Full Weapons Guide - Guide for Call of Duty: World at War
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Introduction This guide is separated into two halves. The first half is for all World at War players, and the second is strictly for players with Xbox Live. I'll explain this later, so just stick with me for the time being. Table of Contents 1. Full Weapons list 1a. Bolt Action Rifles 1b. Semi-Auto Rifles 1c. Sub Machine Guns (SMGs) 1d. Shotguns 1e. Machine Guns (LMGs and HMGs) 1f. Grenades 2. Full Perks List 2a. Perk 1 List 2b. Perk 2 List 2c. Perk 3 List 2d. Tank Perk List 3. Xbox Live Custom Classes 3a. Explanation of Custom Classes 3b. List of 5 Good Classes 4. Closing 4a. Legal Stuff 4b. Final Thanks 1. This is a detailed list of EVERY weapon in the game. If i miss one, please look to the bottom of the guide to see my email to tell me, thank you. 1a. Bolt Action Rifles These were the snipers of WWII, and shot only one shell at a time before you needed to eject the bullet. However, the slow ROF (Rate of Fire) is forgotten because of their power at long ranges. Springfield: The very first sniper that Xbox live players will use, and many people's favorite. It is America's sniper and is like many other snipers, with great power and range, and best of all, it starts with a scope! All other snipers need to complete a challenge to get the scope. Stats: High power, range, and accuracy, but with a low ROF. Attachments: Scope, Bayonet, Rifle Grenade Ariska: Japan's sniper, the second sniper rifle, and probably the least used. Although it still has almost the same stats as the Springfield, it just isn't used as much. Stats: About the same as the Springfield Attachments: Scope, Bayonet, Rifle Grenade Mosin-Nagant: Russia's first sniper, and a more commonly used sniper, because it has slightly higher power than the Springfield, Ariska, and Kar98. Stats: Basically the same other than the slightly higher power. Attachments: Scope, Bayonet, Rifle Grenade Kar98: Another decent sniper, Germany's sniper, has about the same, basic stats. Stats: Almost exactly the same as Springfield and Ariska. Attachments: Scope, Bayonet, Rifle Grenade PTRS-41: Russia's second sniper, and in my view, the best sniper. Its Scope cannot be detached, but this way you don't have to earn it. Also, its scope has a longer zoom, and its power is much greater than the others. Stats: Highest Power and range, great accuracy, low ROF. Attachments: None (Scope cannot be detached). Sniping Tips: First of all, make sure your comfortable with your sniper. Second, get into a good sniping spot, and always aim for the upper chest head area. Finally, practice makes perfect. 1b. Semi-Auto Rifles These guns are fired only as fast as you can pull the trigger, and are very dangerous at medium ranges. SVT: This is the Russian Semi and is a well balanced gun. It has good all around stats and is perfect for beginners. Stats: Moderate power, range, accuracy, and fire rate. Somewhat higher range. Attachments: Flash Hider, Aperture Sight, Bayonet, Telescopic Sights. Ghewer: The first German Semi-Auto, and is commonly used. Its great all around stats match the SVT's perfectly. Stats: Moderate power, range, accuracy, and ROF. Has somewhat higher accuracy. Attachments: Flash Hider, Aperture Sights, Rifle Grenade, Telescopic. M1 Garand: America's first Semi-Auto, and the most powerful at long ranges. Stats: Moderate power, range, accuracy, and ROF. Has high power at long range. attachments: Flash Hider, Bayonet, Rifle Grenade, Sniper Scope STG-44: Germany's Second Semi-Auto, and the world's first Assault Rifle. This gun can be fired full auto by holding down the trigger, and is very good at long range, due to the fact that it has the power and accuracy of a rifle and the ROF of an SMG. Stats: Moderate Power, range, accuracy, and high rate of fire. Attachments: Flash Hider, Aperture Sights, Telescopic Sights M1A1 Carbine: America's second Semi-Auto, and in my opinion, one of the best. It combines all the advantages of the other rifles, and makes one really awesome rifle. Stats: Moderately high power, range, accuracy, and ROF. Attachments: Flash Hider, Aperture, Bayonet, Box Clip. Semi-Automatic Tips: Don't try to go too close, and try not to go too far either, even though their capable of them. Their best at medium range, but can still perform well in close and far range combat. 1c. Sub Machine Guns Fast firing, close range weapons capable of doing loads of damage. Thompson: The first SMG you unlock in the game, made by the Americans. It is the average SMG with is all around stats. Stats: Low power, decent range and accuracy, great ROF. Attachments: Flash Hider, Aperture Sights, Drum Magazine. MP40: German's SMG, and the most used SMG in Cod 5. Why? Its cheap, very cheap. Everyone likes it because its firing rate is great, and can kill in 3 or 4 shots on average. Stats: Great power, good range, accuracy, and ROF. Attachments: Flash Hider, Aperture Sights, Dual Magazines. Type 100: The Japanese SMG, and a great gun to learn. Its great stats can beat almost any other gun. Stats: Decent power, range, accuracy, great ROF. Attachments: Flash hider, Aperture Sights, Extended Clip. PPSH-41: The Russian SMG, and second best. Although it takes probably somewhere around 20 bullets to kill, it can shoot that many in less than a second. Stats: Low power, good accuracy and range, Extremely high ROF. Attachments: Aperture Sights, Drum Magazine SMG Tips: These are for CQC (Close quarter combat) only, but can occasionally kill at medium ranges. 1d. Shotguns I don't really use them that much, but some people really like them. The only thing about them, is that their for CQC ONLY. Nothing else, because well, its a shotgun. Trench Gun: Has 4 shots per clip, but can usually kill in 1 or 2. Stats: High power and accuracy at close range. Attachments: Grip, Bayonet Double Barrel Shotgun: Has two shots per clip, but can fire both in quick succession. Highly effective at close range. Stats: Same as Trench Gun. Attachments: Grip and Sawed off Shotgun Shotgun Tips: Again, i don't use shotguns ever, so i can't say much other than stay in close range areas. 1e. Machine Guns Machine Guns are the bigger versions of SMGs, and were made for medium long range, not close, although they can still be effective. There are two types of MGs, Light Machine Guns, (LMG) and Heavy Machine Guns (HMG). Type 99: Japanese LMG with moderate power and other stats. In my opinion, its only downside is its horrible iron sights. Stats: Good power, range, accuracy, and ROF. Attachments: Bipod, Bayonet Browning Automatic Rifle (B.A.R.): An American LMG with high power but low ROF. Stats: Good of everything except for ROF Attachments: Bipod MG42: German HMG with fast ROF and decent power. Stats: Good power, range, accuracy, and a fast ROF. Attachments: Bipod FG42: German LMG with very high ROF but low power and low clip size of 20 bullets per clip. Stats: Moderate power, range, accuracy, and fast ROF. Attachments: Bipod, Telescopic Sight. Browning: The last HMG unlocked, and is an American Machine Gun with extremely high power and good other stats. Stats: High power, good accuracy, range, and ROF. Attachments: Bipod Machine Gun Tips: These are meant for medium combat, so don't rush right into combat, but don't hang too far back either. 1f. Grenades Frag: Has a 5 second fuse with a great deal of power. Sticky Grenade: Sticks to any surface or person. Effective against tanks. Molotav Cocktail: Makes an explosion of fire, but needs a direct hit to kill. Tabun gas: Blurs any enemy's vision who walks through it. Flare: Blinds anyone near it. Smoke: Causes a large smoke screen, cutting vision to near blindness. 2. This is a detailed list of EVERY Perk in the game. Again, feel free to contact me if i missed one. 2a. Perk 1 Perk 1 will either give you an explosive weapon, or extra firepower. Special Grenade 3x: Pretty self explanatory. Gives you 2 extra special grenades. Satchel Charges: Gives you two remote detonated charges that deal great damage to anything within blast range. M9A1 Bazooka: Gives you two shells that are fired from a personal bazooka that can deal great damage from a direct hit. Bomb Squad: Allows you to see enemy Betties and Satchels so that they don't kill you. Bouncing Betties: Gives you two motion sensor bombs that can be placed anywhere and will detonate when an enemy walks next to it. Bandolier: Gives your Primary and Secondary weapons additional ammunition. Primary Grenade 2x: Pretty Self Explanatory. M2 Flamethrower: Lets you carry around a flamethrower with unlimited ammunition. However, it will overheat if used constantly. 2b. Perk 2 These give you additional abilities that help you in battle usually. Stopping Power: Gives additional bullet damage. Fireworks: Increases explosive damage. Flak Jacket: Reduces explosive damage to you. Gas mask: Reduces the intensity of Tabun Gas to you. Juggernaut: Increases maximum health. Camouflage: Makes you invisible to enemy recon planes. Sleight of Hand: Decreases reload time. Shades: Decreases intensity of signal flares to you. Double tap: Increases ROF. Overkill: Allows you to carry two primary guns. No pistol. 2c. Perk 3 Usually gives you some other benefit in battle. Deep impact: Allows you to shoot through walls easier. Extreme Conditioning: Allows you to sprint for longer distances. Steady Aim: Increases hip firing accuracy. Toss Back: Resets fuse of picked up grenades. Second Chance: Allows you to have a last chance at survival with only a pistol. Martyrdom: Drop a live grenade with a two second fuse when you died. Fireproof: Reduces fire based damage to you. Dead Silence: Walk without being heard. Iron Lungs: Hold your breath for longer when sniping. Reconnaissance: Allows you to see enemy dogs, tanks, and artillery on radar. Please remember, that some of these perks are only available when you unlock them on Xbox live. 2d. Tank Perks These only help you while driving tanks. Water Cooler: Decreases turret overheat speed. Greased Bearings: Increases cannon turn speed Lead Foot: Increases tank speed. Ordinance Training: Decreases cannon reload time. Coaxial Machine Gun: Gives the driver an additional MG. This is the second part of the guide that is only for Xbox Live members. The reason is because players without it cannot create their own classes. 3. Xbox Live Custom Classes Here, i will tell you my favorite classes on Xbox Live. I use 5 different classes, but before i list them, ill explain them a little. 3a. Each custom class consists of the following: Primary Weapon (Rifle, SMG, Etc.) Pistol/Secondary Weapon (Rifle, SMG, Etc.) Primary Grenade (Frag, Sticky, Molotav) Secondary Grenade (Tabun, Smoke, Flare) Perk 1 (Satchels, Bazookas Etc.) Perk 2 (Stopping Power, Overkill Etc.) Perk 3 (Deep Impact, Steady Aim) Tank Perk (Lead Foot, Coaxial Machine Gun) (Please note that i do not use tanks, so i will not include them in my classes). 3b. Class Setup List Name: Support Gunner Primary Weapon: MG42 w/ Bipod Secondary Weapon: PPSH-41 w/ Drum Magazine Primary Grenade: Frag Secondary Grenade: Flare Perk 1: Bomb Squad Perk 2: Overkill Perk 3: Deep Impact Description: This is probably one of my most used classes because of its ability to fight in CQC and at long ranges. Use the PPSH-41 when walking around, and when you find a nice MG spot, mount up and use the MG42. Reasons MG42: This in my favorite HMG, because of its awesome stats. Its great ROF makes it dangerous pretty much anywhere. Also, use the bipod to mount it on any good flat area. But of course, if you don't have the MG42 or just don't like it, feel free to use another HMG or LMG you're comfortable with. PPSH-41: Probably the second best SMG, because of its awesome ROF. It makes a great addition to the MG42, and with these two together you can't lose. Plus, using the Drum Magazine doubles its clip size to 70 bullets. Again, you don't get this till later on in the game, so feel free to use another SMG you like. Frag: Basically, its a frag, and the others suck. So yeah. Flare: Believe it or not, but they actually work. If you think there's someone in a house, toss a flare in for cover. Bomb Squad: You ever finally find out where that snipers hiding, then as soon as you get close to him you hear a "BOOM", and your dead? Well not anymore! With this you can see those enemy betties. Overkill: Kinda self explanatory. Without it, you couldn't carry two primary guns, and in my opinion, pistols kinda suck. But since you don't get this for awhile, just stick with a pistol. Deep Impact: I hate when i shoot someone, and they get behind a wall so i cant shoot them. Maybe you do too, but with this, you can shoot through almost anything. Name: Sniper Primary Weapon: PTRS-41 Secondary Weapon: .357 Magnum Primary Grenade: Frag Secondary Grenade: Smoke Perk 1: Bouncing Betties Perk 2: Stopping Power Perk 3: Iron Lungs Description: This is another favorite of mine, because i love to snipe. The PTRS gives you a load of firepower, and the combination of perks can make sniping really easy. Reasons PTRS-41: I like it because its the most powerful sniper, and that you don't have to earn the scope. But since its not unlocked till level 50 something, get used to other snipers to get the hang of it. .357 Magnum: Normally, i don't like pistols, but this is the exception. Its very strong, and kills in a few shots. Frag: Again, all the others suck. Smoke: Smokes give more protection from attackers as they allow you to move near invisibly. Bouncing Betties: Since your sniping, you'll need some cover, and having betties can be like having two teammates willing to die for you. Stopping Power: Without it, the PTRS can only kill from chest up, but with this on, most body shots can kill. Iron Lungs: Although you don't get it for a long time, once you do, it makes sniping a lot easier. Name: Infantryman Primary Weapon: M1A1 Carbine w/ Aperture Sights Secondary Weapon: STG-44 w/ Telescopic Sights Primary Grenade: Frag Secondary Grenade: Flare Perk 1: Bouncing Betties Perk 2: Overkill Perk 3: Deep Impact Description: This is kind of a basic class, for medium range levels. Use the Carbine for closer encounters and then the STG for longer fights. Reasons M1A1 Carbine: A very good gun, and for some reason, gains power at close range. Just remember its the last gun unlocked, so use other Semi-Autos first. STG-44: Another very good gun, and for some reason, gains power at long range. Frag: Again, its a frag, and the others suck. Flare: I already said why, but ill say it again, they make great distractions. Bouncing Betties: When using the STG with Telescopic Sights, its good to have cover. Overkill: Just read under "Support Gunner". Deep Impact: Just read under "Support Gunner". Name: Flamethrower Primary Weapon: M1 Garand w/ Flash Hider Secondary Weapon: .357 Magnum Primary Grenade: Frag Secondary Grenade: Flare Perk 1: M2 Flamethrower Perk 2: Juggernaut Perk 3: Deep Impact Description: Probably the funnest class there is. The flamethrower helps at close range, and the Garand at far. Reasons M1 Garand: Very powerful and good at long ranges. .357 Magnum: Look under "Sniper". Frag: Already said. Smoke: Gives you plenty of cover. M2 Flamethrower: It wouldn't be called "Flamethrower" without it. Juggernaut: Lets you take more damage. Deep Impact: Look under "Support Gunner". Name: LEVEL UP This class is for when you want to earn more attachments for guns. In order to do that, you need a certain amount of kills, so i would use this setup. Primary Gun: Whatever your upgrading Secondary: Any pistol Any Grenades Perk 1: Whatever you want Perk 2: Stopping Power Perk 3: Deep Impact. Reason: it doesn't really matter what grenades or Perk 1, since your trying to get kills with your Primary Weapon only. 4. Closing Thank you for reading this guide, i hope it really helped. 4a. Legal Stuff This guide may not be re produced under any circumstances except for self personal use at home. It may not be added to any other website except for Cheatcodes.com without my permission. 4b. Final Thanks Thanks again for reading my guide, and feel free to contact me if you have any questions or comments. However, if you do send me an email, send it to Keegan94@aol.com and please make the subject "Cod Guide". Otherwise, i will think its junk mail and delete it. Thanks!