The British Elites
Notable Challenges (MW2)
Commando Pro VI
Did you see that?
ACR Expert - Fall Camo
"Let us rain some doom down upon the filthy heads of our doomed enemies!"
Modern Warfare 2 Custom Classes
The Ghost class
This first class is probably one of the best classes ever concieved, I really cannot fault it and it works with any game mode and playstyle; actually, it's so good I should patent it. I haven't included death streaks, because it does not matter which one you use; it is a matter of preference. I'll say why I chose each weapon or perk in italics.
Primary Weapon: TAR-21 w/ Silencer This has the highest damage per second of all automatic assault rifles, it is a match for sub machineguns in close quarters, the ironsights are non-obstructive, and the silencer reduces recoil.
Secondary Weapon: Stinger This carrys 2 misiles, allowing the user to destroy any air support without the need to resupply (except AC-130). It also travels straight to the target, meaning a quicker kill than a javelin.
Equipment: C4 This functions, both as a powerful grenade, and a trap. It can be thrown into rooms and detonated almost instantly by double tapping "reload" , or left next to a flag or objective, should the enemy approach it. It is also effective against enemies using the riot shield.
Special Grenade: ANY The choice of special grenade varies from game to game; stun / flash grenades are useful in close quarters, but the smoke is useful for providing cover while moving around the map or attacking objectives.Tier 1 perk: Scavenger Pro The main purpose of this is to pick up extra stinger missiles when engaging and enemy AC-130, but it also allows players to reach high killstreaks without running out of ammo and needing to swap weapons.
Tier 2 perk: Cold Blooded Pro This perk is mainly to prevent enemy air support attacking the player, while they shoot it down. It also prevents enemy UAVs relaying the players position to the enemy team.
Tier 3 perk: Ninja Pro An ideal choice to accompany the cold blooded perk and a silenced weapon, making the player impossible to track via UAV or heartbeat sensor.
I saw this class on youtube, it was created by Sandy Ravage, NOT ME! As the name implies, it is specialised for booster hunting. From personal experience, I have found that this class is best in close quarters, but it is still capable at longer range.
Primary Weapon: UMP .45 w/ Red Dot Sight This has high damage per second while still having controllable recoil, which is useful at longer range. The red dot sight is less obstructive than the iron sight, and more precise than the holographic sight
Secondary Weapon: RPG-7 X 2 This carrys 2 rockets, and can be used to attack grouped enemies, Riot Shield users, enemies behind cover, and taking potshots at enemy air support.
Equipment: C4 This functions, both as a powerful grenade, and a trap. It can be thrown into rooms and detonated almost instantly by double tapping "reload" , or left next to a flag or objective, should the enemy approach it. It is also effective against enemies using the Riot Shield.
Special Grenade: Flashbang I opted for the flashbang, since this class is more effective in COB. It also blinds players, where also the stun grenade slows their movement, meaning they can still see and attack the player if they are facing them..
Tier 1 perk: Scavenger Pro In the original class made by Sandy Ravage, this was Marathon, but since in CQB, it's better to always have your weapon at the ready, rather than sprinting everywhere, I went for scavenger so that I can obtain more rockets, C4 and ammo.
Tier 2 perk: Cold Blooded Pro This perk is mainly to prevent enemy air support attacking the player, while they shoot it down. It also prevents enemy UAVs relaying the players position to the enemy team. If the player is booster hunting, this prevents any of the booster's air support killer the hunter.
Tier 3 perk: Sitrep Pro This is useful in CQB because the enemy may lay claymores in door ways and chokepoints. It also allows the user to see armed grenades, when cannot be seen as easily in hardcore due to the lack of HUD. The main reason though, is to see tactical insertions.
Primary Weapon: AUG HBAR w/ Grip This is my personal favourite LMG, because of it's simple iron sights and it's balance of power and accuracy; however, if you plan on firing for longer periods, I suggest the RPD, since it has a larger magazine, is also well balanced, with easy to use sights. Also, the Barrett .50cal is useful for defending over long range, but leaves you almost defenseless in CQB.
Secondary Weapon: None (One Man Army)
Equipment: Claymore Since the purpose of this class is to defend objectives, the user will be staying in one area, aThis essentially gives the player unlimited ammo, if they switch to the same classnd it is useful to have your back covered, allowing you to concentrate on shooting attackers.
Special Grenade: Flashbang It's useful if an enemy attacks the player in close quarters, allowing the player to blind the enemy and gain the upper hand.
Tier 1 Perk: One Man Army Pro . This basically gives the user unlimited ammo and claymores, meaning they can hold an area for as long as they can stay alive. Also, if the player was defending an objective, but need to defuse a bomb at another location, they could switch to a more appropriate class.
Tier 2 Perk: Stopping Power Pro Since the AUG HBAR has a small clip for an LMG, it's important to take down the target with the fewest rounds possible; this will mean less reloading, and less class changing
Tier 3 Perk: Steady Aim If an enemy finds you, it's likely that you will spray in a last ditch attempt to not die, therefore steady aim means you're more likely to survive the encounter.
A good, all round class, if stealth is not necessary.
Primary Weapon: ACR w/ ACOG With stopping power, the ACR is a perfect balance between power accuracy and fire rate, making it good for all ranges from close quarters to long range. The ACOG makes long range kills and headshots much easier to obtain.
Secondary Weapon: SPAS-12 w/ Grip From personal experience, i have found the SPAS-12 has the best range of all the shotguns and is a one shot kill at considerable range, even without stopping power. It is best to aim down the sights when firing, as it will aid accuracy, and the player will load the next shell quicker wihle ADS rather than from the hip. Should the need arise, the SPAS-12 can be exchanged for the stinger, to take down air support.
Equipment: Semtex This probably the best all round grenade, with a short fuse, sticky capability of C4, but the throwing range of a frag grenade. Also, the grenade cannot bounce, or be thrown back at the user aswell as being overcooked.
Special Grenade: Flashbang It's useful if an enemy attacks the player in close quarters, allowing the player to blind the enemy and gain the upper hand. The Flashbang can also be detonated in mid-air to increase the stun radius.
Tier 1 Perk: Scavenger Pro This allows the player to constantly stock up on extra ACR rounds, and shotgun shells.
Tier 2 Perk: Stopping Power Pro The ACR is one of the assault rifles with less bullet damage, so stopping power increases the damage, and compliments the ACR's high rate of fire and accuracy.
Tier 3 Perk: Ninja Pro: Since it's an assault rifle, the ACR is moderately accurate from the hip, so long as the target is close-by, meaning steady aim is not needed. Ninja pro allows the player to retain some stealth if they need it, but still be able to move quickly, rather than crouching to stay quiet.
I'm sorry, was that your face? 11:34, April 22, 2010 (UTC)