer clear of it in favor for the MP5K any day of the week.

Don't take this the wrong way, but you might want to inquire as to why I made such a statement rather than patently dismissing it. The UMP only benefits from stopping power at it's max-damage-range, which is VERY short. At this range, it does 40 damage which requires 2 shots to kill your target with stopping power (56 damage). At any range beyond this, it requires 3 bullets regardless of stopping power. At most ranges, the UMP does 35 damage. So let's do a little math:

Without Stopping Power:

35 + 35 + 35 = 105 = 3 bullets

With Stopping Power:

35(1.4) + 35(1.4) + 35(1.4) = 147= 3 bullets

So the only conclusion that can be drawn is that the UMP only benefits from stopping power at very short distances. This distance is even shorter when a suppressor is added. This has also been documented here: http://callofduty.wikia.com/wiki/UMP45

As for an MP5k vs. UMP comparison, the MP5k has more recoil (verified in the code). What's worse, is that at longer distances its damage is actually less WITH stopping power (28) than the UMP without stopping power (35). So with stopping power, the MP5k actually takes 1 more shot than a UMP does without it, and 2 more bullets if neither have stopping power.

If you like the MP5k, that's great (I go back and forth between them when one of them gets boring), but on paper it cannot be argued that the MP5k is superior from a damage or accuracy standpoint. The only instance where the MP5k is statistically favorable is at very close range where both weapons do 40 damage and the MP5k's fire rate outshines the UMP and its recoil doesn't work against it. Since this is Shotgun Warfare 2, both are apt to lose out to akimbo 1887's at this range anyway

Given the size of this game's maps and that most encounters do not take place inside this maximum damage distance, it's probably best to choose a better medium range weapon and then pull out a shotgun for room clearing.
 
Last edited:

GCS

Diamond Member
Oct 16, 1999
4,898
0
71
What level are you at? At level 4 you unlock "Create a Class" which lets you design your own class. You don't do it while in a game, in the lobby (or not) on the side is an option that says create a class, click it, choose your weapons and perks, and save it. You start out with 5 create a class slots.

Didn't like the FAMAS 'eh? Hrm, maybe try an LMG? If sniping is what you like go with it. I just suck at it.

Yeah, it's not too difficult to flank people, especially snipers because they've got all their attention focused on one location.



Ahh that would be why. Not sure what class I am at this point but I do know that I could not select Create a Class last night when I shutdown (was only playing for about 45 mins I think) so that would be why I am "locked in" to set items for now.

I'll see what I can do to play some more to unlock Create a Class and that should let me better equip myself for what works for me.

I also noticed that everyone was able to run WAY faster than me. Not the speed skate issue you guys talked about but just everyone was able to run faster than me. I am guessing this is a an attribute thing you have to set once you have Create a Class open.

Greg
 

AstroManLuca

Lifer
Jun 24, 2004
15,628
5
81
If you want to try running around really fast, try the First Recon class. Either that or you haven't learned how to sprint yet (but if you played the SP then you must have).
 

PricklyPete

Lifer
Sep 17, 2002
14,582
162
106
Ahh that would be why. Not sure what class I am at this point but I do know that I could not select Create a Class last night when I shutdown (was only playing for about 45 mins I think) so that would be why I am "locked in" to set items for now.

I'll see what I can do to play some more to unlock Create a Class and that should let me better equip myself for what works for me.

I also noticed that everyone was able to run WAY faster than me. Not the speed skate issue you guys talked about but just everyone was able to run faster than me. I am guessing this is a an attribute thing you have to set once you have Create a Class open.

Greg

For determining what your level is...plus a lot of other "stats", select the Barracks option when in multiplayer. Not only do you see all the specs, but it gives you your progress on the different leveling and "achievements" available.

As for running...I'm assuming you are pushing down on the left analog stick to run already right? If you are, but other still seem faster it could be due to them using a lighter weapon layout than what you are using and it also may be due to them using different perks: marathon (allowing them to run longer) or lightweight (making you more agile) are two of perks that you will unlock as you "build" your online profile.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
Don't take this the wrong way, but you might want to inquire as to why I made such a statement rather than patently dismissing it. The UMP only benefits from stopping power at it's max-damage-range, which is VERY short. At this range, it does 40 damage which requires 2 shots to kill your target with stopping power (56 damage). At any range beyond this, it requires 3 bullets regardless of stopping power. At most ranges, the UMP does 35 damage. So let's do a little math:

Without Stopping Power:

35 + 35 + 35 = 105 = 3 bullets

With Stopping Power:

35(1.4) + 35(1.4) + 35(1.4) = 147= 3 bullets

So the only conclusion that can be drawn is that the UMP only benefits from stopping power at very short distances. This distance is even shorter when a suppressor is added. This has also been documented here: http://callofduty.wikia.com/wiki/UMP45

As for an MP5k vs. UMP comparison, the MP5k has more recoil (verified in the code). What's worse, is that at longer distances its damage is actually less WITH stopping power (28) than the UMP without stopping power (35). So with stopping power, the MP5k actually takes 1 more shot than a UMP does without it, and 2 more bullets if neither have stopping power.

If you like the MP5k, that's great (I go back and forth between them when one of them gets boring), but on paper it cannot be argued that the MP5k is superior from a damage or accuracy standpoint. The only instance where the MP5k is statistically favorable is at very close range where both weapons do 40 damage and the MP5k's fire rate outshines the UMP and its recoil doesn't work against it. Since this is Shotgun Warfare 2, both are apt to lose out to akimbo 1887's at this range anyway

Given the size of this game's maps and that most encounters do not take place inside this maximum damage distance, it's probably best to choose a better medium range weapon and then pull out a shotgun for room clearing.

Hrm, good point. I didn't realize the UMP's range was so low. That said with my play style the MP5K works MUCH better than the UMP. I've got maybe 2000 kills total with the MP5K and probably around 300 total with the UMP. I don't like the rate of fire, I don't like the recoil...it just doesn't work for me.

Ahh that would be why. Not sure what class I am at this point but I do know that I could not select Create a Class last night when I shutdown (was only playing for about 45 mins I think) so that would be why I am "locked in" to set items for now.

I'll see what I can do to play some more to unlock Create a Class and that should let me better equip myself for what works for me.

I also noticed that everyone was able to run WAY faster than me. Not the speed skate issue you guys talked about but just everyone was able to run faster than me. I am guessing this is a an attribute thing you have to set once you have Create a Class open.

Greg

You can hit lvl 4 pretty quickly, you've gotta be close. When you hit that level you can make your classes and you have the opportunity to use a few guns that aren't in the 5 starting slots.

Try the M4A1, the RPD, the MP5K and UMP45 SMG's and see what you like. You can also swap out your secondary weapons, I'd go with either a shotgun or a machine pistol for a sidearm and a Symtex grenade so you won't have to worry about cooking it.

Go with Slight of Hand, Stopping Power, and probably Steady Aim for your perks.

The reason people are moving faster than you is A) they're springing (while moving press in the left stick) or B) they've got Lightweight on which makes you move faster.
 
Last edited:

SR1729

Senior member
Jan 11, 2010
602
0
0
Hrm, good point. I didn't realize the UMP's range was so low. That said with my play style the MP5K works MUCH better than the UMP. I've got maybe 2000 kills total with the MP5K and probably around 300 total with the UMP. I don't like the rate of fire, I don't like the recoil...it just doesn't work for me.

TBH I'm with you. I do better with the MP5k even though there's no logical explanation for it. Hell, maybe it's just because I think it's more fun to use! So much of the game is mental. If you're using a gun that feels like a drag, you probably won't do well with it. The UMP definitely "feels" like a drag!
 

NoSoup4You

Golden Member
Feb 12, 2007
1,253
6
81
First Recon's a great kit for running around and knifing people. Switch to the pistol w/tactical knife attachment and go to town on everyone.

The SCAR-H is still my fav assault rifle, I'd recommend it to anyone that finds the M4 a little weak. But honestly, there's no such thing as a bad gun in this game. I can use them all and get big scores. Well, maybe not the Desert Eagle so much... that gun just isn't fun to use.

But because all the guns are good, I suggest finding one that you really like the iron-sights on. That way you won't need to waste an attachment on red-dot or holographic scopes, and instead you can equip something more helpful like FMJ, silencers or extended mags (a long ways off for beginners).

Any LMG with grip is a good weapon as well.

But again, every gun owns. The unlocks aren't necessarily better, they're just different. The ACR is really good too, zero recoil on full auto fire.
 

Jschmuck2

Diamond Member
Jul 13, 2005
5,623
3
81
I just got the game last week for ps3. A few things:

1.) Sweet tap dancing Christ the PSN interface is clunky and hard to use. Do they plan on updating it any time, ever?

2.) I'm finally getting the hang of playing a shooter on the consoles. I always swore I never would but I like the MW series.

3.) I've been using the TAR-21 to great success. Also, stopping power pro, Commando Pro and the quick reload/aimy one - also pro. That sound about right?
 

sao123

Lifer
May 27, 2002
12,653
205
106
First Recon's a great kit for running around and knifing people. Switch to the pistol w/tactical knife attachment and go to town on everyone.

The SCAR-H is still my fav assault rifle, I'd recommend it to anyone that finds the M4 a little weak. But honestly, there's no such thing as a bad gun in this game. I can use them all and get big scores. Well, maybe not the Desert Eagle so much... that gun just isn't fun to use.

But because all the guns are good, I suggest finding one that you really like the iron-sights on. That way you won't need to waste an attachment on red-dot or holographic scopes, and instead you can equip something more helpful like FMJ, silencers or extended mags (a long ways off for beginners).

Any LMG with grip is a good weapon as well.

But again, every gun owns. The unlocks aren't necessarily better, they're just different. The ACR is really good too, zero recoil on full auto fire.


i prefer the FAL, as it has slightly higher damage than the SCAR, plus you are less likely to waste ammo with the slower fire rate.
Extended mags are practically worthless as they do not increase the number of bullets you carry, only reducing the number of reloads you have to do to go through all those bullets.
FAL + Scavenger is a good combo. FAL + Grenade launcher + Scavenger is execeptional.

also, Bling FAL ACOG + SHOTGUN is good if you want to carry a launcher as your 2nd weapon.
 

Jschmuck2

Diamond Member
Jul 13, 2005
5,623
3
81
Specifically the friend system. I could be doing it wrong but it feels un-intuitive to me. Lots of button presses from the XMB.
 

speg

Diamond Member
Apr 30, 2000
3,681
3
76
www.speg.com
What is everybody using for Perk 3? I've been playing a lot of hardcore lately and use the heartbeat sensor for it. I am always surprised at the amount of people not using Ninja. Ninja is usually my most consistent perk even in normal modes, if for the silent footsteps alone.
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
I find that stopping power is still of huge benefit to the UMP. It doesnt help over long ranges, but you wouldnt be picking the UMP or any other SMG if you expected to engage people at long distance in the first place.

In theory stopping power is of less use on it, but in practice, it's a huge benefit. I tried going without it on the UMP for a while, and as soon as I went back to it, my kills started racking up again - there's a surprisingly long range where its still a 2 hit kill with SP, even with a silencer.

It might be technically a short distance compared to other weapons, but if youre outranging that, just pick something else in the first place.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
What is everybody using for Perk 3? I've been playing a lot of hardcore lately and use the heartbeat sensor for it. I am always surprised at the amount of people not using Ninja. Ninja is usually my most consistent perk even in normal modes, if for the silent footsteps alone.

All of my perk 3's are Ninja except for my SMG/sprint class which uses Steady Aim.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
i have 3 days total played so far, just hit 70 last night.

i cannot stand the ak47 for some reason, it owned in mw1.
i was able to do well with it using iron sights, but as soon as
i put the rds on it, the recoil went CRAZY, anyone else notice that?
its so much easier using iron sights.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
i always use ninja pro and stopping power pro

perk 1 is changed between marathon pro and scavenger pro depending on the gun i use
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |