Forum:MW2 Classes Guide

After a blog with the same stuff was unsuccessful (No comments except by me bumping it. That makes me sad.), i decided to make a forum about it. Enjoy. Bumblebeeprime09(Talk) 21:46, September 26, 2010 (UTC)

MW2 classes guide
I thought of this while playing, as this will be a guide to how you should make your classes to benefit your team. You will need four of them. If you want, you can use the fifth for a riot shield class, or you can save it for your FFA shenanigans. Also, i honestly don't give a damn about the deathstreaks you use. If you have a good team, you won't use them, anyway.

Proper assault class
This class is a general all-around killing class, like in battlefield. It should have an Assault rifle (Duh), and a shotgun. DO NOT USE AKIMBO 1887S OR THE SPAS-12 ON CRACK. Anyway, The Assault rifle should have a sight of choice, not including thermal. If you like the ironsights, your next best bet is a Grenade launcher or Heartbeat sensor. DO NOT SPAM THE GL. You might also want to use an underbarrel shotgun (If you do so, check the bottom of the pararaph, ignore the part about shotguns). The shotgun (I prefer the M1014) should have a grip, FMJ, or Extended mags (M1014 only). You do not need a sight on your shotgun, as you are better off firing from the hip. Do not use a silencer, as you don't need to be quiet with this class, and it reduces the range of the SG to knifing range, rendering the damn thing useless. The equipment should be a frag grenade or Semtex. Your spec grenade can be anything, but i recommend smoke for covering your teammates. The perks should be Scavenger if you feel you need it, which I do, or sleight of hand, for those who are pissed off by guns that take longer than 2 seconds to reload. Your second perk should be Hardline, to earn killstreaks faster, which benefit your team, or cold blooded, to keep enemy killstreaks off of your back. You don't need cold-blooded as long as there is a good heavy weapons man. A good third tier perk would be SitRep, so you can locate enemy explosives, and knock them out, to possibly save a team mate who would otherwise blindly run into that claymore the dumbass Militia guy placed right at the top of those overused stairs.

If you chose to use an underbarrel shotgun, then use the .44 Magnum or Desert eagle with FMJ or a tactical knife, or use the AT4, to help out your heavy guys. DO NOT BE A KNIFE MONKEY WITH THE TACTICAL KNIFE.

Example:
 * SCAR-H w/ HBS
 * M1014 w/ RDS (Don't have grip yet)
 * Semtex
 * Smoke grenade
 * Scavenger
 * Cold-blooded (Don't have a Team-mate willing to use the Heavy weapons yet)
 * Sitrep

Proper Stealth class
Here we go. A proper stealth class should have a silenced SMG and a silenced USP .45 or M93 Raffica (Raffica is okay, M9 has silencer bug, magnum and deagle don't have silencers). I AM NOT ENCOURAGING SILENCED UMPs. Anyway,since i have technically gone over weapons already, i think the Stealth class has the most in equipment, as i recommend anything except for the blast shield, only useful against GL F*gs or in conjunction with the riot shield. Anyway, the spec grenade should be the stun grenade, as it doesn't draw as much attention as the other spec nades, and it can be thrown faster. Anyway, Your first perk should be marathon, letting you get behind enemy lines faster, or scavenger, giving you more ammo while the enemy remains oblivious to how hard his ass is getting whooped. Your spec 2 should be cold-blooded. Otherwise, you're screwed. Your perk 3 should be ninja.

Example:
 * Mini-Uzi Silenced
 * USP .45 Silenced
 * C4
 * Stun grenade
 * Scavenger
 * Cold-blooded
 * Ninja

Proper Heavy class
A proper heavy class would be armed with an LMG and an all-purpose rocket launcher. I recommend not using the AUG HBAR, as it does not fulfill the role of an LMG, and has similar stats to the RPD, which does fulfill the role of a light machine gun. The attachment should be a grip or sight of choice, to improve your shot, FMJ, to increase penetration, which will deny the enemy most of their cover. If you feel none of this is needed, then go for the heartbeat sensor, to point out enemies trying to slip past you, as well as show if there are enemies behind a piece of cover. You don't need a silencer unless going for the HBS. If you dare, then use extended mags. The rocket launcher should be the AT4 or Javelin, as both can lock on to aircraft, and though the Javelin can't be dumbfired, it can lock on to any location, provided it is far away enough. DO NOT USE THE THUMPER, IT SUCKS ASS AGAINST ENEMY KILLSTREAKS. Though the stinger has two rockets, and is more than a match for enemy killstreaks, you can't use it on soldiers, though this is a must if you decide to use semtex. Same with the RPG-7, you can use it on soldiers, and it has two rockets, but doesn't work well on enemy killstreaks. This is the part where i would go on about the attachments your secondary should have, but launchers can't have attachments. Bummer. Anyway, i recommend using Tactical insertion, so you can get back in the fight quickly, rather than spawning on the other side of the world map, or semtex, allowing you to use the holy grail of the launchers, the Stinger. Anyway, meanwhile, back at the farm, your spec grenade can be anything, though flashbangs work well to throw off enemies. I recommend scavenger, again, as you will be able to replenish your equipment, should you not use tac insertion, or if it was blocked/smashed. You should only use this class, let alone any of these classes, when you have a team following these setups. I said this to justify not using sleight of hand, as a good team would cover you while reloading, or you decided to be a smarticle and use one of the 2 faster reloading LMGs, the M240 or the L86 LSW. Anyway, I recommend hardline for the second perk, to get streaks faster, or Stopping power, to increase damage and conserve ammo. If you want, you can use lightweight for offensive purposes, counteracting the low mobility of the LMG and launcher you are carrying. You don't need danger close, as you will usually use the launcher on killstreaks, where danger close doesn't matter. For people, the AT4 just needs to be aimed at the enemy, and it's accurate, while the javelin, not being able to be fired in the moment, shall i say, has a large damage radius. You do not need cold-blooded, as the smart player would take dow killstreak almost immediately after it enters hte battlefield. The third perk should be sitrep pro, so you can hear enemy footsteps easier, preventing an ambush, or commando, in case you are caught reloading, you can charge him and knife him, possibly saving yourself. The deathstreak (The only time i really care about it) should be painkiller, so if you use tactical insertion to get back to the fight faster, then you have an armor advantage. This class should be the super powerful class, the one where you're guns blazing while screaming, "I'm the juggernaut, b*tch! Choke on it, motherf@$%#&$!!!!!!!"

Example:
 * M240 w/ Grip
 * Javelin
 * Tactical insertion
 * Flashbang
 * Scavenger
 * Hardline
 * Sitrep

the (Marksman/Sniper/Sharpshooter/whatever the hell you want to call it) class
This will be the longest section, as almost everything matters for sniper rifles. You want a sniper and a machine pistol. Any sniper works, but i have recommendations for each gun. I will split this into sections, so choose one, but first, read this paragraph, as it contains the stuff all classes should have. All classes should have a claymore as the equipment. A camping sniper can ue them to fortify their position, while an oscar mike sniper would plant them in places the enemy is bound to go. I also suggest using the silenced G18 if you plan on being stealthy, or a PP2000 extended mags, as it is like an SMG, as Bord said, or your favorite MP with akimbo. I also recommend using smoke grenades, which will cover your advance or retreat, as well as being able to throw on enemies while picking them off with a thermal scope.

Intervention/Barrett
I DO NOT ENCOURAGE ANY FORM OF QUICKSCOPING. If you use the Intervention or Barrett .50 Cal, then you will want FMJ, to penetrate enemy cover, a HBS, to spot incoming enemies, or a thermal scope, to see through smoke. Your tier 1 perk should be scavenger, if you plan on staying there for a while, or Bling, if you feel two attachments could be used. The tier two perk should be stopping power, to help make one shot kills. The Barrett and Intervention actually benefit the most from stopping power, as they have many 1.1 damage multipliers, while the WA has none, and the M21 EBR only has one in the neck, and 1.5 damage multipliers are one shot kills, as all snipers deal 70 damage. Also, the snipers have a low rate of fire (Barrett has a high rate of fire, but it's huge recoil forces the user to wait for it to settle before firing another shot, while the Intervention is Bolt-action.), so one shot kills are more useful. The third perk should be steady aim, as the pro version will improve your shot by letting you old your breath linger, while the base version will improve hipfire accuracy, useful on akimbo weapons.

Example:
 * Barrett .50 Cal w/ Thermal
 * PP2000 Extended Mags
 * Claymore
 * Smoke grenade
 * Scavenger
 * Stopping power
 * Steady aim

WA2000
If you use the WA2000, then your attachment should be the same as the other snipers- Thermal, HBS, or FMJ. You do not want to use a silencer, as this will reduce the damage multipliers enough to where stopping power is needed. Your first perk should be scavenger, to counteract the low magazine size, which affects the ammo count, or sleight of hand, to speed the slower reload, if you are pissy about reload times. You should use Hardline, to get streaks faster, or Cold-blooded, to protect against enemy snipers, as well as enemy killstreaks. You do not need stopping power, as it will not make limb or stomach shots a one hit kill, while the chest, neck, and head are already one shot kills. So if you use a WA2000 stopping power, you are a dumbass, and you should start bagging on (Insulting) yourself so i don't have to do it for you, and i can spend more time pissing off boosters. Also, if you ever use the FAL, the same goes for it, as far as i know, where stopping power doesn't affect it. Anyway, your perk 3 could be steady aim for reasons above, due to one hit kill areas, but you may need to fire off another shot, and you automatically stop holding your breath when you fire. If you don't want steady aim, then you can use sitrep, to hear players trying to sneak up on you.

Example:
 * WA2000 w/ HBS
 * PP2000 Extended mags
 * Claymore
 * Smoke grenade
 * Scavenger
 * Hardline
 * Sitrep

M21 EBR
If you use this sniper, i recommend using the silencer, as it already will need two shots anywhere except the head and neck, and you won't need headshots with a silenced sniper. You will want scavenger for a perk, as you will probably fire off 3 to 4 shots on a target, and that won't work out with 30 rounds max, and the reload is fast, so don't have a fit over it. Your perk 2 should be cold-blooded, essential to a stealth class, and the third perk should be ninja, also essential to a stealth class.

Example:
 * M21 EBR Silenced
 * G18 Silenced
 * Claymore
 * Smoke grenade
 * Scavenger
 * Cold blooded
 * Ninja

Comments
Post comments below. Bumblebeeprime09(Talk) 21:46, September 26, 2010 (UTC)