Hardcore Search And Destroy Guide - Guide for Call of Duty: Modern Warfare 2
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Call of Duty: Modern Warfare 2 Hardcore Search and Destroy ----- 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 other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2010 Musubiman013 Posted On: Game FAQs ------ Contact Information ------ If you would like me to add anything, have any questions, etc., email me at [email protected] ---------- ------ Version History ------ Last Updated March 29, 2010 1.00 First Draft ---------- ----- Table of Contents (ctrl - f to jump to sections) ----- 1) Introduction [INTRO] 2) Introduction to the Game [HCSD] 3) My Top Ten Rules [RLS] 4) Advice for Maps [MPS] 5) Perks [PKS] 6) Guns [GNS] 7) FAQs (Coming when I get questions) ---------- ----- Introduction [INTRO] ----- First off, this is my first FAQ. While I read the boards a lot, I am not someone who is "active" on them. I started off with playing CoD on the computer, but as I am just a casual gamer, I did not have the computer to run the game at maximum performance. I bought and Xbox to play with my friends. I have clocked most of my game time (between both the computer and Xbox) in Hardcore Search and Destroy, and I was inspired to write this in order to help anybody who plays this game type. Again, I am a casual gamer, so I'm not some pro with a high KD and goes flawless every game. Enough said, let's get to it. P.S. I made thisFAQ before the map pack was released, so anything new that is updated in the map pack will not be covered in here until I test the added content out. ---------- ----- Introduction to the Game [HCSD] ----- ===== Controls ===== I am going to assume that if you are reading this you have read through the manual or played enough to know the controls. Although, I will suggest that you switch your controls to "Tactical" if you haven't already. The Tactical layout only switches your melee and crouch/prone buttons, but it can make all the difference between a win and a loss when you are the last man alive. The reason behind switching the layout is to get the "Drop Shot". The Drop Shot isn't that difficult to pull off, but I would suggest trying it out a bit before facing enemies. The ideal Drop Shot, imo, is to be aiming down the sights and firing at an enemy while holding the right analog stick down (assuming you have tactical layout set). Going prone will make you a harder target to aim at, and if you get the jump on them, you will most likely pull the kill off. ========== ===== The Game ===== Search and Destroy is an objective game. Playing in Hardcore mode will get rid of everything on the screen that you would normally see, reduce your damage to 30 (I believe), and restrict your ability to regain health. One team of 6 will start off on the Offense, and the other on the Defense. When you are on Offense, your job is to PLANT THE BOMB at either the A or B bomb site. When you are on Defense, your job is to DEFEND THE BOMB. The first problem that I have with people is that they don't play the objective enough. I can tolerate people rushing the bomb site, but rushing the spawn can go terribly wrong. If you die without killing anyone when you rush the spawn, you end up leaving your team in a losing position. Camping is part of the objective, and it is up to the Offensive team to outsmart the Defensive team to pull off the win. The Defensive team must fortify their sites to prevent the Offensive team from getting the plant off. The first thing you have to know is that you won't end up with a high number of kills. If you are getting between 5-7 kills, you are doing your part for the team. If you are getting anything higher than 8, you are playing the game to the best of your ability. Odds are that both of those players are playing with their teams, and they most likely have a relatively low number of deaths as well. The last thing I will say about this objective type is know why you are going in to play. I play because I love playing tactically with my team (most of the time my teammates are my friends), I can get 10k exp from one entire game, and I don't have to worry about people camping out for a nuke. I would not suggest this game type to you if you want to get your KD up, if you want a huge kill streak, if you want to run around as much as possible, or if you don't like waiting around for anything. ========== ===== Kill Streaks ===== Like I said above, you most likely won't get any high kill streaks, so the point is to go for the lower ones. My set up is UAV, Predator Missile, and Emergency Airdrop. Most people who play Hardcore will use Cold Blooded, so most of the kill streaks will be almost useless, but I always have UAV for the people who don't. Not only does it show those unlucky few who don't have Cold Blooded, but if anyone fires with an un-silenced gun, they will show up on the UAV. The Predator missile great, because you can get possibly an easy kill with it when the round starts. However, you have to wait a number of seconds before you can launch anything. Emergency Airdrops are a push on SnD, but my reasoning behind it is that if I am just on fire and am dominating everyone, I might as well have something as a nice reward. That nice reward is extra experience. You get exp for letting your teammates take CP's, so might as well let them take it anyways. My friends both use UAV, but sometimes they will use regular Care Package, Harrier, or Air Strike. You shouldn't be relying on any of you kill streaks at any time, but if it can get you a kill, you might as well take it than have nothing. ========== ----- My Top Ten Rules [RLS] ----- These are the ten things that I would overstress to any player. I constantly see things from kill cams that make me want to yank my hair out or scream at the screen (which I do scream). Please, If you take away anything from this guide, take this section with you. ===== 10) Use the "Feign Diffuse" ===== What I like to call a "Feign Diffuse" is when you run up to the bomb and tap X instead of holding it. This will cause the bomb to make the sound of it being diffused, but you will still have your gun out. This means that when the enemies come running in to kill you while you're diffusing you can get the jump on them and kill them first. It is a great way to clutch a match sometimes. ========== ===== 9) Before Diffusing, Look for Equipment ===== By equipment I mean C4 and claymores. People will drop these near the bomb, in the room, and everywhere that it can be placed. There isn't a lot you can do if it is a very well placed C4 or Claymore, but you can always try. If you feel the need to, put on Sit Rep to detect it, but I would personally rather use Ninja Pro. *Added note: When you go to diffuse the bomb, don't just run up and start diffusing. Go up to it, lightly tap X, and run back. If the other player is listening for the diffuse, they will probably run out and you can pick them off. I will refer to this as a "Feign Diffuse" in the guide. ========== ===== 8) Use Cold Blooded Pro and Ninja Pro ===== "Oh Musubiman013, why would you ever want those specific perks?" That is a great question. Cold Blooded will not make you appear on the UAV, which is a universal kill streak in this mode. The pro version will not make your name appear above your head when an enemy sees you, making it harder for enemies to see where you're hiding. To get the pro version, go into a different playlist and play games until a player on the other team calls in any kind of helicopter. Pull out a class with an LMG (RPD is my choice) and Cold Blooded. Use nothing but your gun to shoot down the chopper, and look for the black smoke. Continue to shoot it until it starts tail spinning. Don't stop shooting at it until you can't shoot it any more. Every bullet that you put into it will count as "shooting down a kill streak". It is the most efficient way to get the pro perk. Ninja Pro will make your footsteps silent, which will help to prevent people using headsets from picking you out from a mile away. Both of these together will turn you into a killer who can bring death from the shadows. ========== ===== 7) Listen to Your Teammates ===== We have all been in those games where there is some annoying person who talks trash or doesn't stop talking. It is okay to mute those people, but sometimes you have to un-mute them to hear if they have anything important to say. When someone says, "The bomb is near me", and you two are the last alive, don't leave them hanging. Run over there and help them camp out the bomb. There are many other situations, but I find that is the most common situation you will face. ========== ===== 6) Know the Maps ===== Generally, you should know where the bomb sites are, how to get to them, where most people will go, and where not to go. This comes from playing the game a lot and seeing the trends of most people, for any game type. Specifically, know where people hide, and where to hide. Always check your corners first of all, but if you die one round from some one camping a certain spot, don't go back the same way. Either go to where they aren't, or see if you can find an alternate way to kill them. The other thing is that you need to know where good places to hide for a round are on defense. It is okay to stay in one place, but don't go to the same place again the next round. It is okay if no one saw where you were hiding, but more often than not, it's safe to assume they know. ========== ===== 5) Play the Objective ===== On defense, camp the bomb sites. Place anything down that you can, guard all entrances, and don't rush out every time and die repeatedly. Yes, there are people who can rush well and dominate the team. But if you die without getting a single kill, don't do it again. The point on defense is to pull the players towards you, not go crazy trying to jump the gun. Another thing added, know where your teammates are. If you have four people at A, one person at B, and one person rushing, you are going to get nailed at B and you could lose the round most likely. Try to spread out with three people at each site. On offense, you have to play wisely. If the other team is playing the best defense ever, you have to be able to counter it. Pick off one guy at a time until you can clear a way to the site. There is no such thing as a perfect defense, so look for the flaws and exploit them. Talk with the people on your team and strategize. ========== ===== 4) Camp the Bomb ===== This includes looking for the bomb when you kill someone. The second you camp the bomb, the game is over. Unless the other team can find where you are hiding, they won't win. 'Nuff said. ========== ===== 3) Use a Headset or Headphones ===== This is crucial because sounds play a huge role in this game type. You will be able to hear the bomb being diffused, people's footsteps, rustles of grass, and falling. You can still hear it if you play with just the TV speakers, but using a headset can filter out and focus the specific sounds you need. Now I'm not saying buy an expensive headset by any means. I use headphones that are probably less than ten bucks. I don't know how ear buds work, but having some filter is better than nothing. You will notice a difference, I promise. ========== ===== 2) Use the "Start" and "Back" Buttons ===== Pressing back will allow you to see how many people are alive on either team. A good player will check it every time they get a chance. Pressing start will bring up a map. This can be used to see where your teammates are and where enemies are firing un-silenced weapons. Check it if you are camping or you hear gun fire. This could save you a round in one game. ========== ===== 1) NEVER STAND NEXT TO YOUR TEAMMATES! ===== This is my biggest pet peeve in this game type. When you run to go plant the bomb and your teammate is behind you, you could get C4'd and lose the game, you could get noob tubed from the other side of the map and lose two men instead of one, and then there is the game winning double kill with a predator missile. Don't stand anywhere near your team mates period. ========== ---------- ----- Advice for Maps [MPS] ----- So now that you've had enough of me ranting, here is my advice for the maps. This isn't specific, oh go here and do this. No, these are general things you should be cautious about when playing. I will break up each map in this way: ===== Map Name ===== General: Basic features about the map and my opinions on the map. Offense: Best way to rush, areas to avoid, common places for defense to set up, how to plant the bomb. Defense: Where offense will plant on a rush, which site is easier to defend, where offense will have the upper hand, and what to do when you are the last alive. ===== Afghan ===== General: Afghan is an interesting map because it is so open, but there are areas on the map where an enemy could take you out without you even seeing them. Even if you do see them, most likely it will be easier for them to hit you than you to hit them. Spawn tubes are common on this map because both spawns are wide open. This map is pretty popular, although I don't like it for HCSD. Offense: If you are going to rush, rush the A site. B is too far back to get a rush plant off before the enemy team gets set up. For the rush, it would be ideal to have two people spawn tubing (to prevent any one from going directly to A), one person go behind the bunkers (to get the lucky players who run to the side from the tubes and live), and one person going behind "Sniper Hill" (to flank the back). For rushes in general, you will most likely be able to get one or two successfully planted. This doesn't mean that they won't be diffused, but you will plant it. Rushing for a third time can be dangerous because they will be expecting it and be able to counter in some way. With this map, it would be a smart thing to stick in at least pairs because one smart player on defense could camp one spot and take out most of the team. This map is relatively small in terms of places to camp, but a good defensive team will be able to lock down both sites with ease. Go out carefully in the open. Defense: On defense, you can try to spawn tube, but it might be a better idea just to set up instead. A place I like to hide when the other team spawn tubes is by the door on the left side of the spawn, but a little bit forward where the lip comes up from the ground. It's protected by the land above it, and you will be able to see over the mound with ease. When you set up at B, it should only take two guys with carefully planted equipment to lock it down. More of the team should be looking towards A because it is planted more often, and if the other team rushes, they will rush A. The defense can spread out a little bit more than on offense, but it is still suggested that you have at least one other teammate near to provide support. If you end up as the last man, look at A. If your team has done well with putting claymores at B, all you need to do is watch A. The bunkers do over look the plane, but a person with Ninja Pro can easily sneak up from behind and knife you. Don't be afraid to hide in the brush, because most of the time the other people will be too busy looking in the bunker or cave instead of looking at their surroundings. ========== ===== Derail ===== General: This is one of the two big maps of the game. I like this map for this game type because it offers a lot of cover for both teams. There won't be as much rushing because both sites are much closer to the Defense. People will snipe more often on this map, so Cold Blooded Pro is highly suggested on this map. Offense: The first thing that you shouldn't do is snipe from the top of the buildings by your spawn. They are good places to go in other game types, but your team needs to push as close as they can get as fast as possible. Sniping will allow you to even out the teams a bit, but the other team will be sniping too, and they have the better angle on the Offensive spawn. When pushing up, you should split the team in two. One "team" should go around the left side and sweep around towards B. My suggestion is to have one person go all the way around and two people cut in before going to B and checking the building right there. Team A should push the right side towards A. All three members should go all the way around. This is because most likely the defense will have guys looking at the site from the front. A flank from the back could catch them off guard, but even if it doesn't it will even out the playing field in terms of places to take cover. Both A and B are good plants, but tell your teammates where you are going first. If you want to plant one side specifically, you might want to send more guys that way instead. There is no wrong way to plant the bomb here, but if you are going to plant A, try to have one person in the building near A watching the site from inside, and another person in the building across the way looking at the bomb site from one of the windows. Defense: Don't even try to rush the offense. There is no need to because it is a lot safer to set up equipment and camp the bomb sites. The ways I said to get to the sites in the Offense section are the sites that you should watch for primarily. Most chances are people will do whatever they want, so you need to watch the front too. Planting a claymore at the end of the "Frozen River" is a smart investment because it will let you know if people are coming that way. It will then allow you to watch the front without worry of being flanked from behind, but you should still watch your back. When protecting B, don't have three people waiting in the site. Have two guys on the far side in the trees to pick off guys, and one person closer to your spawn near B to eliminate anyone coming from the middle. Putting a person in the middle building in the map can help to even out the numbers, but look for snipers on the rooftops across the way. If you end up being the last man standing, try to stay near A. I find that people will go there more often, and if they do plant B, it is a little easier to find where the campers are. You can hide in the buildings, but by then it's almost safer to camp one of the bomb sites because the map is so big and they have to go to at least one of them. ========== ===== Estate ===== General: This is a good Search map due to the Estate itself, the wide open area at B, and the way the spawns are set up. This map pretty much has everything to offer. There are lots of places to hide for both teams and the Estate can be played very tactically. Offense: If you are going to try to rush, go for B. It is farther away from the Defensive spawn, and there aren't too many places to hide. Anytime you venture up near B, look on top of the boat house. People can get up there and take out a good number of people. It is not suggested going up the middle, but if you feel the need to I suppose you can. When going towards A, go to the right side. From here, you can either go to the left around the wall, go right into the green house, or go right around green house. The point is that you go to the back side of the house and push inside. Going up the pile of logs is a good way to go, but people will put claymores at the top, so look for them. Going directly through the back is not suggested because it isn't that sneaky and people could see you. You can still do it, but I would suggest going one of the other ways. Going around the side to the downstairs "Pool Room" is a good way to get in only if you check your surroundings first. Assume that there is a guy in there and one claymore and look for them first before going in. If you want, you can go all the way around the back and go to B from that way. It is not suggested unless your team is planting B and you are going to provide support. Defense: Send at least two guys to B right off the bat. If you don't get there fast enough, they will rush the plant or kill you while you are getting set up. They people who stay at A should have claymores every where. There are many ways to get in, and you can get over run quickly. Have at least one person in the bed room above the bomb site to stop people from coming up top. The other people can go where ever they please, but it might be wise to have them look outside. When going to protect B, use the boat house to your advantage. It is closer to your spawn, and it is the biggest piece of cover around that area. If you want to have a different point of view, go to the brush and go prone. If you get to the right spot, you can stop all enemies from getting to the site. When you end up as the last man you should not expect the win, unless it is a one on one situation. If your team placed the right claymores, then all you need to worry about is B. A is easier to clear out, but I would stress "Feign Diffusing" since the diffuse can be heard from almost anywhere in the house. ========== ===== Favela ===== General: Playing the buildings to your advantage is the ideal way to play. There are all sorts of places to hide here, so check everywhere. The fighting here will be Close Quarters, so go in with an Assault Rifle or SMG. Noob tubing from the Defensive team down the street is common, so take that into note. Offense: It is easy to rush either side, in fact I would attempt rushing at least once to spice things up. Both sites are near the ends of the map, so if you are planting one site let your teammates know so they can provide support as soon as possible. When going B, go around the side all the way. Expect enemies to be in your pathway at every point as well. Before planting at B, check the roof tops and the two story barber shop near B. Another common place to hide is behind the crates on the other side of the shed at site B. If you are coming above that way then jump down to the right instead of going down the stairs. When going towards A, hug the walls as much as you can. There are plants everywhere, so it will make you a harder target to spot. Make note that you will make a sound, so any headset users will here you coming. Send one person down the stairs on the way to A to flank the back. This could take the defense by surprise and add to your success rate. Always check the building right next to the A spawn, but more importantly check the roof top right there. Even if you aren't planting at A, you will most likely find an enemy on that roof, or a roof across the way. Stick as a team on this map because if you end up as the last two, you don't want one person running to get to the bomb as the other person plants it. Defense: Watch the A side rush more than anything. Plant claymores in the plants because they are a lot harder to see. I have gotten the game winning kill multiple times from well placed claymores in the plants. Having two people push halfway into the enemy side is a good idea because it could lead to a few kills. Take the roof tops as soon as possible, but watch your back at all times. If you are going to defend B, never go alone. You need at least two people on B due to the many places to hide near that site. If the one person dies there and the other team plants, you have lost the round. Not only do you have to run over to diffuse, but you have to check a lot of places for enemies. Having two people at each site is a general rule of thumb for any map, but this map even more so. When you are the last man standing you can do two things. The first is take the roof tops. You could spot one or two guys, but it leaves you open from the other sides. My suggestion would to be pick a side and commit. If you know there are claymores set up at one site, go to the other site. It is too hard on this map to try to manage both. If you are stuck with no claymores, pick which site you feel less comfortable with running over and diffusing. Either side can be a pain for a number of reasons, so it really boils down to which side is luckier. ========== ===== Highrise ===== General: Two buildings with teams on either side. There are lots of places to climb up and take position, although it is less likely that people will do this because of the length of the rounds and the objective. Spawn killing is a common thing on this map, so be careful. Offense: It is risky trying to rush either side, but it is possible. There isn't a lot of strategy to this map due to the size and flow of players. If you play wisely and don't run out like a madman, then you will do well. When planting A look out for inside the building. The windows do overlook the bomb site, which means you can take cover there as well. At B, always look in the elevators. There will probably be one person in there and one person near the generators at the actual site. Again, don't go crazy. Defense: The sites are closer to you, so there shouldn't be any reason for you to go towards the enemy spawn site. A is a lot easier to protect, but it is still easy for the other team to clear you out. Try to go three at each site to maximize your defensive power. At B, watch the ladder that is close to the enemy side in the tunnel. I would suggest avoiding the tunnel at all costs because it is somewhat hard to defend. You are better off taking a higher position on the top part of the map. Check the helipad every now and then if you don't have a player up there. If you become the last man standing, you might want to stick by A. If the plant goes to B, then you will have an easier time looking for places where people hide. In the elevators, on the helipad, above the elevators, and near the generators. At A, there are a lot more places for the enemy to go, and it is too hard to check all of them. ========== ===== Invasion ===== General: This is a fun map to play on. The buildings provide cover for both teams, so look around. When it comes down to it, the person who is the most aware of everything will win. Spawn tubing and sniping is common, especially when playing on Offense. Offense: Get out as quickly as possible from your spawn. To avoid tubes, don't go on the left side of the two story building by the spawn. Going left around is a good way to go for support fire. You can get around the enemy a little bit faster compared to going down the far side of the map. The bomb should go right around the building 80% of the time. You can go through the "Book Room" to get to A, or all the way around the side and through the alley. Look out for claymores around corners because it is an easy trap that the enemy can set up for you. When going B, look around the generator on your way to the bomb. Some enemies might also in the building that overlooks B, so keep an eye on that as you advance towards the site. Be smart when protecting the bomb, hiding in the brush by B isn't a good idea. Defense: Have one or two guys at B and send the rest to A and the buildings around it. All it really takes is some communication to pull off the win on this map. There aren't too many ways to get to the bomb sites, so as long as you play wisely you can't go to wrong. If you are the last man standing, you might want to go towards A. If it comes down to you diffusing, B is a little bit easier to clear people out at. This being said, it is hard to get the diffuse if the other team takes good positions. If you want to go B, be aware that there are many places near A to hide. They aren't too hard to find, but there are a number of them. Using the "Feign Diffuse" at B is not suggested, but it could be helpful at A. ========== ===== Karachi ===== General: Rooftops that over look bomb site A can be a pain for both teams. The sites are at opposite ends of the map almost, so take that into account when dividing up the team. There are many places in this map where you wouldn't expect enemies, so keep your eyes peeled. Offense: If you are going to rush, rush B. Your team can take cover at many points and it is easier to get to than A is. Watch out for the guys who take a rooftop position that overlooks the bus. The bomb site isn't visible, but it looks into the blue room right by the site. Taking a position upstairs near the spawn is good up to a certain point. It is a very likely place for people to be, so after a while the enemy will try to get you there. When going A, place a claymore before you plant the bomb. For whatever reason, people don't see claymores on this map very often. Taking a defensive position above A can be a good thing if you look out for people on roof tops. Listen for the diffuse though because you wont be able to see the bomb if you take a good position up there. Defense: Watch the rush at B. Even though the enemy team can rush the site, I have never had one of them get to the site before I do. When you camp the bomb at A, you are going to want to stay by your spawn. The two story building by their spawn doesn't look all the way over to your side, so it is a safe place to take. Going above A is a good place to go to pick off guys on the roof tops, but there is a spot on the roof that they can see you better than you can see them. If you decide to defend B, never stop in the two story building near B. The enemy will come up the ladder by their spawn and get you from behind. Going into the diner is predictable, but a good move sometimes. If you become the last man standing, you have to pick and choose. Both sites are a nightmare to try to diffuse, so pray to get lucky. Take a good defensive position and don't freak out. ========== ===== Quarry ===== General: I love this map on Search. There are so many ways to get to both sites, and the multi-story buildings make things even more interesting. Spawn sniping and tubing does happen, so be careful. Offense: The defense will be able to get set up pretty quickly, so it is very hard to rush either site. Always look out for claymores around site B. There is no strategy to avoid them. The only thing I can say is think about where you would put them or throw a stun into the room. When planting A try to plant towards the outside of the room. When you take the position to defend, you will find that there are more places that can see the bomb. Before planting, have your teammates clear out the big warehouse by the site. When planting at B, look above you. People will jump on the desk and wait in the room until someone walks in. Once you clear the room out, plant the bomb and get out of there. They have to go outside in order to get in that room, unless they are coming from the big warehouse. Defense: Claymores should be placed around B. Even if they are looking for them, a well placed claymore can still stay hidden from view. The three main ways that people will come down are as follows: *Down the metal walkway near the exploding barrels *Down the dirt path that looks towards the front side of B *All the way down the far side of the map to A If you can protect the metal walkway and guard A from inside, you shouldn't have a problem. Take note that there is a ladder that leads up to the top of the big warehouse room from the outside. If you think there might be someone who is going to come that way, wait outside and stop them from going up. Exploding the barrels can be a fun way to kill someone if you see them going that way, but odds are that someone on the offensive team will shoot them before heading over there. If you are the last man, watch A. There aren't a lot of places to hide at B, and a "Feign Diffuse" will work wonders there. At A, there are too many places to hide and you probably won't even think of checking them all. If you decide to stay at B, take A slowly. Check places as much as possible and use any special grenades you have left. Keep a cool head. ========== ===== Rundown ===== General: This is an interesting map due to the layout of it. I see this map as two sides joined together by the bridges in the middle. The Offense will have to go onto the Defensive side to plant, to it comes down to the skill of the players in the game. Spawn tubing and sniping happens a lot, so take care of that. Offense: Take the bomb and run. You want to get out of the way before the tubes come flying and the sniper set up on their side. It is hard to go either side due to the places to hide near both sites. The defense has elevation, brush, buildings, and they will put claymores believe it or not. Your first goal is to take out one or two guys before even crossing to the other side. Once you do that the next goal is to get your team across the bridge. Don't go in a pack, in fact each member of your team should act on their own. Crossing at different times and taking different paths can throw the enemy off a bit. B is a safer plant once you clear it out. If you can get a plant at A, scatter and take higher ground. The enemy will have to run into the little area that the site is at, so it is very easy for your team to pick them off as they run in. When you try to plant at B, you have to look in the buildings first. Enemies will be in there looking across the bridges, or they will be camping waiting for you to come. When you plant at B, get away from site. There are great places to watch the bomb from. Defense: There is no need to rush the enemy spawn. Also, I normally disapprove of spawn killing, but this is the one map where I do it myself. There is a space between the buildings that looks at their spawn, and if you can get one kill there, you have significantly increased you chance of a win. Split the team up here. Three people at B, one at A, one at the middle bridge, and one by the bridge at A. If you take all the bridges, all you will have to worry about is the creek underneath. Even that shouldn't be a problem if your team is playing well. Claymore at A because there is a lot of grass around that will help to hid your equipment. I would only put claymores at B to stop the other team from coming into the building near B. If you are the last man standing, wait at B. If you have a claymore at A, then there should be no reason for you to go there. Take a position and watch your back. It is common for people to sneak up on you from the backside of the map. If you stay at A, check the buildings first before diffusing at B. "Feign Diffusing" will work at either site, but it is preferable at A. ========== ===== Scrapyard ===== General: One of the smallest maps in the rotaion of HCSD. Spawn tubing is common on this map, so keep that in mind. Avoid running around a lot on this map. Offense: Site A is open, but it is very close to the enemy spawn. B has a lot of places to hide, but you can use that to your advantage as well. Rushing will work if you take out guys on your way to the site. I would not suggest sniping from the building near the spawn due to the fact that people will check there first if you are the last man alive. When going A, look at the second floor of the warehouse. People love to chill up there. Once you get to A, look at the back of the are because there may be a guy sitting back there, other than that there aren't many places to hide. If you are going B, go with a teammate. It is a trap waiting to happen at that site. There could be a person anywhere, so you really need to be aware of what's going on. Once you plant the bomb, listen for the diffuse or wait in a corner for the diffuser to come. Defense: This is a bizarre map because a good defense will not camp on this map. You should have two people at B, but A really doesn't need that much protection if you plant your claymores right. Watch the middle area for people running through, and see if you can push back to the enemy spawn. Yes, I am suggesting you push back a bit. There isn't a whole lot of strategy because it doesn't usually come down to one on one situations. Most often then not one side will dominate the other. If you are the last man alive, wait at B. A is an easy diffuse if you look around for the last people, but B can be terrible to get into. Definitely use the "Feign Diffuse" to draw people out at either site. Take things slow as well because you never know when you'll see the enemy running across the map. Especially because this map is so small. ========== ===== Skidrow ===== General: This is one of my favorite maps. The buildings make great places to have fire fights. I played a game here with my friends and we ended the game on the offensive side in about 30 seconds. The close quarters makes sniping almost useless, but there are some areas where you can snipe from. Check corners often on this map. Offense: Rushing on this map is a good idea. You can rush either site fairly easily, but it will only work once or twice. The odd thing about this map is that one bombsite is a lot closer than the other. Bomb site A is planted more often than B for that exact reason. If you don't go for the rush plant, then you will want to wait until you take out a few members of the enemy team before planting. At A, you will take out the enemy team when you approach the site. They will be everywhere, so there isn't a specific thing you should do. When going B, look for claymores. Because the plant will most likely go A, the other team will put claymores at B. Also, it would be beneficial to check the room above the B site. Defense: When the round starts, place claymores at B. You don't want someone sneaking in and planting. The farthest you should ever push is a little bit past A. When you try to push farther than that, you will walk into enemy traps. One person should always stay back at B just incase they take out the claymores on their way in. Watch the far side of the map because people can sneak by that way without anyone noticing. If you are the last man alive, evaluate the situation. If there are claymores at B, go A. Find a good place to wait and hide if you are going to go that way because that building isn't a great place to hide. If you stick at B, be very cautios going into A. "Feign Diffuse" and take the other people out. When going to diffuse B, you should check inside the room carefully from the outside. Camping in the corners can kill you. ========== ===== Sub Base ===== General: This is my all time favorite map. There are a number of ways to get to either side of the map, and it can have intense matches. This map comes down to who sees the enemy first, and who can aim and get the shot off first. Offense: Take it slow. Odds are you won't get a rush plant, so just relax and hang back a bit. I would say to only go B if you are the last man alive. A can be played a lot better than B can if your teammates are alive. When planting A, plant on the side close to your spawn, and have a teammate down the way in the building that looks over it. This map should be played slowly and carefully, so watch your back. Defense: Get to your positions quickly. Put C4 at A incase they decide to plant it. However, I have found that the other team won't plant unless they are low in numbers. Sometimes the rush will come at B, so have two guys go towards the left side at the start of each round. If you are the last man standing, wait at A. People plant there a lot, and if they do plant at B, it is a lot easier to clear out and kill. Look on the roofs for enemies. ======== ===== Terminal ===== General: This map can be a pain for the Offensive team. Both bomb sites are closer to the Defenseive spawn, and if you can't take out a few members of the Defense first, you will most likely lose. Offense: The idea is to pick off at least two guys before trying to even get close to the bomb sites. It is better to have two people go each way (meaning two to Burger Town, two through the bookstore, and two towards the plane). The high traffic areas are through the book store and in/above the concrete room outside of the A bomb. The plane can be a nightmare to plant because there are all sorts of places to hide in the plane, but at the same time all the places are used quite often. Always check the very front and back of the plane first because most of the time there will be someone there. If planting A, then you should check the corners of the area right there. But if you are going with another teammate, then at least one of you will get the camper. Defense: Set up your defenses as fast as possible and wait. If you try to rush the Offensive spawn you could risk losing the round. There are great spots to hide all over the map from which you can see at least one bomb site, so be patient and wait. If you are the last man alive, wait around where you are hiding. There really isn't a lot you can do because of the distance between the sites. If you are somewhere between the sites you can get to both with ease, so don't completely commit to one unless you are sure they are going to the site you are at. ========== ===== Underpass ===== General: This is one of my favorite maps to play on. Both sides require some kind of communication with your teammates in order to pull of the win. If you aren't using Cold Blooded, then you run the risk of getting thermal sniped. Offense: Pick one side and have your team play to that plan. If you plant at A, have cover at the bomb site from outside of the building. If you plant B, have people swarm the site from all sides. It is too hard to try to split your team into any parts because the sites are somewhat distant. One thing you want to be aware of is how many ways there are to get into each site. If you assume that there are at least two people at each site camping, you should know how to take out people from different places. Defense: The best way is to split the team up into two teams of three. One team will guard A and the other will guard B. At A, one person should guard the back, one person should be in the site, and the other should be outside hiding in the grass. That will cover all the entrances, and if by chance two people get taken out, there will be one person safe to run in and kill the planter from one way. At B, you should pick a spot and hide. There are great places to guard this site from, but some of them are very obvious. Inside that little room is one of them for example. Know how the enemy will come to the site and play to that. There isn't anything special to being the last man alive, so again just camp one spot and hope for the best. If there are more than two people left and the other team plants the bomb, you will most likely lose, but it is still possible if you think clearly and stay calm. ========== ===== Wasteland ===== General: This map is very open and big. Spawn tubing people on this map can be the most annoying thing ever. It isn't the best search map, so I would suggest voting this map unless you really like Wasteland. Offense: Take this map very slowly. Because it is so big, you want to try to go as slowly as possible to get the other team to give away their positions. At the same time, it would be wise not to give you're own position away because the Defense will be doing the same thing. B is right next to the spawn of the Defense, so look for equipment for sure. At A, have your teammates take good camping positions to defend the bomb. Other than that, play this map a little bit slower compared to the other maps. Defense: Same thing as the Offense. Take it really slow and don't be afraid to camp the entire match. No one is making you run to the other side and whip out your knifing class. All that needs to happen is some good camping, and you will win the match. Of course, if you want to try to shake the Offense up a bit then push up a little bit, but don't go all the way into their territory. If you are the last man standing, really just wait and see where the other team is moving. Nothing special to do about this map. ========== ---------- ----- Perks [PKS] ----- I will look at each perk, suggest how it may be useful to different situations, how I use it/ my opinion about it, and classes that they are useful for. ===== Marathon ===== The regular version of the perk will give you unlimited sprinting, and the pro version will make you climb obstacles faster. While this is a necessity when making a running class, it actualy is quite useful in this game type. If you need to run to the bomb site and plant/diffuse in 15 seconds, you will have a greater chance to get to it in time (8 seconds is the ideal time). I use this on all of the classes except for sniping classes and OMA classes. ========== ===== Sleight of Hand ===== The regular version decreases reloading time, and the pro version decreases aim down the sight time. Both parts of the perk are useful, but the ADS time reduction mainly applies for sniping (quick scoping specifically). If you expect to be running into a lot of enemies at one time, put this class on, but other than that use it for sniping classes primarily. ========== ===== Scavenger ===== Regular version lets you resupply from dead bodies, and the pro version gives you maximum ammo. This perk isn't as useful in this game type only because the matches are short and odds are you won't run out of ammo. If you are going to Resupply your equipment, you are better off using OMA. I don't use this on any classes. ========== ===== Bling ===== The regular version gives you two attachments for your primary gun, and the pro version gives you two attachments for your secondary. For guns that have difficult iron sights, this will allow you to put a sight and one other attachment on it. I will use this on Assault rifles for silencers and sights/ extended mags and LMGs for thermals and grips. Specifically for the FAL, I will put holographic sight and a silencer on it. This will increases the minimum damage and help you stay hidden, but I will go into it more later. ========== ===== One Man Army ===== The regular version allows you to change into any class whenever you want in the game, and the pro version speeds up the change time. If you are going to set up heavy defenses at both sites, use this. It will allow you to replenish claymores and C4 whenever you want. I will usually have at least one class with this on it once I unlock it. ========== ===== Stopping Power ===== The regular version increases bullet damage, and the pro version increases damage to vehicles. Neither version is useful because most guns will kill in less than two bullets even at maximum distance. I don't use this at all. ========== ===== Lightweight ===== The regular version allows you to move faster, and the pro version decreases the time it takes to pull your gun up from your side. This is a must if you are going to rush. Couple this with marathon and you can potentially be a threat to the other team if you play your cards right. I don't use this a lot myself, but it can be useful to have someone on your team using it. ========== ===== Hardline ===== The regular version decreases kill streak requirements by one, and the pro version decreases death streaks requirements by one. If you don't have Cold Blooded yet, this can be useful because you can get UAV's in two kills instead of three, which can make a difference in this game type. ========== ===== Cold Blooded ===== The regular version makes you undetectable to UAV's, air support, and thermal scopes; the pro version makes it so your name doesn't appear above you. The pro version is what makes this perk so valuable. You can camp somewhere and no one will be able to see you unless they look really hard. If they call in UAV and you have a silent weapon, there will be no way for them to see where you are as well. This is by far the most useful perk of the red perks. ========== ===== Danger Close ===== The regular version increases explosion damage, and the pro version increases air support damage. This perk isn't that useful unless you are spamming noob tubes. However, if you do this know that I will frown upon your actions. Air support is uncommon, so even the pro version will not serve that much of a purpose. ========== ===== Commando ===== The regular version increases knifing range, and the pro version negates any falling damage. This perk is useful when you plan on rushing and knifing. You will become a threat to the other team right away. The pro version will allow you to follow someone, even if you are really high up. I don't use this a lot, but it is still useful. ========== ===== Steady Aim ===== The regular version increases hip fire accuracy, and the pro version increases hold breath time. This perk is better for snipers due to the hold breath increase, but unless you are using akimbo anything, it won't be that useful. I don't use it a lot. ========== ===== Scrambler ===== The regular version jams enemies UAV around you, and the pro version increases the time it takes for claymores to go off. The pro version is way better than the regular version only because you are more likely to see claymores than UAV's in this game type. Even then it is still not that useful in my opinion. ========== ===== Ninja ===== The regular version makes your heartbeat silent, and the pro version makes your footsteps "silent". The pro version is what makes this perk so useful. Except for the rustling of grass, you will not make sounds when you walk. Now, take note that there is still a small amount of noise, but it is so quiet that it is hard to hear unless you are using head phones. Most people will not hear it though. I use this on all of my classes. ========== ===== SitRep ===== The regular version lights up equipment, and the pro version makes enemy footsteps sound 4x louder. I have not gotten the pro version before, but I am currently working on it. Even being able to see claymores can help if you warn your teammates before they walk into one. Supposedly the pro version will make Ninja footsteps appear normal, but I have no means of testing this at this point in time. I will come back to this in the future... ========== ===== Last Stand ===== The regular version lets you crawl on the ground for a second to kill someone who gets the jump on you, and the pro version allows you to use equipment in this state (I was corrected from the first version, thank you for that). This perk makes me so mad, and even more so in this game type. I can understand Final Stand because you don't get it every round, but when you get it even in the first round, it just makes the game stupid. Yes, you could get a kill, but why not just try to play the game the way its meant to be played. It is a good perk to use, but I will warn you that people will get mad. ========== ---------- ----- Guns [GNS] ----- I will cover each primary gun type, but when it comes to specifics, it is really up to how you feel with each specific gun. Generally for secondaries, pick one that will balance out your primary. If you choose a spray gun, choose a pistol to pick off far away targets for example. ===== Assault Rifles ===== Assault rifles are the primary choice for this game type. They are accurate and most of them will kill in one shot most of the time. I use silencers on the AR's because they tend to be a lot louder than some of the other guns, also most of the sites are easy to use, making RDS and Holo sight not as needed compared to some of the other guns. Specifically I'd like to note that the FAL gets a minimum damage boost from the Holographic sights. This means that the FAL will kill anyone in one shot from any range, making it an asset to your classes. ========== ===== Sub Machine Guns ===== In this game type theses guns will dominate at close range. They tend not to be as powerful as AR's or LMG's, but the increases fire rate will make up for it. The UMP is probably the most popular choice of the bunch, and it is no surprise as it can act like an assault rifle in some cases. I like you use rapid fire on these guns only because I feel like the even faster fire rate dominates all other guns in this game type. If you want a laugh in the Game Winning Killcam, put a thermal on a Mini Uzi. That is one of my favorite set ups. ========== ===== LMGs ===== Theses heavy hitters can be great, or they can curse you to a loss. They make you run the slowest out of all the gun types, so when you are running to plant or diffuse, you may find yourself coming short to the objective. Coupling the heavy fire power with a grip will allow you to out-snipe snipers in some cases. If you want to turn them into versatile weapons, put a thermal on it as well and pick of people from all ranges. ========== ===== Sniper Rifles ===== All of the sniper rifles become one hit kills, but it also means that you won't be doing as much no scoping because of the lack of a reticule. I like to use silencers only in this game type because they range reduction isn't as much of a problem, and the sound and light reduction when fired tends to help keep your position a secret. Having at least one sniper is a good idea on most maps, not as useful on maps such as Favela. ========== ===== Riot Shield ===== Unless you don't mind possibly losing the match, use this. If you play smart, you can get lots of kills with one hit shots. On the flip side, know that you will be a huge target the next couple of rounds. Using a riot shield is more of a joke than it is a strategy, but it can be very useful when played right. ========== ---------- ----- FAQ ----- Coming soon! --------- ----- Final Words ----- Thank you for reading my guide, I hope that it helped in some way. If you have any thing you want me to add contact me via email. I would like to change things to provide maximum help. Thanks again. ----------